[8175] | 1 | /* File: sglmodel.h; Mode: C++; Tab-width: 3; Author: Simon Flannery; */ |
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| 2 | |
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| 3 | /* |
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| 4 | The Silicon Graphic Library model format is a light weight, simple and |
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| 5 | flexible format designed for the Open Graphics Library. The format allows |
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| 6 | static models to be streamed promptly within the Open Graphics Library |
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| 7 | framework. This is a high performance implementation and currently only |
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| 8 | supports the GL_V3F, GL_N3F_V3F, GL_T2F_N3F_V3F vertex formats! |
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| 9 | |
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| 10 | The binary file format is described: |
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| 11 | - The number of elements. |
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| 12 | - The format of the elements (for example GL_V3F), which determines the size of |
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| 13 | each element. |
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| 14 | - The mode of the elements (for example GL_TRIANGLES). |
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| 15 | - The array of data. |
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| 16 | |
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| 17 | This Implementation is Copyright (c) 2005 Simon Flannery. |
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| 18 | */ |
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| 19 | |
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| 20 | #ifndef SGLMODEL_H |
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| 21 | #define SGLMODEL_H |
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| 22 | |
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| 23 | #include <stdio.h> |
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| 24 | #include <stdlib.h> |
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| 25 | #include <math.h> |
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| 26 | |
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| 27 | enum {x, y, z, w}; |
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| 28 | |
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| 29 | #pragma pack(push) |
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| 30 | #pragma pack(1) |
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| 31 | |
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| 32 | struct texture |
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| 33 | { |
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| 34 | float u, v; |
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| 35 | }; |
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| 36 | |
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| 37 | struct vertex |
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| 38 | { |
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| 39 | // GL_V3F |
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| 40 | float m[3]; |
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| 41 | |
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| 42 | float& operator[](int i) |
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| 43 | { |
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| 44 | return m[i]; |
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| 45 | } |
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| 46 | |
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| 47 | float operator[](int i) const |
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| 48 | { |
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| 49 | return m[i]; |
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| 50 | } |
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| 51 | }; |
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| 52 | |
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| 53 | struct color_vertex |
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| 54 | { |
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| 55 | // GL_C4UB_V3F |
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| 56 | unsigned char r, g, b, a; |
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| 57 | vertex v; |
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| 58 | }; |
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| 59 | |
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| 60 | struct normal_vertex |
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| 61 | { |
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| 62 | // GL_N3F_V3F |
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| 63 | vertex n; |
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| 64 | vertex v; |
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| 65 | }; |
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| 66 | |
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| 67 | struct texture_vertex |
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| 68 | { |
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| 69 | // GL_T2F_N3F_V3F |
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| 70 | texture t; |
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| 71 | vertex n; |
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| 72 | vertex v; |
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| 73 | }; |
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| 74 | |
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| 75 | struct object_vertex |
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| 76 | { |
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| 77 | vertex position; |
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| 78 | vertex normal; |
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| 79 | texture texcoord; |
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| 80 | }; |
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| 81 | |
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| 82 | #pragma pack(pop) |
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| 83 | |
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| 84 | float my_max(float a, float b) |
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| 85 | { |
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| 86 | return (a > b) ? a : b; |
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| 87 | } |
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| 88 | |
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| 89 | class Sglmodel |
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| 90 | { |
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| 91 | public: |
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| 92 | virtual bool Load(char* szFileName) = 0; |
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| 93 | virtual void GetDimensions(float& width, float& height, float& depth) = 0; |
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| 94 | virtual void GetCenter(float& cx, float& cy, float& cz) = 0; |
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| 95 | virtual void Unitize() = 0; |
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| 96 | virtual void Scale(float scale) = 0; |
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| 97 | virtual void Translate(float tx, float ty, float tz) = 0; |
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| 98 | |
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| 99 | virtual void Render() const = 0; |
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| 100 | |
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| 101 | virtual void Delete() = 0; |
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| 102 | }; |
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| 103 | |
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| 104 | class Sglmodel_sgl : public Sglmodel |
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| 105 | { |
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| 106 | public: |
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| 107 | typedef void (Sglmodel_sgl::*p_Sglmodel_sgl_member)(); |
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| 108 | typedef void (Sglmodel_sgl::*p_Sglmodel_sgl_member_1f)(float); |
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| 109 | typedef void (Sglmodel_sgl::*p_Sglmodel_sgl_member_3f)(float, float, float); |
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| 110 | typedef void (Sglmodel_sgl::*p_Sglmodel_sgl_member_3f_reference)(float&, float&, float&); |
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| 111 | |
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| 112 | virtual bool Load(char* szFileName); |
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| 113 | virtual void GetDimensions(float& width, float& height, float& depth); |
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| 114 | virtual void GetCenter(float& cx, float& cy, float& cz); |
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| 115 | virtual void Unitize(); |
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| 116 | virtual void Scale(float scale); |
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| 117 | virtual void Translate(float tx, float ty, float tz); |
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| 118 | |
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| 119 | virtual void Render() const; |
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| 120 | |
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| 121 | bool Save(char* szFileName) const; |
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| 122 | virtual void Delete(); |
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| 123 | |
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| 124 | void SetTexture(unsigned int t) { id = t; return; } |
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| 125 | unsigned int GetTexture() const { return id; } |
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| 126 | |
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| 127 | private: |
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| 128 | |
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| 129 | void GL_V3F_Dimensions(float& width, float& height, float& depth); |
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| 130 | void GL_N3F_V3F_Dimensions(float& width, float& height, float& depth); |
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| 131 | void GL_T2F_N3F_V3F_Dimensions(float& width, float& height, float& depth); |
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| 132 | void GL_V3F_Center(float& cx, float& cy, float& cz); |
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| 133 | void GL_N3F_V3F_Center(float& cx, float& cy, float& cz); |
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| 134 | void GL_T2F_N3F_V3F_Center(float& cx, float& cy, float& cz); |
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| 135 | void GL_V3F_Unitize(); |
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| 136 | void GL_N3F_V3F_Unitize(); |
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| 137 | void GL_T2F_N3F_V3F_Unitize(); |
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| 138 | void GL_V3F_Scale(float scale); |
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| 139 | void GL_N3F_V3F_Scale(float scale); |
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| 140 | void GL_T2F_N3F_V3F_Scale(float scale); |
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| 141 | void GL_V3F_Translate(float tx, float ty, float tz); |
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| 142 | void GL_N3F_V3F_Translate(float tx, float tt, float tz); |
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| 143 | void GL_T2F_N3F_V3F_Translate(float tx, float ty, float tz); |
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| 144 | |
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| 145 | void* data; |
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| 146 | int format, count, mode; |
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| 147 | unsigned int id; |
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| 148 | |
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| 149 | p_Sglmodel_sgl_member_3f_reference pDimensions; |
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| 150 | p_Sglmodel_sgl_member_3f_reference pCenter; |
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| 151 | p_Sglmodel_sgl_member pUnitize; |
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| 152 | p_Sglmodel_sgl_member_1f pScale; |
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| 153 | p_Sglmodel_sgl_member_3f pTranslate; |
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| 154 | }; |
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| 155 | |
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| 156 | bool Sglmodel_sgl::Load(char* szFileName) |
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| 157 | { |
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| 158 | data = NULL; format = count = mode = 0; id = 0; |
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| 159 | pDimensions = NULL; |
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| 160 | pCenter = NULL; |
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| 161 | pUnitize = NULL; |
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| 162 | pScale = NULL; |
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| 163 | pTranslate = NULL; |
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| 164 | |
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| 165 | FILE* file = fopen(szFileName, "rb"); |
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| 166 | |
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| 167 | if (file != NULL) |
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| 168 | { |
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| 169 | if (fread(&count, sizeof(int), 1, file) > 0 && count > 0) |
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| 170 | { |
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| 171 | if (fread(&format, sizeof(int), 1, file) > 0 && format > 0) |
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| 172 | { |
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| 173 | if (fread(&mode, sizeof(int), 1, file) > 0 && mode > 0) |
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| 174 | { |
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| 175 | size_t size = 0; |
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| 176 | |
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| 177 | switch (format) /* Setup member function pointers. */ |
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| 178 | { |
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| 179 | case GL_V3F: |
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| 180 | size = sizeof(vertex); |
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| 181 | pDimensions = &Sglmodel_sgl::GL_V3F_Dimensions; |
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| 182 | pCenter = &Sglmodel_sgl::GL_V3F_Center; |
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| 183 | pScale = &Sglmodel_sgl::GL_V3F_Scale; |
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| 184 | pUnitize = &Sglmodel_sgl::GL_V3F_Unitize; |
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| 185 | pTranslate = &Sglmodel_sgl::GL_V3F_Translate; |
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| 186 | break; |
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| 187 | |
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| 188 | case GL_N3F_V3F: |
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| 189 | size = sizeof(normal_vertex); |
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| 190 | pDimensions = &Sglmodel_sgl::GL_N3F_V3F_Dimensions; |
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| 191 | pCenter = &Sglmodel_sgl::GL_N3F_V3F_Center; |
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| 192 | pScale = &Sglmodel_sgl::GL_N3F_V3F_Scale; |
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| 193 | pUnitize = &Sglmodel_sgl::GL_N3F_V3F_Unitize; |
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| 194 | pTranslate = &Sglmodel_sgl::GL_N3F_V3F_Translate; |
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| 195 | break; |
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| 196 | |
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| 197 | case GL_T2F_N3F_V3F: |
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| 198 | size = sizeof(texture_vertex); |
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| 199 | pDimensions = &Sglmodel_sgl::GL_T2F_N3F_V3F_Dimensions; |
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| 200 | pCenter = &Sglmodel_sgl::GL_T2F_N3F_V3F_Center; |
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| 201 | pScale = &Sglmodel_sgl::GL_T2F_N3F_V3F_Scale; |
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| 202 | pUnitize = &Sglmodel_sgl::GL_T2F_N3F_V3F_Unitize; |
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| 203 | pTranslate = &Sglmodel_sgl::GL_T2F_N3F_V3F_Translate; |
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| 204 | break; |
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| 205 | } |
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| 206 | |
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| 207 | if (size != 0) |
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| 208 | { |
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| 209 | if ((data = malloc(size * count)) != NULL) |
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| 210 | { |
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| 211 | if (fread(data, size, count, file) != count) |
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| 212 | { |
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| 213 | Delete(); |
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| 214 | } |
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| 215 | } |
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| 216 | } |
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| 217 | } |
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| 218 | } |
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| 219 | } |
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| 220 | |
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| 221 | fclose(file); |
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| 222 | } |
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| 223 | |
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| 224 | return data != NULL; |
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| 225 | } |
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| 226 | |
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| 227 | void Sglmodel_sgl::GetDimensions(float& width, float& height, float& depth) |
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| 228 | { |
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| 229 | if (pDimensions != NULL) |
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| 230 | { |
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| 231 | (this->*pDimensions)(width, height, depth); |
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| 232 | } |
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| 233 | |
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| 234 | return; |
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| 235 | } |
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| 236 | |
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| 237 | void Sglmodel_sgl::GetCenter(float& cx, float& cy, float& cz) |
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| 238 | { |
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| 239 | if (pCenter != NULL) |
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| 240 | { |
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| 241 | (this->*pCenter)(cx, cy, cz); |
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| 242 | } |
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| 243 | |
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| 244 | return; |
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| 245 | } |
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| 246 | |
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| 247 | void Sglmodel_sgl::Unitize() |
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| 248 | { |
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| 249 | if (pUnitize != NULL) |
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| 250 | { |
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| 251 | (this->*pUnitize)(); |
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| 252 | } |
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| 253 | |
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| 254 | return; |
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| 255 | } |
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| 256 | |
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| 257 | void Sglmodel_sgl::Scale(float scale) |
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| 258 | { |
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| 259 | if (pScale != NULL) |
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| 260 | { |
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| 261 | (this->*pScale)(scale); |
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| 262 | } |
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| 263 | |
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| 264 | return; |
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| 265 | } |
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| 266 | |
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| 267 | void Sglmodel_sgl::Translate(float tx, float ty, float tz) |
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| 268 | { |
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| 269 | if (pTranslate != NULL) |
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| 270 | { |
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| 271 | (this->*pTranslate)(tx, ty, tz); |
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| 272 | } |
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| 273 | |
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| 274 | return; |
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| 275 | } |
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| 276 | |
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| 277 | void Sglmodel_sgl::Render() const |
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| 278 | { |
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| 279 | if (data != NULL) |
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| 280 | { |
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| 281 | glInterleavedArrays(format, 0, data); |
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| 282 | glDrawArrays(mode, 0, count); |
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| 283 | } |
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| 284 | |
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| 285 | return; |
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| 286 | } |
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| 287 | |
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| 288 | bool Sglmodel_sgl::Save(char* szFileName) const |
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| 289 | { |
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| 290 | if (data != NULL) |
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| 291 | { |
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| 292 | FILE* file = fopen(szFileName, "wb"); |
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| 293 | |
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| 294 | if (file != NULL) |
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| 295 | { |
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| 296 | fwrite(&count, sizeof(int), 1, file); |
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| 297 | fwrite(&format, sizeof(int), 1, file); |
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| 298 | fwrite(&mode, sizeof(int), 1, file); |
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| 299 | |
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| 300 | size_t size = 0; |
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| 301 | |
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| 302 | switch (format) |
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| 303 | { |
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| 304 | case GL_V3F: |
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| 305 | size = sizeof(vertex); |
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| 306 | break; |
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| 307 | |
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| 308 | case GL_N3F_V3F: |
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| 309 | size = sizeof(normal_vertex); |
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| 310 | break; |
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| 311 | |
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| 312 | case GL_T2F_N3F_V3F: |
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| 313 | size = sizeof(texture_vertex); |
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| 314 | break; |
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| 315 | } |
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| 316 | |
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| 317 | fwrite(data, size, count, file); |
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| 318 | |
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| 319 | fclose(file); |
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| 320 | } |
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| 321 | } |
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| 322 | |
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| 323 | return true; |
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| 324 | } |
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| 325 | |
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| 326 | void Sglmodel_sgl::Delete() |
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| 327 | { |
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| 328 | free(data); data = NULL; format = count = mode = 0; id = 0; |
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| 329 | |
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| 330 | pDimensions = NULL; |
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| 331 | pCenter = NULL; |
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| 332 | pUnitize = NULL; |
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| 333 | pScale = NULL; |
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| 334 | pTranslate = NULL; |
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| 335 | |
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| 336 | return; |
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| 337 | } |
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| 338 | |
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| 339 | void Sglmodel_sgl::GL_V3F_Dimensions(float& width, float& height, float& depth) |
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| 340 | { |
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| 341 | width = height = depth = 0.0f; |
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| 342 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
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| 343 | |
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| 344 | if (data != NULL) |
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| 345 | { |
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| 346 | /* Get the maximum and minimum. */ |
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| 347 | vertex* v = (vertex*) data; |
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| 348 | |
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| 349 | maxx = minx = v[0][x]; |
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| 350 | maxy = miny = v[0][y]; |
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| 351 | maxz = minz = v[0][z]; |
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| 352 | |
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| 353 | for (int i = 0; i < count; ++i) |
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| 354 | { |
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| 355 | if (maxx < v[i][x]) { maxx = v[i][x]; } |
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| 356 | if (minx > v[i][x]) { minx = v[i][x]; } |
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| 357 | if (maxy < v[i][y]) { maxy = v[i][y]; } |
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| 358 | if (miny > v[i][y]) { miny = v[i][y]; } |
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| 359 | if (maxz < v[i][z]) { maxz = v[i][z]; } |
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| 360 | if (minz > v[i][z]) { minz = v[i][z]; } |
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| 361 | } |
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| 362 | |
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| 363 | /* Calculate model width, height, and depth. */ |
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| 364 | width = fabs(maxx) + fabs(minx); |
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| 365 | height = fabs(maxy) + fabs(miny); |
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| 366 | depth = fabs(maxz) + fabs(minz); |
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| 367 | } |
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| 368 | |
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| 369 | return; |
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| 370 | } |
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| 371 | |
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| 372 | void Sglmodel_sgl::GL_N3F_V3F_Dimensions(float& width, float& height, float& depth) |
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| 373 | { |
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| 374 | width = height = depth = 0.0f; |
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| 375 | |
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| 376 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
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| 377 | |
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| 378 | if (data != NULL) |
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| 379 | { |
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| 380 | /* Get the maximum and minimum. */ |
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| 381 | normal_vertex* v = (normal_vertex*) data; |
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| 382 | |
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| 383 | maxx = minx = v[0].v[x]; |
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| 384 | maxy = miny = v[0].v[y]; |
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| 385 | maxz = minz = v[0].v[z]; |
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| 386 | |
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| 387 | for (int i = 0; i < count; ++i) |
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| 388 | { |
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| 389 | if (maxx < v[i].v[x]) { maxx = v[i].v[x]; } |
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| 390 | if (minx > v[i].v[x]) { minx = v[i].v[x]; } |
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| 391 | if (maxy < v[i].v[y]) { maxy = v[i].v[y]; } |
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| 392 | if (miny > v[i].v[y]) { miny = v[i].v[y]; } |
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| 393 | if (maxz < v[i].v[z]) { maxz = v[i].v[z]; } |
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| 394 | if (minz > v[i].v[z]) { minz = v[i].v[z]; } |
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| 395 | } |
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| 396 | |
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| 397 | /* Calculate model width, height, and depth. */ |
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| 398 | width = fabs(maxx) + fabs(minx); |
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| 399 | height = fabs(maxy) + fabs(miny); |
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| 400 | depth = fabs(maxz) + fabs(minz); |
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| 401 | } |
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| 402 | |
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| 403 | return; |
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| 404 | } |
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| 405 | |
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| 406 | void Sglmodel_sgl::GL_T2F_N3F_V3F_Dimensions(float& width, float& height, float& depth) |
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| 407 | { |
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| 408 | width = height = depth = 0.0f; |
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| 409 | |
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| 410 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
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| 411 | |
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| 412 | if (data != NULL) |
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| 413 | { |
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| 414 | /* Get the maximum and minimum. */ |
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| 415 | texture_vertex* v = (texture_vertex*) data; |
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| 416 | |
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| 417 | maxx = minx = v[0].v[x]; |
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| 418 | maxy = miny = v[0].v[y]; |
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| 419 | maxz = minz = v[0].v[z]; |
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| 420 | |
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| 421 | for (int i = 0; i < count; ++i) |
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| 422 | { |
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| 423 | if (maxx < v[i].v[x]) { maxx = v[i].v[x]; } |
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| 424 | if (minx > v[i].v[x]) { minx = v[i].v[x]; } |
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| 425 | if (maxy < v[i].v[y]) { maxy = v[i].v[y]; } |
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| 426 | if (miny > v[i].v[y]) { miny = v[i].v[y]; } |
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| 427 | if (maxz < v[i].v[z]) { maxz = v[i].v[z]; } |
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| 428 | if (minz > v[i].v[z]) { minz = v[i].v[z]; } |
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| 429 | } |
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| 430 | |
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| 431 | /* Calculate model width, height, and depth. */ |
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| 432 | width = fabs(maxx) + fabs(minx); |
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| 433 | height = fabs(maxy) + fabs(miny); |
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| 434 | depth = fabs(maxz) + fabs(minz); |
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| 435 | } |
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| 436 | |
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| 437 | return; |
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| 438 | } |
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| 439 | |
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| 440 | void Sglmodel_sgl::GL_V3F_Center(float& cx, float& cy, float& cz) |
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| 441 | { |
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| 442 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
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| 443 | |
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| 444 | if (data != NULL) |
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| 445 | { |
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| 446 | /* Get the maximum and minimum. */ |
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| 447 | vertex* v = (vertex*) data; |
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| 448 | |
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| 449 | maxx = minx = v[0][x]; |
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| 450 | maxy = miny = v[0][y]; |
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| 451 | maxz = minz = v[0][z]; |
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| 452 | |
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| 453 | for (int i = 0; i < count; ++i) |
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| 454 | { |
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| 455 | if (maxx < v[i][x]) { maxx = v[i][x]; } |
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| 456 | if (minx > v[i][x]) { minx = v[i][x]; } |
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| 457 | if (maxy < v[i][y]) { maxy = v[i][y]; } |
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| 458 | if (miny > v[i][y]) { miny = v[i][y]; } |
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| 459 | if (maxz < v[i][z]) { maxz = v[i][z]; } |
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| 460 | if (minz > v[i][z]) { minz = v[i][z]; } |
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| 461 | } |
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| 462 | |
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| 463 | /* Calculate model width, height, and depth. */ |
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| 464 | float width = fabs(maxx) + fabs(minx); |
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| 465 | float height = fabs(maxy) + fabs(miny); |
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| 466 | float depth = fabs(maxz) + fabs(minz); |
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| 467 | |
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| 468 | /* Calculate center of the model. */ |
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| 469 | cx = (maxx + minx) / 2.0f; |
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| 470 | cy = (maxy + miny) / 2.0f; |
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| 471 | cz = (maxz + minz) / 2.0f; |
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| 472 | } |
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| 473 | |
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| 474 | return; |
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| 475 | } |
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| 476 | |
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| 477 | void Sglmodel_sgl::GL_N3F_V3F_Center(float& cx, float& cy, float& cz) |
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| 478 | { |
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| 479 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
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| 480 | |
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| 481 | if (data != NULL) |
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| 482 | { |
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| 483 | /* Get the maximum and minimum. */ |
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| 484 | normal_vertex* v = (normal_vertex*) data; |
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| 485 | |
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| 486 | maxx = minx = v[0].v[x]; |
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| 487 | maxy = miny = v[0].v[y]; |
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| 488 | maxz = minz = v[0].v[z]; |
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| 489 | |
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| 490 | for (int i = 0; i < count; ++i) |
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| 491 | { |
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| 492 | if (maxx < v[i].v[x]) { maxx = v[i].v[x]; } |
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| 493 | if (minx > v[i].v[x]) { minx = v[i].v[x]; } |
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| 494 | if (maxy < v[i].v[y]) { maxy = v[i].v[y]; } |
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| 495 | if (miny > v[i].v[y]) { miny = v[i].v[y]; } |
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| 496 | if (maxz < v[i].v[z]) { maxz = v[i].v[z]; } |
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| 497 | if (minz > v[i].v[z]) { minz = v[i].v[z]; } |
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| 498 | } |
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| 499 | |
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| 500 | /* Calculate model width, height, and depth. */ |
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| 501 | float width = fabs(maxx) + fabs(minx); |
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| 502 | float height = fabs(maxy) + fabs(miny); |
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| 503 | float depth = fabs(maxz) + fabs(minz); |
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| 504 | |
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| 505 | /* Calculate center of the model. */ |
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| 506 | cx = (maxx + minx) / 2.0f; |
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| 507 | cy = (maxy + miny) / 2.0f; |
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| 508 | cz = (maxz + minz) / 2.0f; |
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| 509 | } |
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| 510 | |
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| 511 | return; |
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| 512 | } |
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| 513 | |
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| 514 | void Sglmodel_sgl::GL_T2F_N3F_V3F_Center(float& cx, float& cy, float& cz) |
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| 515 | { |
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| 516 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
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| 517 | |
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| 518 | if (data != NULL) |
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| 519 | { |
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| 520 | /* Get the maximum and minimum. */ |
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| 521 | texture_vertex* v = (texture_vertex*) data; |
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| 522 | |
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| 523 | maxx = minx = v[0].v[x]; |
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| 524 | maxy = miny = v[0].v[y]; |
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| 525 | maxz = minz = v[0].v[z]; |
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| 526 | |
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| 527 | for (int i = 0; i < count; ++i) |
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| 528 | { |
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| 529 | if (maxx < v[i].v[x]) { maxx = v[i].v[x]; } |
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| 530 | if (minx > v[i].v[x]) { minx = v[i].v[x]; } |
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| 531 | if (maxy < v[i].v[y]) { maxy = v[i].v[y]; } |
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| 532 | if (miny > v[i].v[y]) { miny = v[i].v[y]; } |
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| 533 | if (maxz < v[i].v[z]) { maxz = v[i].v[z]; } |
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| 534 | if (minz > v[i].v[z]) { minz = v[i].v[z]; } |
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| 535 | } |
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| 536 | |
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| 537 | /* Calculate model width, height, and depth. */ |
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| 538 | float width = fabs(maxx) + fabs(minx); |
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| 539 | float height = fabs(maxy) + fabs(miny); |
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| 540 | float depth = fabs(maxz) + fabs(minz); |
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| 541 | |
---|
| 542 | /* Calculate center of the model. */ |
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| 543 | cx = (maxx + minx) / 2.0f; |
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| 544 | cy = (maxy + miny) / 2.0f; |
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| 545 | cz = (maxz + minz) / 2.0f; |
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| 546 | } |
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| 547 | |
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| 548 | return; |
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| 549 | } |
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| 550 | |
---|
| 551 | void Sglmodel_sgl::GL_V3F_Unitize() |
---|
| 552 | { |
---|
| 553 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
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| 554 | |
---|
| 555 | if (data != NULL) |
---|
| 556 | { |
---|
| 557 | /* Get the maximum and minimum. */ |
---|
| 558 | vertex* v = (vertex*) data; |
---|
| 559 | |
---|
| 560 | maxx = minx = v[0][x]; |
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| 561 | maxy = miny = v[0][y]; |
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| 562 | maxz = minz = v[0][z]; |
---|
| 563 | |
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| 564 | for (int i = 0; i < count; ++i) |
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| 565 | { |
---|
| 566 | if (maxx < v[i][x]) { maxx = v[i][x]; } |
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| 567 | if (minx > v[i][x]) { minx = v[i][x]; } |
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| 568 | if (maxy < v[i][y]) { maxy = v[i][y]; } |
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| 569 | if (miny > v[i][y]) { miny = v[i][y]; } |
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| 570 | if (maxz < v[i][z]) { maxz = v[i][z]; } |
---|
| 571 | if (minz > v[i][z]) { minz = v[i][z]; } |
---|
| 572 | } |
---|
| 573 | |
---|
| 574 | /* Calculate model width, height, and depth. */ |
---|
| 575 | float width = fabs(maxx) + fabs(minx); |
---|
| 576 | float height = fabs(maxy) + fabs(miny); |
---|
| 577 | float depth = fabs(maxz) + fabs(minz); |
---|
| 578 | |
---|
| 579 | /* Calculate center of the model. */ |
---|
| 580 | float cx = (maxx + minx) / 2.0f; |
---|
| 581 | float cy = (maxy + miny) / 2.0f; |
---|
| 582 | float cz = (maxz + minz) / 2.0f; |
---|
| 583 | |
---|
| 584 | /* Calculate unitizing scale factor. */ |
---|
| 585 | float scale = 2.0f / my_max(my_max(width, height), depth); |
---|
| 586 | |
---|
| 587 | /* Translate around center then scale. */ |
---|
| 588 | v = (vertex*) data; |
---|
| 589 | |
---|
| 590 | for (int i = 0; i < count; ++i) |
---|
| 591 | { |
---|
| 592 | v[i][x] -= cx; |
---|
| 593 | v[i][y] -= cy; |
---|
| 594 | v[i][z] -= cz; |
---|
| 595 | v[i][x] *= scale; |
---|
| 596 | v[i][y] *= scale; |
---|
| 597 | v[i][z] *= scale; |
---|
| 598 | } |
---|
| 599 | } |
---|
| 600 | |
---|
| 601 | return; |
---|
| 602 | } |
---|
| 603 | |
---|
| 604 | void Sglmodel_sgl::GL_N3F_V3F_Unitize() |
---|
| 605 | { |
---|
| 606 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
---|
| 607 | |
---|
| 608 | if (data != NULL) |
---|
| 609 | { |
---|
| 610 | /* Get the maximum and minimum. */ |
---|
| 611 | normal_vertex* v = (normal_vertex*) data; |
---|
| 612 | |
---|
| 613 | maxx = minx = v[0].v[x]; |
---|
| 614 | maxy = miny = v[0].v[y]; |
---|
| 615 | maxz = minz = v[0].v[z]; |
---|
| 616 | |
---|
| 617 | for (int i = 0; i < count; ++i) |
---|
| 618 | { |
---|
| 619 | if (maxx < v[i].v[x]) { maxx = v[i].v[x]; } |
---|
| 620 | if (minx > v[i].v[x]) { minx = v[i].v[x]; } |
---|
| 621 | if (maxy < v[i].v[y]) { maxy = v[i].v[y]; } |
---|
| 622 | if (miny > v[i].v[y]) { miny = v[i].v[y]; } |
---|
| 623 | if (maxz < v[i].v[z]) { maxz = v[i].v[z]; } |
---|
| 624 | if (minz > v[i].v[z]) { minz = v[i].v[z]; } |
---|
| 625 | } |
---|
| 626 | |
---|
| 627 | /* Calculate model width, height, and depth. */ |
---|
| 628 | float width = fabs(maxx) + fabs(minx); |
---|
| 629 | float height = fabs(maxy) + fabs(miny); |
---|
| 630 | float depth = fabs(maxz) + fabs(minz); |
---|
| 631 | |
---|
| 632 | /* Calculate center of the model. */ |
---|
| 633 | float cx = (maxx + minx) / 2.0f; |
---|
| 634 | float cy = (maxy + miny) / 2.0f; |
---|
| 635 | float cz = (maxz + minz) / 2.0f; |
---|
| 636 | |
---|
| 637 | /* Calculate unitizing scale factor. */ |
---|
| 638 | float scale = 2.0f / my_max(my_max(width, height), depth); |
---|
| 639 | |
---|
| 640 | /* Translate around center then scale. */ |
---|
| 641 | v = (normal_vertex*) data; |
---|
| 642 | |
---|
| 643 | for (int i = 0; i < count; ++i) |
---|
| 644 | { |
---|
| 645 | v[i].v[x] -= cx; |
---|
| 646 | v[i].v[y] -= cy; |
---|
| 647 | v[i].v[z] -= cz; |
---|
| 648 | v[i].v[x] *= scale; |
---|
| 649 | v[i].v[y] *= scale; |
---|
| 650 | v[i].v[z] *= scale; |
---|
| 651 | } |
---|
| 652 | } |
---|
| 653 | |
---|
| 654 | return; |
---|
| 655 | } |
---|
| 656 | |
---|
| 657 | void Sglmodel_sgl::GL_T2F_N3F_V3F_Unitize() |
---|
| 658 | { |
---|
| 659 | float maxx = 0.0f, minx = 0.0f, maxy = 0.0f, miny = 0.0f, maxz = 0.0f, minz = 0.0f; |
---|
| 660 | |
---|
| 661 | if (data != NULL) |
---|
| 662 | { |
---|
| 663 | /* Get the maximum and minimum. */ |
---|
| 664 | texture_vertex* v = (texture_vertex*) data; |
---|
| 665 | |
---|
| 666 | maxx = minx = v[0].v[x]; |
---|
| 667 | maxy = miny = v[0].v[y]; |
---|
| 668 | maxz = minz = v[0].v[z]; |
---|
| 669 | |
---|
| 670 | for (int i = 0; i < count; ++i) |
---|
| 671 | { |
---|
| 672 | if (maxx < v[i].v[x]) { maxx = v[i].v[x]; } |
---|
| 673 | if (minx > v[i].v[x]) { minx = v[i].v[x]; } |
---|
| 674 | if (maxy < v[i].v[y]) { maxy = v[i].v[y]; } |
---|
| 675 | if (miny > v[i].v[y]) { miny = v[i].v[y]; } |
---|
| 676 | if (maxz < v[i].v[z]) { maxz = v[i].v[z]; } |
---|
| 677 | if (minz > v[i].v[z]) { minz = v[i].v[z]; } |
---|
| 678 | } |
---|
| 679 | |
---|
| 680 | /* Calculate model width, height, and depth. */ |
---|
| 681 | float width = fabs(maxx) + fabs(minx); |
---|
| 682 | float height = fabs(maxy) + fabs(miny); |
---|
| 683 | float depth = fabs(maxz) + fabs(minz); |
---|
| 684 | |
---|
| 685 | /* Calculate center of the model. */ |
---|
| 686 | float cx = (maxx + minx) / 2.0f; |
---|
| 687 | float cy = (maxy + miny) / 2.0f; |
---|
| 688 | float cz = (maxz + minz) / 2.0f; |
---|
| 689 | |
---|
| 690 | /* Calculate unitizing scale factor. */ |
---|
| 691 | float scale = 2.0f / my_max(my_max(width, height), depth); |
---|
| 692 | |
---|
| 693 | /* Translate around center then scale. */ |
---|
| 694 | v = (texture_vertex*) data; |
---|
| 695 | |
---|
| 696 | for (int i = 0; i < count; ++i) |
---|
| 697 | { |
---|
| 698 | v[i].v[x] -= cx; |
---|
| 699 | v[i].v[y] -= cy; |
---|
| 700 | v[i].v[z] -= cz; |
---|
| 701 | v[i].v[x] *= scale; |
---|
| 702 | v[i].v[y] *= scale; |
---|
| 703 | v[i].v[z] *= scale; |
---|
| 704 | } |
---|
| 705 | } |
---|
| 706 | |
---|
| 707 | return; |
---|
| 708 | } |
---|
| 709 | |
---|
| 710 | void Sglmodel_sgl::GL_V3F_Scale(float scale) |
---|
| 711 | { |
---|
| 712 | if (data != NULL) |
---|
| 713 | { |
---|
| 714 | vertex* v = (vertex*) data; |
---|
| 715 | |
---|
| 716 | for (int i = 0; i < count; ++i) |
---|
| 717 | { |
---|
| 718 | v[i][x] *= scale; |
---|
| 719 | v[i][y] *= scale; |
---|
| 720 | v[i][z] *= scale; |
---|
| 721 | } |
---|
| 722 | } |
---|
| 723 | |
---|
| 724 | return; |
---|
| 725 | } |
---|
| 726 | |
---|
| 727 | void Sglmodel_sgl::GL_N3F_V3F_Scale(float scale) |
---|
| 728 | { |
---|
| 729 | if (data != NULL) |
---|
| 730 | { |
---|
| 731 | normal_vertex* v = (normal_vertex*) data; |
---|
| 732 | |
---|
| 733 | for (int i = 0; i < count; ++i) |
---|
| 734 | { |
---|
| 735 | v[i].v[x] *= scale; |
---|
| 736 | v[i].v[y] *= scale; |
---|
| 737 | v[i].v[z] *= scale; |
---|
| 738 | } |
---|
| 739 | } |
---|
| 740 | |
---|
| 741 | return; |
---|
| 742 | } |
---|
| 743 | |
---|
| 744 | void Sglmodel_sgl::GL_T2F_N3F_V3F_Scale(float scale) |
---|
| 745 | { |
---|
| 746 | if (data != NULL) |
---|
| 747 | { |
---|
| 748 | texture_vertex* v = (texture_vertex*) data; |
---|
| 749 | |
---|
| 750 | for (int i = 0; i < count; ++i) |
---|
| 751 | { |
---|
| 752 | v[i].v[x] *= scale; |
---|
| 753 | v[i].v[y] *= scale; |
---|
| 754 | v[i].v[z] *= scale; |
---|
| 755 | } |
---|
| 756 | } |
---|
| 757 | |
---|
| 758 | return; |
---|
| 759 | } |
---|
| 760 | |
---|
| 761 | void Sglmodel_sgl::GL_V3F_Translate(float tx, float ty, float tz) |
---|
| 762 | { |
---|
| 763 | if (data != NULL) |
---|
| 764 | { |
---|
| 765 | vertex* v = (vertex*) data; |
---|
| 766 | |
---|
| 767 | for (int i = 0; i < count; ++i) |
---|
| 768 | { |
---|
| 769 | v[i][x] += tx; |
---|
| 770 | v[i][y] += ty; |
---|
| 771 | v[i][z] += tz; |
---|
| 772 | } |
---|
| 773 | } |
---|
| 774 | |
---|
| 775 | return; |
---|
| 776 | } |
---|
| 777 | |
---|
| 778 | void Sglmodel_sgl::GL_N3F_V3F_Translate(float tx, float ty, float tz) |
---|
| 779 | { |
---|
| 780 | if (data != NULL) |
---|
| 781 | { |
---|
| 782 | normal_vertex* v = (normal_vertex*) data; |
---|
| 783 | |
---|
| 784 | for (int i = 0; i < count; ++i) |
---|
| 785 | { |
---|
| 786 | v[i].v[x] += tx; |
---|
| 787 | v[i].v[y] += ty; |
---|
| 788 | v[i].v[z] += tz; |
---|
| 789 | } |
---|
| 790 | } |
---|
| 791 | |
---|
| 792 | return; |
---|
| 793 | } |
---|
| 794 | |
---|
| 795 | void Sglmodel_sgl::GL_T2F_N3F_V3F_Translate(float tx, float ty, float tz) |
---|
| 796 | { |
---|
| 797 | if (data != NULL) |
---|
| 798 | { |
---|
| 799 | texture_vertex* v = (texture_vertex*) data; |
---|
| 800 | |
---|
| 801 | for (int i = 0; i < count; ++i) |
---|
| 802 | { |
---|
| 803 | v[i].v[x] += tx; |
---|
| 804 | v[i].v[y] += ty; |
---|
| 805 | v[i].v[z] += tz; |
---|
| 806 | } |
---|
| 807 | } |
---|
| 808 | |
---|
| 809 | return; |
---|
| 810 | } |
---|
| 811 | |
---|
| 812 | #endif |
---|