Add array data struct
Add bmesh define Add vec3 Add camera control Add draw x,z axismaster
parent
d7ef7d6d08
commit
a074a8d846
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "array.h"
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struct array {
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int nodeSize;
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int capacity;
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int length;
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char *nodes;
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};
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array *arrayCreate(int nodeSize) {
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array *arr = (array *)calloc(1, sizeof(array));
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if (!arr) {
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fprintf(stderr, "%s:Insufficient memory.\n", __FUNCTION__);
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return 0;
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}
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arr->nodeSize = nodeSize;
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return arr;
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}
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int arraySetLength(array *arr, int length) {
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if (length > arr->capacity) {
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int newCapacity = (arr->capacity + 1) * 2;
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char *newNodes = (char *)realloc(arr->nodes, arr->nodeSize * newCapacity);
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if (!newNodes) {
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fprintf(stderr, "%s:Insufficient memory.\n", __FUNCTION__);
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return -1;
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}
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arr->capacity = newCapacity;
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arr->nodes = newNodes;
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}
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arr->length = length;
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return 0;
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}
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void *arrayGetItem(array *arr, int index) {
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if (index >= arr->length) {
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return 0;
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}
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return arr->nodes + arr->nodeSize * index;
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}
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int arrayGetLength(array *arr) {
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return arr->length;
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}
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void arrayDestroy(array *arr) {
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if (arr) {
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free(arr->nodes);
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free(arr);
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}
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}
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#ifndef ARRAY_H
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#define ARRAY_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct array array;
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array *arrayCreate(int nodeSize);
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void *arrayGetItem(array *arr, int index);
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int arrayGetLength(array *arr);
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int arraySetLength(array *arr, int length);
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void arrayDestroy(array *arr);
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#ifdef __cplusplus
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}
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#endif
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "bmesh.h"
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#include "array.h"
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struct bmesh {
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array *nodeArray;
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array *edgeArray;
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};
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bmesh *bmeshCreate(void) {
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bmesh *bm = (bmesh *)calloc(1, sizeof(bmesh));
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if (!bm) {
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fprintf(stderr, "%s:Insufficient memory.\n", __FUNCTION__);
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return 0;
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}
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bm->nodeArray = arrayCreate(sizeof(bmeshNode));
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if (!bm->nodeArray) {
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fprintf(stderr, "%s:arrayCreate bmeshNode failed.\n", __FUNCTION__);
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bmeshDestroy(bm);
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return 0;
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}
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bm->edgeArray = arrayCreate(sizeof(bmeshEdge));
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if (!bm->edgeArray) {
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fprintf(stderr, "%s:arrayCreate bmeshEdge failed.\n", __FUNCTION__);
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bmeshDestroy(bm);
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return 0;
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}
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return bm;
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}
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void bmeshDestroy(bmesh *bm) {
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arrayDestroy(bm->nodeArray);
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arrayDestroy(bm->edgeArray);
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free(bm);
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}
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int bmeshGetNodeNum(bmesh *bm) {
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return arrayGetLength(bm->nodeArray);
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}
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int bmeshGetEdgeNum(bmesh *bm) {
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return arrayGetLength(bm->edgeArray);
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}
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bmeshNode *bmeshGetNode(bmesh *bm, int index) {
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return (bmeshNode *)arrayGetItem(bm->nodeArray, index);
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}
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bmeshEdge *bmeshGetEdge(bmesh *bm, int index) {
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return (bmeshEdge *)arrayGetItem(bm->edgeArray, index);
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}
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int bmeshAddNode(bmesh *bm, bmeshNode *node) {
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int index = arrayGetLength(bm->nodeArray);
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node->index = index;
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if (0 != arraySetLength(bm->nodeArray, index + 1)) {
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fprintf(stderr, "%s:arraySetLength failed.\n", __FUNCTION__);
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return -1;
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}
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memcpy(arrayGetItem(bm->nodeArray, index), node, sizeof(bmeshNode));
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return index;
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}
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int bmeshAddEdge(bmesh *bm, bmeshEdge *edge) {
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int index = arrayGetLength(bm->edgeArray);
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edge->index = index;
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if (0 != arraySetLength(bm->edgeArray, index + 1)) {
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fprintf(stderr, "%s:arraySetLength failed.\n", __FUNCTION__);
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return -1;
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}
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memcpy(arrayGetItem(bm->edgeArray, index), edge, sizeof(bmeshEdge));
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return index;
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}
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#ifndef B_MESH_H
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#define B_MESH_H
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#include "vector3d.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum {
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BMESH_NODE_FLAG_KEY = 0x00000001,
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BMESH_NODE_FLAG_INBETWEEN = 0x00000002,
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BMESH_NODE_FLAG_ROOT = 0x00000010,
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} bmeshNodeFlag;
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typedef struct bmesh bmesh;
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typedef struct {
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int index;
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vec3 position;
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float radius;
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unsigned int flag;
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} bmeshNode;
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typedef struct {
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int index;
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int firstNode;
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int secondNode;
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} bmeshEdge;
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bmesh *bmeshCreate(void);
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void bmeshDestroy(bmesh *bm);
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int bmeshGetNodeNum(bmesh *bm);
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int bmeshGetEdgeNum(bmesh *bm);
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bmeshNode *bmeshGetNode(bmesh *bm, int index);
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bmeshEdge *bmeshGetEdge(bmesh *bm, int index);
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int bmeshAddNode(bmesh *bm, bmeshNode *node);
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int bmeshAddEdge(bmesh *bm, bmeshEdge *edge);
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#ifdef __cplusplus
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}
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#endif
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#endif
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#include <QtGui>
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#include <QtOpenGL>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "draw.h"
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/*
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* This drawSphere function modified from [Jon Leech's implementation of sphere](ftp://ftp.ee.lbl.gov/sphere.c)
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* Jeremy HU (huxingyi@msn.com) 2016/12/16
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*/
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#define XPLUS { 1, 0, 0 } /* X */
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#define XMIN { -1, 0, 0 } /* -X */
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#define YPLUS { 0, 1, 0 } /* Y */
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#define YMIN { 0, -1, 0 } /* -Y */
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#define ZPLUS { 0, 0, 1 } /* Z */
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#define ZMIN { 0, 0, -1 } /* -Z */
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static const triangle octahedron[] = {
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{{XPLUS, ZPLUS, YPLUS}},
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{{YPLUS, ZPLUS, XMIN}},
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{{XMIN, ZPLUS, YMIN}},
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{{YMIN, ZPLUS, XPLUS}},
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{{XPLUS, YPLUS, ZMIN}},
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{{YPLUS, XMIN, ZMIN}},
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{{XMIN, YMIN, ZMIN}},
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{{YMIN, XPLUS, ZMIN}},
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};
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static void subdivide(object *old, object *subdivided) {
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int i;
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for (i = 0; i < old->npoly; ++i) {
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triangle *oldt = &old->poly[i];
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triangle *newt = &subdivided->poly[i * 4];
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vec3 a, b, c;
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vec3Midpoint(&oldt->pt[0], &oldt->pt[2], &a);
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vec3Midpoint(&oldt->pt[0], &oldt->pt[1], &b);
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vec3Midpoint(&oldt->pt[1], &oldt->pt[2], &c);
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vec3Normalize(&a);
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vec3Normalize(&b);
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vec3Normalize(&c);
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newt->pt[0] = oldt->pt[0];
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newt->pt[1] = b;
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newt->pt[2] = a;
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newt++;
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newt->pt[0] = b;
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newt->pt[1] = oldt->pt[1];
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newt->pt[2] = c;
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newt++;
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newt->pt[0] = a;
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newt->pt[1] = b;
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newt->pt[2] = c;
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newt++;
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newt->pt[0] = a;
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newt->pt[1] = c;
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newt->pt[2] = oldt->pt[2];
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}
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}
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int drawSphere(vec3 *origin, float radius, int level) {
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int lv, i;
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object oldObj, newObj;
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if (level < 1) {
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fprintf(stderr, "%s:level max greater than 0.\n", __FUNCTION__);
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return -1;
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}
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oldObj.npoly = sizeof(octahedron) / sizeof(octahedron[0]);
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oldObj.poly = (triangle *)malloc(oldObj.npoly * sizeof(triangle));
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if (!oldObj.poly) {
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fprintf(stderr, "%s:insufficient memory.\n", __FUNCTION__);
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return -1;
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}
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memcpy(oldObj.poly, octahedron, oldObj.npoly * sizeof(triangle));
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for (lv = 0; lv < level; lv++) {
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newObj.npoly = oldObj.npoly * 4;
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newObj.poly = (triangle *)malloc(newObj.npoly * sizeof(triangle));
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if (!newObj.poly) {
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fprintf(stderr, "%s:insufficient memory(levelLoop:%d).\n",
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__FUNCTION__, lv);
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free(oldObj.poly);
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return -1;
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}
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subdivide(&oldObj, &newObj);
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free(oldObj.poly);
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oldObj = newObj;
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}
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glPushMatrix();
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glTranslatef(origin->x, origin->y, origin->z);
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glScalef(radius, radius, radius);
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for (i = 0; i < newObj.npoly; ++i) {
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drawTriangle(&newObj.poly[i]);
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}
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glPopMatrix();
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free(newObj.poly);
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return 0;
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}
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void drawTriangle(triangle *poly) {
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int i;
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glBegin(GL_TRIANGLES);
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for (i = 0; i < 3; ++i) {
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vec3 *pt = &poly->pt[i];
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glNormal3f(pt->x, pt->y, pt->z);
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glVertex3f(pt->x, pt->y, pt->z);
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}
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glEnd();
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}
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int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices) {
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float theta = (2.0 * M_PI) / (float)slices;
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float a = 0.0f;
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int lv;
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float x, y, z;
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vec3 zAxis = {0, 0, 1};
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vec3 p, t;
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float height = 0;
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float angle = 0;
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if (slices <= 0) {
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fprintf(stderr, "%s:Invalid parameter(slices:%d).\n", __FUNCTION__, slices);
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return -1;
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}
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vec3Sub(topOrigin, bottomOrigin, &p);
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vec3CrossProduct(&zAxis, &p, &t);
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height = vec3Length(&p);
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if (height > 0) {
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angle = 180 / M_PI * acos(vec3DotProduct(&zAxis, &p) / height);
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}
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glPushMatrix();
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glTranslatef(bottomOrigin->x, bottomOrigin->y,
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bottomOrigin->z);
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glRotatef(angle, t.x, t.y, t.z);
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// strips
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glBegin(GL_TRIANGLE_STRIP);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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float cosa = cos(a);
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float sina = sin(a);
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x = cosa * radius;
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y = sina * radius;
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z = 0;
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glNormal3f(cosa, sina, 0);
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glVertex3f(x, y, z);
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z = height;
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glNormal3f(cosa, sina, 0);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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// bottom cap
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z = 0;
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0, 0, -1);
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glVertex3f(0, 0, z);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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x = cos(a) * radius;
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y = sin(a) * radius;
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glNormal3f(0, 0, -1);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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// top cap
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z = height;
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0, 0, 1);
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glVertex3f(0, 0, z);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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x = cos(a) * radius;
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y = sin(a) * radius;
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glNormal3f(0, 0, 1);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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glPopMatrix();
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return 0;
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}
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int drawGrid(float size, float step) {
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glDisable(GL_LIGHTING);
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// x z plane
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glBegin(GL_LINES);
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for (GLfloat i = -size; i <= size; i += step) {
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if (0 == i) {
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glColor3f(0.0, 0.0, 1.0);
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glVertex3f(i, 0, size); glVertex3f(i, 0, -size);
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glColor3f(1.0, 0.0, 0.0);
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glVertex3f(size, 0, i); glVertex3f(-size, 0, i);
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} else {
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glColor3f(0.39, 0.39, 0.39);
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glVertex3f(i, 0, size); glVertex3f(i, 0, -size);
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glVertex3f(size, 0, i); glVertex3f(-size, 0, i);
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}
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}
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glEnd();
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glEnable(GL_LIGHTING);
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return 0;
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}
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#ifndef DRAW_SPHERE_H
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#define DRAW_SPHERE_H
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#include "vector3d.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct {
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vec3 pt[3];
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} triangle;
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typedef struct {
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int npoly;
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triangle *poly;
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} object;
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int drawSphere(vec3 *origin, float radius, int level);
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void drawTriangle(triangle *poly);
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int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices);
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int drawGrid(float size, float step);
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#ifdef __cplusplus
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}
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#endif
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#endif
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#ifndef DRAW_COMMON_H
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#define DRAW_COMMON_H
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#include "vector3d.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct {
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float x;
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float y;
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float z;
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} point;
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typedef struct {
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point pt[3];
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vec3 pt[3];
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} triangle;
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typedef struct {
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triangle *poly;
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} object;
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void normalize(point *p);
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void midpoint(point *a, point *b, point *mid);
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void drawTriangle(triangle *poly);
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int drawCylinder(int slices, float radius, float height);
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#include <QHBoxLayout>
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#include <QDesktopWidget>
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#include "mainwindow.h"
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#include "render.h"
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MainWindow::MainWindow(void)
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{
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glWidget = new GLWidget;
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resize(QDesktopWidget().availableGeometry(this).size() * 0.7);
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MainWindow::MainWindow(void) {
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render = new Render;
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resize(QDesktopWidget().availableGeometry(this).size() * 0.7);
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QHBoxLayout *mainLayout = new QHBoxLayout;
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mainLayout->addWidget(glWidget);
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setLayout(mainLayout);
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setWindowTitle(tr("DUST3D"));
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mainLayout->addWidget(render);
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setLayout(mainLayout);
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setWindowTitle(tr("Dust3D Experiment"));
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}
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void MainWindow::keyPressEvent(QKeyEvent *e)
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{
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if (e->key() == Qt::Key_Escape)
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{
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close();
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}
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else
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{
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QWidget::keyPressEvent(e);
|
||||
}
|
||||
void MainWindow::keyPressEvent(QKeyEvent *e) {
|
||||
if (e->key() == Qt::Key_Escape) {
|
||||
close();
|
||||
} else {
|
||||
QWidget::keyPressEvent(e);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -2,20 +2,20 @@
|
|||
#define MAINWINDOW_H
|
||||
|
||||
#include <QWidget>
|
||||
#include "glwidget.h"
|
||||
|
||||
class MainWindow : public QWidget
|
||||
{
|
||||
class Render;
|
||||
|
||||
class MainWindow : public QWidget {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
MainWindow(void);
|
||||
|
||||
protected:
|
||||
void keyPressEvent(QKeyEvent *event);
|
||||
void keyPressEvent(QKeyEvent *event);
|
||||
|
||||
private:
|
||||
GLWidget *glWidget;
|
||||
Render *render;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,184 @@
|
|||
#include "matrix.h"
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#define DEG2RAD (M_PI / 180.0)
|
||||
|
||||
matrix *matrixLoadIdentity(matrix *mat) {
|
||||
memset(mat->data, 0, sizeof(mat->data));
|
||||
mat->data[0] = 1;
|
||||
mat->data[5] = 1;
|
||||
mat->data[10] = 1;
|
||||
mat->data[15] = 1;
|
||||
return mat;
|
||||
}
|
||||
|
||||
matrix *matrixTranslate(matrix *mat, float x, float y, float z) {
|
||||
matrixLoadIdentity(mat);
|
||||
mat->data[12] = x;
|
||||
mat->data[13] = y;
|
||||
mat->data[14] = z;
|
||||
return mat;
|
||||
}
|
||||
|
||||
matrix *matrixRotateX(matrix *mat, float degree) {
|
||||
float c;
|
||||
float s;
|
||||
|
||||
matrixLoadIdentity(mat);
|
||||
|
||||
if (degree <= 0) {
|
||||
return mat;
|
||||
}
|
||||
|
||||
c = cos(degree * DEG2RAD);
|
||||
s = sin(degree * DEG2RAD);
|
||||
|
||||
mat->data[5] = c;
|
||||
mat->data[6] = s;
|
||||
mat->data[9] = -s;
|
||||
mat->data[10] = c;
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
matrix *matrixRotateY(matrix *mat, float degree) {
|
||||
float c;
|
||||
float s;
|
||||
|
||||
matrixLoadIdentity(mat);
|
||||
|
||||
if (degree <= 0) {
|
||||
return mat;
|
||||
}
|
||||
|
||||
c = cos(degree * DEG2RAD);
|
||||
s = sin(degree * DEG2RAD);
|
||||
|
||||
mat->data[0] = c;
|
||||
mat->data[2] = -s;
|
||||
mat->data[8] = s;
|
||||
mat->data[10] = c;
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
matrix *matrixRotateZ(matrix *mat, float degree) {
|
||||
float c;
|
||||
float s;
|
||||
|
||||
matrixLoadIdentity(mat);
|
||||
|
||||
if (degree <= 0) {
|
||||
return mat;
|
||||
}
|
||||
|
||||
c = cos(degree * DEG2RAD);
|
||||
s = sin(degree * DEG2RAD);
|
||||
|
||||
mat->data[0] = c;
|
||||
mat->data[1] = s;
|
||||
mat->data[4] = -s;
|
||||
mat->data[5] = c;
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
matrix *matrixScale(matrix *mat, float x, float y, float z) {
|
||||
matrixLoadIdentity(mat);
|
||||
mat->data[0] = x;
|
||||
mat->data[5] = y;
|
||||
mat->data[10] = z;
|
||||
return mat;
|
||||
}
|
||||
|
||||
float *matrixTransformVector(matrix *mat, float *vec) {
|
||||
float x = (vec[0] * mat->data[0]) +
|
||||
(vec[1] * mat->data[4]) + (vec[2] * mat->data[8]) + mat->data[12];
|
||||
float y = (vec[0] * mat->data[1]) +
|
||||
(vec[1] * mat->data[5]) + (vec[2] * mat->data[9]) + mat->data[13];
|
||||
float z = (vec[0] * mat->data[2]) +
|
||||
(vec[1] * mat->data[6]) + (vec[2] * mat->data[10]) + mat->data[14];
|
||||
vec[0] = x;
|
||||
vec[1] = y;
|
||||
vec[2] = z;
|
||||
return vec;
|
||||
}
|
||||
|
||||
matrix *matrixAppend(matrix *mat, matrix *matB) {
|
||||
matrix structMatA;
|
||||
matrix *matA = &structMatA;
|
||||
|
||||
memcpy(matA, mat, sizeof(matrix));
|
||||
|
||||
mat->data[0] = matA->data[0] * matB->data[0] +
|
||||
matA->data[4] * matB->data[1] +
|
||||
matA->data[8] * matB->data[2] +
|
||||
matA->data[12] * matB->data[3];
|
||||
mat->data[4] = matA->data[0] * matB->data[4] +
|
||||
matA->data[4] * matB->data[5] +
|
||||
matA->data[8] * matB->data[6] +
|
||||
matA->data[12] * matB->data[7];
|
||||
mat->data[8] = matA->data[0] * matB->data[8] +
|
||||
matA->data[4] * matB->data[9] +
|
||||
matA->data[8] * matB->data[10] +
|
||||
matA->data[12] * matB->data[11];
|
||||
mat->data[12] = matA->data[0] * matB->data[12] +
|
||||
matA->data[4] * matB->data[13] +
|
||||
matA->data[8] * matB->data[14] +
|
||||
matA->data[12] * matB->data[15];
|
||||
|
||||
mat->data[1] = matA->data[1] * matB->data[0] +
|
||||
matA->data[5] * matB->data[1] +
|
||||
matA->data[9] * matB->data[2] +
|
||||
matA->data[13] * matB->data[3];
|
||||
mat->data[5] = matA->data[1] * matB->data[4] +
|
||||
matA->data[5] * matB->data[5] +
|
||||
matA->data[9] * matB->data[6] +
|
||||
matA->data[13] * matB->data[7];
|
||||
mat->data[9] = matA->data[1] * matB->data[8] +
|
||||
matA->data[5] * matB->data[9] +
|
||||
matA->data[9] * matB->data[10] +
|
||||
matA->data[13] * matB->data[11];
|
||||
mat->data[13] = matA->data[1] * matB->data[12] +
|
||||
matA->data[5] * matB->data[13] +
|
||||
matA->data[9] * matB->data[14] +
|
||||
matA->data[13] * matB->data[15];
|
||||
|
||||
mat->data[2] = matA->data[2] * matB->data[0] +
|
||||
matA->data[6] * matB->data[1] +
|
||||
matA->data[10] * matB->data[2] +
|
||||
matA->data[14] * matB->data[3];
|
||||
mat->data[6] = matA->data[2] * matB->data[4] +
|
||||
matA->data[6] * matB->data[5] +
|
||||
matA->data[10] * matB->data[6] +
|
||||
matA->data[14] * matB->data[7];
|
||||
mat->data[10] = matA->data[2] * matB->data[8] +
|
||||
matA->data[6] * matB->data[9] +
|
||||
matA->data[10] * matB->data[10] +
|
||||
matA->data[14] * matB->data[11];
|
||||
mat->data[14] = matA->data[2] * matB->data[12] +
|
||||
matA->data[6] * matB->data[13] +
|
||||
matA->data[10] * matB->data[14] +
|
||||
matA->data[14] * matB->data[15];
|
||||
|
||||
mat->data[3] = matA->data[3] * matB->data[0] +
|
||||
matA->data[7] * matB->data[1] +
|
||||
matA->data[11] * matB->data[2] +
|
||||
matA->data[15] * matB->data[3];
|
||||
mat->data[7] = matA->data[3] * matB->data[4] +
|
||||
matA->data[7] * matB->data[5] +
|
||||
matA->data[11] * matB->data[6] +
|
||||
matA->data[15] * matB->data[7];
|
||||
mat->data[11] = matA->data[3] * matB->data[8] +
|
||||
matA->data[7] * matB->data[9] +
|
||||
matA->data[11] * matB->data[10] +
|
||||
matA->data[15] * matB->data[11];
|
||||
mat->data[15] = matA->data[3] * matB->data[12] +
|
||||
matA->data[7] * matB->data[13] +
|
||||
matA->data[11] * matB->data[14] +
|
||||
matA->data[15] * matB->data[15];
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
#ifndef __MATRIX_H__
|
||||
#define __MATRIX_H__
|
||||
|
||||
// Modified from http://wiki.unity3d.com/index.php?title=Matrix
|
||||
|
||||
typedef struct matrix {
|
||||
float data[16];
|
||||
} matrix;
|
||||
|
||||
matrix *matrixLoadIdentity(matrix *mat);
|
||||
matrix *matrixTranslate(matrix *mat, float x, float y, float z);
|
||||
matrix *matrixRotateX(matrix *mat, float degree);
|
||||
matrix *matrixRotateY(matrix *mat, float degree);
|
||||
matrix *matrixRotateZ(matrix *mat, float degree);
|
||||
matrix *matrixScale(matrix *mat, float x, float y, float z);
|
||||
float *matrixTransformVector(matrix *mat, float *vec);
|
||||
matrix *matrixAppend(matrix *mat, matrix *matB);
|
||||
|
||||
#endif
|
|
@ -0,0 +1,160 @@
|
|||
#include <QtGui>
|
||||
#include <QtOpenGL>
|
||||
#include <assert.h>
|
||||
#include <math.h>
|
||||
#include "render.h"
|
||||
#include "draw.h"
|
||||
#include "bmesh.h"
|
||||
#include "matrix.h"
|
||||
|
||||
static int drawBmeshNode(bmesh *bm, bmeshNode *node) {
|
||||
float color1[3] = {1, 0, 0};
|
||||
glColor3fv(color1);
|
||||
drawSphere(&node->position, node->radius, 3);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int drawBmeshEdge(bmesh *bm, bmeshEdge *edge) {
|
||||
float color2[3] = {0, 0, 1};
|
||||
glColor3fv(color2);
|
||||
bmeshNode *firstNode = bmeshGetNode(bm, edge->firstNode);
|
||||
bmeshNode *secondNode = bmeshGetNode(bm, edge->secondNode);
|
||||
drawCylinder(&firstNode->position, &secondNode->position, 0.04, 40);
|
||||
return 0;
|
||||
}
|
||||
|
||||
Render::Render(QWidget *parent)
|
||||
: QGLWidget(QGLFormat(QGL::SampleBuffers), parent) {
|
||||
QTimer *timer = new QTimer(this);
|
||||
connect(timer, SIGNAL(timeout()), this, SLOT(update()));
|
||||
timer->start(100);
|
||||
|
||||
mouseX = 0;
|
||||
mouseY = 0;
|
||||
cameraAngleX = 50;
|
||||
cameraAngleY = 70;
|
||||
cameraDistance = 3;
|
||||
}
|
||||
|
||||
Render::~Render(void) {
|
||||
}
|
||||
|
||||
void Render::initializeGL() {
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
qglClearColor(QWidget::palette().color(QWidget::backgroundRole()));
|
||||
glClearDepth(1.0f);
|
||||
|
||||
GLfloat ambientLight[] = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
GLfloat diffuseLight[] = {0.9f, 0.9f, 0.9f, 1.0f};
|
||||
GLfloat specularLight[] = {1, 1, 1, 1};
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
|
||||
|
||||
float lightDirection[4] = {0, 0, 1, 0};
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, lightDirection);
|
||||
|
||||
glEnable(GL_LIGHT0);
|
||||
|
||||
float shininess = 64.0f;
|
||||
float specularColor[] = {1.0, 1.0f, 1.0f, 1.0f};
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); // range 0 ~ 128
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specularColor);
|
||||
|
||||
glClearStencil(0);
|
||||
glClearDepth(1.0f);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
}
|
||||
|
||||
void Render::paintGL() {
|
||||
static bmesh *bm = 0;
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
glTranslatef(0, 0, -cameraDistance);
|
||||
glRotatef(cameraAngleX, 1, 0, 0);
|
||||
glRotatef(cameraAngleY, 0, 1, 0);
|
||||
|
||||
drawGrid(10, 1);
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
if (0 == bm) {
|
||||
bmeshNode node;
|
||||
bmeshEdge edge;
|
||||
bm = bmeshCreate();
|
||||
|
||||
memset(&node, 0, sizeof(node));
|
||||
node.position.x = -1.0;
|
||||
node.position.y = 0.3;
|
||||
node.position.z = 1.0;
|
||||
node.radius = 0.45;
|
||||
bmeshAddNode(bm, &node);
|
||||
|
||||
memset(&node, 0, sizeof(node));
|
||||
node.position.x = -0.5;
|
||||
node.position.y = 0.2;
|
||||
node.position.z = 0.5;
|
||||
node.radius = 0.1;
|
||||
bmeshAddNode(bm, &node);
|
||||
|
||||
memset(&edge, 0, sizeof(edge));
|
||||
edge.firstNode = 1;
|
||||
edge.secondNode = 0;
|
||||
bmeshAddEdge(bm, &edge);
|
||||
}
|
||||
|
||||
{
|
||||
int index;
|
||||
for (index = 0; index < bmeshGetNodeNum(bm); ++index) {
|
||||
bmeshNode *node = bmeshGetNode(bm, index);
|
||||
drawBmeshNode(bm, node);
|
||||
}
|
||||
for (index = 0; index < bmeshGetEdgeNum(bm); ++index) {
|
||||
bmeshEdge *edge = bmeshGetEdge(bm, index);
|
||||
drawBmeshEdge(bm, edge);
|
||||
}
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Render::resizeGL(int w, int h) {
|
||||
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glFrustum(-2, 2, -1.5, 1.5, 1, 1000);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
void Render::mousePressEvent(QMouseEvent *event) {
|
||||
mouseX = event->x();
|
||||
mouseY = event->y();
|
||||
}
|
||||
|
||||
void Render::mouseMoveEvent(QMouseEvent *event) {
|
||||
cameraAngleY += (event->x() - mouseX);
|
||||
cameraAngleX += (event->y() - mouseY);
|
||||
update();
|
||||
mouseX = event->x();
|
||||
mouseY = event->y();
|
||||
}
|
||||
|
||||
void Render::wheelEvent(QWheelEvent * event) {
|
||||
cameraDistance -= event->delta() * 0.01f;
|
||||
}
|
|
@ -0,0 +1,29 @@
|
|||
#ifndef RENDER_H
|
||||
#define RENDER_H
|
||||
|
||||
#include <QGLWidget>
|
||||
|
||||
class Render : public QGLWidget {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
Render(QWidget *parent = 0);
|
||||
~Render(void);
|
||||
|
||||
protected:
|
||||
void initializeGL(void);
|
||||
void paintGL(void);
|
||||
void resizeGL(int width, int height);
|
||||
void mousePressEvent(QMouseEvent *event);
|
||||
void mouseMoveEvent(QMouseEvent *event);
|
||||
void wheelEvent(QWheelEvent * event);
|
||||
|
||||
private:
|
||||
int mouseX;
|
||||
int mouseY;
|
||||
float cameraAngleX;
|
||||
float cameraAngleY;
|
||||
float cameraDistance;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -0,0 +1,40 @@
|
|||
#include "vector3d.h"
|
||||
|
||||
float vec3Length(vec3 *p) {
|
||||
double mag;
|
||||
mag = p->x * p->x + p->y * p->y + p->z * p->z;
|
||||
return sqrt(mag);
|
||||
}
|
||||
|
||||
void vec3Normalize(vec3 *p) {
|
||||
double mag;
|
||||
mag = p->x * p->x + p->y * p->y + p->z * p->z;
|
||||
if (mag != 0.0) {
|
||||
mag = 1.0 / sqrt(mag);
|
||||
p->x *= mag;
|
||||
p->y *= mag;
|
||||
p->z *= mag;
|
||||
}
|
||||
}
|
||||
|
||||
void vec3Midpoint(vec3 *a, vec3 *b, vec3 *mid) {
|
||||
mid->x = (a->x + b->x) * 0.5;
|
||||
mid->y = (a->y + b->y) * 0.5;
|
||||
mid->z = (a->z + b->z) * 0.5;
|
||||
}
|
||||
|
||||
void vec3Sub(vec3 *a, vec3 *b, vec3 *result) {
|
||||
result->x = a->x - b->x;
|
||||
result->y = a->y - b->y;
|
||||
result->z = a->z - b->z;
|
||||
}
|
||||
|
||||
void vec3CrossProduct(vec3 *a, vec3 *b, vec3 *result) {
|
||||
result->x = a->y * b->z - a->z * b->y;
|
||||
result->y = a->z * b->x - a->x * b->z;
|
||||
result->z = a->x * b->y - a->y * b->x;
|
||||
}
|
||||
|
||||
float vec3DotProduct(vec3 *a, vec3 *b) {
|
||||
return a->x * b->x + a->y * b->y + a->z * b->z;
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
#ifndef VECTOR_3D_H
|
||||
#define VECTOR_3D_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} vec3;
|
||||
|
||||
void vec3Normalize(vec3 *p);
|
||||
void vec3Midpoint(vec3 *a, vec3 *b, vec3 *mid);
|
||||
void vec3CrossProduct(vec3 *a, vec3 *b, vec3 *result);
|
||||
void vec3Sub(vec3 *a, vec3 *b, vec3 *result);
|
||||
float vec3DotProduct(vec3 *a, vec3 *b);
|
||||
float vec3Length(vec3 *p);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue