Add missing modifies

master
Jeremy Hu 2016-12-20 00:48:23 +09:30
parent a074a8d846
commit f2bc4417e0
7 changed files with 20 additions and 332 deletions

View File

@ -21,7 +21,14 @@ Two caps and many strips composites a cylinder.
Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite. Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite.
Now, for just beginning, I think it's a not bad start. Now, for just beginning, I think it's a not bad start.
<img src="screenshot/dust3d_sphere_cylinder.png"> <img src="screenshot/dust3d_sphere_cylinder.png">
- [ ] Implement B-Mesh algorithm - [ ] Implement B-Mesh algorithm (Dec 18, 2016 ~ Dec 19, 2016)
*Drawing Skeletal Shape Balls*
Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
Draw the cylinder which connects two shape balls is more difficult, I need do some math to rotate it. [Here](http://www.thjsmith.com/40/cylinder-between-two-points-opengl-c) described it.
*Camera Control*
Camera rotate/zoom implemented, [here](http://www.songho.ca/opengl/gl_transform.html) is a good article which explained the theory of OpenGL Transformation. Most important is the demo apps all are very beautiful.
<img src="screenshot/dust3d_node_edge.png">
Added x,z axis, looks better than last screenshot.
- [ ] Export Wavefront .obj - [ ] Export Wavefront .obj
- [ ] Render B-Mesh result - [ ] Render B-Mesh result
- [ ] Design UI for monster parts configuration - [ ] Design UI for monster parts configuration

View File

@ -8,11 +8,17 @@ INCLUDEPATH += ../src
SOURCES += main.cpp \ SOURCES += main.cpp \
mainwindow.cpp \ mainwindow.cpp \
glwidget.cpp \ render.cpp \
drawcommon.c \ vector3d.c \
drawsphere.c draw.cpp \
array.c \
bmesh.c \
matrix.c
HEADERS += mainwindow.h \ HEADERS += mainwindow.h \
glwidget.h \ render.h \
drawcommon.h \ vector3d.h \
drawsphere.h draw.h \
array.h \
bmesh.h \
matrix.h

View File

@ -1,20 +0,0 @@
#include "drawcommon.h"
#include <math.h>
void normalize(point *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 midpoint(point *a, point *b, point *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;
}

View File

@ -1,106 +0,0 @@
#include "drawcommon.h"
#include "drawsphere.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
/*
* This function modified from [Jon Leech's implementation of sphere](ftp://ftp.ee.lbl.gov/sphere.c)
* Jeremy HU (huxingyi@msn.com) 2016/12/16
*/
#define XPLUS { 1, 0, 0 } /* X */
#define XMIN { -1, 0, 0 } /* -X */
#define YPLUS { 0, 1, 0 } /* Y */
#define YMIN { 0, -1, 0 } /* -Y */
#define ZPLUS { 0, 0, 1 } /* Z */
#define ZMIN { 0, 0, -1 } /* -Z */
static const triangle octahedron[] = {
{{XPLUS, ZPLUS, YPLUS}},
{{YPLUS, ZPLUS, XMIN}},
{{XMIN, ZPLUS, YMIN}},
{{YMIN, ZPLUS, XPLUS}},
{{XPLUS, YPLUS, ZMIN}},
{{YPLUS, XMIN, ZMIN}},
{{XMIN, YMIN, ZMIN}},
{{YMIN, XPLUS, ZMIN}},
};
static void subdivide(object *old, object *subdivided) {
int i;
for (i = 0; i < old->npoly; ++i) {
triangle *oldt = &old->poly[i];
triangle *newt = &subdivided->poly[i * 4];
point a, b, c;
midpoint(&oldt->pt[0], &oldt->pt[2], &a);
midpoint(&oldt->pt[0], &oldt->pt[1], &b);
midpoint(&oldt->pt[1], &oldt->pt[2], &c);
normalize(&a);
normalize(&b);
normalize(&c);
newt->pt[0] = oldt->pt[0];
newt->pt[1] = b;
newt->pt[2] = a;
newt++;
newt->pt[0] = b;
newt->pt[1] = oldt->pt[1];
newt->pt[2] = c;
newt++;
newt->pt[0] = a;
newt->pt[1] = b;
newt->pt[2] = c;
newt++;
newt->pt[0] = a;
newt->pt[1] = c;
newt->pt[2] = oldt->pt[2];
}
}
int drawSphere(int level) {
int lv, i;
object oldObj, newObj;
if (level < 1) {
fprintf(stderr, "%s:level max greater than 0.\n", __FUNCTION__);
return -1;
}
oldObj.npoly = sizeof(octahedron) / sizeof(octahedron[0]);
oldObj.poly = (triangle *)malloc(oldObj.npoly * sizeof(triangle));
if (!oldObj.poly) {
fprintf(stderr, "%s:insufficient memory.\n", __FUNCTION__);
return -1;
}
memcpy(oldObj.poly, octahedron, oldObj.npoly * sizeof(triangle));
for (lv = 0; lv < level; lv++) {
newObj.npoly = oldObj.npoly * 4;
newObj.poly = (triangle *)malloc(newObj.npoly * sizeof(triangle));
if (!newObj.poly) {
fprintf(stderr, "%s:insufficient memory(levelLoop:%d).\n",
__FUNCTION__, lv);
free(oldObj.poly);
return -1;
}
subdivide(&oldObj, &newObj);
free(oldObj.poly);
oldObj = newObj;
}
for (i = 0; i < newObj.npoly; ++i) {
drawTriangle(&newObj.poly[i]);
}
free(newObj.poly);
return 0;
}

View File

@ -1,15 +0,0 @@
#ifndef DRAW_SPHERE_H
#define DRAW_SPHERE_H
#include "drawcommon.h"
#ifdef __cplusplus
extern "C" {
#endif
int drawSphere(int level);
#ifdef __cplusplus
}
#endif
#endif

View File

@ -1,162 +0,0 @@
#include <QtGui>
#include <QtOpenGL>
#include <assert.h>
#include <math.h>
#include "glwidget.h"
#include "drawcommon.h"
#include "drawsphere.h"
void drawTriangle(triangle *poly) {
int i;
glBegin(GL_TRIANGLES);
for (i = 0; i < 3; ++i) {
point *pt = &poly->pt[i];
glNormal3f(pt->x, pt->y, pt->z);
glVertex3f(pt->x, pt->y, pt->z);
}
glEnd();
}
int drawCylinder(int slices, float radius, float height) {
float theta = (2.0 * M_PI) / (float)slices;
float a = 0.0f;
int lv;
float halfHeight = height / 2;
float x, y, z;
if (slices <= 0) {
fprintf(stderr, "%s:Invalid parameter(slices:%d).\n", __FUNCTION__, slices);
return -1;
}
// strips
glBegin(GL_TRIANGLE_STRIP);
for (a = 0, lv = 0; lv <= slices; ++lv) {
float cosa = cos(a);
float sina = sin(a);
x = cosa * radius;
y = sina * radius;
z = -halfHeight;
glNormal3f(cosa, sina, 0);
glVertex3f(x, y, z);
z = halfHeight;
glNormal3f(cosa, sina, 0);
glVertex3f(x, y, z);
a += theta;
}
glEnd();
// bottom cap
z = -halfHeight;
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0, 0, -1);
glVertex3f(0, 0, z);
for (a = 0, lv = 0; lv <= slices; ++lv) {
x = cos(a) * radius;
y = sin(a) * radius;
glNormal3f(0, 0, -1);
glVertex3f(x, y, z);
a += theta;
}
glEnd();
// top cap
z = halfHeight;
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0, 0, 1);
glVertex3f(0, 0, z);
for (a = 0, lv = 0; lv <= slices; ++lv) {
x = cos(a) * radius;
y = sin(a) * radius;
glNormal3f(0, 0, 1);
glVertex3f(x, y, z);
a += theta;
}
glEnd();
return 0;
}
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(QGLFormat(QGL::SampleBuffers), parent) {
QTimer *timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(update()));
timer->start(100);
}
GLWidget::~GLWidget() {
}
void GLWidget::initializeGL() {
GLfloat mat_ambient[] = { 0.0 , 0.0 , 0.0 , 1.0 };
GLfloat mat_diffuse[] = { 0.55 , 0.55 , 0.55 , 1.0 };
GLfloat mat_specular[] = {0.7 , 0.7 , 0.7, 1.0 };
GLfloat mat_shininess[] = { 32 };
GLfloat light_diffuse[] = { 1.0 , 1.0 , 1.0 , 1.0 };
GLfloat light_specular[] = { 1.0 , 1.0 , 1.0 , 1.0 };
GLfloat light_ambient[] = { 0.2 , 0.2 , 0.2 , 1.0 };
GLfloat light_position[] = { -1,1,1 , 0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0 , GL_POSITION , light_position);
glLightfv(GL_LIGHT0 , GL_DIFFUSE , light_diffuse);
glLightfv(GL_LIGHT0 , GL_AMBIENT , light_ambient);
glLightfv(GL_LIGHT0 , GL_SPECULAR , light_specular);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void GLWidget::paintGL() {
static int angle = 0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_LINES);
for (GLfloat i = -2.5; i <= 2.5; i += 0.25) {
glVertex3f(i, 0, 2.5); glVertex3f(i, 0, -2.5);
glVertex3f(2.5, 0, i); glVertex3f(-2.5, 0, i);
}
glEnd();
drawSphere(4);
glPushMatrix();
glRotatef(angle, 1, 1, 0);
angle = (angle + 1) % 360;
drawCylinder(40, 0.2, 2.1);
glPopMatrix();
}
void GLWidget::resizeGL(int w, int h) {
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glClearColor(0.92, 0.92, 0.92, 1.0);
glColor3f(1.0, 1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2, 2, -1.5, 1.5, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2);
glRotatef(50, 1, 0, 0);
glRotatef(70, 0, 1, 0);
}
void GLWidget::mousePressEvent(QMouseEvent *event) {
}
void GLWidget::mouseMoveEvent(QMouseEvent *event) {
}

View File

@ -1,22 +0,0 @@
#ifndef GLWIDGET_H
#define GLWIDGET_H
#include <QGLWidget>
class GLWidget : public QGLWidget
{
Q_OBJECT
public:
GLWidget(QWidget *parent = 0);
~GLWidget();
protected:
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void mousePressEvent(QMouseEvent *event);
void mouseMoveEvent(QMouseEvent *event);
};
#endif