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geometry.cpp
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222 lines (197 loc) · 6.04 KB
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#include "geometry.h"
Shader* Geometry::getShader( void ) {
return shader;
}
ostream& operator<<( ostream& out, Geometry& geo )
{
geo.writeOff(out);
return out;
}
void Geometry_Generic::writeOff( ostream& out )
{
// Generic geometry shall store either a list of primitives
// Or a reference to an object descriptor and a list of metadata
}
void Geometry_AAB::writeOff( ostream& out )
{
out << "AXISALIGNEDBOX{" << shader->getID() << "}{ " << bmin << " " << bmax << " }";
}
void Geometry_AAP::writeOff( ostream& out )
{
out << "AXISALIGNEDPRISM{" << shader->getID() << "}{ " << bmin << " ENUM{ " << o << " } }";
}
void Pyramid::writeOff( ostream& out )
{
}
void Geometry::clearPrimitives( void ){
for( Primitive* p: primitives )
{
p->~Primitive();
}
primitives.clear( );
}
Pyramid::Pyramid( float3 v1, float3 v2, float3 v3, float3 v4, float3 apex ){
Quadrilateral_t* base = new Quadrilateral_t( v1, v2, v3, v4 );
Triangle_t* s1 = new Triangle_t( v1, v2, apex );
Triangle_t* s2 = new Triangle_t( v2, v3, apex );
Triangle_t* s3 = new Triangle_t( v3, v4, apex );
Triangle_t* s4 = new Triangle_t( v4, v1, apex );
addPrimitive( base );
addPrimitive( s1 );
addPrimitive( s2 );
addPrimitive( s3 );
addPrimitive( s4 );
}
Geometry* make_sphere( float3 c, float r )
{
Sphere_t* p = new Sphere_t( c, r );
return new Geometry_Generic( p );
}
Geometry* make_triangle( float3 v1, float3 v2, float3 v3 )
{
Triangle_t* p = new Triangle_t( v1, v2, v3 );
return new Geometry_Generic( p );
}
Geometry* make_quadrilateral( float3 v1, float3 v2, float3 v3, float3 v4 )
{
Quadrilateral_t* p = new Quadrilateral_t( v1, v2, v3, v4 );
return new Geometry_Generic( p );
}
Geometry* make_box( float3 s1, float3 s2, float3 s3, float h )
{
Box_t* p = new Box_t( s1, s2, s3, h );
return new Geometry_Generic( p );
}
Geometry* make_aab( float3 bmin, float3 bmax )
{
return new Geometry_AAB( bmin, bmax );
}
void Geometry_AAP::make_AAPrismFlip( float3 v1, float3 v2, float3 v5 )
{
float3 v3, v4, v6;
v3 = make_float3( v1.x, v5.y, v5.z );
v4 = v3 + v2 - v1;
v6 = make_float3( v5.x, v4.y, v4.z );
Triangle_t* s1 = new Triangle_t( v1, v3, v5 );
addPrimitive( s1 );
Triangle_t* s2 = new Triangle_t( v2, v4, v6 );
addPrimitive( s2 );
Triangle_t* r1 = new Triangle_t( v1, v2, v5 );
addPrimitive( r1 );
Triangle_t* r2 = new Triangle_t( v2, v5, v6 );
addPrimitive( r2 );
Triangle_t* b1 = new Triangle_t( v1, v2, v3 );
addPrimitive( b1 );
Triangle_t* b2 = new Triangle_t( v2, v3, v4 );
addPrimitive( b2 );
Triangle_t* w1 = new Triangle_t( v3, v4, v5 );
addPrimitive( w1 );
Triangle_t* w2 = new Triangle_t( v4, v5, v6 );
addPrimitive( w2 );
}
void Geometry_AAP::make_AAPrism( float3 v1, float3 v2, float3 v5 )
{
float3 v3, v4, v6;
v3 = make_float3( v5.x, v1.y, v5.z );
v4 = v3 + v2 - v1;
v6 = make_float3( v4.x, v5.y, v4.z );
Triangle_t* s1 = new Triangle_t( v1, v3, v5 );
addPrimitive( s1 );
Triangle_t* s2 = new Triangle_t( v2, v4, v6 );
addPrimitive( s2 );
Triangle_t* r1 = new Triangle_t( v1, v2, v5 );
addPrimitive( r1 );
Triangle_t* r2 = new Triangle_t( v2, v5, v6 );
addPrimitive( r2 );
Triangle_t* b1 = new Triangle_t( v1, v2, v3 );
addPrimitive( b1 );
Triangle_t* b2 = new Triangle_t( v2, v3, v4 );
addPrimitive( b2 );
Triangle_t* w1 = new Triangle_t( v3, v4, v5 );
addPrimitive( w1 );
Triangle_t* w2 = new Triangle_t( v4, v5, v6 );
addPrimitive( w2 );
}
std::vector<Primitive*>* Geometry::getPrimitives( void )
{
//printf("ConvokeB\n");
if(dirty)
{
buildPrimitives();
dirty = false;
}
return &primitives;
}
void Geometry_AAB::buildPrimitives( void )
{
primitives.clear();
addPrimitive( new AAB_t( bmin, bmax ) );
}
void Geometry_AAB::move( float3 d )
{
bmin += d;
dirty = true;
}
void Geometry_AAB::deselect( void )
{
bmin = floor(bmin + 0.5f);
dirty = true;
}
void Geometry_AAP::move( float3 d )
{
bmin += d;
dirty = true;
}
void Geometry_AAP::deselect( void )
{
bmin = floor(bmin + 0.5f);
dirty = true;
}
void Geometry_AAP::buildPrimitives( void )
{
primitives.clear();
switch( o )
{
case UN:
make_AAPrism( make_float3( bmin.x+1.f, bmin.y, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y, bmin.z ), make_float3( bmin.x, bmin.y+1.f, bmin.z+1.f ) );
break;
case UW:
make_AAPrism( make_float3( bmin.x+1.f, bmin.y, bmin.z), bmin, make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z+1.f ) );
break;
case US:
make_AAPrism( bmin, make_float3( bmin.x, bmin.y, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z ) );
break;
case UE:
make_AAPrism( make_float3( bmin.x, bmin.y, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y, bmin.z+1.f ), make_float3( bmin.x, bmin.y+1.f, bmin.z ) );
break;
case DN:
make_AAPrism( make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z ), make_float3( bmin.x, bmin.y, bmin.z+1.f ) );
break;
case DW:
make_AAPrism( make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z), make_float3( bmin.x, bmin.y+1.f, bmin.z ), make_float3( bmin.x+1.f, bmin.y, bmin.z+1.f ) );
break;
case DS:
make_AAPrism( make_float3( bmin.x, bmin.y+1.f, bmin.z ), make_float3( bmin.x, bmin.y+1.f, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y, bmin.z ) );
break;
case DE:
make_AAPrism( make_float3( bmin.x, bmin.y+1.f, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z+1.f ), bmin );
break;
case NW:
make_AAPrismFlip( make_float3( bmin.x, bmin.y, bmin.z), make_float3( bmin.x, bmin.y+1.f, bmin.z ), make_float3( bmin.x+1.f, bmin.y, bmin.z+1.f ) );
break;
case SW:
make_AAPrismFlip( make_float3( bmin.x+1.f, bmin.y, bmin.z ), make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z ), make_float3( bmin.x, bmin.y, bmin.z+1.f ) );
break;
case SE:
make_AAPrismFlip( make_float3( bmin.x+1.f, bmin.y, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y+1.f, bmin.z+1.f ), make_float3( bmin.x, bmin.y, bmin.z ) );
break;
case NE:
make_AAPrismFlip( make_float3( bmin.x, bmin.y, bmin.z+1.f), make_float3( bmin.x, bmin.y+1.f, bmin.z+1.f ), make_float3( bmin.x+1.f, bmin.y, bmin.z ) );
break;
}
}
Geometry_AAP::Geometry_AAP( float3 bmin, Orientation o )
{
this->bmin = bmin;
this->o = o;
}