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author | Kyle K <kylek389@gmail.com> | 2010-10-03 19:52:04 -0500 |
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committer | Kamil Kaminski <kamilkss@gmail.com> | 2010-10-03 19:52:04 -0500 |
commit | 6f0b727ccf1f3b791d38c72519a3005cf56dd2fb (patch) | |
tree | 56e09780e8d17a61222a9e674214dd5a304af71a /math3d.c | |
download | OBJLoader-6f0b727ccf1f3b791d38c72519a3005cf56dd2fb.tar.gz OBJLoader-6f0b727ccf1f3b791d38c72519a3005cf56dd2fb.tar.bz2 OBJLoader-6f0b727ccf1f3b791d38c72519a3005cf56dd2fb.zip |
Initial commit
Diffstat (limited to 'math3d.c')
-rw-r--r-- | math3d.c | 650 |
1 files changed, 650 insertions, 0 deletions
diff --git a/math3d.c b/math3d.c new file mode 100644 index 0000000..8e3aa50 --- /dev/null +++ b/math3d.c @@ -0,0 +1,650 @@ +/* revision 5 */ + +/* @2009 Kamil Kaminski + * + * this code is not yet endian aware + * the style of the syntax is original k&r except there's \n + * after the opening { and extra space after if statement, + * and for/while loops + */ + +#include "math3d.h" + +void m3dFindNormal(M3DVector3f result, const M3DVector3f point1, + const M3DVector3f point2, const M3DVector3f point3) +{ + M3DVector3f v1, v2; + + /* calculate two vectors from the three points, assumes + * counter clockwise winding + */ + v1[0] = point1[0] - point2[0]; + v1[1] = point1[1] - point2[1]; + v1[2] = point1[2] - point2[2]; + + v2[0] = point2[0] - point3[0]; + v2[1] = point2[1] - point3[1]; + v2[2] = point2[2] - point3[2]; + + /* take the cross product of the two vectors to get the normal vector */ + m3dCrossProduct(result, v1, v2); +} + +void m3dLoadIdentity44(M3DMatrix44f m) /* 4x4 float */ +{ + /* don't be fooled, this is still column major */ + static M3DMatrix44f identity = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + memcpy(m, identity, sizeof(M3DMatrix44f)); +} + +/* creates a 4x4 rotation matrix, takes radians not degrees */ +void m3dRotationMatrix44(M3DMatrix44f m, float angle, float x, float y, float z) +{ + float mag, s, c; + float xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c; + + s = (float) (sin(angle)); + c = (float) (cos(angle)); + + mag = (float) (sqrt(x*x + y*y + z*z)); + + /* identity matrix */ + if (mag == 0.0f) + { + m3dLoadIdentity44(m); + return; + } + + /* rotation matrix is normalized */ + x /= mag; + y /= mag; + z /= mag; + + #define M(row,col) m[col*4+row] + + xx = x * x; + yy = y * y; + zz = z * z; + xy = x * y; + yz = y * z; + zx = z * x; + + xs = x * s; + ys = y * s; + zs = z * s; + one_c = 1.0f - c; + + M(0,0) = (one_c * xx) + c; + M(0,1) = (one_c * xy) - zs; + M(0,2) = (one_c * zx) + ys; + M(0,3) = 0.0f; + + M(1,0) = (one_c * xy) + zs; + M(1,1) = (one_c * yy) + c; + M(1,2) = (one_c * yz) - xs; + M(1,3) = 0.0f; + + M(2,0) = (one_c * zx) - ys; + M(2,1) = (one_c * yz) + xs; + M(2,2) = (one_c * zz) + c; + M(2,3) = 0.0f; + + M(3,0) = 0.0f; + M(3,1) = 0.0f; + M(3,2) = 0.0f; + M(3,3) = 1.0f; + + #undef M +} + +/* draw a torus (doughnut), using the current 1d texture for light shading */ +/* this funct accepts 4x4 trans matrix to be applied to the vertices */ +void gltDrawTorus(GLfloat majorRadius, GLfloat minorRadius, GLint numMajor, + GLint numMinor) +{ + M3DVector3f vNormal; + double majorStep = 2.0f * M3D_PI / numMajor; + double minorStep = 2.0f * M3D_PI / numMinor; + int i, j; + + for (i = 0; i < numMajor; ++i) + { + double a0 = i * majorStep; + double a1 = a0 + majorStep; + GLfloat x0 = (GLfloat) cos(a0); + GLfloat y0 = (GLfloat) sin(a0); + GLfloat x1 = (GLfloat) cos(a1); + GLfloat y1 = (GLfloat) sin(a1); + + glBegin(GL_TRIANGLE_STRIP); + for (j = 0; j <= numMinor; ++j) + { + double b = j * minorStep; + GLfloat c = (GLfloat) cos(b); + GLfloat r = minorRadius * c + majorRadius; + GLfloat z = minorRadius * (GLfloat) sin(b); + + glTexCoord2f((float) (i) / (float) (numMajor), (float) (j) \ + / (float) (numMinor)); + vNormal[0] = x0 * c; + vNormal[1] = y0 * c; + vNormal[2] = z / minorRadius; + m3dNormalizeVector(vNormal); + glNormal3fv(vNormal); + glVertex3f(x0 * r, y0 * r, z); + + glTexCoord2f((float) (i + 1) / (float) (numMajor), (float) (j) \ + / (float) (numMinor)); + vNormal[0] = x1 * c; + vNormal[1] = y1 * c; + vNormal[2] = z / minorRadius; + m3dNormalizeVector(vNormal); + glNormal3fv(vNormal); + glVertex3f(x1 * r, y1 * r, z); + } + glEnd(); + } +} + +/* this function just specifically draws the jet */ +/* FIXME needs to accepts parameters of location and lightning */ +void DrawJet(int nShadow) +{ + M3DVector3f vNormal; + + /* nose cone, set material color, note we only have to set to black + * for the shadow once + */ + if (nShadow == 0) + glColor3ub(128, 128, 128); + else + glColor3ub(0, 0, 0); + + /* nose cone, points straight down, set material color */ + /* follow few lines use manual approach */ + glBegin(GL_TRIANGLES); + glNormal3f(0.0f, -1.0f, 0.0f); + glNormal3f(0.0f, -1.0f, 0.0f); + glVertex3f(0.0f, 0.0f, 60.0f); + glVertex3f(-15.0f, 0.0f, 30.0f); + glVertex3f(15.0f, 0.0f, 30.0f); + + /* verticies for this panel */ + { + M3DVector3f vPoints[3] = { {15.0f, 0.0f, 30.0f} + , + {0.0f, 15.0f, 30.0f} + , + {0.0f, 0.0f, 60.0f} + }; + + /* calculate the normal for the plane */ + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {0.0f, 0.0f, 60.0f} + , + {0.0f, 15.0f, 30.0f} + , + {-15.0f, 0.0f, 30.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + /* body of the plane */ + { + M3DVector3f vPoints[3] = { {-15.0f, 0.0f, 30.0f} + , + {0.0f, 15.0f, 30.0f} + , + {0.0f, 0.0f, -56.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {0.0f, 0.0f, -56.0f} + , + {0.0f, 15.0f, 30.0f} + , + {15.0f, 0.0f, 30.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + glNormal3f(0.0f, -1.0f, 0.0f); + glVertex3f(15.0f, 0.0f, 30.0f); + glVertex3f(-15.0f, 0.0f, 30.0f); + glVertex3f(0.0f, 0.0f, -56.0f); + + /* left wing, large triangle for bottom of wing */ + { + M3DVector3f vPoints[3] = { {0.0f, 2.0f, 27.0f} + , + {-60.0f, 2.0f, -8.0f} + , + {60.0f, 2.0f, -8.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {60.0f, 2.0f, -8.0f} + , + {0.0f, 7.0f, -8.0f} + , + {0.0f, 2.0f, 27.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {60.0f, 2.0f, -8.0f} + , + {-60.0f, 2.0f, -8.0f} + , + {0.0f, 7.0f, -8.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {0.0f, 2.0f, 27.0f} + , + {0.0f, 7.0f, -8.0f} + , + {-60.0f, 2.0f, -8.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + /* tail section */ + /* bottom of back fin */ + glNormal3f(0.0f, -1.0f, 0.0f); + glVertex3f(-30.0f, -0.50f, -57.0f); + glVertex3f(30.0f, -0.50f, -57.0f); + glVertex3f(0.0f, -0.50f, -40.0f); + + { + M3DVector3f vPoints[3] = { {0.0f, -0.5f, -40.0f} + , + {30.0f, -0.5f, -57.0f} + , + {0.0f, 4.0f, -57.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {0.0f, 4.0f, -57.0f} + , + {-30.0f, -0.5f, -57.0f} + , + {0.0f, -0.5f, -40.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {30.0f, -0.5f, -57.0f} + , + {-30.0f, -0.5f, -57.0f} + , + {0.0f, 4.0f, -57.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {0.0f, 0.5f, -40.0f} + , + {3.0f, 0.5f, -57.0f} + , + {0.0f, 25.0f, -65.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {0.0f, 25.0f, -65.0f} + , + {-3.0f, 0.5f, -57.0f} + , + {0.0f, 0.5f, -40.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { {3.0f, 0.5f, -57.0f} + , + {-3.0f, 0.5f, -57.0f} + , + {0.0f, 25.0f, -65.0f} + }; + + m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + glEnd(); +} + +void gltDrawUnitAxes(void) +{ + GLUquadricObj *pObj; /* temporary, used for quadrics */ + + /* measurements */ + float fAxisRadius = 0.025f; + float fAxisHeight = 1.0f; + float fArrowRadius = 0.06f; + float fArrowHeight = 0.1f; + + /* setup the quadric object */ + pObj = gluNewQuadric(); + gluQuadricDrawStyle(pObj, GLU_FILL); + gluQuadricNormals(pObj, GLU_SMOOTH); + gluQuadricOrientation(pObj, GLU_OUTSIDE); + gluQuadricTexture(pObj, GLU_FALSE); + + /* draw the blue z axis first with arrowed head */ + glColor3f(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); + glRotatef(180.0f, 1.0f, 0.0f, 0.0f); + gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); + glPopMatrix(); + + /* draw the red x axis 2nd with arrowed head */ + glColor3f(1.0f, 0.0f, 0.0f); + glPushMatrix(); + glRotatef(90.0f, 0.0f, 1.0f, 0.0f); + gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); + glRotatef(180.0f, 0.0f, 1.0f, 0.0f); + gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); + glPopMatrix(); + glPopMatrix(); + + /* draw the green y axis 3rd with arrowed head */ + glColor3f(0.0f, 1.0f, 0.0f); + glPushMatrix(); + glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); + gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); + glRotatef(180.0f, 1.0f, 0.0f, 0.0f); + gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); + glPopMatrix(); + glPopMatrix(); + + /* white sphere at origin */ + glColor3f(1.0f, 1.0f, 1.0f); + gluSphere(pObj, 0.05f, 15, 15); + + /* delete the quadric */ + gluDeleteQuadric(pObj); +} + +#define A(row,col) a[(col<<2)+row] +#define B(row,col) b[(col<<2)+row] +#define P(row,col) product[(col<<2)+row] + +void m3dMatrixMultiply44(M3DMatrix44f product, const M3DMatrix44f a, + const M3DMatrix44f b) +{ + int i; + for (i = 0; i < 4; i++) + { + float ai0 = A(i, 0), ai1 = A(i, 1), ai2 = A(i, 2), ai3 = A(i, 3); + P(i, 0) = ai0 * B(0, 0) + ai1 * B(1, 0) + ai2 * B(2, 0) + ai3 * B(3, 0); + P(i, 1) = ai0 * B(0, 1) + ai1 * B(1, 1) + ai2 * B(2, 1) + ai3 * B(3, 1); + P(i, 2) = ai0 * B(0, 2) + ai1 * B(1, 2) + ai2 * B(2, 2) + ai3 * B(3, 2); + P(i, 3) = ai0 * B(0, 3) + ai1 * B(1, 3) + ai2 * B(2, 3) + ai3 * B(3, 3); + } +} + +#undef A +#undef B +#undef P + + +/*************************************************************/ +/* unrelated functions that do not have much to do with math */ +/* */ +/*************************************************************/ + +GLint gltWriteTGA(const char *szFileName) +{ + FILE *pFile; /* file pointer */ + TGAHEADER tgaHeader; /* tga file header */ + unsigned long lImageSize; /* size in bytes of image */ + GLbyte *pBits = NULL; /* pointer to bits */ + GLint iViewport[4]; /* viewport in pixels */ + GLenum lastBuffer; /* storage for the current read buffer setting */ + + /* get the viewport dimensions */ + glGetIntegerv(GL_VIEWPORT, iViewport); + + /* how big is the image going to be (targas are tightly packed) */ + lImageSize = iViewport[2] * 3 * iViewport[3]; + + /* allocate block, if this doesn't work, go home */ + pBits = (GLbyte *) malloc(lImageSize); + if (pBits == NULL) + { + perror("malloc"); + return 0; + } + + /* read bits from color buffer */ + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glPixelStorei(GL_PACK_ROW_LENGTH, 0); + glPixelStorei(GL_PACK_SKIP_ROWS, 0); + glPixelStorei(GL_PACK_SKIP_PIXELS, 0); + + /* get the current read buffer setting and save it, switch to + * the front buffer and do the read operation, finally, restore + * the read buffer state + */ + glGetIntegerv(GL_READ_BUFFER, (GLint *) &lastBuffer); + glReadBuffer(GL_FRONT); + glReadPixels(0, 0, iViewport[2], iViewport[3], GL_BGR_EXT, + GL_UNSIGNED_BYTE, pBits); + glReadBuffer(lastBuffer); + + /* initialize the targa header */ + tgaHeader.identsize = 0; + tgaHeader.colorMapType = 0; + tgaHeader.imageType = 2; + tgaHeader.colorMapStart = 0; + tgaHeader.colorMapLength = 0; + tgaHeader.colorMapBits = 0; + tgaHeader.xstart = 0; + tgaHeader.ystart = 0; + tgaHeader.width = iViewport[2]; + tgaHeader.height = iViewport[3]; + tgaHeader.bits = 24; + tgaHeader.descriptor = 0; + + /* attempt to open the file */ + pFile = fopen(szFileName, "wb"); + if (pFile == NULL) + { + perror("fopen"); + free(pBits); /* free buffer and return error */ + return 0; + } + + /* write the header */ + fwrite(&tgaHeader, sizeof(TGAHEADER), 1, pFile); + + /* write the image data */ + fwrite(pBits, lImageSize, 1, pFile); + + /* free temporary buffer and close the file */ + free(pBits); + fclose(pFile); + + return 1; +} + +GLbyte *gltLoadTGA(const char *szFileName, GLint *iWidth, GLint *iHeight, + GLint *iComponents, GLenum *eFormat) +{ + FILE *pFile; /* file pointer */ + TGAHEADER tgaHeader; /* TGA file header */ + unsigned long lImageSize; /* size in bytes of image */ + short sDepth; /* pixel depth; */ + GLbyte *pBits = NULL; /* pointer to bits */ + + /* default/failed values */ + *iWidth = 0; + *iHeight = 0; + *eFormat = GL_BGR_EXT; + *iComponents = GL_RGB8; + + /* attempt to open the file */ + pFile = fopen(szFileName, "rb"); + if (pFile == NULL) + { + perror("fopen"); + return 0; + } + + /* read in header (binary) */ + fread(&tgaHeader, 18 /* sizeof(TGAHEADER) */, 1, pFile); + + /* get width, height, and depth of texture */ + *iWidth = tgaHeader.width; + *iHeight = tgaHeader.height; + sDepth = tgaHeader.bits / 8; + + /* put some validity checks here, very simply, i only understand + * or care about 8, 24, or 32 bit targas + */ + if (tgaHeader.bits != 8 && tgaHeader.bits != 24 && tgaHeader.bits != 32) + return NULL; + + /* calculate size of image buffer */ + lImageSize = tgaHeader.width * tgaHeader.height * sDepth; + + /* allocate memory and check for success */ + pBits = (GLbyte *) malloc(lImageSize * sizeof(GLbyte)); + if (pBits == NULL) + { + perror("malloc"); + return NULL; + } + + /* read in the bits */ + /* check for read error, this should catch rle or other */ + /* weird formats that i don't want to recognize */ + if (fread(pBits, lImageSize, 1, pFile) != 1) + { + perror("fread"); + free(pBits); + return NULL; + } + + /* set opengl format expected */ + switch (sDepth) + { + case 3: /* most likely case */ + *eFormat = GL_BGR_EXT; + *iComponents = GL_RGB8; + break; + case 4: + *eFormat = GL_BGRA_EXT; + *iComponents = GL_RGBA8; + break; + case 1: + *eFormat = GL_LUMINANCE; + *iComponents = GL_LUMINANCE8; + break; + } + + /* done with file */ + fclose(pFile); + + /* return pointer to image data */ + return pBits; +} + |