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showCube.cpp
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/*
USC/Viterbi/Computer Science
"Jello Cube" Assignment 1 starter code
*/
#include "jello.h"
#include "showCube.h"
int pointMap(int side, int i, int j)
{
int r;
switch (side)
{
case 1: //[i][j][0] bottom face
r = 64 * i + 8 * j;
break;
case 6: //[i][j][7] top face
r = 64 * i + 8 * j + 7;
break;
case 2: //[i][0][j] front face
r = 64 * i + j;
break;
case 5: //[i][7][j] back face
r = 64 * i + 56 + j;
break;
case 3: //[0][i][j] left face
r = 8 * i + j;
break;
case 4: //[7][i][j] right face
r = 448 + 8 * i + j;
break;
}
return r;
}
void showCube(struct world * jello)
{
int i,j,k,ip,jp,kp;
point r1,r2,r3; // aux variables
/* normals buffer and counter for Gourad shading*/
struct point normal[8][8];
int counter[8][8];
int face;
double faceFactor, length;
if (fabs(jello->p[0][0][0].x) > 10)
{
printf ("Your cube somehow escaped way out of the box.\n");
exit(0);
}
#define NODE(face,i,j) (*((struct point * )(jello->p) + pointMap((face),(i),(j))))
#define PROCESS_NEIGHBOUR(di,dj,dk) \
ip=i+(di);\
jp=j+(dj);\
kp=k+(dk);\
if\
(!( (ip>7) || (ip<0) ||\
(jp>7) || (jp<0) ||\
(kp>7) || (kp<0) ) && ((i==0) || (i==7) || (j==0) || (j==7) || (k==0) || (k==7))\
&& ((ip==0) || (ip==7) || (jp==0) || (jp==7) || (kp==0) || (kp==7))) \
{\
glVertex3f(jello->p[i][j][k].x,jello->p[i][j][k].y,jello->p[i][j][k].z);\
glVertex3f(jello->p[ip][jp][kp].x,jello->p[ip][jp][kp].y,jello->p[ip][jp][kp].z);\
}\
if (viewingMode==0) // render wireframe
{
glLineWidth(1);
glPointSize(5);
glDisable(GL_LIGHTING);
for (i=0; i<=7; i++)
for (j=0; j<=7; j++)
for (k=0; k<=7; k++)
{
if (i*j*k*(7-i)*(7-j)*(7-k) != 0) // not surface point
continue;
glBegin(GL_POINTS); // draw point
glColor4f(0,0,0,0);
glVertex3f(jello->p[i][j][k].x,jello->p[i][j][k].y,jello->p[i][j][k].z);
glEnd();
//
//if ((i!=7) || (j!=7) || (k!=7))
// continue;
glBegin(GL_LINES);
// structural
if (structural == 1)
{
glColor4f(0,0,1,1);
PROCESS_NEIGHBOUR(1,0,0);
PROCESS_NEIGHBOUR(0,1,0);
PROCESS_NEIGHBOUR(0,0,1);
PROCESS_NEIGHBOUR(-1,0,0);
PROCESS_NEIGHBOUR(0,-1,0);
PROCESS_NEIGHBOUR(0,0,-1);
}
// shear
if (shear == 1)
{
glColor4f(0,1,0,1);
PROCESS_NEIGHBOUR(1,1,0);
PROCESS_NEIGHBOUR(-1,1,0);
PROCESS_NEIGHBOUR(-1,-1,0);
PROCESS_NEIGHBOUR(1,-1,0);
PROCESS_NEIGHBOUR(0,1,1);
PROCESS_NEIGHBOUR(0,-1,1);
PROCESS_NEIGHBOUR(0,-1,-1);
PROCESS_NEIGHBOUR(0,1,-1);
PROCESS_NEIGHBOUR(1,0,1);
PROCESS_NEIGHBOUR(-1,0,1);
PROCESS_NEIGHBOUR(-1,0,-1);
PROCESS_NEIGHBOUR(1,0,-1);
PROCESS_NEIGHBOUR(1,1,1)
PROCESS_NEIGHBOUR(-1,1,1)
PROCESS_NEIGHBOUR(-1,-1,1)
PROCESS_NEIGHBOUR(1,-1,1)
PROCESS_NEIGHBOUR(1,1,-1)
PROCESS_NEIGHBOUR(-1,1,-1)
PROCESS_NEIGHBOUR(-1,-1,-1)
PROCESS_NEIGHBOUR(1,-1,-1)
}
// bend
if (bend == 1)
{
glColor4f(1,0,0,1);
PROCESS_NEIGHBOUR(2,0,0);
PROCESS_NEIGHBOUR(0,2,0);
PROCESS_NEIGHBOUR(0,0,2);
PROCESS_NEIGHBOUR(-2,0,0);
PROCESS_NEIGHBOUR(0,-2,0);
PROCESS_NEIGHBOUR(0,0,-2);
}
glEnd();
}
glEnable(GL_LIGHTING);
}
else
{
glPolygonMode(GL_FRONT, GL_FILL);
for (face=1; face <= 6; face++)
// face == face of a cube
// 1 = bottom, 2 = front, 3 = left, 4 = right, 5 = far, 6 = top
{
if ((face==1) || (face==3) || (face==5))
faceFactor=-1; // flip orientation
else
faceFactor=1;
for (i=0; i <= 7; i++) // reset buffers
for (j=0; j <= 7; j++)
{
normal[i][j].x=0;normal[i][j].y=0;normal[i][j].z=0;
counter[i][j]=0;
}
/* process triangles, accumulate normals for Gourad shading */
for (i=0; i <= 6; i++)
for (j=0; j <= 6; j++) // process block (i,j)
{
pDIFFERENCE(NODE(face,i+1,j),NODE(face,i,j),r1); // first triangle
pDIFFERENCE(NODE(face,i,j+1),NODE(face,i,j),r2);
CROSSPRODUCTp(r1,r2,r3); pMULTIPLY(r3,faceFactor,r3);
pNORMALIZE(r3);
pSUM(normal[i+1][j],r3,normal[i+1][j]);
counter[i+1][j]++;
pSUM(normal[i][j+1],r3,normal[i][j+1]);
counter[i][j+1]++;
pSUM(normal[i][j],r3,normal[i][j]);
counter[i][j]++;
pDIFFERENCE(NODE(face,i,j+1),NODE(face,i+1,j+1),r1); // second triangle
pDIFFERENCE(NODE(face,i+1,j),NODE(face,i+1,j+1),r2);
CROSSPRODUCTp(r1,r2,r3); pMULTIPLY(r3,faceFactor,r3);
pNORMALIZE(r3);
pSUM(normal[i+1][j],r3,normal[i+1][j]);
counter[i+1][j]++;
pSUM(normal[i][j+1],r3,normal[i][j+1]);
counter[i][j+1]++;
pSUM(normal[i+1][j+1],r3,normal[i+1][j+1]);
counter[i+1][j+1]++;
}
/* the actual rendering */
for (j=1; j<=7; j++)
{
if (faceFactor > 0)
glFrontFace(GL_CCW); // the usual definition of front face
else
glFrontFace(GL_CW); // flip definition of orientation
glBegin(GL_TRIANGLE_STRIP);
for (i=0; i<=7; i++)
{
glNormal3f(normal[i][j].x / counter[i][j],normal[i][j].y / counter[i][j],
normal[i][j].z / counter[i][j]);
glVertex3f(NODE(face,i,j).x, NODE(face,i,j).y, NODE(face,i,j).z);
glNormal3f(normal[i][j-1].x / counter[i][j-1],normal[i][j-1].y/ counter[i][j-1],
normal[i][j-1].z / counter[i][j-1]);
glVertex3f(NODE(face,i,j-1).x, NODE(face,i,j-1).y, NODE(face,i,j-1).z);
}
glEnd();
}
}
} // end for loop over faces
glFrontFace(GL_CCW);
}
void showBoundingBox()
{
int i,j;
// Draw 3D axis
glColor4f(1, 0, 0, 0); // red
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0); // x-axis
// Draw an 'X'
glVertex3f(1.2, 0, 0);
glVertex3f(1.4, -.1, .1);
glVertex3f(1.2, -.1, .1);
glVertex3f(1.4, 0, 0);
glEnd();
glColor4f(0, 1, 0, 0); // green
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(0, 1, 0); // y-axis
// Draw a 'Y'
glVertex3f(0, 1.1, 0); // vertical part
glVertex3f(0, 1.1, .2);
glVertex3f(0, 1.1, .2); // point connected to vertical line
glVertex3f(0, 1.06, .25);
glVertex3f(0, 1.1, .2); //point connected to vertical line
glVertex3f(0, 1.14, .25);
glEnd();
glColor4f(1, 1, 1, 0); //white
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 1); // z-axis
glVertex3f(0.1, 0.0, 1.1);
glVertex3f(0.0, 0.1, 1.1);
glVertex3f(0.0, 0.1, 1.2);
glVertex3f(0.1, 0.0, 1.2);
glVertex3f(0.1, 0.0, 1.1);
glVertex3f(0.0, 0.1, 1.2);
glEnd();
glColor4f(0.6,0.6,0.6,0);
glBegin(GL_LINES);
// front face
for(i=-2; i<=2; i++)
{
glVertex3f(i,-2,-2);
glVertex3f(i,-2,2);
}
for(j=-2; j<=2; j++)
{
glVertex3f(-2,-2,j);
glVertex3f(2,-2,j);
}
// back face
for(i=-2; i<=2; i++)
{
glVertex3f(i,2,-2);
glVertex3f(i,2,2);
}
for(j=-2; j<=2; j++)
{
glVertex3f(-2,2,j);
glVertex3f(2,2,j);
}
// left face
for(i=-2; i<=2; i++)
{
glVertex3f(-2,i,-2);
glVertex3f(-2,i,2);
}
for(j=-2; j<=2; j++)
{
glVertex3f(-2,-2,j);
glVertex3f(-2,2,j);
}
// right face
for(i=-2; i<=2; i++)
{
glVertex3f(2,i,-2);
glVertex3f(2,i,2);
}
for(j=-2; j<=2; j++)
{
glVertex3f(2,-2,j);
glVertex3f(2,2,j);
}
glEnd();
return;
}
void showInclinePlane(struct world * jello) {
if (jello->incPlanePresent) {
//Find four points of the surface of the bounding box that intersect with the plane
//Plane equation: d= ax + by + cz
glColor4f(0.7, 0.2, 0.2, 0);
glBegin(GL_POLYGON);
for (int i = -2; i <= 2; i++) {
for (int j = -2; j <= 2; j++) {
for (int k = -2; k <= 2; k++) {
if (-(jello->d) == (jello->a) * i + (jello->b) * j + (jello->c) * k) {
glVertex3f(i, j, k);
}
}
}
}
glEnd();
}
return;
}