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Cylinder.cpp
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Cylinder.cpp
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/*
* Copyright (C) 2014 Eduardo Pinho (enet4mikeenet AT gmail.com)
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated
* documentation files (the "Software"), to deal in the Software
* without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, subject to the
* following conditions:
*
* The above copyright notice and this permission notice shall
* be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
* KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
* PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "Cylinder.h"
#include <math.h>
#include "MathUtils.h"
#ifdef _GISELLE_DEBUG
#include <iostream>
#define Cylinder_D(x) std::cout << x
#else
#define Cylinder_D(x)
#endif
using namespace giselle;
using namespace model;
using namespace math;
Model model::Cylinder(float radius, float height, int lon)
{
if (radius <= 0 || height <= 0 || lon < 3)
return Model();
unsigned int nVertices = 4 * lon;
unsigned int nTriangles = 4 * (lon-1);
float* vertex_array = new float[nVertices*3];
float* vertex_normal_array = new float[nVertices*3];
unsigned int* index_array = new unsigned int[nTriangles*3];
int i = 0;
Cylinder_D( "CYLINDER(" << radius << "," << height << "," << lon << "): " <<
nVertices << " vertices | " << nTriangles << " triangles" << std::endl );
const float col_step = 2*PI / lon;
Vector4f v = {0,1,0,0};
// build vertices : bottom base ; ring around base ; ring around top, top base
float alpha = 0;
for (int col = 0 ; col < lon ; col++)
{
float cos_alpha = cos(alpha);
float sin_alpha = sin(alpha);
vertex_array[i] = vertex_array[i+3*lon]
= vertex_array[i+6*lon] = vertex_array[i+9*lon]
= radius * sin_alpha;
vertex_normal_array[i] = vertex_normal_array[i+9*lon] = 0.0f;
vertex_normal_array[i+3*lon] = vertex_normal_array[i+6*lon] = sin_alpha;
i++;
vertex_array[i] = vertex_array[i+3*lon] = 0;
vertex_array[i+6*lon] = vertex_array[i+9*lon] = height;
vertex_normal_array[i] = -1.0f;
vertex_normal_array[i+3*lon] = vertex_normal_array[i+6*lon] = 0.0f;
vertex_normal_array[i+9*lon] = 1.0f;
i++;
vertex_array[i] = vertex_array[i+3*lon]
= vertex_array[i+6*lon] = vertex_array[i+9*lon]
= radius * cos_alpha;
vertex_normal_array[i] = vertex_normal_array[i+9*lon] = 0.0f;
vertex_normal_array[i+3*lon] = vertex_normal_array[i+6*lon] = cos_alpha;
i++;
alpha += col_step;
}
// build triangles
i = 0;
// build bottom base fan
for (int col = 1 ; col < lon-1 ; col++)
{
index_array[i++] = (col==lon) ? 1 : col+1;
index_array[i++] = col;
index_array[i++] = 0;
}
// build ring
unsigned int ring_base = lon;
for (int col = 0 ; col < lon-1 ; col++)
{
// 2 triangles
index_array[i++] = ring_base + lon + col;
index_array[i++] = ring_base + col;
index_array[i++] = ring_base + col + 1;
index_array[i++] = ring_base + lon + col;
index_array[i++] = ring_base + col + 1;
index_array[i++] = ring_base + lon + col + 1;
}
// last 2 triangles
index_array[i++] = ring_base + lon + lon - 1;
index_array[i++] = ring_base + lon - 1;
index_array[i++] = ring_base;
index_array[i++] = ring_base + lon + lon - 1;
index_array[i++] = ring_base;
index_array[i++] = ring_base + lon;
// build top base fan
const unsigned int top_base = nVertices - lon;
for (int col = 1 ; col < lon-1 ; col++)
{
index_array[i++] = top_base;
index_array[i++] = top_base + col;
index_array[i++] = top_base + col+1;
}
Cylinder_D( "CYLINDER: " << i/3 << " triangles built" << std::endl);
// construct model
Model m(nVertices, nTriangles, vertex_array, vertex_normal_array, index_array);
delete[] vertex_array;
delete[] vertex_normal_array;
delete[] index_array;
return m;
}