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nuclear@10
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1 #include <stdio.h>
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nuclear@10
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2 #include <stdlib.h>
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nuclear@2
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3 #include "mesh.h"
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4 #include "opengl.h"
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5
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nuclear@10
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6 /*
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7 #define DBG_NORMALS
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8 #define NSZ 0.1
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9 */
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10
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11 Mesh::Mesh()
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12 {
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13 nverts = nfaces = 0;
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14 for(int i=0; i<NUM_MESH_ATTR; i++) {
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15 vbo[i] = 0;
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16 }
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17 ibo = 0;
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18 tang_loc = -1;
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19 }
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20
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21 Mesh::~Mesh()
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22 {
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23 destroy();
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24 }
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25
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26 void Mesh::set_name(const char *name)
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27 {
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28 this->name = name;
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29 }
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30
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31 const char *Mesh::get_name() const
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32 {
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33 return name.c_str();
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34 }
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35
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36 bool Mesh::create(const aiScene *scn, aiMesh *aim)
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37 {
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38 if(vbo[MESH_ATTR_VERTEX]) {
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39 destroy();
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40 }
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41
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42 name = aim->mName.data;
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43
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44 nverts = aim->mNumVertices;
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45 nfaces = aim->mNumFaces;
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46
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47 glGenBuffers(1, vbo + MESH_ATTR_VERTEX);
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48 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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49 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mVertices, aim->mVertices, GL_STATIC_DRAW);
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50
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51 if(aim->mNormals) {
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52 glGenBuffers(1, vbo + MESH_ATTR_NORMAL);
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53 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
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54 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mNormals, aim->mNormals, GL_STATIC_DRAW);
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55 }
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56 if(aim->mTangents) {
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57 glGenBuffers(1, vbo + MESH_ATTR_TANGENT);
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58 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
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59 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTangents, aim->mTangents, GL_STATIC_DRAW);
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60 }
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61 if(aim->mTextureCoords[0]) {
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62 glGenBuffers(1, vbo + MESH_ATTR_TEXCOORD);
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63 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
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64 glBufferData(GL_ARRAY_BUFFER, nverts * sizeof *aim->mTextureCoords[0], aim->mTextureCoords[0], GL_STATIC_DRAW);
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65 }
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66
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67 glGenBuffers(1, &ibo);
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68 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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69 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof *aim->mFaces[0].mIndices, 0, GL_STATIC_DRAW);
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70
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71 /* map the buffer and fill it up */
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72 unsigned int *iptr = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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73
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74 for(int i=0; i<(int)nfaces; i++) {
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75 for(int j=0; j<3; j++) {
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76 *iptr++ = aim->mFaces[i].mIndices[j];
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77 }
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78 }
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79 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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80 return true;
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81 }
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82
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83 void Mesh::destroy()
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84 {
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85 for(int i=0; i<NUM_MESH_ATTR; i++) {
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86 if(vbo[i]) {
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87 glDeleteBuffers(1, vbo + i);
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88 vbo[i] = 0;
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89 }
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90 }
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91 glDeleteBuffers(1, &ibo);
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92 ibo = 0;
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93
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94 nverts = nfaces = 0;
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95 tang_loc = -1;
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96 }
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97
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98 void Mesh::set_xform(const Matrix4x4 &mat)
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99 {
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100 xform = mat;
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101 }
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102
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103 const Matrix4x4 &Mesh::get_xform() const
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104 {
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105 return xform;
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106 }
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107
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108 void Mesh::set_material(const Material &mat)
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109 {
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110 this->mat = mat;
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111 }
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112
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113 const Material &Mesh::get_material() const
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114 {
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115 return mat;
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116 }
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117
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118 void Mesh::set_attrib_location(int attr, int loc)
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119 {
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120 if(attr == MESH_ATTR_TANGENT) {
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121 tang_loc = loc;
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122 }
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123 }
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124
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125 int Mesh::get_attrib_location(int attr) const
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126 {
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127 return tang_loc;
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128 }
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129
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130 void Mesh::draw() const
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131 {
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132 mat.setup();
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133
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134 glMatrixMode(GL_MODELVIEW);
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135 glPushMatrix();
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136 mult_matrix(xform);
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137
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138 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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139 glVertexPointer(3, GL_FLOAT, 0, 0);
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140 glEnableClientState(GL_VERTEX_ARRAY);
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141
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142 if(vbo[MESH_ATTR_NORMAL]) {
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143 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
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144 glNormalPointer(GL_FLOAT, 0, 0);
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145 glEnableClientState(GL_NORMAL_ARRAY);
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146 }
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147 if(vbo[MESH_ATTR_TANGENT] && tang_loc >= 0) {
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148 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TANGENT]);
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149 glVertexAttribPointer(tang_loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
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150 glEnableVertexAttribArray(tang_loc);
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151 }
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152 if(vbo[MESH_ATTR_TEXCOORD]) {
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153 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_TEXCOORD]);
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154 glTexCoordPointer(3, GL_FLOAT, 0, 0);
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155 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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156 }
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157
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158 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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159 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
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160
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161 glDisableClientState(GL_VERTEX_ARRAY);
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162 glDisableClientState(GL_NORMAL_ARRAY);
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163 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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164 if(tang_loc >= 0) {
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165 glDisableVertexAttribArray(tang_loc);
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166 }
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nuclear@7
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167
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nuclear@10
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168 #ifdef DBG_NORMALS
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169 glPushAttrib(GL_ENABLE_BIT);
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170 glDisable(GL_LIGHTING);
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171
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172 int prog;
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173 glGetIntegerv(GL_CURRENT_PROGRAM, &prog);
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174 glUseProgram(0);
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175
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176 Vector3 *varr, *narr;
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177
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178 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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179 varr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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180
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181 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_NORMAL]);
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182 narr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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183
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184 glBegin(GL_LINES);
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185 for(unsigned int i=0; i<nverts; i++) {
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186 glColor3f(0, 1, 0);
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187 glVertex3f(varr->x, varr->y, varr->z);
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188 glVertex3f(varr->x + narr->x * NSZ, varr->y + narr->y * NSZ, varr->z + narr->z * NSZ);
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189 varr++;
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190 narr++;
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191 }
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192 glEnd();
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193
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194 glUnmapBuffer(GL_ARRAY_BUFFER);
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195 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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196 glUnmapBuffer(GL_ARRAY_BUFFER);
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197
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198 glUseProgram(prog);
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199 glPopAttrib();
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200 #endif
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201
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202 glPopMatrix();
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203 }
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nuclear@21
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204
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205
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206 void Mesh::calc_bsph()
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207 {
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208 glBindBuffer(GL_ARRAY_BUFFER, vbo[MESH_ATTR_VERTEX]);
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209 Vector3 *varr = (Vector3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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210
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211 bsph_center = Vector3(0, 0, 0);
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212
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213 for(unsigned int i=0; i<nverts; i++) {
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214 bsph_center += varr[i];
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215 }
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216 bsph_center /= (float)nverts;
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217
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218 // assume all vertices are equidistant from the center
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219 bsph_rad = (varr[0] - bsph_center).length();
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220
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221 glUnmapBuffer(GL_ARRAY_BUFFER);
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222 bsph_valid = true;
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223 }
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224
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225 const Vector3 &Mesh::get_bsph_center() const
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226 {
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227 if(!bsph_valid) {
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228 ((Mesh*)this)->calc_bsph();
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229 }
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230 return bsph_center;
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231 }
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232
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233 float Mesh::get_bsph_radius() const
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234 {
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nuclear@21
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235 if(!bsph_valid) {
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236 ((Mesh*)this)->calc_bsph();
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237 }
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238 return bsph_rad;
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239 }
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