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1 #include <stdio.h>
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2 #include <string.h>
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3 #include <assert.h>
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4 #include "modeller.h"
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5 #include "min3d.h"
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6 #include "rayzor.h"
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7 #include "scene.h"
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8 #include "keyb.h"
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9
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10 struct ModellerImpl {
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11 int mx, my;
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12 float cam_theta, cam_phi, cam_dist;
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13
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14 struct m3d_image rbuf;
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15
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16 bool bnstate[8];
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17 int prev_x, prev_y;
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18 };
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19
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20 static void draw_grid(float size, float spacing);
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21
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22 Modeller::Modeller()
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23 {
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24 set_name("modeller");
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25 }
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26
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27 Modeller::~Modeller()
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28 {
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29 shutdown();
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30 }
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31
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32 bool Modeller::init()
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33 {
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34 mod = new ModellerImpl;
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35 memset(mod, 0, sizeof *mod);
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36
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37 mod->cam_phi = 25;
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38 mod->cam_dist = 5;
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39
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40 m3d_init();
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41 mod->rbuf.pixels = fb_pixels;
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42 mod->rbuf.xsz = fb_width;
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43 mod->rbuf.ysz = fb_height;
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44 m3d_set_buffers(&mod->rbuf, 0);
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45
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46 m3d_matrix_mode(M3D_PROJECTION);
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47 m3d_load_identity();
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48 m3d_perspective(50.0, (float)fb_width / (float)fb_height, 0.5, 500.0);
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49
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50 m3d_enable(M3D_CULL_FACE);
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51 return true;
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52 }
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53
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54 void Modeller::shutdown()
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55 {
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56 if(mod) {
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57 m3d_shutdown();
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58
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59 delete mod;
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60 mod = 0;
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61 }
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62 }
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63
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64 void Modeller::draw() const
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65 {
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66 m3d_clear(M3D_COLOR_BUFFER_BIT);
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67
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68 m3d_matrix_mode(M3D_MODELVIEW);
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69 m3d_load_identity();
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70 m3d_translate(0, 0, -mod->cam_dist);
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71 m3d_rotate(mod->cam_phi, 1, 0, 0);
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72 m3d_rotate(mod->cam_theta, 0, 1, 0);
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73
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74 draw_grid(10.0, 1.0);
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75
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76 scene->draw();
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77 }
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78
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79
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80 static void draw_grid(float size, float spacing)
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81 {
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82 int num_lines = size / spacing;
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83 float dist = size / 2.0;
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84
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85 m3d_disable(M3D_LIGHTING);
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86
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87 m3d_begin(M3D_LINES);
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88 m3d_color(0.4, 0.4, 0.4);
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89
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90 float x = -dist;
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91 for(int i=0; i<=num_lines; i++) {
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92 if(i != num_lines / 2) {
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93 m3d_vertex(-dist, 0, x);
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94 m3d_vertex(dist, 0, x);
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95 m3d_vertex(x, 0, -dist);
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96 m3d_vertex(x, 0, dist);
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97 }
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98 x += spacing;
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99 }
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100 m3d_end();
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101
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102 m3d_begin(M3D_LINES);
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103 m3d_color(1.0, 0, 0);
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104 m3d_vertex(-dist, 0, 0);
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105 m3d_vertex(dist, 0, 0);
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106 m3d_color(0, 1.0, 0);
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107 m3d_vertex(0, 0, -dist);
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108 m3d_vertex(0, 0, dist);
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109 m3d_end();
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110 }
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111
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112
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113 void Modeller::handle_keyboard(int key, bool press)
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114 {
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115 if(press) {
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116 switch(key) {
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117 case 'q':
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118 quit_app();
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119 break;
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120
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121 case 27:
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122 scene->clear_selection();
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123 break;
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124
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125 case '\t':
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126 {
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127 int s = scene->get_selection();
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128 if(s >= 0) {
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129 s = (s + 1) % scene->get_node_count();
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130 scene->clear_selection();
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131 } else {
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132 s = 0;
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133 }
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134 scene->select(s);
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135 }
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136 break;
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137
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138 default:
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139 break;
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140 }
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141 }
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142 }
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143
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144 void Modeller::handle_mbutton(int bn, bool press, int x, int y)
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145 {
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146 mod->bnstate[bn] = press;
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147 mod->prev_x = x;
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148 mod->prev_y = y;
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149 }
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150
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151 void Modeller::handle_mmotion(int x, int y)
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152 {
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153 int dx = x - mod->prev_x;
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154 int dy = y - mod->prev_y;
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155 mod->prev_x = x;
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156 mod->prev_y = y;
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157
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158 if(kb_isdown(KB_ALT) || kb_isdown(KB_CTRL)) {
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159 if(mod->bnstate[0]) {
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160 mod->cam_theta += dx * 0.5;
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161 mod->cam_phi += dy * 0.5;
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162
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163 if(mod->cam_phi < -90) mod->cam_phi = -90;
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164 if(mod->cam_phi > 90) mod->cam_phi = 90;
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165 }
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166 if(mod->bnstate[1]) {
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167 mod->cam_dist += dy * 0.1;
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168 if(mod->cam_dist < 0) mod->cam_dist = 0;
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169 }
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170 }
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171 }
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