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Generator.cpp
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255 lines (229 loc) · 7.91 KB
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#include "Generator.h"
#include <iostream>
#include <cmath>
#include <glm/gtc/matrix_transform.hpp>
using namespace std;
Model Generator::generateSphere(int prec)
{
Model m;
m.numVertices = (prec + 1) * (prec + 1);
m.numIndices = prec * prec * 6;
for (int i = 0; i < m.numVertices; i++) { m.vertices.push_back(glm::vec3()); }
for (int i = 0; i < m.numVertices; i++) { m.texCoords.push_back(glm::vec2()); }
for (int i = 0; i < m.numVertices; i++) { m.normals.push_back(glm::vec3()); }
for (int i = 0; i < m.numVertices; i++) { m.tangents.push_back(glm::vec3()); }
for (int i = 0; i < m.numIndices; i++) { m.indices.push_back(0); }
// calculate triangle vertices
for (int i = 0; i <= prec; i++) {
for (int j = 0; j <= prec; j++) {
float y = (float)cos(glm::radians(180.0f - i * 180.0f / prec));
float x = -(float)cos(glm::radians(j*360.0f / prec))*(float)abs(cos(asin(y)));
float z = (float)sin(glm::radians(j*360.0f / (float)(prec)))*(float)abs(cos(asin(y)));
m.vertices[i*(prec + 1) + j] = glm::vec3(x, y, z);
m.texCoords[i*(prec + 1) + j] = glm::vec2(((float)j / prec), ((float)i / prec));
m.normals[i*(prec + 1) + j] = glm::vec3(x, y, z);
// calculate tangent vector
if (((x == 0) && (y == 1) && (z == 0)) || ((x == 0) && (y == -1) && (z == 0))) {
m.tangents[i*(prec + 1) + j] = glm::vec3(0.0f, 0.0f, -1.0f);
}
else {
m.tangents[i*(prec + 1) + j] = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(x, y, z));
}
}
}
// calculate triangle indices
for (int i = 0; i<prec; i++) {
for (int j = 0; j<prec; j++) {
m.indices[6 * (i*prec + j) + 0] = i*(prec + 1) + j;
m.indices[6 * (i*prec + j) + 1] = i*(prec + 1) + j + 1;
m.indices[6 * (i*prec + j) + 2] = (i + 1)*(prec + 1) + j;
m.indices[6 * (i*prec + j) + 3] = i*(prec + 1) + j + 1;
m.indices[6 * (i*prec + j) + 4] = (i + 1)*(prec + 1) + j + 1;
m.indices[6 * (i*prec + j) + 5] = (i + 1)*(prec + 1) + j;
}
}
return m;
}
Model Generator::generateRingHab(double habWidth, double wallThick, double wallHeight, int prec)
{
Model m;
//setup convienence variables
int& numVertices = m.numVertices;
int& numIndices = m.numIndices;
m.numVertices = 16*(prec+1);
m.numIndices = 8*prec*6;
//initialize vectors
m.vertices = std::vector<glm::vec3>(m.numVertices);
m.texCoords = std::vector<glm::vec2>(m.numVertices);
m.normals = std::vector<glm::vec3>(m.numVertices);
m.tangents = std::vector<glm::vec3>(m.numVertices);
m.indices = std::vector<GLuint>(m.numIndices);
std::vector<GLuint>& indx = m.indices;
std::vector<glm::vec3>& vert = m.vertices;
std::vector<glm::vec2>& texc = m.texCoords;
std::vector<glm::vec3>& norm = m.normals;
std::vector<glm::vec3>& tans = m.tangents;
//Compute useful things now
double angStepRad = glm::radians(360.0/prec);
double halfHabW = habWidth/2;
//build the first slice of the ringHab directly
//top inner wall ground
vert[0] = glm::vec3{1-wallThick, halfHabW, 0};
texc[0] = glm::vec2{0,0};
norm[0] = glm::vec3{0,-1,0};
tans[0] = glm::vec3{-1,0,0};
//top inner wall rim
vert[1] = glm::vec3{1-wallThick-wallHeight, halfHabW, 0};
texc[1] = glm::vec2{0,0.1};
norm[1] = glm::vec3{0,-1,0};
tans[1] = glm::vec3{-1,0,0};
//top rim inner
vert[2] = glm::vec3{1-wallThick-wallHeight, halfHabW, 0};
texc[2] = glm::vec2{0,0.1};
norm[2] = glm::vec3{-1,0,0};
tans[2] = glm::vec3{0,1,0};
//top rim outer
vert[3] = glm::vec3{1-wallThick-wallHeight, halfHabW+wallThick, 0};
texc[3] = glm::vec2{0,0.2};
norm[3] = glm::vec3{-1,0,0};
tans[3] = glm::vec3{0,1,0};
//top outer wall rim
vert[4] = glm::vec3{1-wallThick-wallHeight, halfHabW+wallThick, 0};
texc[4] = glm::vec2{0,0.2};
norm[4] = glm::vec3{0,1,0};
tans[4] = glm::vec3{1,0,0};
//top outer wall back adj
vert[5] = glm::vec3{1, halfHabW+wallThick, 0};
texc[5] = glm::vec2{0,0.3};
norm[5] = glm::vec3{0,1,0};
tans[5] = glm::vec3{1,0,0};
//back top
vert[6] = glm::vec3{1, halfHabW+wallThick, 0};
texc[6] = glm::vec2{0,0.3};
norm[6] = glm::vec3{1,0,0};
tans[6] = glm::vec3{0,-1,0};
//back bot
vert[7] = glm::vec3{1, -halfHabW-wallThick, 0};
texc[7] = glm::vec2{0,0.5};
norm[7] = glm::vec3{1,0,0};
tans[7] = glm::vec3{0,-1,0};
//bot outer wall back adj
vert[8] = glm::vec3{1, -halfHabW-wallThick, 0};
texc[8] = glm::vec2{0,0.5};
norm[8] = glm::vec3{0,-1,0};
tans[8] = glm::vec3{-1,0,0};
//bot outer wall rim
vert[9] = glm::vec3{1-wallThick-wallHeight, -halfHabW-wallThick, 0};
texc[9] = glm::vec2{0,0.6};
norm[9] = glm::vec3{0,-1,0};
tans[9] = glm::vec3{-1,0,0};
//bot rim outer
vert[10] = glm::vec3{1-wallThick-wallHeight, -halfHabW-wallThick, 0};
texc[10] = glm::vec2{0,0.6};
norm[10] = glm::vec3{-1,0,0};
tans[10] = glm::vec3{0,1,0};
//bot rim inner
vert[11] = glm::vec3{1-wallThick-wallHeight, -halfHabW, 0};
texc[11] = glm::vec2{0,0.7};
norm[11] = glm::vec3{-1,0,0};
tans[11] = glm::vec3{0,1,0};
//bot inner wall rim
vert[12] = glm::vec3{1-wallThick-wallHeight, -halfHabW, 0};
texc[12] = glm::vec2{0,0.7};
norm[12] = glm::vec3{0,1,0};
tans[12] = glm::vec3{1,0,0};
//bot inner wall ground
vert[13] = glm::vec3{1-wallThick, -halfHabW, 0};
texc[13] = glm::vec2{0,0.8};
norm[13] = glm::vec3{0,1,0};
tans[13] = glm::vec3{1,0,0};
//bot ground
vert[14] = glm::vec3{1-wallThick, -halfHabW, 0};
texc[14] = glm::vec2{0,0.8};
norm[14] = glm::vec3{-1,0,0};
tans[14] = glm::vec3{0,1,0};
//top ground
vert[15] = glm::vec3{1-wallThick, halfHabW, 0};
texc[15] = glm::vec2{0,1};
norm[15] = glm::vec3{-1,0,0};
tans[15] = glm::vec3{0,1,0};
//finally done w/ the creation of the first slice.
//now we rotate it around the y axis each step until
//we have finished making all vertices
for(int slice=1; slice<=prec; ++slice)
{
int sOff=slice*16;
int sLastOff = sOff-16;
glm::mat4 rot = glm::rotate<float>(glm::mat4{1.0f}, slice*angStepRad, glm::vec3{0,1,0});
for(int vi = 0; vi<16; ++vi)
{
//rotate vertices
vert[sOff+vi] = glm::vec3{rot * glm::vec4{vert[vi],1}};
//copy t component of last texc, calculate s coord
texc[sOff+vi] = glm::vec2{((float)slice)/prec, texc[vi].t};
//rotate the normals and tangents
norm[sOff+vi] = glm::vec3{rot * glm::vec4{norm[vi],1}};
tans[sOff+vi] = glm::vec3{rot * glm::vec4{tans[vi],1}};
}
}
//calculate triangle indices
for(int slice=0; slice < prec; ++slice)
{
//here is where we generate the square panels
for(int vi=0; vi<8; ++vi)
{
indx[((slice*8 + vi) * 2 + 0) * 3 + 0] = slice*16 + vi*2 + 0;
indx[((slice*8 + vi) * 2 + 0) * 3 + 1] = slice*16 + vi*2 + 1;
indx[((slice*8 + vi) * 2 + 0) * 3 + 2] = (slice+1)*16 + vi*2 + 0;
indx[((slice*8 + vi) * 2 + 1) * 3 + 0] = slice*16 + vi*2 + 1;
indx[((slice*8 + vi) * 2 + 1) * 3 + 1] = (slice+1)*16 + vi*2 + 1;
indx[((slice*8 + vi) * 2 + 1) * 3 + 2] = (slice+1)*16 + vi*2 + 0;
}
}
return m;
}
#define PANEL(MM,PM,MP,PP) \
PM,MM,MP, \
MP,PP,PM
Model Generator::generateBox()
{
Model m;
//setup convienence variables
int& numVertices = m.numVertices;
int& numIndices = m.numIndices;
std::vector<GLuint>& indx = m.indices;
std::vector<glm::vec3>& vert = m.vertices;
std::vector<glm::vec2>& texc = m.texCoords;
std::vector<glm::vec3>& norm = m.normals;
std::vector<glm::vec3>& tans = m.tangents;
numVertices = 8;
numIndices = 36;
//setup hardcoded vertices
vert=std::vector<glm::vec3>
{
glm::vec3{ 1, 1, 1},
glm::vec3{-1, 1, 1},
glm::vec3{ 1, 1,-1},
glm::vec3{-1, 1,-1},
glm::vec3{ 1,-1, 1},
glm::vec3{-1,-1, 1},
glm::vec3{ 1,-1,-1},
glm::vec3{-1,-1,-1}
};
//initialize useless texcoords & normals initialize indices
texc = std::vector<glm::vec2>(numVertices);
norm = std::vector<glm::vec3>(numVertices);
tans = std::vector<glm::vec3>(numVertices);
indx = std::vector<GLuint>(numIndices);
//fill the indices array
indx=std::vector<GLuint>
{
PANEL(3,7,1,5), //left
PANEL(6,2,4,0), //right
PANEL(2,3,0,1), //top
PANEL(7,6,5,4), //bottom
PANEL(5,4,1,0), //front
PANEL(7,3,6,2), //back
};
return m;
}