/* * Modification History * * 2001-January-9 Jason Rohrer * Created. * * 2001-January-10 Jason Rohrer * Made class serializable. * Added a mMembersAllocated flag and made parameterless constructor * public to help with deserialization. * * 2001-January-15 Jason Rohrer * Fixed a bug in the deserialize() function. * * 2001-January-16 Jason Rohrer * Fixed a bug in the anchor serialization code. * * 2001-January-19 Jason Rohrer * Changed to support multi-texturing. * * 2001-January-24 Jason Rohrer * Added a copy() function. * Fixed a bug in deserialize(). * Made mMembersAllocated public for copy function. * * 2001-February-3 Jason Rohrer * Updated serialization code to use new interfaces. * * 2001-March-11 Jason Rohrer * Added support for paramatization and temporal animations. * * 2001-March-13 Jason Rohrer * Added interface for getting the number of parameters and animations. * * 2001-April-1 Jason Rohrer * Made copy function virtual. Added a getNewInstance function * to make derived-class-specific copying easier. */ #ifndef PRIMITIVE_3D_INCLUDED #define PRIMITIVE_3D_INCLUDED #include #include "minorGems/graphics/RGBAImage.h" #include "minorGems/math/geometry/Angle3D.h" #include "minorGems/math/geometry/Vector3D.h" #include "minorGems/math/geometry/Angle3D.h" #include "minorGems/io/Serializable.h" /** * 3D primitive object. * * Comprised of a triangle mesh, texture map, and anchor points. * * @author Jason Rohrer */ class Primitive3D : public Serializable { public: /** * Constructs a Primitive. * * No parameters are copied, so they should not be destroyed * or re-accessed by caller. All are destroyed when the * primitive is destroyed. * * @param inWide width of mesh in number of vertices. * Must be even and at least 2. * @param inHigh height of mesh in number of vertices. * @param inVertices vertices in row-major order. * @param inNumTextures number of multi-texture layers for * this primitive. * @param inTexture array of textures to map onto mesh. * Note that no RGBAImage in this array should have a * selection in it. * @param inAnchorX x texture anchors for each texture and * each vertex (indexed as inAnchorX[textNum][vertNum]), * in range [0,1] (outside this range, texture will wrap). * @param inAnchorY y texture anchors for each texture and * each vertex (indexed as inAnchorY[textNum][vertNum]), * in range [0,1] (outside this range, texture will wrap). */ Primitive3D( long inWide, long inHigh, Vector3D **inVertices, long inNumTextures, RGBAImage **inTexture, double **inAnchorX, double **inAnchorY ); // construct without initializing any members // for use by subclasses and for deserialization. Primitive3D(); char mMembersAllocated; ~Primitive3D(); /** * Sets whether this primitive is transparent or not. Default * is not transparent. * * @param inTransparent true if this primitive is transparent. */ void setTransparent( char inTransparent ); /** * Gets whether this primitive is transparent or not. * * @return true iff this primitive is transparent. */ char isTransparent(); /** * Sets whether this primitive's back face is visible. Default * is not visible. * * @param inIsVisible true if the back face is visible. */ void setBackVisible( char inIsVisible ); /** * Gets whether this primitive's back face is visible or not. * * @return true iff the back face is visible. */ char isBackVisible(); /** * Gets a new instance of the derived class type. * * Should be equivalent to calling the default constructor * for the derived class type. * * Should be overridden by all derived classes that * have data members beyond those provided by Primitive3D. * Note that if the extra data members require copying, * then the copy() function should be overridden instead * of simply overriding this function. * * Primitive3D::copy() will use this function to produce * a class instance before doing a copy. * * Note that this functionality SHOULD be provided by * the built-in RTTI, but it doesn't seem to be. * * @return an instance of the derived class. */ virtual Primitive3D *getNewInstance(); /** * Copies this primitive. * * @return a copy of this primitive, which must be destroyed * by the caller. */ virtual Primitive3D *copy(); /** * Gets the number of parameters associated with this object. * * @return the number of parameters. */ virtual int getNumParameters(); /** * Gets the number of animations associated with this object. * * @return the number of animations. */ virtual int getNumAnimations(); /* * Note that the default implementations for all the parameter * and temporal animation functions do nothing. */ /** * Sets a parameter for this primative. * * @param inParameterIndex the index of the parameter to set. * If an index for a non-existing parameter is specified, * this call has no effect. * @param inValue the value to set the parameter to, in [-1, 1]. * The default value for all parameters is 0. */ virtual void setParameter( int inParameterIndex, double inValue ); /** * Gets a parameter for this primative. * * @param inParameterIndex the index of the parameter to get. * If an index for a non-existing parameter is specified, * 0 is returned. * * @return the value of the parameter, in [-1, 1]. * The default value for all parameters is 0. */ virtual double getParameter( int inParameterIndex ); /** * Steps this primitive forward in time. * * @param inStepSize the size of the timestep to take. */ virtual void step( double inStepSize ); /** * Starts a temporal animation of this primitive. * The animation progresses as step() is called repeatedly. * If called for a non-existent animation or for one that is * already running, this function has no effect. */ virtual void startAnimation( int inAnimationIndex ); /** * Stops a temporal animation of this primitive. If called * for a non-existent animation or for one that is not currently * running, this function has no effect. */ virtual void stopAnimation( int inAnimationIndex ); long mHigh, mWide; long mNumVertices; Vector3D **mVertices; Vector3D **mNormals; long mNumTextures; // Note that no RGBAImage in this array should have a // selection in it. RGBAImage **mTexture; double **mAnchorX; double **mAnchorY; // implement the Serializable interface virtual int serialize( OutputStream *inOutputStream ); virtual int deserialize( InputStream *inInputStream ); protected: /** * Generates standard normals from the vertices. * * If subclass is not generating normals, this * must be called before primitive is drawn, but after * the vertices have been initialized. */ void generateNormals(); char mTransparent; char mBackVisible; }; inline Primitive3D::Primitive3D( long inWide, long inHigh, Vector3D **inVertices, long inNumTextures, RGBAImage **inTexture, double **inAnchorX, double **inAnchorY ) : mHigh( inHigh ), mWide( inWide ), mNumVertices( inHigh * inWide ), mNumTextures( inNumTextures ), mVertices( inVertices ), mTexture( inTexture ), mAnchorX( inAnchorX ), mAnchorY( inAnchorY ), mTransparent( false ), mBackVisible( false ), mMembersAllocated( true ) { generateNormals(); } inline Primitive3D::Primitive3D() : mTransparent( false ), mBackVisible( false ), mMembersAllocated( false ) { } inline Primitive3D::~Primitive3D() { if( mMembersAllocated ) { int i; for( i=0; isubtract( mVertices[ index ] ); } } // now cross and add into sum for( e=0; e<4; e++ ) { if( edges[e] != NULL && edges[ (e+1) % 4 ] != NULL ) { // not that this order of crossing works // because our cross product is right handed Vector3D *normal = edges[e]->cross( edges[ (e+1) % 4 ] ); normal->normalize(); // add this normal to our sum normalSum->add( normal ); delete normal; } } // now delete edges for( e=0; e<4; e++ ) { if( edges[e] != NULL ) { delete edges[e]; } } delete [] edges; // save summed normal as normal for this point normalSum->normalize(); mNormals[index] = normalSum; } } } inline void Primitive3D::setTransparent( char inTransparent ) { mTransparent = inTransparent; } inline char Primitive3D::isTransparent() { return mTransparent; } inline void Primitive3D::setBackVisible( char inIsVisible ) { mBackVisible = inIsVisible; } inline char Primitive3D::isBackVisible() { return mBackVisible; } inline Primitive3D *Primitive3D::getNewInstance() { return new Primitive3D(); } inline Primitive3D *Primitive3D::copy() { // get an instance of the derived class, if they've // overridden getNewInstance() Primitive3D *primCopy = getNewInstance(); primCopy->mHigh = mHigh; primCopy->mWide = mWide; primCopy->mNumVertices = mNumVertices; primCopy->mVertices = new Vector3D*[mNumVertices]; primCopy->mNormals = new Vector3D*[mNumVertices]; int i; for( i=0; imVertices[i] = new Vector3D( mVertices[i] ); primCopy->mNormals[i] = new Vector3D( mNormals[i] ); } primCopy->mNumTextures = mNumTextures; primCopy->mTexture = new RGBAImage*[mNumTextures]; primCopy->mAnchorX = new double*[mNumTextures]; primCopy->mAnchorY = new double*[mNumTextures]; for( i=0; imTexture[i] = mTexture[i]->copy(); primCopy->mAnchorX[i] = new double[mNumVertices]; primCopy->mAnchorY[i] = new double[mNumVertices]; memcpy( primCopy->mAnchorX[i], mAnchorX[i], sizeof( double ) * mNumVertices ); memcpy( primCopy->mAnchorY[i], mAnchorY[i], sizeof( double ) * mNumVertices ); } primCopy->mMembersAllocated = true; primCopy->setBackVisible( isBackVisible() ); primCopy->setTransparent( isTransparent() ); return primCopy; } inline int Primitive3D::getNumParameters() { return 0; } inline int Primitive3D::getNumAnimations() { return 0; } // the base class versions of these functions do nothing inline void Primitive3D::setParameter( int inParameterIndex, double inValue ) { } inline double Primitive3D::getParameter( int inParameterIndex ) { return 0; } inline void Primitive3D::step( double inStepSize ) { } inline void Primitive3D::startAnimation( int inAnimationIndex ) { } inline void Primitive3D::stopAnimation( int inAnimationIndex ) { } inline int Primitive3D::serialize( OutputStream *inOutputStream ) { int numBytes = 0; numBytes += inOutputStream->writeLong( mWide ); numBytes += inOutputStream->writeLong( mHigh ); int i; // output vertices and normals for( i=0; iserialize( inOutputStream ); } for( i=0; iserialize( inOutputStream ); } numBytes += inOutputStream->writeLong( mNumTextures ); // output textures for( i=0; iserialize( inOutputStream ); } // output anchor arrays for( i=0; iwriteDouble( mAnchorX[i][p] ); } } for( i=0; iwriteDouble( mAnchorY[i][p] ); } } numBytes += inOutputStream->write( (unsigned char *)&mTransparent, 1 ); numBytes += inOutputStream->write( (unsigned char *)&mBackVisible, 1 ); return numBytes; } inline int Primitive3D::deserialize( InputStream *inInputStream ) { int numBytes = 0; int i; if( mMembersAllocated ) { // delete the old vertices, normals, and anchors for( i=0; ireadLong( &mWide ); numBytes += inInputStream->readLong( &mHigh ); mNumVertices = mHigh * mWide; mVertices = new Vector3D*[mNumVertices]; mNormals = new Vector3D*[mNumVertices]; // input vertices and normals for( i=0; ideserialize( inInputStream ); } for( i=0; ideserialize( inInputStream ); } // input number of textures numBytes += inInputStream->readLong( &mNumTextures ); mAnchorX = new double*[mNumTextures]; mAnchorY = new double*[mNumTextures]; mTexture = new RGBAImage*[mNumTextures]; // input textures for( i=0; ideserialize( inInputStream ); } // input anchor arrays for( i=0; ireadDouble( &( mAnchorX[i][p] ) ); } } for( i=0; ireadDouble( &( mAnchorY[i][p] ) ); } } numBytes += inInputStream->read( (unsigned char *)&mTransparent, 1 ); numBytes += inInputStream->read( (unsigned char *)&mBackVisible, 1 ); mMembersAllocated = true; return numBytesRead; } #endif