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shapes.cpp
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shapes.cpp
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#include "shapes.h"
using namespace std;
namespace GLViewer {
Shape::Shape(uint glPrimitive)
: primitive(glPrimitive)
{}
Shape::Shape(uint glPrimitive, std::function<void(Shape& shape)> cb_AddVertices)
: primitive(glPrimitive)
{
cb_AddVertices(*this);
}
void Shape::AddVertex(const glm::vec3& vertex)
{
m_Vertices.push_back(vertex);
}
void Shape::AddShape(const Shape& shape)
{
for(size_t i = 0; i < shape.Size(); i++) {
AddVertex(shape[i]);
}
}
// returns a new transformed Shape of Shape
// translate, scale & rotate about x axis and then z axis
Shape Shape::Transform(const glm::vec3& translate, const glm::vec3& scale, const glm::vec2& rotate) const
{
Shape newShape(primitive);
for(const glm::vec3& vertex : m_Vertices) {
glm::vec3 v = glm::Transform(vertex, translate, scale, rotate);
newShape.AddVertex(std::move(v));
}
return newShape;
}
// returns vertex by index (e.g. shape[2])
const glm::vec3& Shape::operator[](size_t i) const
{
assert(i < m_Vertices.size()); return m_Vertices[i];
}
// returns number of vertices
size_t Shape::Size() const { return m_Vertices.size(); }
std::vector<glm::vec3>::iterator Shape::begin() { return m_Vertices.begin(); }
std::vector<glm::vec3>::iterator Shape::end() { return m_Vertices.end(); }
Shape Shapes::wireframe_Circle = Shape(GL_LINE_STRIP, [&](Shape& shape)
{
using namespace MaxLib::Geom;
for (float th = 0.0f; th <= 360.0f; th += DEFAULT_ANGLE_INCREMENT) {
shape.AddVertex({ 0.5f * Cos(th), -0.5f * Sin(th), 0.0f });
}
});
Shape Shapes::wireframe_Square = Shape(GL_LINES, [&](Shape& shape)
{
shape.AddVertex({ -0.5f, -0.5f, 0.0f });
shape.AddVertex({ 0.5f, -0.5f, 0.0f });
shape.AddVertex({ 0.5f, -0.5f, 0.0f });
shape.AddVertex({ 0.5f, 0.5f, 0.0f });
shape.AddVertex({ 0.5f, 0.5f, 0.0f });
shape.AddVertex({ -0.5f, 0.5f, 0.0f });
shape.AddVertex({ -0.5f, 0.5f, 0.0f });
shape.AddVertex({ -0.5f, -0.5f, 0.0f });
});
Shape Shapes::wireframe_Cylinder = Shape(GL_LINES, [&](Shape& shape)
{
// outline bottom
shape.AddShape(wireframe_Circle.Transform({ 0.0f, 0.0f, -0.5f }));
// outline top
shape.AddShape(wireframe_Circle.Transform({ 0.0f, 0.0f, 0.5f }));
});
Shape Shapes::wireframe_Cube = Shape(GL_LINES, [&](Shape& shape)
{
// bottom
shape.AddShape(wireframe_Square.Transform({ 0.0f, 0.0f, -0.5f }));
// top
shape.AddShape(wireframe_Square.Transform({ 0.0f, 0.0f, 0.5f }));
// join between bottom and top
shape.AddVertex({ -0.5f, -0.5f, -0.5f });
shape.AddVertex({ -0.5f, -0.5f, 0.5f });
shape.AddVertex({ 0.5f, -0.5f, -0.5f });
shape.AddVertex({ 0.5f, -0.5f, 0.5f });
shape.AddVertex({ 0.5f, 0.5f, -0.5f });
shape.AddVertex({ 0.5f, 0.5f, 0.5f });
shape.AddVertex({ -0.5f, 0.5f, -0.5f });
shape.AddVertex({ -0.5f, 0.5f, 0.5f });
});
Shape Shapes::face_Circle = Shape(GL_TRIANGLES, [&](Shape& shape)
{
using namespace MaxLib::Geom;
// circle facing up
for (float th = 0.0f; th <= 360.0f; th += DEFAULT_ANGLE_INCREMENT) {
float th2 = th + DEFAULT_ANGLE_INCREMENT;
shape.AddVertex({ 0.5f * Cos(th), -0.5f * Sin(th), 0.0f });
shape.AddVertex({ 0.0f, 0.0f, 0.0f });
shape.AddVertex({ 0.5f * Cos(th2), -0.5f * Sin(th2), 0.0f });
}
});
Shape Shapes::face_Square = Shape(GL_TRIANGLES, [&](Shape& shape)
{
shape.AddVertex({ -0.5f, -0.5f, 0.0f });
shape.AddVertex({ 0.5f, 0.5f, 0.0f });
shape.AddVertex({ -0.5f, 0.5f, 0.0f });
shape.AddVertex({ -0.5f, -0.5f, 0.0f });
shape.AddVertex({ 0.5f, -0.5f, 0.0f });
shape.AddVertex({ 0.5f, 0.5f, 0.0f });
});
Shape Shapes::body_Cylinder = Shape(GL_TRIANGLES, [&](Shape& shape)
{
using namespace MaxLib::Geom;
// top face - circle facing up
shape.AddShape(face_Circle.Transform({ 0.0f, 0.0f, 0.5f }));
// bottom face - circle facing down
shape.AddShape(face_Circle.Transform({ 0.0f, 0.0f, -0.5f }, glm::vec3(1.0f), { 180.0f, 0.0f }));
// walls
for (float th = 0.0f; th <= 360.0f; th += DEFAULT_ANGLE_INCREMENT) {
float th2 = th + DEFAULT_ANGLE_INCREMENT;
shape.AddVertex({ 0.5f * Cos(th), -0.5f * Sin(th), -0.5f });
shape.AddVertex({ 0.5f * Cos(th), -0.5f * Sin(th), 0.5f });
shape.AddVertex({ 0.5f * Cos(th2), -0.5f * Sin(th2), -0.5f });
shape.AddVertex({ 0.5f * Cos(th), -0.5f * Sin(th), 0.5f });
shape.AddVertex({ 0.5f * Cos(th2), -0.5f * Sin(th2), 0.5f });
shape.AddVertex({ 0.5f * Cos(th2), -0.5f * Sin(th2), -0.5f });
}
});
Shape Shapes::body_Cube = Shape(GL_TRIANGLES, [&](Shape& shape)
{
// top and bottom faces
shape.AddShape(face_Square.Transform({ 0.0f, 0.0f, 0.5f }));
shape.AddShape(face_Square.Transform({ 0.0f, 0.0f, -0.5f }, glm::vec3(1.0f), { 180.0f, 0.0f }));
// front and back faces
shape.AddShape(face_Square.Transform({ 0.0f, -0.5f, 0.0f }, glm::vec3(1.0f), { 90.0f, 0.0f }));
shape.AddShape(face_Square.Transform({ 0.0f, 0.5f, 0.0f }, glm::vec3(1.0f), { 270.0f, 0.0f }));
// sides
shape.AddShape(face_Square.Transform({ 0.5f, 0.0f, 0.0f }, glm::vec3(1.0f), { 90.0f, 90.0f }));
shape.AddShape(face_Square.Transform({ -0.5f, 0.0f, 0.0f }, glm::vec3(1.0f), { 90.0f, 270.0f }));
/* uint cubeIndices[] =
{
// face 1 (xy)
0, 1, 2,
2, 3, 0,
}
*/
});
// build vertices of sphere with smooth shading using parametric equation
// x = r * cos(u) * cos(v)
// y = r * cos(u) * sin(v)
// z = r * sin(u)
// where u: stack(latitude) angle (-90 <= u <= 90)
// v: sector(longitude) angle (0 <= v <= 360)
Shape Shapes::body_Sphere = Shape(GL_TRIANGLES, [&](Shape& shape) {
// Set the radius of the sphere
float r = 0.5f;
// Calculate the number of slices and stacks based on the given increment angle
int slices = static_cast<int>(360.0f / DEFAULT_ANGLE_INCREMENT);
int stacks = static_cast<int>(180.0f / DEFAULT_ANGLE_INCREMENT);
for (int stack = 0; stack < stacks; ++stack) {
float phi1 = glm::pi<float>() * static_cast<float>(stack) / static_cast<float>(stacks);
float phi2 = glm::pi<float>() * static_cast<float>(stack + 1) / static_cast<float>(stacks);
for (int slice = 0; slice < slices; ++slice) {
float th1 = 2.0f * glm::pi<float>() * static_cast<float>(slice) / static_cast<float>(slices);
float th2 = 2.0f * glm::pi<float>() * static_cast<float>(slice + 1) / static_cast<float>(slices);
// Vertices of the triangle
glm::vec3 v1(r * sin(phi1)*cos(th1), r * sin(phi1)*sin(th1), r * cos(phi1));
glm::vec3 v2(r * sin(phi1)*cos(th2), r * sin(phi1)*sin(th2), r * cos(phi1));
glm::vec3 v3(r * sin(phi2)*cos(th1), r * sin(phi2)*sin(th1), r * cos(phi2));
glm::vec3 v4(r * sin(phi2)*cos(th2), r * sin(phi2)*sin(th2), r * cos(phi2));
// Add the first triangle
shape.AddVertex(v1);
shape.AddVertex(v2);
shape.AddVertex(v3);
// Add the second triangle
shape.AddVertex(v2);
shape.AddVertex(v4);
shape.AddVertex(v3);
}
}
});
} // End namespace GLViewer