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📄 cvbound.cpp

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/*----------------------------------------------------------------------------
                        _                              _ _       
        /\             | |                            | (_)      
       /  \   _ __   __| |_ __ ___  _ __ ___   ___  __| |_  __ _ 
      / /\ \ | '_ \ / _` | '__/ _ \| '_ ` _ \ / _ \/ _` | |/ _` |
     / ____ \| | | | (_| | | | (_) | | | | | |  __/ (_| | | (_| |
    /_/    \_\_| |_|\__,_|_|  \___/|_| |_| |_|\___|\__,_|_|\__,_|

    The contents of this file are subject to the Andromedia Public
	License Version 1.0 (the "License"); you may not use this file
	except in compliance with the License. You may obtain a copy of
	the License at http://www.andromedia.com/APL/

    Software distributed under the License is distributed on an
	"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
	implied. See the License for the specific language governing
	rights and limitations under the License.

    The Original Code is Pueblo client code, released November 4, 1998.

    The Initial Developer of the Original Code is Andromedia Incorporated.
	Portions created by Andromedia are Copyright (C) 1998 Andromedia
	Incorporated.  All Rights Reserved.

	Andromedia Incorporated                         415.365.6700
	818 Mission Street - 2nd Floor                  415.365.6701 fax
	San Francisco, CA 94103

    Contributor(s):
	--------------------------------------------------------------------------
	   Chaco team:  Dan Greening, Glenn Crocker, Jim Doubek,
	                Coyote Lussier, Pritham Shetty.

					Wrote and designed original codebase.

------------------------------------------------------------------------------

	Implementation for the computation of bounding boxes of a VRML QV tree
	(currently assumes Intel 3DR.)

----------------------------------------------------------------------------*/

// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/CvBound.cpp,v 2.28 1996/06/27 03:43:55 jimd Exp $

#include "grheader.h"
//
#if defined( CH_ARCH_16 )
#include <QvElemnt.h>   
#else
#include <QvElement.h>   
#endif
#include <QvNodes.h>
#include <QvState.h>
#if defined( CH_ARCH_16 )
#include <UnknNode.h>   
#else
#include <QvUnknownNode.h>
#endif
#ifdef CH_MSW
#include <windows.h>
#endif
#ifdef HUGE
#undef HUGE
#endif
#include <math.h>
#include <strstrea.h>
#include "ChMaze.h"
#include "CvBound.h"
#include "CvInstnc.h"

#define DEFAULT_GETBOUNDS(cls)	\
	 int cls::GetBounds(QvState *state, ChQvBounds * pBounds)	\
	  {traverse(state); return 0;}; 

// If they make it bigger, tough
#define BIGGIE 1.e17

// for dubugging only
static int indent = 0;
// ---------------


/* ChQvBounds methods */



#if 0
bool GetBoundingCube(QvMFLong *pCoordIndex, QvCoordinate3 *pC3, PointF_t &lower, PointF_t &upper, PointF_t &center ) 
{
	lower.x = lower.y = lower.z = BIGGIE;
	upper.x = upper.y = upper.z = -BIGGIE;
	center.x = center.y = center.z = 0.;
	int count = 0;

	for( int j = 0; j< pCoordIndex->num; j++)
	{
		if (pCoordIndex->values[j] != QV_END_FACE_INDEX)
		{ 
			int index = pCoordIndex->values[j] * 3;
			lower.x = min(lower.x, pC3->point.values[index]);
			lower.y = min(lower.y, pC3->point.values[index+1]); 
			lower.z = min(lower.z, pC3->point.values[index+2]); 

			upper.x = max(upper.x, pC3->point.values[index]);
			upper.y = max(upper.y, pC3->point.values[index+1]); 
			upper.z = max(upper.z, pC3->point.values[index+2]);
			
			center.x += pC3->point.values[index]; 
			center.y += pC3->point.values[index+1];
			center.z += pC3->point.values[index+2];
			
			count++;
		}
 
	}

	if(count>0)
	{
		center.x /= count;
		center.y /= count;
		center.z /= count;
	}
	return true;
}



bool GetBoundingCube(QvIndexedFaceSet *pFace, QvCoordinate3 *pC3, PointF_t &lower, PointF_t &upper, PointF_t &center ) 
{
	return (GetBoundingCube(&pFace->coordIndex, pC3, lower, upper, center));
}

bool GetBoundingCube(QvIndexedLineSet *pSet, QvCoordinate3 *pC3, PointF_t &lower, PointF_t &upper, PointF_t &center ) 
{
	return (GetBoundingCube(&pSet->coordIndex, pC3, lower, upper, center));
}


bool GetBoundingCube(QvCone *cone, PointF_t *pBnds) 
{
	pBnds[0].x = -cone->bottomRadius.value;  
	pBnds[0].y = -cone->height.value / 2.;  
	pBnds[0].z = -cone->bottomRadius.value;  
	pBnds[1].x = cone->bottomRadius.value;  
	pBnds[1].y = cone->height.value / 2.;   
	pBnds[1].z = cone->bottomRadius.value;  
	return true;
}

bool GetBoundingCube(QvCylinder *cylinder, PointF_t *pBnds) 
{
	pBnds[0].x = -cylinder->radius.value;  
	pBnds[0].y = -cylinder->height.value / 2.;  
	pBnds[0].z = -cylinder->radius.value;  
	pBnds[1].x = cylinder->radius.value;  
	pBnds[1].y = cylinder->height.value / 2.;   
	pBnds[1].z = cylinder->radius.value;  
	return true;
}
#endif

// ChQvBounds
void ChQvBounds::Apply(ChQvInstance *pInst, ChRenderContext *pRC)
{
	ChBoundsIterator iterator(pRC, this);
	iterator.Attach( pInst );
	iterator.Iterate( );
}



void ChQvBounds::GetTransformedBounds(GxVec3f &lower, GxVec3f &upper, GxTransform3Wf &mat)
{
	// Transform vertices of object cube, then take cube in transformed coords
	GxVec3f tmp, pts[8];
	for(int j=0; j<8; j++)
	{
		tmp.x() = (j & 1) ? m_lower.x() : m_upper.x();;
		tmp.y() = (j & 2) ? m_lower.y() : m_upper.y();;
		tmp.z() = (j & 4) ? m_lower.z() : m_upper.z();
		pts[j] = mat * tmp;
	}
	GetBounds( pts, 8, lower, upper );
}


void ChQvBounds::GetBounds(GxVec3f &lower, GxVec3f &upper, GxTransform3Wf &mat)
{
	lower.x() 	 = 	 m_lower.x(); 
	lower.y() 	 = 	 m_lower.y(); 
	lower.z() 	 = 	 m_lower.z(); 
	upper.x() 	 = 	 m_upper.x(); 
	upper.y() 	 = 	 m_upper.y(); 
	upper.z() 	 = 	 m_upper.z(); 
	mat = GxTransform3Wf(m_mat);
}

void ChQvBounds::GetCenter(GxVec3f &center)
{
	center.x() 	  =   m_center.x();
	center.y() 	  =   m_center.y();
	center.z() 	  =   m_center.z();
}								
								

void ChQvBounds::GetBounds(GxVec3f *pts, int numPts, GxVec3f &lower, GxVec3f &upper ) 
{
	lower.set(BIGGIE, BIGGIE, BIGGIE);
	upper.set(-BIGGIE, -BIGGIE, -BIGGIE);
	for( int index = 0; index< numPts; index++)
	{
		lower.minimum(pts[index]);
		upper.maximum(pts[index]);
	}
	return;
}

void ChQvBounds::GetBounds(GxVec3f *pts, int numPts, GxVec3f &lower, GxVec3f &upper, GxVec3f &center ) 
{
	lower.set(BIGGIE, BIGGIE, BIGGIE);
	upper.set(-BIGGIE, -BIGGIE, -BIGGIE);
	center.set(0,0,0);
	for( int index = 0; index < numPts; index++)
	{
		lower.minimum(pts[index]);
		upper.maximum(pts[index]);
 		center += pts[index];
	}

	if(numPts > 0) center *= 1./float(numPts);
	return;
}

bool ChQvBounds::IntersectLine(const GxVec3f &p0, const GxVec3f &vec, GxVec3f &result, bool boolRay)
{
	float	fMinT;
	bool boolHit = false;
	const float epsilon = 1.e-6;

	{
		// Line is of form p = p0 + t * vec
		float t;
		for(int face = 0; face < 6; face++)
		{
			GxVec3f &p = (face & 1) ? m_lower : m_upper;
			int i = face / 2;
			if(fabs(vec[i]) > epsilon)
			{
				t = (p[i]  - (p0[i]))/ vec[i];
		
				for(int j = 0; j < 2; j++)
				{
					int index = (i+j) % 3;
					float val = p0[index] + t * vec[index];
					if((!boolRay || t > 0) && val >= m_lower[index] - epsilon && val <= m_upper[index] + epsilon)
					{
						if(boolHit)
						{
							fMinT = min(t, fMinT);
						}
						else
						{
							boolHit = true;
							fMinT = t;
							result = vec;
							result *= t;
							result += p0;
						}
					}
				}  
			}
		}
	}
	if(boolHit)
	{
		result = vec;
		result *= fMinT;
		result += p0;
	}
	return boolHit;
}

// Hittest the screen point lX, lY against this bounds cube
// Return true if a hit, and the collision point in fZ
bool ChQvBounds::HitTest(ChRenderContext *pRC, chint32 lX, chint32 lY, GxVec3f &hPt)
{
	GxVec3f p, vec;	// the ray
	GxVec3f hitPt;
	bool boolHit = false;


	PointWindowToObject(pRC, lX, lY, p, vec);


	if(IntersectLine(p, vec, hitPt))
	{
		hPt = hitPt;
		boolHit = true;
	}
	
	return boolHit;
}

// Computes the line (p, vec) in object space that goes thru wx, wy in window space
void ChQvBounds::PointWindowToObject(ChRenderContext *pRC, float wx, float wy, GxVec3f &p, GxVec3f &vec)
{
	ChNrVector4d screenCoord = {wx, wy, 0, 1};
	#if 0
	screenCoord.x = wx;
	screenCoord.y = wy;
	screenCoord.z = 0;
	screenCoord.w = 1;
	#endif
	GxVec3f q;	// p in world space
	ChNrViewportInverseTransform(pRC->GetViewport(), (ChNrVector*)&q, &screenCoord);

	GxVec3f camLoc = pRC->GetCameraLoc();

	GxTransform3Wf m = m_mat.Inverse();
	q.z() = -q.z();	   // root frame transform
	p = m * camLoc;
	vec = m * q;
	vec -= p;
#if 0
	// 3dr version
	PointF_t	pt2;
	PointFW_t	ptW;

	if(m_boolDirty)
	{
		G3dInvertMatrix(m_CamClipTransform, m_invCamClipTransform);
		G3dInvertMatrix(m_ModelTransform, m_invModelTransform);
		m_boolDirty = false;
	} 
	pt.x = ((pt.x * 2.) / (m_right - m_left)) - 1.;
	pt.y = ((pt.y * 2.) / (m_top - m_bottom)) - 1.;
	pt.y = -pt.y;

	G3dTransformPointF(&pt, &ptW, m_invCamClipTransform); 
	CopyPoint(ptW, pt2);
	G3dTransformPointF(&pt2, &ptW, m_invModelTransform); 
	CopyPoint(ptW, line.vector);
	/////////////
	// Camera is in world coords; convert to model

	GxTransform3Wf mat;
	TransformF_t invMat;
	GxVec3f lower;
	GxVec3f upper;

	m_bounds.GetBounds( upper, lower, mat);
	CopyPoint(m_cameraLoc, pt2);
	G3dInvertMatrix(*(mat.GetMatrix()), invMat);
	G3dTransformPointF(&pt2, &ptW, invMat); 
	CopyPoint(ptW, line.point);

	///////////////
	line.vector.x -= line.point.x;
	line.vector.y -= line.point.y;
	line.vector.z -= line.point.z;
#endif
}



// Node Bounds methods  - soon to be obsolete

#if 0
DEFAULT_GETBOUNDS(QvSpin)
DEFAULT_GETBOUNDS(QvCone)
DEFAULT_GETBOUNDS(QvCube)
DEFAULT_GETBOUNDS(QvCylinder)
DEFAULT_GETBOUNDS(QvGroup)
DEFAULT_GETBOUNDS(QvIndexedFaceSet)
DEFAULT_GETBOUNDS(QvIndexedLineSet)
DEFAULT_GETBOUNDS(QvLOD)	// ??
DEFAULT_GETBOUNDS(QvSeparator)
DEFAULT_GETBOUNDS(QvSpinGroup)
DEFAULT_GETBOUNDS(QvSwitch)			// ??
DEFAULT_GETBOUNDS(QvTransformSeparator)
DEFAULT_GETBOUNDS(QvBackground)
									  // ??'s below are yet to be done

DEFAULT_GETBOUNDS(QvAsciiText)
DEFAULT_GETBOUNDS(QvBaseColor)
DEFAULT_GETBOUNDS(QvFontStyle)

DEFAULT_GETBOUNDS(QvCoordinate3)
DEFAULT_GETBOUNDS(QvDirectionalLight)
#if defined(_QV_ENVIRONMENT_)
DEFAULT_GETBOUNDS(QvEnvironment)
#endif
DEFAULT_GETBOUNDS(QvInfo)
DEFAULT_GETBOUNDS(QvMaterial)
DEFAULT_GETBOUNDS(QvMaterialBinding)
DEFAULT_GETBOUNDS(QvMatrixTransform)
DEFAULT_GETBOUNDS(QvNormal)
DEFAULT_GETBOUNDS(QvNormalBinding)
DEFAULT_GETBOUNDS(QvOrthographicCamera)
DEFAULT_GETBOUNDS(QvPerspectiveCamera)
DEFAULT_GETBOUNDS(QvPointLight)
DEFAULT_GETBOUNDS(QvPointSet)	  // ??
DEFAULT_GETBOUNDS(QvRotation)
DEFAULT_GETBOUNDS(QvScale)
DEFAULT_GETBOUNDS(QvShapeHints)
DEFAULT_GETBOUNDS(QvSphere)		   // ??
DEFAULT_GETBOUNDS(QvSpotLight)
DEFAULT_GETBOUNDS(QvTexture2)
DEFAULT_GETBOUNDS(QvTexture2Transform)
DEFAULT_GETBOUNDS(QvTextureCoordinate2)
DEFAULT_GETBOUNDS(QvTransform)
DEFAULT_GETBOUNDS(QvTranslation)
DEFAULT_GETBOUNDS(QvWWWAnchor)			 // ??
DEFAULT_GETBOUNDS(QvWWWInline)			 // ??
DEFAULT_GETBOUNDS(QvUnknownNode)		 // ??

DEFAULT_GETBOUNDS(QvOrientationInterpolator)
DEFAULT_GETBOUNDS(QvInterpolator)
DEFAULT_GETBOUNDS(QvSensor)
DEFAULT_GETBOUNDS(QvTimeSensor)
#endif

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