public void addVertex(float x, float y, float z, float u, float v) { warp_Vertex vert = new warp_Vertex(x, y, z); vert.setUV(u, v); addVertex(vert); }
public warp_Vertex getClone() { warp_Vertex newVertex = new warp_Vertex(); newVertex.pos = pos.getClone(); newVertex.n = n.getClone(); newVertex.u = u; newVertex.v = v; return(newVertex); }
public static warp_Object ROTATIONOBJECT(warp_Vector[] path, int sides) { int steps = sides + 1; warp_Object newObject = new warp_Object(); double alpha = 2 * pi / ((double)steps - 1); float qx, qz; int nodes = path.GetLength(0); warp_Vertex vertex = null; float u, v; // Texture coordinates for (int j = 0; j < steps; j++) { u = (float)(steps - j - 1) / (float)(steps - 1); for (int i = 0; i < nodes; i++) { v = (float)i / (float)(nodes - 1); qx = (float)(path[i].x * Math.Cos(j * alpha) + path[i].z * Math.Sin(j * alpha)); qz = (float)(path[i].z * Math.Cos(j * alpha) - path[i].x * Math.Sin(j * alpha)); vertex = new warp_Vertex(qx, path[i].y, qz); vertex.u = u; vertex.v = v; newObject.addVertex(vertex); } } for (int j = 0; j < steps - 1; j++) { for (int i = 0; i < nodes - 1; i++) { newObject.addTriangle(i + nodes * j, i + nodes * (j + 1), i + 1 + nodes * j); newObject.addTriangle(i + nodes * (j + 1), i + 1 + nodes * (j + 1), i + 1 + nodes * j); } } for (int i = 0; i < nodes - 1; i++) { newObject.addTriangle(i + nodes * (steps - 1), i, i + 1 + nodes * (steps - 1)); newObject.addTriangle(i, i + 1, i + 1 + nodes * (steps - 1)); } return(newObject); }
public warp_Edge(warp_Vertex v1, warp_Vertex v2) { a = v1; b = v2; }
public bool equals(warp_Vertex v, float tolerance) { return(Math.Abs(warp_Vector.sub(pos, v.pos).length()) < tolerance); }
public bool equals(warp_Vertex v) { return((pos.x == v.pos.x) && (pos.y == v.pos.y) && (pos.z == v.pos.z)); }
public static warp_Object TUBE(warp_Vector[] path, float r, int steps, bool closed) { warp_Vector[] circle = new warp_Vector[steps]; float angle; for (int i = 0; i < steps; i++) { angle = 2 * 3.14159265f * (float)i / (float)steps; circle[i] = new warp_Vector(r * warp_Math.cos(angle), r * warp_Math.sin(angle), 0f); } warp_Object newObject = new warp_Object(); int segments = path.GetLength(0); warp_Vector forward, up, right; warp_Matrix frenetmatrix; warp_Vertex tempvertex; float relx, rely; int a, b, c, d; for (int i = 0; i < segments; i++) { // Calculate frenet frame matrix if (i != segments - 1) { forward = warp_Vector.sub(path[i + 1], path[i]); } else { if (!closed) { forward = warp_Vector.sub(path[i], path[i - 1]); } else { forward = warp_Vector.sub(path[1], path[0]); } } forward.normalize(); up = new warp_Vector(0f, 0f, 1f); right = warp_Vector.getNormal(forward, up); up = warp_Vector.getNormal(forward, right); frenetmatrix = new warp_Matrix(right, up, forward); frenetmatrix.shift(path[i].x, path[i].y, path[i].z); // Add nodes relx = (float)i / (float)(segments - 1); for (int k = 0; k < steps; k++) { rely = (float)k / (float)steps; tempvertex = new warp_Vertex(circle[k].transform(frenetmatrix)); tempvertex.u = relx; tempvertex.v = rely; newObject.addVertex(tempvertex); } } for (int i = 0; i < segments - 1; i++) { for (int k = 0; k < steps - 1; k++) { a = i * steps + k; b = a + 1; c = a + steps; d = b + steps; newObject.addTriangle(a, c, b); newObject.addTriangle(b, c, d); } a = (i + 1) * steps - 1; b = a + 1 - steps; c = a + steps; d = b + steps; newObject.addTriangle(a, c, b); newObject.addTriangle(b, c, d); } return(newObject); }
public warp_Triangle(warp_Vertex a, warp_Vertex b, warp_Vertex c) { p1 = a; p2 = b; p3 = c; }
public void removeVertex(warp_Vertex v) { vertexData.Remove(v); }
public void addVertex(warp_Vertex newVertex) { newVertex.parent = this; vertexData.Add(newVertex); dirty = true; }
public void addTriangle(warp_Vertex a, warp_Vertex b, warp_Vertex c) { addTriangle(new warp_Triangle(a, b, c)); }
private unsafe void drawLine(warp_Vertex a, warp_Vertex b, int color) { warp_Vertex temp; if ((a.clipcode & b.clipcode) != 0) { return; } dx = (int)Math.Abs(a.x - b.x); dy = (int)Math.Abs(a.y - b.y); dz = 0; fixed(int *sp = screen.pixels, zB = zBuffer) { if (dx > dy) { if (a.x > b.x) { temp = a; a = b; b = temp; } if (dx > 0) { dz = (b.z - a.z) / dx; dy = ((b.y - a.y) << 16) / dx; } z = a.z; y = a.y << 16; for (int x = a.x; x <= b.x; x++) { int y2 = y >> 16; if (warp_Math.inrange(x, 0, width - 1) && warp_Math.inrange(y2, 0, height - 1)) { offset = y2 * width + x; if (z < zB[offset]) { { sp[offset] = color; zB[offset] = z; } } } z += dz; y += dy; } } else { if (a.y > b.y) { temp = a; a = b; b = temp; } if (dy > 0) { dz = (b.z - a.z) / dy; dx = ((b.x - a.x) << 16) / dy; } z = a.z; int x = a.x << 16; for (y = a.y; y <= b.y; y++) { int x2 = x >> 16; if (warp_Math.inrange(x2, 0, width - 1) && warp_Math.inrange(y, 0, height - 1)) { offset = y * width + x2; if (z < zB[offset]) { { sp[offset] = color; zB[offset] = z; } } } z += dz; x += dx; } } } }
public void render(warp_Triangle tri) { if (!ready || tri.parent == null) { return; } if ((mode & W) != 0) { drawWireframe(tri, color); if ((mode & ~W) == 0) { return; } } warp_Vertex p1 = tri.p1; warp_Vertex p2 = tri.p2; warp_Vertex p3 = tri.p3; warp_Vertex tempVertex; if (p1.y > p2.y) { tempVertex = p1; p1 = p2; p2 = tempVertex; } if (p2.y > p3.y) { tempVertex = p2; p2 = p3; p3 = tempVertex; } if (p1.y > p2.y) { tempVertex = p1; p1 = p2; p2 = tempVertex; } if (p1.y >= height) { return; } if (p3.y < 0) { return; } if (p1.y == p3.y) { return; } if (mode == F) { int lutID = (int)(tri.n2.x * 127 + 127) + ((int)(tri.n2.y * 127 + 127) << 8); int c = warp_Color.multiply(color, diffuse[lutID]); int s = warp_Color.scale(specular[lutID], reflectivity); currentColor = warp_Color.add(c, s); } int x1 = p1.x << 8; int x2 = p2.x << 8; int x3 = p3.x << 8; int y1 = p1.y; int y2 = p2.y; int y3 = p3.y; dy = y2 - y1; int dy31 = y3 - y1; float tf = (float)dy / dy31; int x4 = x1 + (int)((x3 - x1) * tf); dx = (x4 - x2) >> 8; if (dx == 0) { return; } x1 <<= 8; x2 <<= 8; x3 <<= 8; x4 <<= 8; //temp = (dy21 << 8) / dy31; int z1 = p1.z; int z3 = p3.z; //z4 = z1 + ((z3 - z1) >> 8) * temp; int z4 = z1 + (int)((z3 - z1) * tf); int z2 = p2.z; dz = (z4 - z2) / dx; int nx1 = p1.nx; int nx3 = p3.nx; //nx4 = nx1 + ((nx3 - nx1) >> 8) * temp; int nx4 = nx1 + (int)((nx3 - nx1) * tf); int nx2 = p2.nx; dnx = (nx4 - nx2) / dx; int ny1 = p1.ny; int ny3 = p3.ny; //ny4 = ny1 + ((ny3 - ny1) >> 8) * temp; int ny4 = ny1 + (int)((ny3 - ny1) * tf); int ny2 = p2.ny; dny = (ny4 - ny2) / dx; float tx1 = p1.tx * tw; float tx3 = p3.tx * tw; float tx4 = tx1 + ((tx3 - tx1) * tf); float tx2 = p2.tx * tw; dtx = (tx4 - tx2) / dx; float ty1 = p1.ty * th; float ty3 = p3.ty * th; float ty4 = ty1 + ((ty3 - ty1) * tf); float ty2 = p2.ty * th; dty = (ty4 - ty2) / dx; float sw1 = p1.invZ; float sw3 = p3.invZ; float sw4 = sw1 + ((sw3 - sw1) * tf); float sw2 = p2.invZ; dsw = (sw4 - sw2) / dx; if (dx < 0) { int temp = x2; x2 = x4; x4 = temp; z2 = z4; tx2 = tx4; ty2 = ty4; sw2 = sw4; nx2 = nx4; ny2 = ny4; } if (y2 >= 0 && dy > 0) { dxL = (x2 - x1) / dy; dxR = (x4 - x1) / dy; dzBase = (z2 - z1) / dy; dnxBase = (nx2 - nx1) / dy; dnyBase = (ny2 - ny1) / dy; dtxBase = (tx2 - tx1) / dy; dtyBase = (ty2 - ty1) / dy; dswBase = (sw2 - sw1) / dy; xBase = x1; xMax = x1; zBase = z1; nxBase = nx1; nyBase = ny1; txBase = tx1; tyBase = ty1; swBase = sw1; if (y1 < 0) { xBase -= y1 * dxL; xMax -= y1 * dxR; zBase -= y1 * dzBase; nxBase -= y1 * dnxBase; nyBase -= y1 * dnyBase; txBase -= y1 * dtxBase; tyBase -= y1 * dtyBase; swBase -= y1 * dswBase; y1 = 0; } if (y2 > height) { y2 = height; } offset = y1 * width; for (y = y1; y < y2; y++) { renderLine(); } } dy = y3 - y2; if (y2 < height && dy > 0) { dxL = (x3 - x2) / dy; dxR = (x3 - x4) / dy; dzBase = (z3 - z2) / dy; dnxBase = (nx3 - nx2) / dy; dnyBase = (ny3 - ny2) / dy; dtxBase = (tx3 - tx2) / dy; dtyBase = (ty3 - ty2) / dy; dswBase = (sw3 - sw2) / dy; xBase = x2; xMax = x4; zBase = z2; nxBase = nx2; nyBase = ny2; txBase = tx2; tyBase = ty2; swBase = sw2; if (y2 < 0) { xBase -= y2 * dxL; xMax -= y2 * dxR; zBase -= y2 * dzBase; nxBase -= y2 * dnxBase; nyBase -= y2 * dnyBase; txBase -= y2 * dtxBase; tyBase -= y2 * dtyBase; swBase -= y2 * dswBase; y2 = 0; } if (y3 > height) { y3 = height; } offset = y2 * width; for (y = y2; y < y3; y++) { renderLine(); } } }