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Gold Medal Software 3
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Gold Medal Software - Volume 3 (Gold Medal) (1994).iso
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GENBALL.C
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1992-04-04
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/* Generates the vertices for a ball approximated with polygonal
facets, in a form suitable for including into a C module. Vertices,
faces, and supporting info is generated, in the following format:
----------------------------start------------------------------
#define NUM_FACES <number of faces in object>
#define NUM_VERTS <number of vertices in object>
#define NUM_REAL_VERTS <number of vertices in object, excluding unit normal
endpoints>
Point3 Verts[] = { <vertices in object, with unit normal endpoints coming
last> };
static int Face0[] = { <unit normal endpoint index, followed by vertex
indexes for face, clockwise> };
static int Face1[] = { <unit normal endpoint index, followed by vertex
indexes for face, clockwise> };
:
static int Face<n>[] = { <unit normal endpoint index, followed by vertex
indexes for face, clockwise> };
static int *VertNumList[] = { <ptr to vertex index list per face> };
static int VertsInFace[] = { <# vertices in each face> };
***Note: the first two vertices in the vertex list for each face are always
the end and start points of a unit normal vector for the face, pointing in
the direction from which the face can be seen; these are used for shading.
The second point is also an active vertex***
----------------------------end--------------------------------
*/
#include <stdio.h>
#include <conio.h>
#include <math.h>
#include <string.h>
#include "polygon.h"
#define PI 3.14159265358979323846
#define DOUBLE_TO_FIXED(x) ((long) (x * 65536.0 + 0.5))
void main(void);
void PrintVertex(struct Point3 *);
void Print4Indexes(int, int, int, int, int);
void Print5Indexes(int, int, int, int, int, int);
void UnitNormal(struct Point3 * Vec, int BaseIndex, int Vec0EndIndex,
int Vec1EndIndex);
/* Used to rotate around the Y axis by one band's width */
static double YXform[4][4] = {
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0}
};
/* Used to rotate around the Z axis by one band's width */
static double ZXform[4][4] = {
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0}
};
struct Point3 Pointlist[1000];
int NumPoints = 0;
static FILE *OutputFile; /* where we'll write to */
int FirstUnitNormalIndex;
void main()
{
int Radius, Bands, i, j, LastIndex, BandsX2, LastBandStartIndex;
int TopBandStartIndex, BottomBandStartIndex, FaceNum;
struct Point3 BaseVec, BandVec, WorkingVec, TempVec;
char OutputFilename[130];
char Description[130];
printf("Radius: ");
scanf("%d",&Radius);
printf("Bands: ");
scanf("%d",&Bands);
printf("Output file: ");
OutputFilename[0] = 127;
cgets(OutputFilename);
printf("\nBrief description: ");
Description[0] = 127;
cgets(Description);
printf("\n");
BandsX2 = Bands*2;
if ((OutputFile = fopen(&OutputFilename[2], "w")) == NULL) {
printf("Error\n");
exit(1);
}
/* Descriptive comments */
fprintf(OutputFile, "/* %s */\n", &Description[2]);
fprintf(OutputFile, "/* Created with radius = %d, bands = %d */\n",
Radius, Bands);
/* Defines for # of faces and vertices */
fprintf(OutputFile, "#define NUM_FACES %d\n", BandsX2*Bands);
fprintf(OutputFile, "#define NUM_VERTS %d\n\n",
2+1+BandsX2*(Bands-1)+1+ (BandsX2*Bands));
/* # of vertices excluding unit normal endpoints */
fprintf(OutputFile, "#define NUM_REAL_VERTS %d\n\n",
2+1+BandsX2*(Bands-1)+1);
/* Do the polygon vertices */
fprintf(OutputFile, "Point3 Verts[] = {\n");
/* Generate the rotation matrices */
AppendRotationY(YXform, PI / Bands);
AppendRotationZ(ZXform, PI / Bands);
/* Do the point at the top */
BaseVec.X = 0.0;
BaseVec.Y = Radius;
BaseVec.Z = 0.0;
BaseVec.W = 1.0;
PrintVertex(&BaseVec);
BandVec = BaseVec;
/* Do the vertices in each band in turn */
for (i=1; i<Bands; i++) {
/* Rotate around Z to the next band's latitude */
XformVec(ZXform, (double *)&BandVec, (double *)&TempVec);
WorkingVec = BandVec = TempVec;
/* Do the vertices in this band */
for (j=0; j<BandsX2; j++) {
WorkingVec = TempVec;
PrintVertex(&WorkingVec);
/* Now rotate around Y to the next vertex's longitude */
XformVec(YXform, (double *)&WorkingVec, (double *)&TempVec);
}
}
/* Do the point at the bottom */
BaseVec.Y = -Radius;
PrintVertex(&BaseVec);
/* Now generate the unit normal endpoint for each face, as the last
entries in the vertex list */
/* Index in overall vertex list of first unit normal endpoint we'll
create; remember where we can find it */
FirstUnitNormalIndex = NumPoints;
FaceNum = 0;
/* Unit normal endpoints in top band */
for (i=0; i<BandsX2; i++) {
UnitNormal(&BaseVec, 0, ((i+1)%BandsX2)+1, i+1);
PrintVertex(&BaseVec);
FaceNum++;
}
/* Unit normal endpoints in middle bands */
for (j=0; j<(Bands-2); j++) {
TopBandStartIndex = j*BandsX2 + 1;
BottomBandStartIndex = (j+1)*BandsX2 + 1;
/* Indexes in this band */
for (i=0; i<BandsX2; i++) {
UnitNormal(&BaseVec, i+TopBandStartIndex,
((i+1)%BandsX2)+TopBandStartIndex,
i+BottomBandStartIndex);
PrintVertex(&BaseVec);
FaceNum++;
}
}
/* Unit normal endpoints in bottom band */
LastIndex = BandsX2*(Bands-1)+1;
LastBandStartIndex = BandsX2*(Bands-2)+1;
for (i=0; i<BandsX2; i++) {
UnitNormal(&BaseVec, LastBandStartIndex+i,
LastBandStartIndex+((i+1)%BandsX2), LastIndex);
PrintVertex(&BaseVec);
FaceNum++;
}
/* Done generating points, including both polygon vertices and unit
normals */
fprintf(OutputFile, "};\n\n");
/* Do the vertex indexes for each face in each band */
FaceNum = 0;
/* Vertex indexes in top band, with unit normal endpoint first */
for (i=0; i<BandsX2; i++) {
Print4Indexes(FaceNum++, FirstUnitNormalIndex++, 0,
((i+1)%BandsX2)+1, i+1);
}
/* Vertex indexes in middle bands, with unit normal endpoints first */
for (j=0; j<(Bands-2); j++) {
TopBandStartIndex = j*BandsX2 + 1;
BottomBandStartIndex = (j+1)*BandsX2 + 1;
/* Indexes in this band */
for (i=0; i<BandsX2; i++) {
Print5Indexes(FaceNum++, FirstUnitNormalIndex++,
i+TopBandStartIndex,
((i+1)%BandsX2)+TopBandStartIndex,
((i+1)%BandsX2)+BottomBandStartIndex,
i+BottomBandStartIndex);
}
}
/* Vertex indexes in bottom band, with unit normal endpoint first */
LastIndex = BandsX2*(Bands-1)+1;
LastBandStartIndex = BandsX2*(Bands-2)+1;
for (i=0; i<BandsX2; i++) {
Print4Indexes(FaceNum++, FirstUnitNormalIndex++,
LastBandStartIndex+i,
LastBandStartIndex+((i+1)%BandsX2), LastIndex);
}
/* Do the list of pointers to index arrays for each face */
fprintf(OutputFile, "\nstatic int *VertNumList[] = {\n");
for (i=0; i<(BandsX2*Bands); i++) {
fprintf(OutputFile, "Face%d,\n", i);
}
fprintf(OutputFile, "};\n");
/* Do the # of vertices in each face (3 for the top and bottom
bands, 4 for the rest) */
fprintf(OutputFile, "\nstatic int VertsInFace[] = {\n");
for (i=0; i<BandsX2; i++) fprintf(OutputFile, "3,\n");
for (i=0; i<(BandsX2*(Bands-2)); i++) fprintf(OutputFile, "4,\n");
for (i=0; i<BandsX2; i++) fprintf(OutputFile, "3,\n");
fprintf(OutputFile, "};\n");
exit(0);
}
/* Prints the array of indexes for a 5-vertex face (generally four vertices
plus the unit normal endpoint, actually). */
void Print5Indexes(int FaceNum, int V1, int V2, int V3, int V4, int V5)
{
fprintf(OutputFile, "static int Face%d[] = {%d,%d,%d,%d,%d};\n",
FaceNum, V1, V2, V3, V4, V5);
}
/* Prints the array of indexes for a 4-vertex face (generally three vertices
plus the unit normal endpoint, actually). */
void Print4Indexes(int FaceNum, int V1, int V2, int V3, int V4)
{
fprintf(OutputFile, "static int Face%d[] = {%d,%d,%d,%d};\n",
FaceNum, V1, V2, V3, V4);
}
/* Prints a vertex, in 16.16 fixed-point form */
void PrintVertex(struct Point3 *Vec)
{
long X = DOUBLE_TO_FIXED(Vec->X);
long Y = DOUBLE_TO_FIXED(Vec->Y);
long Z = DOUBLE_TO_FIXED(Vec->Z);
Pointlist[NumPoints++] = *Vec; /* remember this point */
fprintf(OutputFile, "{%ld, %ld, %ld},\n", X, Y, Z);
}
/* Calculates the end of the unit normal by calculating the cross-product of
the first and last vectors, and normalizing it to 1 unit in length */
void UnitNormal(struct Point3 * Vec, int BaseIndex, int Vec0EndIndex,
int Vec1EndIndex)
{
double v1, v2, v3, w1, w2, w3, Xlen, Ylen, Zlen, Length;
v1 = Pointlist[Vec0EndIndex].X - Pointlist[BaseIndex].X;
v2 = Pointlist[Vec0EndIndex].Y - Pointlist[BaseIndex].Y;
v3 = Pointlist[Vec0EndIndex].Z - Pointlist[BaseIndex].Z;
w1 = Pointlist[Vec1EndIndex].X - Pointlist[BaseIndex].X;
w2 = Pointlist[Vec1EndIndex].Y - Pointlist[BaseIndex].Y;
w3 = Pointlist[Vec1EndIndex].Z - Pointlist[BaseIndex].Z;
/* Calculate perpendicular relative to the BaseIndex point in Vec */
Vec->X = v2*w3 - v3*w2;
Vec->Y = v3*w1 - v1*w3;
Vec->Z = v1*w2 - v2*w1;
/* Calculate the length of the normal, and reverse its direction so that
a positive normal points toward the screen, negative points away */
Xlen = -(Vec->X - Pointlist[BaseIndex].X);
Ylen = -(Vec->Y - Pointlist[BaseIndex].Y);
Zlen = -(Vec->Z - Pointlist[BaseIndex].Z);
Length = sqrt(Xlen*Xlen + Ylen*Ylen + Zlen*Zlen);
/* Scale it to a unit normal and offset it from the start point */
Vec->X = Pointlist[BaseIndex].X + (Xlen / Length);
Vec->Y = Pointlist[BaseIndex].Y + (Ylen / Length);
Vec->Z = Pointlist[BaseIndex].Z + (Zlen / Length);
}