/* * * Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * Further, this software is distributed without any warranty that it is * free of the rightful claim of any third person regarding infringement * or the like. Any license provided herein, whether implied or * otherwise, applies only to this software file. Patent licenses, if * any, provided herein do not apply to combinations of this program with * other software, or any other product whatsoever. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy, * Mountain View, CA 94043, or: * * http://www.sgi.com * * For further information regarding this notice, see: * * http://oss.sgi.com/projects/GenInfo/NoticeExplan/ * */ // // Code to generate a cube made out of a single quad-mesh // // Basic shape is: // /\ // / \ // / \ // / \ // -------- // | | // | | // | -- | // | | // | | // -------- // \ / // \ / // \ / // \/ // This is rotated about the y axis to create 4 symmetric copies. // #include "QuadThing.h" #include #include #include // // Can create either a seam on the back-diagonal (in which case the // cube is rotated 45 degrees) or a seam along the back face. // int diagonalFlag = 1; QuadThing * createQuadCube(int sizex, int sizey) { int nh = sizey/4; int nw = sizex/4; SbVec3f delta_row, delta_column, r_start; SbVec3f *points = new SbVec3f[sizex*sizey]; int row, column, c; // This rotation matrix is used if the diagonalFlag is set. If it // is, we rotate the cube so the corners face toward and away from // the viewer, and the seam of the quadmesh is along the far // corner. This matches other primitives we create (including // CyberWare heads). // Otherwise, the indexing is mucked to make the seam the middle // of the far face (and the cube is not rotated). SbMatrix m; m.setRotate(SbRotation(SbVec3f(0,1,0), M_PI/4.0)); // Form top triangular piece: delta_row.setValue(1.0/(nh-1), 0.0, -1.0/(nh-1)); for (row = 0; row < nh; row++) { r_start = SbVec3f(0.0, 1., 0.0) + delta_row * row; // Width of entire row is (2*row)/(nh-1), so: delta_column.setValue( -(2.0*row/(nh-1))/(nw-1), 0, 0); for (column = 0; column < nw; column++) { if (diagonalFlag) c = column; else c = (column+sizex-nw/2)%sizex; int i = row*sizex+c; points[i] = r_start + delta_column * column; points[i] *= .1; if (diagonalFlag) m.multVecMatrix(points[i], points[i]); } } // Do big square piece: delta_row.setValue(0, -2.0/(2*nh-1), 0); delta_column.setValue(-2.0/(nw-1), 0, 0); for (row = 0; row < nh*2; row++) { r_start = SbVec3f(1.0, 1.0, -1.0) + delta_row * row; for (column = 0; column < nw; column++) { if (diagonalFlag) c = column; else c = (column+sizex-nw/2)%sizex; int i = (nh+row)*sizex+c; points[i] = r_start + delta_column * column; points[i] *= .1; if (diagonalFlag) m.multVecMatrix(points[i], points[i]); } } // Do bottom triangular piece: delta_row.setValue(-1.0/(nh-1), 0, 1.0/(nh-1)); for (row = 0; row < nh; row++) { r_start = SbVec3f(1.0, -1.0, -1.0) + delta_row * row; delta_column.setValue( -(2.0*((nh-1)-row)/(nh-1))/(nw-1), 0, 0); for (column = 0; column < nw; column++) { if (diagonalFlag) c = column; else c = (column+sizex-nw/2)%sizex; int i = (nh*3+row)*sizex+c; points[i] = r_start + delta_column * column; points[i] *= .1; if (diagonalFlag) m.multVecMatrix(points[i], points[i]); } } // Now, rotate the piece to create other 3 pieces: for (row = 0; row < nh*4; row++) { for (column = 0; column < nw; column++) { if (diagonalFlag) c = column; else c = (column+sizex-nw/2)%sizex; float x, y, z; points[row*sizex + c].getValue(x, y, z); points[row*sizex + (nw+c)%sizex].setValue(z, y, -x); points[row*sizex + (nw*2+c)%sizex].setValue(-x, y, -z); points[row*sizex + (nw*3+c)%sizex].setValue(-z, y, x); } } if (!diagonalFlag) // HACK WARNING! { // Force first and last vertices to match for (row = 0; row < nh*4; row++) { points[row*sizex+sizex-1] = points[row*sizex]; } } QuadThing *result = new QuadThing(sizex, sizey, points); return result; } main(int argc, char **argv) { if (argc > 1) diagonalFlag = 0; SoDB::init(); QuadThing *result = createQuadCube(40, 40); // Now write it out to stdout SoWriteAction wa; wa.apply(result->getSceneGraph()); return 0; }