add primitives
This commit is contained in:
parent
06c47a9060
commit
a45540412c
3 changed files with 309 additions and 13 deletions
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@ -2,7 +2,7 @@
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int main(void) {
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int main(void) {
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Universe *uni;
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Universe *uni;
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Object3D *sph, *cyl;
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Object3D *sph, *cyl, *tmp_obj;
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Camera cam;
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Camera cam;
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Matrix3 rotX, rotY, orbit;
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Matrix3 rotX, rotY, orbit;
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int anglex, angley, key, render, o;
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int anglex, angley, key, render, o;
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@ -19,19 +19,21 @@ int main(void) {
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uni->num_verts = uni->num_faces = uni->num_objects = 0;
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uni->num_verts = uni->num_faces = uni->num_objects = 0;
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/* --- Ajout des objets : géométrie locale en (0,0,0) --- */
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/* --- Ajout des objets : géométrie locale en (0,0,0) --- */
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sph = add_sphere(uni, 0, 0, 0, int_to_f(30), 8, COLOR5, 0);
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/*
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sph = add_sphere(uni, 0, 0, 0, int_to_f(30), 8, COLOR4, 0);
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if (!sph) { free(uni); return 1; }
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if (!sph) { free(uni); return 1; }
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sph->base_pos.x = int_to_f(60); /* offset par rapport au centre d'orbite (0,0,300) */
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set_object_pos(sph,int_to_f(60),0,0);
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sph->base_pos.y = 0;
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//set_object_color(COLOR4);
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sph->base_pos.z = 0;
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sph->color = COLOR4; /* jaune */
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cyl = add_cylinder(uni, 0, 0, 0, int_to_f(20), int_to_f(60), 12, COLOR14, 0);
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cyl = add_cylinder(uni, 0, 0, 0, int_to_f(20), int_to_f(60), 12, COLOR2, 0);
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if (!cyl) { free(uni); return 1; }
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if (!cyl) { free(uni); return 1; }
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cyl->base_pos.x = int_to_f(-60);
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set_object_pos(cyl,int_to_f(-60),0,0);
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cyl->base_pos.y = 0;
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//set_object_color(COLOR2);
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cyl->base_pos.z = 0;
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*/
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cyl->color = COLOR2; /* vert */
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tmp_obj = add_math_surface(uni, 0, 0, 0, int_to_f(120), int_to_f(120), 30, 30, COLOR2, 0);
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// set_object_pos(tmp_obj, 0, int_to_f(-40), 0);
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/* Pour ajouter un troisième objet : */
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/* Pour ajouter un troisième objet : */
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/*
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/*
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@ -93,9 +93,18 @@ void mat3_rotate_x(Matrix3 *m, int angle);
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void mat3_rotate_y(Matrix3 *m, int angle);
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void mat3_rotate_y(Matrix3 *m, int angle);
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void mat3_mul(Matrix3 *res, Matrix3 *a, Matrix3 *b);
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void mat3_mul(Matrix3 *res, Matrix3 *a, Matrix3 *b);
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void set_object_pos(Object3D *obj, fixed x, fixed y, fixed z);
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void move_object(Object3D *obj, fixed dx, fixed dy, fixed dz);
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void set_object_color(Object3D *obj, uint8_t col);
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/* Retournent un pointeur sur le nouvel Object3D, NULL si pool saturé */
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/* Retournent un pointeur sur le nouvel Object3D, NULL si pool saturé */
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Object3D* add_sphere (Universe *uni, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire);
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Object3D* add_box (Universe *uni, fixed x, fixed y, fixed z, fixed dx, fixed dy, fixed dz, uint8_t col, uint8_t wire);
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Object3D* add_cylinder(Universe *uni, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire);
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Object3D* add_sphere (Universe *uni, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire);
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Object3D* add_cylinder (Universe *uni, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire);
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Object3D* add_cone (Universe *uni, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire);
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Object3D* add_plane (Universe *uni, fixed x, fixed y, fixed z, fixed w, fixed d, int seg_x, int seg_z, uint8_t col, uint8_t wire);
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Object3D* add_math_surface(Universe *uni, fixed x, fixed y, fixed z, fixed w, fixed d, int seg_x, int seg_z, uint8_t col, uint8_t wire);
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Object3D* add_torus (Universe *uni, fixed x, fixed y, fixed z, fixed r_main, fixed r_tube, int seg_main, int seg_tube, uint8_t col, uint8_t wire);
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void render_universe(Universe *uni, Camera *cam, int mode);
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void render_universe(Universe *uni, Camera *cam, int mode);
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@ -19,6 +19,69 @@ static Object3D *alloc_object(Universe *uni) {
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return obj;
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return obj;
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}
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}
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/* Déplacement absolu : fixe la position de l'objet dans l'espace de l'orbite */
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void set_object_pos(Object3D *obj, fixed x, fixed y, fixed z) {
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if (!obj) return;
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obj->base_pos.x = x;
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obj->base_pos.y = y;
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obj->base_pos.z = z;
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}
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/* Déplacement relatif : ajoute un décalage à la position actuelle */
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void move_object(Object3D *obj, fixed dx, fixed dy, fixed dz) {
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if (!obj) return;
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obj->base_pos.x += dx;
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obj->base_pos.y += dy;
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obj->base_pos.z += dz;
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}
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/* Changement de couleur */
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void set_object_color(Object3D *obj, uint8_t col) {
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if (!obj) return;
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obj->color = col;
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}
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Object3D *add_box(Universe *uni, fixed x, fixed y, fixed z, fixed dx, fixed dy, fixed dz, uint8_t col, uint8_t wire) {
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int i, j, v_base;
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Object3D *obj;
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fixed hx = dx / 2, hy = dy / 2, hz = dz / 2;
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/* Normales des 6 faces : +Z, -Z, +Y, -Y, +X, -X */
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fixed nx[6] = {0, 0, 0, 0, int_to_f(1), -int_to_f(1)};
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fixed ny[6] = {0, 0, int_to_f(1), -int_to_f(1), 0, 0};
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fixed nz[6] = {int_to_f(1), -int_to_f(1), 0, 0, 0, 0};
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/* Configuration des sommets pour respecter le "face culling" (sens trigo) */
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int sx[24] = {-1, 1, 1, -1, 1, -1, -1, 1, -1, 1, 1, -1, -1, -1, 1, 1, 1, 1, 1, 1, -1, -1, -1, -1};
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int sy[24] = {-1, -1, 1, 1, -1, -1, 1, 1, 1, 1, 1, 1, -1, -1, -1, -1, -1, 1, 1, -1, -1, -1, 1, 1};
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int sz[24] = { 1, 1, 1, 1, -1, -1, -1, -1, -1, -1, 1, 1, -1, 1, 1, -1, -1, -1, 1, 1, -1, 1, 1, -1};
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if (uni->num_objects >= MAX_OBJECTS) return NULL;
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if (uni->num_verts + 24 > MAX_VERTEX) return NULL;
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if (uni->num_faces + 12 > MAX_FACES) return NULL;
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obj = alloc_object(uni);
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obj->color = col;
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v_base = uni->num_verts;
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for (i = 0; i < 6; i++) {
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for(j = 0; j < 4; j++) {
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int idx = i * 4 + j;
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uni->v_normals[uni->num_verts].x = nx[i];
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uni->v_normals[uni->num_verts].y = ny[i];
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uni->v_normals[uni->num_verts].z = nz[i];
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uni->verts[uni->num_verts].x = x + (sx[idx] > 0 ? hx : -hx);
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uni->verts[uni->num_verts].y = y + (sy[idx] > 0 ? hy : -hy);
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uni->verts[uni->num_verts].z = z + (sz[idx] > 0 ? hz : -hz);
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uni->num_verts++; obj->num_verts++;
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}
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/* Deux triangles par face */
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push_face(uni, obj, v_base + i * 4, v_base + i * 4 + 1, v_base + i * 4 + 2, wire);
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push_face(uni, obj, v_base + i * 4, v_base + i * 4 + 2, v_base + i * 4 + 3, wire);
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}
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return obj;
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}
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Object3D *add_sphere(Universe *uni, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire) {
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Object3D *add_sphere(Universe *uni, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire) {
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int i, j, v_base, phi, th;
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int i, j, v_base, phi, th;
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Object3D *obj;
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Object3D *obj;
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@ -63,6 +126,228 @@ Object3D *add_sphere(Universe *uni, fixed x, fixed y, fixed z, fixed r, int det,
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return obj;
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return obj;
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}
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}
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Object3D *add_cone(Universe *uni, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire) {
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int i, v_base, cap_bot_center, cap_bot_rim, th;
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fixed half_h, s, cs;
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Object3D *obj;
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if (uni->num_objects >= MAX_OBJECTS) return NULL;
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if (uni->num_verts + 1 + 3 * det > MAX_VERTEX) return NULL;
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if (uni->num_faces + 2 * det > MAX_FACES) return NULL;
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obj = alloc_object(uni);
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obj->color = col;
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v_base = uni->num_verts;
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half_h = h / 2;
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/* --- Corps --- */
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for (i = 0; i < det; i++) {
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th = (i * 360 / det) % 360;
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s = sintab[th]; cs = costab[th];
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/* Base du corps */
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uni->v_normals[uni->num_verts].x = cs;
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uni->v_normals[uni->num_verts].y = 0;
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uni->v_normals[uni->num_verts].z = s;
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uni->verts[uni->num_verts].x = x + f_mul(r, cs);
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uni->verts[uni->num_verts].y = y - half_h;
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uni->verts[uni->num_verts].z = z + f_mul(r, s);
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uni->num_verts++; obj->num_verts++;
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/* Pointe du corps (dupliquée par face pour préserver les normales) */
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uni->v_normals[uni->num_verts].x = cs;
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uni->v_normals[uni->num_verts].y = 0;
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uni->v_normals[uni->num_verts].z = s;
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uni->verts[uni->num_verts].x = x;
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uni->verts[uni->num_verts].y = y + half_h;
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uni->verts[uni->num_verts].z = z;
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uni->num_verts++; obj->num_verts++;
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}
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for (i = 0; i < det; i++) {
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int a = v_base + (i * 2);
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int b = v_base + ((i * 2 + 2) % (det * 2));
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int cv = a + 1;
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push_face(uni, obj, a, cv, b, wire);
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}
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/* --- Fond bas --- */
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cap_bot_center = uni->num_verts;
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uni->v_normals[uni->num_verts].x = 0;
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uni->v_normals[uni->num_verts].y = -int_to_f(1);
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uni->v_normals[uni->num_verts].z = 0;
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uni->verts[uni->num_verts].x = x;
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uni->verts[uni->num_verts].y = y - half_h;
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uni->verts[uni->num_verts].z = z;
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uni->num_verts++; obj->num_verts++;
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cap_bot_rim = uni->num_verts;
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for (i = 0; i < det; i++) {
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th = (i * 360 / det) % 360;
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s = sintab[th]; cs = costab[th];
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uni->v_normals[uni->num_verts].x = 0;
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uni->v_normals[uni->num_verts].y = -int_to_f(1);
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uni->v_normals[uni->num_verts].z = 0;
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uni->verts[uni->num_verts].x = x + f_mul(r, cs);
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uni->verts[uni->num_verts].y = y - half_h;
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uni->verts[uni->num_verts].z = z + f_mul(r, s);
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uni->num_verts++; obj->num_verts++;
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}
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for (i = 0; i < det; i++)
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push_face(uni, obj, cap_bot_center, cap_bot_rim + i, cap_bot_rim + (i + 1) % det, wire);
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return obj;
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}
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Object3D *add_plane(Universe *uni, fixed x, fixed y, fixed z, fixed w, fixed d, int seg_x, int seg_z, uint8_t col, uint8_t wire) {
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int i, j, v_base;
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Object3D *obj;
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fixed h_w = w / 2, h_d = d / 2;
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fixed step_x, step_z;
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if (seg_x < 1) seg_x = 1;
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if (seg_z < 1) seg_z = 1;
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if (uni->num_objects >= MAX_OBJECTS) return NULL;
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if (uni->num_verts + (seg_x + 1) * (seg_z + 1) > MAX_VERTEX) return NULL;
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if (uni->num_faces + seg_x * seg_z * 2 > MAX_FACES) return NULL;
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obj = alloc_object(uni);
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obj->color = col;
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v_base = uni->num_verts;
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step_x = w / seg_x;
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step_z = d / seg_z;
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for (j = 0; j <= seg_z; j++) {
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for (i = 0; i <= seg_x; i++) {
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uni->v_normals[uni->num_verts].x = 0;
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uni->v_normals[uni->num_verts].y = int_to_f(1);
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uni->v_normals[uni->num_verts].z = 0;
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uni->verts[uni->num_verts].x = x - h_w + i * step_x;
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uni->verts[uni->num_verts].y = y;
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uni->verts[uni->num_verts].z = z - h_d + j * step_z;
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uni->num_verts++; obj->num_verts++;
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}
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}
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for (j = 0; j < seg_z; j++) {
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for (i = 0; i < seg_x; i++) {
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int a = v_base + j * (seg_x + 1) + i;
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int b = a + 1;
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int c = v_base + (j + 1) * (seg_x + 1) + i;
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int d_idx = c + 1;
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/* Triangulation (a,c,b) et (b,c,d_idx) pour garantir une normale face +Y */
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push_face(uni, obj, a, c, b, wire);
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push_face(uni, obj, b, c, d_idx, wire);
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}
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}
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return obj;
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}
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Object3D *add_math_surface(Universe *uni, fixed x, fixed y, fixed z, fixed w, fixed d, int seg_x, int seg_z, uint8_t col, uint8_t wire) {
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int i, j, v_base;
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Object3D *obj;
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fixed h_w = w / 2, h_d = d / 2;
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fixed step_x, step_z;
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if (seg_x < 1) seg_x = 1; if (seg_z < 1) seg_z = 1;
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if (uni->num_objects >= MAX_OBJECTS) return NULL;
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if (uni->num_verts + (seg_x + 1) * (seg_z + 1) > MAX_VERTEX) return NULL;
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if (uni->num_faces + seg_x * seg_z * 2 > MAX_FACES) return NULL;
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obj = alloc_object(uni); obj->color = col; v_base = uni->num_verts;
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step_x = w / seg_x; step_z = d / seg_z;
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for (j = 0; j <= seg_z; j++) {
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for (i = 0; i <= seg_x; i++) {
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fixed vx = x - h_w + i * step_x;
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fixed vz = z - h_d + j * step_z;
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/* --- Application de la formule mathématique --- */
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/* 1. Conversion en flottant pour éviter les débordements avec x*x */
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double dx = (double)(vx - x) / 65536.0;
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double dz = (double)(vz - z) / 65536.0;
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/* 2. La formule : Y = Amplitude * sin(Fréquence * sqrt(X^2 + Z^2)) */
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double dist = sqrt(dx * dx + dz * dz);
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double fy = 20.0 * sin(dist / 10.0); /* 20.0 = amplitude, 10.0 = étalement */
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uni->verts[uni->num_verts].x = vx;
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uni->verts[uni->num_verts].y = y + (fixed)(fy * 65536.0);
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uni->verts[uni->num_verts].z = vz;
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/* Normale provisoire vers le haut */
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uni->v_normals[uni->num_verts].x = 0;
|
||||||
|
uni->v_normals[uni->num_verts].y = int_to_f(1);
|
||||||
|
uni->v_normals[uni->num_verts].z = 0;
|
||||||
|
uni->num_verts++; obj->num_verts++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Génération des faces (identique au plan) */
|
||||||
|
for (j = 0; j < seg_z; j++) {
|
||||||
|
for (i = 0; i < seg_x; i++) {
|
||||||
|
int a = v_base + j * (seg_x + 1) + i;
|
||||||
|
int b = a + 1;
|
||||||
|
int c = v_base + (j + 1) * (seg_x + 1) + i;
|
||||||
|
push_face(uni, obj, a, c, b, wire);
|
||||||
|
push_face(uni, obj, b, c, c + 1, wire);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return obj;
|
||||||
|
}
|
||||||
|
|
||||||
|
Object3D *add_torus(Universe *uni, fixed x, fixed y, fixed z, fixed r_main, fixed r_tube, int seg_main, int seg_tube, uint8_t col, uint8_t wire) {
|
||||||
|
int i, j, v_base;
|
||||||
|
Object3D *obj;
|
||||||
|
|
||||||
|
if (uni->num_objects >= MAX_OBJECTS) return NULL;
|
||||||
|
if (uni->num_verts + seg_main * seg_tube > MAX_VERTEX) return NULL;
|
||||||
|
if (uni->num_faces + seg_main * seg_tube * 2 > MAX_FACES) return NULL;
|
||||||
|
|
||||||
|
obj = alloc_object(uni);
|
||||||
|
obj->color = col;
|
||||||
|
v_base = uni->num_verts;
|
||||||
|
|
||||||
|
for (i = 0; i < seg_main; i++) {
|
||||||
|
int th_main = (i * 360 / seg_main) % 360;
|
||||||
|
fixed cos_u = costab[th_main];
|
||||||
|
fixed sin_u = sintab[th_main];
|
||||||
|
|
||||||
|
for (j = 0; j < seg_tube; j++) {
|
||||||
|
int th_tube = (j * 360 / seg_tube) % 360;
|
||||||
|
fixed cos_v = costab[th_tube];
|
||||||
|
fixed sin_v = sintab[th_tube];
|
||||||
|
fixed dist = r_main + f_mul(r_tube, cos_v);
|
||||||
|
|
||||||
|
uni->v_normals[uni->num_verts].x = f_mul(cos_v, cos_u);
|
||||||
|
uni->v_normals[uni->num_verts].y = sin_v;
|
||||||
|
uni->v_normals[uni->num_verts].z = f_mul(cos_v, sin_u);
|
||||||
|
|
||||||
|
uni->verts[uni->num_verts].x = x + f_mul(dist, cos_u);
|
||||||
|
uni->verts[uni->num_verts].y = y + f_mul(r_tube, sin_v);
|
||||||
|
uni->verts[uni->num_verts].z = z + f_mul(dist, sin_u);
|
||||||
|
uni->num_verts++; obj->num_verts++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (i = 0; i < seg_main; i++) {
|
||||||
|
int next_i = (i + 1) % seg_main;
|
||||||
|
for (j = 0; j < seg_tube; j++) {
|
||||||
|
int next_j = (j + 1) % seg_tube;
|
||||||
|
int a = v_base + i * seg_tube + j;
|
||||||
|
int b = v_base + next_i * seg_tube + j;
|
||||||
|
int c = v_base + i * seg_tube + next_j;
|
||||||
|
int d = v_base + next_i * seg_tube + next_j;
|
||||||
|
|
||||||
|
push_face(uni, obj, a, c, b, wire);
|
||||||
|
push_face(uni, obj, b, c, d, wire);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return obj;
|
||||||
|
}
|
||||||
|
|
||||||
Object3D *add_cylinder(Universe *uni, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire) {
|
Object3D *add_cylinder(Universe *uni, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire) {
|
||||||
int i, v_base, cap_bot_center, cap_bot_rim, cap_top_center, cap_top_rim, th;
|
int i, v_base, cap_bot_center, cap_bot_rim, cap_top_center, cap_top_rim, th;
|
||||||
fixed half_h, s, cs;
|
fixed half_h, s, cs;
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue