/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Juillet 2001 */ /* Occultation entre facettes en radiosite */ #include #include #include #include #include #include #include "ModuleCouleurs.h" #include "ModuleReshape.h" #include "ModuleManipulateur.h" #include "ModuleMenus.h" #include "ModuleFont.h" #include "ModuleFleche.h" struct coord3D { float x; float y; float z; } ; struct direc3D { float x; float y; float z; } ; struct facette4 { coord3D pt[4] ; } ; struct facette3 { coord3D pt[3] ; } ; struct rayon { coord3D o ; direc3D d ; } ; static float cote = 4.0F; static int disc = 10; static facette4 fi = { {{ -5.0F,-4.0F,-3.0F }, { -4.0F,-4.0F,3.5F }, { 5.5F,-4.0F,4.5F }, { 3.5F,-4.0F,-5.0F }} }; static facette4 fj1 = { {{ -1.0F,-1.0F,-10.0F }, { 4.5F,0.5F,-7.5F }, { 2.0F,5.0F,-5.0F }, { -2.0F,6.5F,-5.0F }} }; static facette4 fj2 = { {{ -1.0F,5.5F,3.0F }, { 3.5F,6.5F,2.5F }, { 2.0F,4.5F,-4.0F }, { -3.0F,3.5F,-3.0F }} }; static facette4 fj3 = { {{ 5.5F,2.5F,4.5F }, { 6.0F,2.5F,-5.0F }, { -4.0F,2.5F,-6.5F }, { -3.0F,2.5F,5.5F }} }; static facette4 *fj = &fj1; float produitScalaire(direc3D *v1,direc3D *v2) { return(v1->x*v2->x+v1->y*v2->y+v1->z*v2->z); } void produitVectoriel(direc3D *v1,direc3D *v2,direc3D *v) { v->x = v1->y*v2->z-v2->y*v1->z; v->y = v1->z*v2->x-v2->z*v1->x; v->z = v1->x*v2->y-v2->x*v1->y; } void vecteur(coord3D *p1,coord3D *p2,direc3D *v) { v->x = p2->x - p1->x; v->y = p2->y - p1->y; v->z = p2->z - p1->z; } void normalize(direc3D *n) { double d =sqrt(n->x*n->x+n->y*n->y+n->z*n->z); if ( d != 0.0 ) { n->x /= d; n->y /= d; n->z /= d; } } void normale(facette4 *f,direc3D *n) { direc3D v1; direc3D v2; vecteur(&f->pt[0],&f->pt[1],&v1); vecteur(&f->pt[0],&f->pt[2],&v2); produitVectoriel(&v1,&v2,n); normalize(n); } void centre(facette4 *f,coord3D *p) { p->x = (f->pt[0].x+f->pt[1].x+f->pt[2].x+f->pt[3].x)/4.0F; p->y = (f->pt[0].y+f->pt[1].y+f->pt[2].y+f->pt[3].y)/4.0F; p->z = (f->pt[0].z+f->pt[1].z+f->pt[2].z+f->pt[3].z)/4.0F; } void centrePondere(facette4 *f,coord3D *p,float c0,float c1,float c2,float c3) { p->x = (f->pt[0].x*c0+f->pt[1].x*c1+f->pt[2].x*c2+f->pt[3].x*c3)/(c0+c1+c2+c3); p->y = (f->pt[0].y*c0+f->pt[1].y*c1+f->pt[2].y*c2+f->pt[3].y*c3)/(c0+c1+c2+c3); p->z = (f->pt[0].z*c0+f->pt[1].z*c1+f->pt[2].z*c2+f->pt[3].z*c3)/(c0+c1+c2+c3); } void vecteursOrthogonaux(direc3D *d,direc3D *d1,direc3D *d2) { d1->x = d->y; d1->y = -d->x; d1->z = 0.0F; normalize(d1); produitVectoriel(d,d1,d2); } void afficheSommet(coord3D *p) { glPushMatrix(); glTranslatef(p->x,p->y,p->z); glEnable(GL_LIGHTING); glutSolidSphere(0.1,10,10); glDisable(GL_LIGHTING); glPopMatrix(); } void myinit(void) { glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE) ; glEnable(GL_LIGHT0); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glClearColor(1.0F,1.0F,0.9F,0.0F); } void traceFacette4(int type,facette4 *f) { glBegin(type); for ( int i = 0 ; i < 4 ; i++ ) glVertex3f(f->pt[i].x,f->pt[i].y,f->pt[i].z); glEnd(); } void axes() { setFont(GLUT_BITMAP_8_BY_13,CENTER); glColor4fv(couleurRouge()); flecheEnVolume(1.0F,0.0F,0.0F,0.1F,0.3F,0.02F); glColor4fv(couleurVert()); flecheEnVolume(0.0F,1.0F,0.0F,0.1F,0.3F,0.02F); glColor4fv(couleurBleu()); flecheEnVolume(0.0F,0.0F,1.0F,0.1F,0.3F,0.02F); glPushAttrib(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST); glColor4fv(couleurRougeFonce()); bitmapStringOutput(1.3F,0.0F,0.0F,"x"); glColor4fv(couleurVertFonce()); bitmapStringOutput(0.0F,1.3F,0.0F,"y"); glColor4fv(couleurBleuFonce()); bitmapStringOutput(0.0F,0.0F,1.3F,"z"); glPopAttrib(); } void axeDeProjectionSommets(facette4 *fj,coord3D *c1) { glBegin(GL_LINES); glVertex3fv((float *) c1); glVertex3fv((float *) &fj->pt[0]); glVertex3fv((float *) c1); glVertex3fv((float *) &fj->pt[1]); glVertex3fv((float *) c1); glVertex3fv((float *) &fj->pt[2]); glVertex3fv((float *) c1); glVertex3fv((float *) &fj->pt[3]); glEnd(); } int testIntersectionRayonAuDelaFacette(facette3 *f,rayon *r,coord3D *pi) { float x1 = f->pt[1].x-f->pt[0].x; float y1 = f->pt[1].y-f->pt[0].y; float z1 = f->pt[1].z-f->pt[0].z; float x2 = f->pt[2].x-f->pt[0].x; float y2 = f->pt[2].y-f->pt[0].y; float z2 = f->pt[2].z-f->pt[0].z; float x3 = r->d.x; float y3 = r->d.y; float z3 = r->d.z; float dx = r->o.x - f->pt[0].x; float dy = r->o.y - f->pt[0].y; float dz = r->o.z - f->pt[0].z; float d = z1*y3*x2-y1*z3*x2-x3*z1*y2-y3*x1*z2+z3*x1*y2+x3*y1*z2; if ( d != 0.0F ) { float v = -(-x3*y1*dz-z3*x1*dy+y1*z3*dx+x3*z1*dy+y3*x1*dz-z1*y3*dx)/d; if ( v >= 0.0F ) { float u = (-y3*dx*z2+y3*x2*dz-x2*z3*dy+dx*z3*y2-x3*y2*dz+x3*dy*z2)/d; if ( ( u >= 0.0F ) && ( u+v <= 1.0F ) ) { float t = -(-dx*z1*y2+dx*y1*z2+x1*y2*dz-x1*dy*z2-x2*y1*dz+x2*z1*dy)/d; if ( ( t > 0.0F ) && ( t < 1.0F ) ) { pi->x = r->o.x + t*x3; pi->y = r->o.y + t*y3; pi->z = r->o.z + t*z3; return(1); } } } } return(0); } int testOccultationSommet(coord3D *p,coord3D *c,facette3 *f1,facette3 *f2,coord3D *pi) { rayon r; r.o = *c; r.d.x = p->x-c->x; r.d.y = p->y-c->y; r.d.z = p->z-c->z; if ( testIntersectionRayonAuDelaFacette(f1,&r,pi) ) { return(1); } else if ( testIntersectionRayonAuDelaFacette(f2,&r,pi) ) { return(1); } return(0); } void chercheOccultation2(facette4 *f1,facette4 *f2,coord3D *c,float *cbord,float *cint) { facette3 ff1; facette3 ff2; ff1.pt[0] = f2->pt[0]; ff1.pt[1] = f2->pt[1]; ff1.pt[2] = f2->pt[2]; ff2.pt[0] = f2->pt[0]; ff2.pt[1] = f2->pt[2]; ff2.pt[2] = f2->pt[3]; coord3D pi1,pi2,pi3,pi4; int nint = 0; if ( testOccultationSommet(&f1->pt[0],c,&ff1,&ff2,&pi1) ) { nint++ ; afficheSommet(&pi1); } if ( testOccultationSommet(&f1->pt[1],c,&ff1,&ff2,&pi2) ) { nint++ ; afficheSommet(&pi2); } if ( testOccultationSommet(&f1->pt[2],c,&ff1,&ff2,&pi3) ) { nint++ ; afficheSommet(&pi3); } if ( testOccultationSommet(&f1->pt[3],c,&ff1,&ff2,&pi4) ) { nint++ ; afficheSommet(&pi4); } if ( nint == 4 ) { facette4 fac; fac.pt[0] = pi1; fac.pt[1] = pi2; fac.pt[2] = pi3; fac.pt[3] = pi4; glColor4fv(cbord); traceFacette4(GL_LINE_LOOP,&fac); glColor4fv(cint); traceFacette4(GL_QUADS,&fac); } } void vecteurOrthogonal(coord3D *a,coord3D *b,coord3D *c,direc3D *n) { direc3D v1; direc3D v2; vecteur(a,b,&v1); vecteur(a,c,&v2); produitVectoriel(&v1,&v2,n); } void rechercheOccultationSommetDuBord(coord3D *pa1,coord3D *pa2,coord3D *pb1,coord3D *pb2,coord3D *c,coord3D *pi) { direc3D v1; direc3D v2; vecteurOrthogonal(pa1,pa2,c,&v1); vecteurOrthogonal(pb1,pb2,c,&v2); direc3D v; produitVectoriel(&v1,&v2,&v); float alpha = (pb1->y - c->y)/v.y; pi->y = pb1->y; pi->x = c->x + v.x * alpha; pi->z = c->z + v.z * alpha; } void chercheOccultation1(facette4 *f1,facette4 *f2,coord3D *c,float *cbord,float *cint) { facette3 ff1; facette3 ff2; ff1.pt[0] = f2->pt[0]; ff1.pt[1] = f2->pt[1]; ff1.pt[2] = f2->pt[2]; ff2.pt[0] = f2->pt[0]; ff2.pt[1] = f2->pt[2]; ff2.pt[2] = f2->pt[3]; coord3D pi1,pi2,pi3,pi4; rechercheOccultationSommetDuBord(&f1->pt[0],&f1->pt[3],&f2->pt[1],&f2->pt[2],c,&pi1); afficheSommet(&pi1); rechercheOccultationSommetDuBord(&f1->pt[1],&f1->pt[2],&f2->pt[1],&f2->pt[2],c,&pi2); afficheSommet(&pi2); testOccultationSommet(&f1->pt[2],c,&ff1,&ff2,&pi3); afficheSommet(&pi3); testOccultationSommet(&f1->pt[3],c,&ff1,&ff2,&pi4); afficheSommet(&pi4); facette4 fac; fac.pt[0] = pi1; fac.pt[1] = pi2; fac.pt[2] = pi3; fac.pt[3] = pi4; glColor4fv(cbord); traceFacette4(GL_LINE_LOOP,&fac); glColor4fv(cint); traceFacette4(GL_QUADS,&fac); } void display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); direc3D n1; coord3D c1; normale(&fi,&n1); centre(&fi,&c1); glPushMatrix(); glPushMatrix(); manipulateurSouris(); manipulateurClavier(); { glColor4fv(couleurRoseFonce(0.4F)); direc3D d1; direc3D d2; vecteursOrthogonaux(&n1,&d1,&d2); glBegin(GL_POLYGON); glVertex3f(c1.x+d1.x/2+d2.x/2,c1.y+d1.y/2+d2.y/2,c1.z+d1.z/2+d2.z/2); glVertex3f(c1.x+d1.x/2-d2.x/2,c1.y+d1.y/2-d2.y/2,c1.z+d1.z/2-d2.z/2); glVertex3f(c1.x-d1.x/2-d2.x/2,c1.y-d1.y/2-d2.y/2,c1.z-d1.z/2-d2.z/2); glVertex3f(c1.x-d1.x/2+d2.x/2,c1.y-d1.y/2+d2.y/2,c1.z-d1.z/2+d2.z/2); glEnd(); } glClear(GL_DEPTH_BUFFER_BIT); glColor4fv(couleurBleuCiel(0.4F)); traceFacette4(GL_QUADS,&fj1); glColor4fv(couleurJauneClair(0.4F)); traceFacette4(GL_QUADS,&fj2); glColor4fv(couleurRose(0.4F)); traceFacette4(GL_QUADS,&fj3); glClear(GL_DEPTH_BUFFER_BIT); { glColor4fv(couleurRougeFonce()); setAlignement(CENTER); coord3D cc; centrePondere(&fi,&cc,1.0F,1.0F,2.0F,1.0F); placeFontCursor(cc.x,cc.y,cc.z) ; simpleBitmapOutput(REGULAR8x13,"dA") ; deplacementCursor(11,0,0) ; simpleBitmapOutput(REGULAR6x10,"i") ; } glColor4fv(couleurBleu()); traceFacette4(GL_LINE_LOOP,&fj1); glColor4fv(couleurJaune()); traceFacette4(GL_LINE_LOOP,&fj2); glColor4fv(couleurRouge()); traceFacette4(GL_LINE_LOOP,&fj3); { glColor4fv(couleurRouge()); glPushMatrix(); glTranslatef(c1.x,c1.y,c1.z); flecheEnVolume(n1.x*cote,n1.y*cote,n1.z*cote,0.1F,0.3F,0.02F); glPopMatrix(); glColor4fv(couleurRougeFonce()); setAlignement(LEFT); placeFontCursor(c1.x+n1.x*2.5,c1.y+n1.y*2.5,c1.z+n1.z*2.5) ; deplacementCursor(5,0,0) ; simpleBitmapOutput(REGULAR8x13,"N") ; deplacementCursor(15,0,0) ; simpleBitmapOutput(REGULAR6x10,"i") ; placeFontCursor(c1.x+n1.x*2.5,c1.y+n1.y*2.5,c1.z+n1.z*2.5) ; deplacementCursor(4,-5,0) ; simpleBitmapOutput(DESSIN,"TF") ; } { glColor4fv(couleurBleuFonce()); setAlignement(CENTER); coord3D cc; centrePondere(&fj1,&cc,8.0F,1.0F,1.0F,1.0F); placeFontCursor(cc.x,cc.y,cc.z) ; simpleBitmapOutput(REGULAR8x13,"A") ; deplacementCursor(7,0,0) ; simpleBitmapOutput(REGULAR6x10,"j") ; } { glColor4fv(couleurJauneFonce()); setAlignement(CENTER); coord3D cc; centrePondere(&fj2,&cc,8.0F,1.0F,1.0F,1.0F); placeFontCursor(cc.x,cc.y,cc.z) ; simpleBitmapOutput(REGULAR8x13,"A") ; deplacementCursor(7,0,0) ; simpleBitmapOutput(REGULAR6x10,"k") ; } { glColor4fv(couleurRougeFonce()); setAlignement(CENTER); coord3D cc; centrePondere(&fj3,&cc,8.0F,1.0F,1.0F,1.0F); placeFontCursor(cc.x,cc.y,cc.z) ; simpleBitmapOutput(REGULAR8x13,"A") ; deplacementCursor(7,0,0) ; simpleBitmapOutput(REGULAR6x10,"l") ; } { glColor4fv(couleurRougeFonce()); direc3D d1; direc3D d2; vecteursOrthogonaux(&n1,&d1,&d2); glBegin(GL_LINE_LOOP); glVertex3f(c1.x+d1.x/2+d2.x/2,c1.y+d1.y/2+d2.y/2,c1.z+d1.z/2+d2.z/2); glVertex3f(c1.x+d1.x/2-d2.x/2,c1.y+d1.y/2-d2.y/2,c1.z+d1.z/2-d2.z/2); glVertex3f(c1.x-d1.x/2-d2.x/2,c1.y-d1.y/2-d2.y/2,c1.z-d1.z/2-d2.z/2); glVertex3f(c1.x-d1.x/2+d2.x/2,c1.y-d1.y/2+d2.y/2,c1.z-d1.z/2+d2.z/2); glEnd(); } { glColor4fv(couleurBleu()); axeDeProjectionSommets(&fj1,&c1) ; glColor4fv(couleurJaune()); axeDeProjectionSommets(&fj2,&c1) ; glColor4fv(couleurRouge()); axeDeProjectionSommets(&fj3,&c1) ; } chercheOccultation1(&fj1,&fj3,&c1,couleurBleu(),couleurBleuCiel(0.4F)); chercheOccultation2(&fj2,&fj3,&c1,couleurJaune(),couleurJauneClair(0.4F)); glClear(GL_DEPTH_BUFFER_BIT); { glPushMatrix(); glTranslatef(4.5F,1.0F,5.5F); axes(); glPopMatrix(); } glPopMatrix(); glPopMatrix(); glFlush(); glutSwapBuffers(); } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH); glutInitWindowPosition(10,10); glutInitWindowSize(400,300); glutCreateWindow("Occultation entre facettes en radiosite"); myinit(); creationMenuBasique(); setParametresOrthoBasique(-8.0,8.0,-8.0,8.0,-500.0,500.0); setManipulateurDistance(1.0F); setManipulateurClavierAngle(30.0F,-120.0F,0.0F) ; glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(keyBasique); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); } /* ************************************************** */