Class: Graphics

Inherits:
Object show all
Defined in:
ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb

Constant Summary collapse

DEFAULT_SPHERE_ITERATIONS =
3
XPLUS =

X

Point.new(1, 0, 0)
XMINUS =

-X

Point.new(-1, 0, 0)
YPLUS =

Y

Point.new(0, 1, 0)
YMINUS =

-Y

Point.new(0, -1, 0)
ZPLUS =

Z

Point.new(0, 0, 1)
ZMINUS =

-Z

Point.new(0, 0, -1)
OCTAHEDRON =

defined w/counter-clockwise triangles

[
	Triangle.new(YPLUS, ZPLUS, XPLUS),
	Triangle.new(XMINUS, ZPLUS, YPLUS),
	Triangle.new(YMINUS, ZPLUS, XMINUS),
	Triangle.new(XPLUS, ZPLUS, YMINUS),
	Triangle.new(ZMINUS, YPLUS, XPLUS),
	Triangle.new(ZMINUS, XMINUS , YPLUS),
	Triangle.new(ZMINUS, YMINUS , XMINUS),
	Triangle.new(ZMINUS, XPLUS, YMINUS)
]
SQUARE =

Defines counter-clockwise points used in OpenGL TRIANGLE_STRIP to create a circle on the X/Z plane. Don’t include center point here; It is added when outputting the circle.

[
	XPLUS, ZMINUS, XMINUS, ZPLUS, XPLUS
]
@@spheres =
Hash.new()
@@circles =
Hash.new()

Class Method Summary collapse

Class Method Details

.boxFromCorners(p0, p1) ⇒ Object

Build box from corners. All faces are counter-clockwise.



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 73

def Graphics.boxFromCorners(p0, p1)
	pa = p0.dup()
	pb = p1.dup()

	# Make sure all coords of pa are < all coords of pb
	if pa.x > pb.x
 tmp = pa.x; pa.x = pb.x; pb.x = tmp
	end
	if pa.y > pb.y
 tmp = pa.y; pa.y = pb.y; pb.y = tmp
	end
	if pa.z > pb.z
 tmp = pa.z; pa.z = pb.z; pb.z = tmp
	end

	Begin(QUAD_STRIP)

	# top
	Vertex(pb.x, pb.y, pa.z)
	Vertex(pa.x, pb.y, pa.z)
	# top/front
	Vertex(pb.x, pb.y, pb.z)
	Vertex(pa.x, pb.y, pb.z)
	# front/bottom
	Vertex(pb.x, pa.y, pb.z)
	Vertex(pa.x, pa.y, pb.z)
	# bottom/back
	Vertex(pb.x, pa.y, pa.z)
	Vertex(pa.x, pa.y, pa.z)
	# back/top
	Vertex(pb.x, pb.y, pa.z)
	Vertex(pa.x, pb.y, pa.z)

	End()

	Begin(QUADS)

	# left
	Vertex(pa.x, pa.y, pb.z)
	Vertex(pa.x, pa.y, pa.z)
	Vertex(pa.x, pb.y, pa.z)
	Vertex(pa.x, pb.y, pb.z)

	# right
	Vertex(pb.x, pa.y, pb.z)
	Vertex(pb.x, pa.y, pa.z)
	Vertex(pb.x, pb.y, pa.z)
	Vertex(pb.x, pb.y, pb.z)

	End()
end

.buildCircle(iterations, circle) ⇒ Object

Different than buildSphere because we are creating triangles to be used in an OpenGL TRIANGLE_FAN operation. Thus the first point (the center) is always inviolate. We create new points between the remaining points.



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 246

def Graphics.buildCircle(iterations, circle)
	oldObj = circle
	# Subdivide each starting line segment (maxlevel - 1) times
	iterations -= 1
	iterations.times {
 # Create a new object. Allocate 2 * the number of points in the
 # the current approximation. Subtract one because the last point
 # (same as the first point) is simply copied.
 newObj = Array.new(oldObj.length * 2 - 1)

 prevP = nil
 j = 0
 oldObj.each { | p |
		if !prevP.nil?
  newObj[j] = prevP
  j += 1

  # New midpoint
  a = Point.midpoint(prevP, p)
  a.normalize!()
  newObj[j] = a
  j += 1
		end
		prevP = p
 }
 newObj[j] = prevP	# Copy last point

 # Continue subdividing new triangles
 oldObj = newObj
	}
	return oldObj
end

.buildSphere(iterations, sphere) ⇒ Object

Subdivide each triangle in the oldObj approximation and normalize

the new points thus generated to lie on the surface of the unit
sphere.

Each input triangle with vertices labelled [0,1,2] as shown

below will be turned into four new triangles:

                      Make new points
                              a = (0+2)/2
                              b = (0+1)/2
                              c = (1+2)/2
        1
       /\             Normalize a, b, c
      /  \
    b/____\ c         Construct new counter-clockwise triangles
    /\    /\                  [a,b,0]
   /  \  /  \                 [c,1,b]
  /____\/____\                [c,b,a]
 0      a     2               [2,c,a]

The normalize step (which makes each point a, b, c unit distance from the origin) is where we can modify the sphere’s shape.



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 185

def Graphics.buildSphere(iterations, sphere)
	oldObj = sphere
	# Subdivide each starting triangle (maxlevel - 1) times
	iterations -= 1
	iterations.times {
 # Create a new object. Allocate 4 * the number of points in the
 # the current approximation.
 newObj = Array.new(oldObj.length * 4)

 j = 0
 oldObj.each { | oldt |
		# New midpoints
		a = Point.midpoint(oldt.points[0], oldt.points[2])
		a.normalize!()
		b = Point.midpoint(oldt.points[0], oldt.points[1])
		b.normalize!()
		c = Point.midpoint(oldt.points[1], oldt.points[2])
		c.normalize!()

		# New triangeles. Their vertices are counter-clockwise.
		newObj[j] = Triangle.new(a, b, oldt.points[0])
		j += 1
		newObj[j] = Triangle.new(c, oldt.points[1], b)
		j += 1
		newObj[j] = Triangle.new(c, b, a)
		j += 1
		newObj[j] = Triangle.new(oldt.points[2], c, a)
		j += 1
 }

 # Continue subdividing new triangles
 oldObj = newObj
	}
	return oldObj
end

.circle(iterations = DEFAULT_SPHERE_ITERATIONS, counterClockwise = true) ⇒ Object

Creates a circle in the X/Z plane. To have the circle’s normal point down (-Y), specify clockwise instead of counter-clockwise. To create the circle in another plane, call OpenGL’s Rotate() method before calling this.



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 225

def Graphics.circle(iterations = DEFAULT_SPHERE_ITERATIONS,
			counterClockwise = true)
	if @@circles[iterations].nil?
 @@circles[iterations] = buildCircle(iterations, SQUARE)
	end
	circle = @@circles[iterations] 
	
	Begin(TRIANGLE_FAN)
	Vertex(0, 0, 0)
	if counterClockwise
 circle.each { | p | Vertex(p.x, 0, p.z) }
	else
 circle.reverse.each { | p | Vertex(p.x, 0, p.z) }
	end
	End()
end

.degreesToRadians(deg) ⇒ Object



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 46

def Graphics.degreesToRadians(deg)
	return deg * Math::PI / 180.0
end

.radiansToDegrees(rad) ⇒ Object



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 42

def Graphics.radiansToDegrees(rad)
	return rad * 180.0 / Math::PI
end

.rotations(v) ⇒ Object

Given a vector, return a point containing x, y, z rotation angles.

atan2(x, y) = the angle formed with the x axis by the ray from the origin to the point x,y



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 54

def Graphics.rotations(v)
	return Point::ORIGIN.dup() if v.nil?
	return v if v == Point::ORIGIN

	x = Math.atan2(v.y, v.z)
	y = Math.atan2(v.z, v.x)
	z = Math.atan2(v.y, v.x)

	rot = Point.new(z, x, y)
	rot.add(Math::PI).multiplyBy(180.0).divideBy(Math::PI)

	rot.x = rot.x.to_i
	rot.y = rot.y.to_i
	rot.z = rot.z.to_i

	return rot
end

.sphere(iterations = DEFAULT_SPHERE_ITERATIONS, counterClockwise = true) ⇒ Object

sphere() (and buildSphere()) - generate a triangle mesh approximating a sphere by recursive subdivision. First approximation is an octahedron; each level of refinement increases the number of triangles by a factor of 4.

Level 3 (128 triangles) is a good tradeoff if gouraud shading is used to render the database.

Usage: sphere [level] [counterClockwise]

The value level is an integer >= 1 setting the recursion level (default = DEFAULT_SPHERE_ITERATIONS). The boolean counterClockwise causes triangles to be generated with vertices in counterclockwise order as viewed from the outside in a RHS coordinate system. The default is counter-clockwise.

Ruby version by Jim Menard ([email protected]), May 2001.

Author:



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# File 'ext/ruby/qtruby/examples/ruboids/ruboids/Graphics.rb', line 144

def Graphics.sphere(iterations = DEFAULT_SPHERE_ITERATIONS,
			counterClockwise = true)
	if @@spheres[iterations].nil?
 @@spheres[iterations] = buildSphere(iterations, OCTAHEDRON)
	end
	sphere = @@spheres[iterations] 
	
	Begin(TRIANGLES)
	sphere.each { | triangle |
 triangle.points.each { | p |
		Vertex(p.x, p.y, p.z) if counterClockwise
		Vertex(p.z, p.y, p.x) if !counterClockwise
 }
	}
	End()
end