*
* Written by Curtis Olson, started May 1997.
*
+ * Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License as
+ * published by the Free Software Foundation; either version 2 of the
+ * License, or (at your option) any later version.
+ *
+ * This program 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
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ *
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#include "gltk.h"
#endif
-#include "../scenery/mesh.h"
-#include "mat3.h"
-
-
-/* Sets the first vector to be the cross-product of the last two
- vectors. */
-static void mat3_cross_product(float result_vec[3], register float vec1[3],
- register float vec2[3]) {
- float tempvec[3];
- register float *temp = tempvec;
-
- temp[0] = vec1[1] * vec2[2] - vec1[2] * vec2[1];
- temp[1] = vec1[2] * vec2[0] - vec1[0] * vec2[2];
- temp[2] = vec1[0] * vec2[1] - vec1[1] * vec2[0];
-
- MAT3_COPY_VEC(result_vec, temp);
-}
+#include "../Scenery/mesh.h"
+#include "../mat3/mat3.h"
/* walk through mesh and make ogl calls */
-GLint mesh_to_ogl(struct mesh *m) {
+GLint mesh2GL(struct mesh *m) {
GLint mesh;
- /* static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 }; */
+ static GLfloat color[4] = { 0.3, 0.7, 0.2, 1.0 };
float x1, y1, x2, y2, z11, z12, z21, z22;
- float v1[3], v2[3], normal[3];
+
+ MAT3vec v1, v2, normal;
int i, j, istep, jstep, iend, jend;
float temp;
mesh = glGenLists(1);
glNewList(mesh, GL_COMPILE);
- /* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color ); */
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color );
+
iend = m->cols - 1;
jend = m->rows - 1;
- y1 = 0.0; /* y1 = m->originy; */
+ y1 = m->originy;
y2 = y1 + (m->col_step * istep);
for ( i = 0; i < iend; i += istep ) {
- x1 = 0.0; /* x1 = m->originx; */
+ x1 = m->originx;
x2 = x1 + (m->row_step * jstep);
+
+ glBegin(GL_TRIANGLE_STRIP);
+
for ( j = 0; j < jend; j += jstep ) {
z11 = 0.03 * m->mesh_data[j * m->rows + i ];
z12 = 0.03 * m->mesh_data[j * m->rows + (i+istep)];
z21 = 0.03 * m->mesh_data[(j+jstep) * m->rows + i ];
z22 = 0.03 * m->mesh_data[(j+jstep) * m->rows + (i+istep)];
- /* printf("x1 = %f y1 = %f\n", x1, y1);
- printf("x2 = %f y2 = %f\n", x2, y2);
- printf("z11 = %f z12 = %f z21 = %f z22 = %f\n",
- z11, z12, z21, z22); */
-
v1[0] = x2 - x1; v1[1] = 0; v1[2] = z21 - z11;
- v2[0] = x2 - x1; v2[1] = y2 - y1; v2[2] = z22 - z11;
- mat3_cross_product(normal, v1, v2);
+ v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11;
+ MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
- glBegin(GL_POLYGON);
- glNormal3fv(normal);
- glVertex3f(x1, y1, z11);
+ glNormal3d(normal[0], normal[1], normal[2]);
+
+ if ( j == 0 ) {
+ /* first time through */
+ glVertex3f(x1, y1, z11);
+ glVertex3f(x1, y2, z12);
+ }
+
glVertex3f(x2, y1, z21);
- glVertex3f(x2, y2, z22);
- /* printf("(%f, %f, %f)\n", x1, y1, z11);
- printf("(%f, %f, %f)\n", x2, y1, z21);
- printf("(%f, %f, %f)\n", x2, y2, z22); */
- glEnd();
- v1[0] = x2 - x1; v1[1] = y2 - y1; v1[2] = z22 - z11;
- v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11;
- mat3_cross_product(normal, v1, v2);
+ v1[0] = x2 - x1; v1[1] = y1 - y2; v1[2] = z21 - z12;
+ v2[0] = x2 - x1; v2[1] = 0; v2[2] = z22 - z12;
+ MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
- glBegin(GL_POLYGON);
- glNormal3fv(normal);
- glVertex3f(x1, y1, z11);
+ glNormal3d(normal[0], normal[1], normal[2]);
glVertex3f(x2, y2, z22);
- glVertex3f(x1, y2, z12);
- /* printf("(%f, %f, %f)\n", x1, y1, z11);
- printf("(%f, %f, %f)\n", x2, y2, z22);
- printf("(%f, %f, %f)\n", x1, y2, z12); */
- glEnd();
x1 = x2;
x2 = x1 + (m->row_step * jstep);
}
+ glEnd();
+
y1 = y2;
y2 = y1 + (m->col_step * istep);
}
/* $Log$
-/* Revision 1.2 1997/05/23 00:35:13 curt
-/* Trying to get fog to work ...
+/* Revision 1.21 1997/06/21 17:12:54 curt
+/* Capitalized subdirectory names.
/*
+ * Revision 1.20 1997/06/18 04:10:32 curt
+ * A couple more runway tweaks ...
+ *
+ * Revision 1.19 1997/06/18 02:21:24 curt
+ * Hacked in a runway
+ *
+ * Revision 1.18 1997/06/17 04:19:17 curt
+ * More timer related tweaks with respect to view direction changes.
+ *
+ * Revision 1.17 1997/06/16 19:32:52 curt
+ * Starting to add general timer support.
+ *
+ * Revision 1.16 1997/06/02 03:40:07 curt
+ * A tiny bit more view tweaking.
+ *
+ * Revision 1.15 1997/06/02 03:01:38 curt
+ * Working on views (side, front, back, transitions, etc.)
+ *
+ * Revision 1.14 1997/05/31 19:16:26 curt
+ * Elevator trim added.
+ *
+ * Revision 1.13 1997/05/31 04:13:53 curt
+ * WE CAN NOW FLY!!!
+ *
+ * Continuing work on the LaRCsim flight model integration.
+ * Added some MSFS-like keyboard input handling.
+ *
+ * Revision 1.12 1997/05/30 23:26:20 curt
+ * Added elevator/aileron controls.
+ *
+ * Revision 1.11 1997/05/30 19:27:02 curt
+ * The LaRCsim flight model is starting to look like it is working.
+ *
+ * Revision 1.10 1997/05/30 03:54:11 curt
+ * Made a bit more progress towards integrating the LaRCsim flight model.
+ *
+ * Revision 1.9 1997/05/29 22:39:51 curt
+ * Working on incorporating the LaRCsim flight model.
+ *
+ * Revision 1.8 1997/05/29 12:31:40 curt
+ * Minor tweaks, moving towards general flight model integration.
+ *
+ * Revision 1.7 1997/05/29 02:33:24 curt
+ * Updated to reflect changing interfaces in other "modules."
+ *
+ * Revision 1.6 1997/05/27 17:44:32 curt
+ * Renamed & rearranged variables and routines. Added some initial simple
+ * timer/alarm routines so the flight model can be updated on a regular
+ * interval.
+ *
+ * Revision 1.5 1997/05/24 01:45:32 curt
+ * Fixed surface normals for triangle mesh.
+ *
+ * Revision 1.4 1997/05/23 20:05:24 curt
+ * First stab at using GL_TRIANGLE_STRIP's instead of GL_POLYGONS (to conserve
+ * memory)
+ *
+ * Revision 1.3 1997/05/23 15:40:26 curt
+ * Added GNU copyright headers.
+ * Fog now works!
+ *
+ * Revision 1.2 1997/05/23 00:35:13 curt
+ * Trying to get fog to work ...
+ *
* Revision 1.1 1997/05/21 15:57:52 curt
* Renamed due to added GLUT support.
*