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1 /* Goom Project
2  * Copyright (C) <2003> iOS-Software
3  *
4  * This library is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU Library General Public
6  * License as published by the Free Software Foundation; either
7  * version 2 of the License, or (at your option) any later version.
8  *
9  * This library is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * Library General Public License for more details.
13  *
14  * You should have received a copy of the GNU Library General Public
15  * License along with this library; if not, write to the
16  * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
17  * Boston, MA 02110-1301, USA.
18  */
19 #include "surf3d.h"
20 #include "goom_plugin_info.h"
21 #include <stdlib.h>
22 #include <stdio.h>
23 #include <string.h>
24 
25 grid3d *
grid3d_new(int sizex,int defx,int sizez,int defz,v3d center)26 grid3d_new (int sizex, int defx, int sizez, int defz, v3d center)
27 {
28   int x = defx;
29   int y = defz;
30   grid3d *g = malloc (sizeof (grid3d));
31   surf3d *s = &(g->surf);
32 
33   s->nbvertex = x * y;
34   s->vertex = malloc (x * y * sizeof (v3d));
35   s->svertex = malloc (x * y * sizeof (v3d));
36   s->center = center;
37 
38   g->defx = defx;
39   g->sizex = sizex;
40   g->defz = defz;
41   g->sizez = sizez;
42   g->mode = 0;
43 
44   while (y) {
45     --y;
46     x = defx;
47     while (x) {
48       --x;
49       s->vertex[x + defx * y].x = (float) (x - defx / 2) * sizex / defx;
50       s->vertex[x + defx * y].y = 0;
51       s->vertex[x + defx * y].z = (float) (y - defz / 2) * sizez / defz;
52     }
53   }
54   return g;
55 }
56 
57 void
grid3d_free(grid3d * g)58 grid3d_free (grid3d * g)
59 {
60   surf3d *s = &(g->surf);
61 
62   free (s->vertex);
63   free (s->svertex);
64 
65   free (g);
66 }
67 
68 void
grid3d_draw(PluginInfo * plug,grid3d * g,int color,int colorlow,int dist,Pixel * buf,Pixel * back,int W,int H)69 grid3d_draw (PluginInfo * plug, grid3d * g, int color, int colorlow,
70     int dist, Pixel * buf, Pixel * back, int W, int H)
71 {
72 
73   int x;
74   v2d v2, v2x;
75 
76   v2d *v2_array = malloc (g->surf.nbvertex * sizeof (v2d));
77 
78   v3d_to_v2d (g->surf.svertex, g->surf.nbvertex, W, H, dist, v2_array);
79 
80   for (x = 0; x < g->defx; x++) {
81     int z;
82 
83     v2x = v2_array[x];
84 
85     for (z = 1; z < g->defz; z++) {
86       v2 = v2_array[z * g->defx + x];
87       if (((v2.x != -666) || (v2.y != -666))
88           && ((v2x.x != -666) || (v2x.y != -666))) {
89         plug->methods.draw_line (buf, v2x.x, v2x.y, v2.x, v2.y, colorlow, W, H);
90         plug->methods.draw_line (back, v2x.x, v2x.y, v2.x, v2.y, color, W, H);
91       }
92       v2x = v2;
93     }
94   }
95 
96   free (v2_array);
97 }
98 
99 void
surf3d_rotate(surf3d * s,float angle)100 surf3d_rotate (surf3d * s, float angle)
101 {
102   int i;
103   float cosa;
104   float sina;
105 
106   SINCOS (angle, sina, cosa);
107   for (i = 0; i < s->nbvertex; i++) {
108     Y_ROTATE_V3D (s->vertex[i], s->svertex[i], cosa, sina);
109   }
110 }
111 
112 void
surf3d_translate(surf3d * s)113 surf3d_translate (surf3d * s)
114 {
115   int i;
116 
117   for (i = 0; i < s->nbvertex; i++) {
118     TRANSLATE_V3D (s->center, s->svertex[i]);
119   }
120 }
121 
122 void
grid3d_update(grid3d * g,float angle,float * vals,float dist)123 grid3d_update (grid3d * g, float angle, float *vals, float dist)
124 {
125   int i;
126   float cosa;
127   float sina;
128   surf3d *s = &(g->surf);
129   v3d cam = s->center;
130 
131   cam.z += dist;
132 
133   SINCOS ((angle / 4.3f), sina, cosa);
134   cam.y += sina * 2.0f;
135   SINCOS (angle, sina, cosa);
136 
137   if (g->mode == 0) {
138     if (vals)
139       for (i = 0; i < g->defx; i++)
140         s->vertex[i].y = s->vertex[i].y * 0.2 + vals[i] * 0.8;
141 
142     for (i = g->defx; i < s->nbvertex; i++) {
143       s->vertex[i].y *= 0.255f;
144       s->vertex[i].y += (s->vertex[i - g->defx].y * 0.777f);
145     }
146   }
147 
148   for (i = 0; i < s->nbvertex; i++) {
149     Y_ROTATE_V3D (s->vertex[i], s->svertex[i], cosa, sina);
150     TRANSLATE_V3D (cam, s->svertex[i]);
151   }
152 }
153