/usr/src/castle-game-engine-5.0.0/x3d/x3dnodes_box.inc is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Make a box.
@param(MaterialIndex VRML 1.0 material index, generated like for
material binding per part. Will be used with
material binding BIND_PER_FACE_INDEXED. Pass @nil if you don't
need it.) }
procedure Box_Proxy(CoordIndex: TLongIntList;
Coord: TVector3SingleList; Normal: TVector3SingleList;
TexCoord: TVector2SingleList; MaterialIndex: TLongIntList;
OverTriangulate: boolean; Sizes: TVector3Single;
KambiTriangulation: TKambiTriangulationNode);
var
Detail: TVector3Cardinal;
{ Make a rectangle that changes along the RestOf3dCoords(ConstCoord, ...).
E.g. for ConstCoord = 0, it changes along YZ (so X below corresponds
actually to global Y, and Y below corresponds actually to global Z).
X1, Y1 specify the corner of the 1st vertex, we go CCW on the face
to the (-X1, -Y1) corner. So the sign of X1, Y1 determine which side
of the face is CCW.
@param(TextureSIsY By default, texture S goes along X and texture T
goes along Y. Pass TextureSIsY = @true to change it.) }
procedure MakeRect(const ConstCoord: integer; const ConstCoordValue: Single;
const X1, Y1: Single; const TexX1, TexY1: Single;
const FaceMaterialIndex: Integer;
const TextureSIsY: boolean = false);
function MakeTexCoord(const S, T: Single): TVector2Single;
begin
if TextureSIsY then
begin
Result[0] := T;
Result[1] := S;
end else
begin
Result[0] := S;
Result[1] := T;
end;
end;
var
FaceIndex, Index, C1, C2: integer;
X2, Y2, TexX2, TexY2: Single;
I, J, NewCoords, ThisIndex: Integer;
N: TVector3Single;
begin
RestOf3dCoords(ConstCoord, C1, C2);
Index := Coord.Count;
NewCoords := (Detail[C1] + 2) * (Detail[C2] + 2);
Coord.Count := Coord.Count + NewCoords;
Normal.Count := Normal.Count + NewCoords;
if TexCoord <> nil then TexCoord.Count := TexCoord.Count + NewCoords;
X2 := -X1;
Y2 := -Y1;
TexX2 := 1 - TexX1;
TexY2 := 1 - TexY1;
{ Normal vector is constant for the whole rectangle }
if ConstCoordValue > 0 then
N[ConstCoord] := 1 else
N[ConstCoord] := -1;
N[C1] := 0;
N[C2] := 0;
for I := 0 to Detail[C1] + 1 do
for J := 0 to Detail[C2] + 1 do
begin
ThisIndex := Index + I * (Detail[C2] + 2) + J;
Coord.L[ThisIndex][C1] := Lerp(I / (Detail[C1] + 1), X1, X2);
Coord.L[ThisIndex][C2] := Lerp(J / (Detail[C2] + 1), Y1, Y2);
Coord.L[ThisIndex][ConstCoord] := ConstCoordValue;
Normal.L[ThisIndex] := N;
if TexCoord <> nil then
TexCoord.L[ThisIndex] := MakeTexCoord(
Lerp(I / (Detail[C1] + 1), TexX1, TexX2),
Lerp(J / (Detail[C2] + 1), TexY1, TexY2));
end;
for I := 1 to Detail[C1] + 1 do
for J := 1 to Detail[C2] + 1 do
begin
FaceIndex := CoordIndex.Count;
CoordIndex.Count := CoordIndex.Count + 5;
CoordIndex.L[FaceIndex ] := Index + (I - 1) * (Detail[C2] + 2) + J - 1;
CoordIndex.L[FaceIndex + 1] := Index + I * (Detail[C2] + 2) + J - 1;
CoordIndex.L[FaceIndex + 2] := Index + I * (Detail[C2] + 2) + J;
CoordIndex.L[FaceIndex + 3] := Index + (I - 1) * (Detail[C2] + 2) + J;
CoordIndex.L[FaceIndex + 4] := -1;
end;
if MaterialIndex <> nil then
MaterialIndex.AddDuplicate(FaceMaterialIndex, (Detail[C1] + 1) * (Detail[C2] + 1));
end;
begin
{ For VRML 1.0, some of these MF fields by default have non-empty content.
It's safest to just clean them. }
CoordIndex.Count := 0;
Coord.Count := 0;
Normal.Count := 0;
if TexCoord <> nil then TexCoord.Count := 0;
if MaterialIndex <> nil then MaterialIndex.Count := 0;
{ Currently, all three Detail* used are always equal.
Although the code is written to support different Detail* values,
just in case in the future it will be useful. }
if OverTriangulate then
Detail[0] := KambiTriangulation.RectDivisions else
Detail[0] := 0;
Detail[1] := Detail[0];
Detail[2] := Detail[0];
Sizes /= 2;
MakeRect(0, -Sizes[0], +Sizes[1], -Sizes[2], 1, 0, 2, true);
MakeRect(0, Sizes[0], -Sizes[1], -Sizes[2], 0, 1, 3, true);
MakeRect(1, -Sizes[1], -Sizes[0], -Sizes[2], 0, 0, 5);
MakeRect(1, Sizes[1], +Sizes[0], -Sizes[2], 1, 1, 4);
MakeRect(2, -Sizes[2], +Sizes[0], -Sizes[1], 0, 0, 1);
MakeRect(2, Sizes[2], -Sizes[0], -Sizes[1], 0, 0, 0);
end;
function TBoxNode.Proxy(var State: TX3DGraphTraverseState;
const OverTriangulate: boolean): TAbstractGeometryNode;
var
CoordNode: TCoordinateNode;
NormalNode: TNormalNode;
TexCoordNode: TTextureCoordinateNode;
TexCoords: TVector2SingleList;
IFS: TIndexedFaceSetNode absolute Result;
begin
IFS := TIndexedFaceSetNode.Create(NodeName, BaseUrl);
try
CoordNode := TCoordinateNode.Create('', BaseUrl);
IFS.FdCoord.Value := CoordNode;
NormalNode := TNormalNode.Create('', BaseUrl);
IFS.FdNormal.Value := NormalNode;
IFS.FdNormalPerVertex.Value := true;
if (FdTexCoord.Value <> nil) and FdTexCoord.CurrentChildAllowed then
begin
{ No need for Box_Proxy to create tex coords. }
IFS.FdTexCoord.Value := FdTexCoord.Value;
TexCoords := nil;
end else
begin
TexCoordNode := TTextureCoordinateNode.Create('', BaseUrl);
IFS.FdTexCoord.Value := TexCoordNode;
TexCoords := TexCoordNode.FdPoint.Items;
end;
Box_Proxy(IFS.FdCoordIndex.Items,
CoordNode.FdPoint.Items, NormalNode.FdVector.Items, TexCoords, nil,
OverTriangulate, FdSize.Value,
State.LastNodes.KambiTriangulation);
IFS.FdSolid.Value := FdSolid.Value;
{ Smooth nothing. Not really needed, we use explicit normal node now. }
IFS.FdCreaseAngle.Value := 0;
except FreeAndNil(Result); raise end;
end;
function TCubeNode_1.Proxy(var State: TX3DGraphTraverseState;
const OverTriangulate: boolean): TAbstractGeometryNode;
var
CoordNode: TCoordinate3Node_1;
NormalNode: TNormalNode;
NormalBinding: TNormalBindingNode_1;
TexCoordNode: TTextureCoordinate2Node_1;
ShapeHints: TShapeHintsNode_1;
MaterialBinding: TMaterialBindingNode_1;
MaterialIndex: TLongIntList;
IFS: TIndexedFaceSetNode_1 absolute Result;
begin
IFS := TIndexedFaceSetNode_1.Create(NodeName, BaseUrl);
try
{ we have to modify State, so make a copy of it }
State := TX3DGraphTraverseState.CreateCopy(State);
CoordNode := TCoordinate3Node_1.Create('', BaseUrl);
State.SetLastNodes(vsCoordinate3, CoordNode, true);
NormalNode := TNormalNode.Create('', BaseUrl);
State.SetLastNodes(vsNormal, NormalNode, true);
NormalBinding := TNormalBindingNode_1.Create('', BaseUrl);
{ NormalBinding.value = PER_VERTEX means we use niPerVertexCoordIndexed,
so coordIndex chooses the normal. }
NormalBinding.FdValue.Value := BIND_PER_VERTEX;
State.SetLastNodes(vsNormalBinding, NormalBinding, true);
TexCoordNode := TTextureCoordinate2Node_1.Create('', BaseUrl);
State.SetLastNodes(vsTextureCoordinate2, TexCoordNode, true);
ShapeHints := TShapeHintsNode_1.Create('', BaseUrl);
{ For VRML 1.0, Box is never solid. }
ShapeHints.FdshapeType.Value := SHTYPE_UNKNOWN;
ShapeHints.FdvertexOrdering.Value := VERTORDER_COUNTERCLOCKWISE;
{ Smooth nothing. Not really needed, we use explicit normal node now. }
ShapeHints.FdCreaseAngle.Value := 0;
State.SetLastNodes(vsShapeHints, ShapeHints, true);
{ calculate MaterialBinding node and MaterialIndex }
MaterialBinding := TMaterialBindingNode_1.Create('', BaseUrl);
if State.LastNodes.MaterialBinding.FdValue.Value in
[BIND_PER_PART, BIND_PER_PART_INDEXED,
BIND_PER_FACE, BIND_PER_FACE_INDEXED] then
begin
MaterialIndex := IFS.FdMaterialIndex.Items;
MaterialBinding.FdValue.Value := BIND_PER_FACE_INDEXED;
end else
begin
MaterialIndex := nil;
MaterialBinding.FdValue.Value := BIND_OVERALL;
end;
State.SetLastNodes(vsMaterialBinding, MaterialBinding, true);
Box_Proxy(IFS.FdCoordIndex.Items,
CoordNode.FdPoint.Items, NormalNode.FdVector.Items,
TexCoordNode.FdPoint.Items, MaterialIndex,
OverTriangulate,
Vector3Single(FdWidth.Value, FdHeight.Value, FdDepth.Value),
State.LastNodes.KambiTriangulation);
{ For VRML 1.0, unfortunately textureCoordIndex must be set
(even though it's exactly equivalent to coordIndex).
This is a problem of VRML 1.0 "state" idea --- there is no
other way to "turn off" texture than to just use empty textureCoordIndex. }
IFS.FdTextureCoordIndex.Items.Assign(IFS.FdCoordIndex.Items);
except FreeAndNil(Result); raise end;
end;
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