unified use of float in drawing methods

This commit is contained in:
Nico Pietroni 2006-01-03 11:13:25 +00:00
parent d84e14fc2f
commit e9b8ee44e1
1 changed files with 37 additions and 43 deletions

View File

@ -39,7 +39,6 @@ namespace vcg
/** Class Add_Ons.
This is class draw 3d icons on the screen
*/
class Add_Ons
{
public:
@ -47,12 +46,12 @@ namespace vcg
private:
///used to find right trasformation in case of rotation
static void XAxis( Point3d zero, Point3d uno, Matrix44d & tr){
static void XAxis( vcg::Point3f zero, vcg::Point3f uno, Matrix44f & tr){
tr.SetZero();
*((Point3d*)&tr[0][0]) = uno-zero;
GetUV(*((Point3d*)tr[0]),*((Point3d*)tr[1]),*((Point3d*)tr[2]));
*((vcg::Point3f*)&tr[0][0]) = uno-zero;
GetUV(*((vcg::Point3f*)tr[0]),*((vcg::Point3f*)tr[1]),*((vcg::Point3f*)tr[2]));
tr[3][3] = 1.0;
*((Point3d*)&tr[3][0]) = zero;
*((vcg::Point3f*)&tr[3][0]) = zero;
}
//set drawingmode parameters
@ -78,7 +77,7 @@ namespace vcg
}
///draw a cylinder
static void Cylinder(int slices,double lenght,double width,bool useDisplList)
static void Cylinder(int slices,float lenght,float width,bool useDisplList)
{
static std::map<int,GLint> Disp_listMap;
GLint cyl_List=-1;
@ -102,19 +101,14 @@ namespace vcg
glNewList(cyl_List, GL_COMPILE);
}
int b;
vcg::Point3d p0;
vcg::Point3d p1;
vcg::Point3f p0;
vcg::Point3f p1;
double step=6.28/(double)slices;
double angle=0;
float step=6.28/(float)slices;
float angle=0;
glBegin(GL_TRIANGLE_STRIP);
for(b = 0; b <= slices-1; ++b){
//double angle = 6.28*b/(double)lenght;
//double angle = 6.28*(double)b;
//angle+=step;
//p0 = Point3d( 0, width * sin(angle),width * cos(angle));
p0 = Point3d( 0, sin(angle),cos(angle));
//p1 = p0; p1[0] = lenght;
p0 = vcg::Point3f( 0, sin(angle),cos(angle));
p1 = p0; p1[0] = 1.f;
glNormal3f(p0[0],p0[1],p0[2]);
glVertex3d(p0[0],p0[1],p0[2]);
@ -130,13 +124,13 @@ namespace vcg
///fill the cylinder down
angle=0;
p0=vcg::Point3d(0,0,0);
p0=vcg::Point3f(0,0,0);
glBegin(GL_TRIANGLE_FAN);
glNormal3f(-1,0,0);
glVertex3d(p0[0],p0[1],p0[2]);
for(b = 0; b <= slices-1; ++b){
glNormal3f(-1,0,0);
p1 = Point3d( 0, sin(angle),cos(angle));
p1 = Point3f( 0, sin(angle),cos(angle));
glVertex3d(p1[0],p1[1],p1[2]);
angle+=step;
}
@ -145,13 +139,13 @@ namespace vcg
glEnd();
angle=0;
p0=vcg::Point3d(1,0,0);
p0=vcg::Point3f(1,0,0);
glBegin(GL_TRIANGLE_FAN);
glNormal3f(1,0,0);
glVertex3d(p0[0],p0[1],p0[2]);
for(b = 0; b <= slices-1; ++b){
glNormal3f(1,0,0);
p1 = Point3d( 1, sin(angle),cos(angle));
p1 = Point3f( 1, sin(angle),cos(angle));
glVertex3d(p1[0],p1[1],p1[2]);
angle+=step;
}
@ -172,7 +166,7 @@ namespace vcg
}
}
public:
static void Diamond (double radius,bool useDisplList)
static void Diamond (float radius,bool useDisplList)
{
static GLint diam_List=-1;
@ -233,7 +227,7 @@ public:
}
///draw a cone
static void Cone(int slices,double lenght,double width,bool useDisplList)
static void Cone(int slices,float lenght,float width,bool useDisplList)
{
assert(!glGetError());
static std::map<int,GLint> Disp_listMap;
@ -277,7 +271,7 @@ public:
int b;
for(b = 1; b <= slices; ++b)
{
double angle = -6.28*b/(double)slices;
float angle = -6.28*b/(float)slices;
if (b==slices) angle=0;
N[1] = Point3f( 1.f, sinf(angle), cosf(angle) );
P[1] = Point3f( 0, sinf(angle), cosf(angle));
@ -318,25 +312,25 @@ public:
/// body_slice = number of slices on the body
/// head_slice = number of slices on the head
template <DrawMode dm>
static void glArrow(Point3d tail, Point3d head,double body_width,double head_lenght,
double head_width,int body_slice=10,int head_slice=10,bool useDisplList=true)
static void glArrow(Point3f tail, Point3f head,float body_width,float head_lenght,
float head_width,int body_slice=10,int head_slice=10,bool useDisplList=true)
{
if (tail!=head)
{
//assert(!glGetError());
Matrix44d tr;
Matrix44f tr;
XAxis(tail,head,tr);
glPushAttrib(GL_ALL_ATTRIB_BITS);
SetGLParameters(dm);
glPushMatrix();
glMultMatrixd(&tr[0][0]);
vcg::Point3d Direct=(head-tail);
double l_body=Direct.Norm()-head_lenght;
glMultMatrixf(&tr[0][0]);
vcg::Point3f Direct=(head-tail);
float l_body=Direct.Norm()-head_lenght;
glPushMatrix();
glTranslate(vcg::Point3d(tail.Norm(),0,0));
glTranslate(vcg::Point3f(tail.Norm(),0,0));
Cylinder(body_slice,l_body,body_width,useDisplList);
glPopMatrix();
glTranslate(vcg::Point3d(l_body,0,0));
glTranslate(vcg::Point3f(l_body,0,0));
Cone(head_slice,head_lenght,head_width,useDisplList);
glPopMatrix();
//assert(!glGetError());
@ -349,7 +343,7 @@ public:
/// width = width of the base of the cone
/// slice = number of slices on the cone
template <DrawMode dm>
static void glCone(Point3d tail, Point3d head,double width,int slice=10,bool useDisplList=true)
static void glCone(Point3f tail, Point3f head,float width,int slice=10,bool useDisplList=true)
{
if (tail!=head)
{
@ -358,10 +352,10 @@ public:
glPushAttrib(GL_ALL_ATTRIB_BITS);
SetGLParameters(dm);
glPushMatrix();
glMultMatrixd(&tr[0][0]);
vcg::Point3d Direct=(head-tail);
double l_body=Direct.Norm();
glTranslate(vcg::Point3d(tail.Norm(),0,0));
glMultMatrixf(&tr[0][0]);
vcg::Point3f Direct=(head-tail);
float l_body=Direct.Norm();
glTranslate(vcg::Point3f(tail.Norm(),0,0));
Cone(slice,l_body,width,useDisplList);
glPopMatrix();
glPopAttrib();
@ -372,19 +366,19 @@ public:
/// width = width of the base of the cylinder
/// slice = number of slices on the cylinder
template <DrawMode dm>
static void glCylinder(Point3d tail, Point3d head,double width,int slice=10,bool useDisplList=true)
static void glCylinder(Point3f tail, Point3f head,float width,int slice=10,bool useDisplList=true)
{
if (tail!=head)
{
Matrix44d tr;
Matrix44f tr;
XAxis(tail,head,tr);
glPushAttrib(GL_ALL_ATTRIB_BITS);
SetGLParameters(dm);
glPushMatrix();
glMultMatrixd(&tr[0][0]);
vcg::Point3d Direct=(head-tail);
double l_body=Direct.Norm();
glTranslate(vcg::Point3d(tail.Norm(),0,0));
glMultMatrixf(&tr[0][0]);
vcg::Point3f Direct=(head-tail);
float l_body=Direct.Norm();
glTranslate(vcg::Point3f(tail.Norm(),0,0));
Cylinder(slice,l_body,width,useDisplList);
glPopMatrix();
glPopAttrib();
@ -418,7 +412,7 @@ public:
/// slices = The number of subdivisions around the Z axis (similar to lines of longitude).
/// stacks = The number of subdivisions along the Z axis (similar to lines of latitude).
template <DrawMode dm>
static void glDiamond (Point3f Center, double size,bool useDisplList=true)
static void glDiamond (Point3f Center, float size,bool useDisplList=true)
{
if (size!=0){
glPushAttrib(GL_ALL_ATTRIB_BITS);