#include "lc_global.h" #include "lc_math.h" #include "lc_mesh.h" #include "lc_colors.h" #include #include #include #include #include "opengl.h" #include "texture.h" #include "pieceinf.h" #include "project.h" #include "library.h" #include "lc_application.h" #define SIDES 16 static float sintbl[SIDES]; static float costbl[SIDES]; #define LC_MESH 1 #define LC_STUD 2 #define LC_STUD2 3 #define LC_STUD3 4 #define LC_STUD4 5 // measurements (in centimeters) //#define LC_FLAT_HEIGHT 0.32f //#define LC_BRICK_HEIGHT (3*LC_FLAT_HEIGHT) //#define LC_BASEPLATE_HEIGHT (LC_FLAT_HEIGHT/2) //#define LC_HALF_WIDE 0.4f //#define LC_ONE_WIDE 0.8f //#define LC_BRICK_WALL 0.125f #define LC_STUD_HEIGHT 0.16f #define LC_STUD_RADIUS 0.24f #define LC_KNOB_RADIUS 0.32f //#define LC_STUD_TECH_RADIUS (LC_FLAT_HEIGHT/2) ///////////////////////////////////////////////////////////////////////////// // PieceInfo construction/destruction PieceInfo::PieceInfo() { mMesh = NULL; } PieceInfo::~PieceInfo() { FreeInformation(); } ///////////////////////////////////////////////////////////////////////////// // File I/O void PieceInfo::LoadIndex(lcFile& file) { static bool init = false; short sh[6]; short scale; // Initialize sin/cos table if (!init) { for (int i = 0; i < SIDES; i++) { sintbl[i] = (float)sin((LC_2PI*i)/(SIDES)); costbl[i] = (float)cos((LC_2PI*i)/(SIDES)); } init = true; } // TODO: don't change ref. if we're reloading ? m_nRef = 0; m_nBoxList = 0; file.ReadBuffer(m_strName, LC_PIECE_NAME_LEN); file.ReadBuffer(m_strDescription, 64); m_strDescription[64] = '\0'; file.ReadS16(sh, 6); lcuint8 Flags; file.ReadU8(&Flags, 1); m_nFlags = Flags; lcuint32 Groups; file.ReadU32(&Groups, 1); file.ReadU32(&m_nOffset, 1); file.ReadU32(&m_nSize, 1); if (m_nFlags & LC_PIECE_SMALL) scale = 10000; else if (m_nFlags & LC_PIECE_MEDIUM) scale = 1000; else scale = 100; m_fDimensions[0] = (float)sh[0]/scale; m_fDimensions[1] = (float)sh[1]/scale; m_fDimensions[2] = (float)sh[2]/scale; m_fDimensions[3] = (float)sh[3]/scale; m_fDimensions[4] = (float)sh[4]/scale; m_fDimensions[5] = (float)sh[5]/scale; } void PieceInfo::CreatePlaceholder(const char* Name) { m_nRef = 0; m_nBoxList = 0; strncpy(m_strName, Name, sizeof(m_strName)); m_strName[sizeof(m_strName)-1] = 0; strncpy(m_strDescription, Name, sizeof(m_strDescription)); m_strDescription[sizeof(m_strDescription)-1] = 0; m_nFlags = LC_PIECE_PLACEHOLDER; m_nOffset = 0; m_nSize = 0; m_fDimensions[0] = 0.4f; m_fDimensions[1] = 0.4f; m_fDimensions[2] = 0.16f; m_fDimensions[3] = -0.4f; m_fDimensions[4] = -0.4f; m_fDimensions[5] = -0.96f; } void PieceInfo::AddRef() { if (m_nRef == 0) LoadInformation(); m_nRef++; } void PieceInfo::DeRef() { m_nRef--; if (m_nRef == 0) FreeInformation(); } void PieceInfo::CreateBoxDisplayList() { if (m_nBoxList) return; // Create a display for the bounding box. m_nBoxList = glGenLists(1); glNewList(m_nBoxList, GL_COMPILE); glEnableClientState(GL_VERTEX_ARRAY); float box[24][3] = { { m_fDimensions[0], m_fDimensions[1], m_fDimensions[2] }, { m_fDimensions[3], m_fDimensions[1], m_fDimensions[2] }, { m_fDimensions[3], m_fDimensions[4], m_fDimensions[2] }, { m_fDimensions[0], m_fDimensions[4], m_fDimensions[2] }, { m_fDimensions[0], m_fDimensions[1], m_fDimensions[5] }, { m_fDimensions[0], m_fDimensions[4], m_fDimensions[5] }, { m_fDimensions[3], m_fDimensions[4], m_fDimensions[5] }, { m_fDimensions[3], m_fDimensions[1], m_fDimensions[5] }, { m_fDimensions[3], m_fDimensions[4], m_fDimensions[2] }, { m_fDimensions[3], m_fDimensions[1], m_fDimensions[2] }, { m_fDimensions[3], m_fDimensions[1], m_fDimensions[5] }, { m_fDimensions[3], m_fDimensions[4], m_fDimensions[5] }, { m_fDimensions[0], m_fDimensions[4], m_fDimensions[5] }, { m_fDimensions[0], m_fDimensions[1], m_fDimensions[5] }, { m_fDimensions[0], m_fDimensions[1], m_fDimensions[2] }, { m_fDimensions[0], m_fDimensions[4], m_fDimensions[2] }, { m_fDimensions[0], m_fDimensions[1], m_fDimensions[5] }, { m_fDimensions[3], m_fDimensions[1], m_fDimensions[5] }, { m_fDimensions[3], m_fDimensions[1], m_fDimensions[2] }, { m_fDimensions[0], m_fDimensions[1], m_fDimensions[2] }, { m_fDimensions[0], m_fDimensions[4], m_fDimensions[2] }, { m_fDimensions[3], m_fDimensions[4], m_fDimensions[2] }, { m_fDimensions[3], m_fDimensions[4], m_fDimensions[5] }, { m_fDimensions[0], m_fDimensions[4], m_fDimensions[5] } }; glVertexPointer(3, GL_FLOAT, 0, box); glDrawArrays(GL_QUADS, 0, 24); glEndList(); } inline lcuint16 EndianSwap(lcuint16 Val) { return LCUINT16(Val); } inline lcuint32 EndianSwap(lcuint32 Val) { return LCUINT32(Val); } template static void WriteMeshDrawInfo(lcuint32*& Data, lcMesh* Mesh, float*& OutVertex, int* SectionIndices, lcMeshSection** DstSections) { int NumColors = EndianSwap(*Data); Data++; for (int Color = 0; Color < NumColors; Color++) { int ColorIdx = lcGetColorIndex(EndianSwap(*Data)); Data++; SrcType* SrcPtr = (SrcType*)Data; int NumQuads = EndianSwap(*SrcPtr); SrcPtr++; int NumTris = EndianSwap(*(SrcPtr + NumQuads)); if (NumTris || NumQuads) { lcMeshSection* Section = DstSections[ColorIdx * 2 + 0]; DstType* OutIndex = (DstType*)Mesh->mIndexBuffer.mData + Section->IndexOffset / sizeof(DstType) + Section->NumIndices; for (int i = 0; i < NumQuads; i += 4) { *OutIndex++ = EndianSwap(SrcPtr[0]); *OutIndex++ = EndianSwap(SrcPtr[1]); *OutIndex++ = EndianSwap(SrcPtr[2]); *OutIndex++ = EndianSwap(SrcPtr[0]); *OutIndex++ = EndianSwap(SrcPtr[2]); *OutIndex++ = EndianSwap(SrcPtr[3]); SrcPtr += 4; } SrcPtr++; for (int i = 0; i < NumTris; i++) { *OutIndex++ = EndianSwap(*SrcPtr); SrcPtr++; } Section->NumIndices += NumQuads / 4 * 6 + NumTris; } else SrcPtr++; int NumLines = EndianSwap(*SrcPtr); SrcPtr++; if (NumLines) { lcMeshSection* Section = DstSections[ColorIdx * 2 + 1]; DstType* OutIndex = (DstType*)Mesh->mIndexBuffer.mData + Section->IndexOffset / sizeof(DstType) + Section->NumIndices; for (int i = 0; i < NumLines; i++) { *OutIndex++ = EndianSwap(*SrcPtr); SrcPtr++; } Section->NumIndices += NumLines; } Data = (lcuint32*)SrcPtr; } } template static void WriteStudDrawInfo(int ColorIdx, const lcMatrix44& Mat, lcMesh* Mesh, float*& OutVertex, float Radius, int* SectionIndices, lcMeshSection** DstSections) { // Build vertices. int BaseVertex = (OutVertex - (float*)Mesh->mVertexBuffer.mData) / 3; lcVector3 Vert; for (int i = 0; i < SIDES; i++) { Vert = lcMul31(lcVector3(Radius * costbl[i], Radius * sintbl[i], 0.0f), Mat); *OutVertex++ = Vert[0]; *OutVertex++ = Vert[1]; *OutVertex++ = Vert[2]; Vert = lcMul31(lcVector3(Radius * costbl[i], Radius * sintbl[i], LC_STUD_HEIGHT), Mat); *OutVertex++ = Vert[0]; *OutVertex++ = Vert[1]; *OutVertex++ = Vert[2]; } Vert = lcMul31(lcVector3(0.0f, 0.0f, LC_STUD_HEIGHT), Mat); *OutVertex++ = Vert[0]; *OutVertex++ = Vert[1]; *OutVertex++ = Vert[2]; int v0 = BaseVertex + 2 * SIDES; // Triangles. lcMeshSection* Section = DstSections[ColorIdx * 2 + 0]; DstType* OutIndex = (DstType*)Mesh->mIndexBuffer.mData + Section->IndexOffset / sizeof(DstType) + Section->NumIndices; for (int i = 0; i < SIDES; i++) { int i1 = BaseVertex + (i % SIDES) * 2; int i2 = BaseVertex + ((i + 1) % SIDES) * 2; int v1 = i1; int v2 = i1 + 1; int v3 = i2; int v4 = i2 + 1; *OutIndex++ = v0; *OutIndex++ = v2; *OutIndex++ = v4; *OutIndex++ = v1; *OutIndex++ = v3; *OutIndex++ = v2; *OutIndex++ = v3; *OutIndex++ = v4; *OutIndex++ = v2; } Section->NumIndices += 9 * SIDES; // Lines. Section = DstSections[gEdgeColor * 2 + 1]; OutIndex = (DstType*)Mesh->mIndexBuffer.mData + Section->IndexOffset / sizeof(DstType) + Section->NumIndices; for (int i = 0; i < SIDES; i++) { int i1 = BaseVertex + (i % SIDES) * 2; int i2 = BaseVertex + ((i + 1) % SIDES) * 2; int v1 = i1; int v2 = i1 + 1; int v3 = i2; int v4 = i2 + 1; *OutIndex++ = v1; *OutIndex++ = v3; *OutIndex++ = v2; *OutIndex++ = v4; } Section->NumIndices += 4 * SIDES; } template static void WriteHollowStudDrawInfo(int ColorIdx, const lcMatrix44& Mat, lcMesh* Mesh, float*& OutVertex, float InnerRadius, float OuterRadius, int* SectionIndices, lcMeshSection** DstSections) { // Build vertices. int BaseVertex = (OutVertex - (float*)Mesh->mVertexBuffer.mData) / 3; lcVector3 Vert; for (int i = 0; i < SIDES; i++) { // Outside. Vert = lcMul31(lcVector3(OuterRadius * costbl[i], OuterRadius * sintbl[i], 0.0f), Mat); *OutVertex++ = Vert[0]; *OutVertex++ = Vert[1]; *OutVertex++ = Vert[2]; Vert = lcMul31(lcVector3(OuterRadius * costbl[i], OuterRadius * sintbl[i], LC_STUD_HEIGHT), Mat); *OutVertex++ = Vert[0]; *OutVertex++ = Vert[1]; *OutVertex++ = Vert[2]; // Inside. Vert = lcMul31(lcVector3(InnerRadius * costbl[i], InnerRadius * sintbl[i], LC_STUD_HEIGHT), Mat); *OutVertex++ = Vert[0]; *OutVertex++ = Vert[1]; *OutVertex++ = Vert[2]; Vert = lcMul31(lcVector3(InnerRadius * costbl[i], InnerRadius * sintbl[i], 0.0f), Mat); *OutVertex++ = Vert[0]; *OutVertex++ = Vert[1]; *OutVertex++ = Vert[2]; } // Triangles. lcMeshSection* Section = DstSections[ColorIdx * 2 + 0]; DstType* OutIndex = (DstType*)Mesh->mIndexBuffer.mData + Section->IndexOffset / sizeof(DstType) + Section->NumIndices; for (int i = 0; i < SIDES; i++) { int i1 = BaseVertex + (i % SIDES) * 4; int i2 = BaseVertex + ((i + 1) % SIDES) * 4; int v1 = i1; int v2 = i1 + 1; int v3 = i1 + 2; int v4 = i1 + 3; int v5 = i2; int v6 = i2 + 1; int v7 = i2 + 2; int v8 = i2 + 3; *OutIndex++ = v1; *OutIndex++ = v5; *OutIndex++ = v2; *OutIndex++ = v5; *OutIndex++ = v6; *OutIndex++ = v2; *OutIndex++ = v2; *OutIndex++ = v6; *OutIndex++ = v3; *OutIndex++ = v6; *OutIndex++ = v7; *OutIndex++ = v3; *OutIndex++ = v3; *OutIndex++ = v7; *OutIndex++ = v4; *OutIndex++ = v7; *OutIndex++ = v8; *OutIndex++ = v4; } Section->NumIndices += 18 * SIDES; // Lines. Section = DstSections[gEdgeColor * 2 + 1]; OutIndex = (DstType*)Mesh->mIndexBuffer.mData + Section->IndexOffset / sizeof(DstType) + Section->NumIndices; for (int i = 0; i < SIDES; i++) { int i1 = BaseVertex + (i % SIDES) * 4; int i2 = BaseVertex + ((i + 1) % SIDES) * 4; int v1 = i1; int v2 = i1 + 1; int v3 = i1 + 2; int v4 = i1 + 3; int v5 = i2; int v6 = i2 + 1; int v7 = i2 + 2; int v8 = i2 + 3; *OutIndex++ = v1; *OutIndex++ = v5; *OutIndex++ = v2; *OutIndex++ = v6; *OutIndex++ = v3; *OutIndex++ = v7; *OutIndex++ = v4; *OutIndex++ = v8; } Section->NumIndices += 8 * SIDES; } template void PieceInfo::BuildMesh(void* Data, int* SectionIndices) { // Create empty sections. lcMeshSection** DstSections = new lcMeshSection*[gColorList.GetSize() * 2]; memset(DstSections, 0, sizeof(DstSections[0]) * gColorList.GetSize() * 2); int IndexOffset = 0; int NumSections = 0; for (int ColorIdx = 0; ColorIdx < gColorList.GetSize(); ColorIdx++) { if (SectionIndices[ColorIdx * 2 + 0]) { lcMeshSection* Section = &mMesh->mSections[NumSections]; DstSections[ColorIdx * 2 + 0] = Section; Section->PrimitiveType = GL_TRIANGLES; Section->ColorIndex = ColorIdx; Section->IndexOffset = IndexOffset; Section->NumIndices = 0; IndexOffset += SectionIndices[ColorIdx * 2 + 0] * sizeof(DstType); NumSections++; if (ColorIdx == gDefaultColor) m_nFlags |= LC_PIECE_HAS_DEFAULT; else { if (lcIsColorTranslucent(ColorIdx)) m_nFlags |= LC_PIECE_HAS_TRANSLUCENT; else m_nFlags |= LC_PIECE_HAS_SOLID; } } if (SectionIndices[ColorIdx * 2 + 1]) { lcMeshSection* Section = &mMesh->mSections[NumSections]; DstSections[ColorIdx * 2 + 1] = Section; Section->PrimitiveType = GL_LINES; Section->ColorIndex = ColorIdx; Section->IndexOffset = IndexOffset; Section->NumIndices = 0; IndexOffset += SectionIndices[ColorIdx * 2 + 1] * sizeof(DstType); NumSections++; m_nFlags |= LC_PIECE_HAS_LINES; } } // Read groups lcuint32* longs = (lcuint32*)Data; int NumVertices = LCUINT32(*longs); float* OutVertex = (float*)mMesh->mVertexBuffer.mData + NumVertices * 3; lcuint8* bytes = (lcuint8*)(longs + 1); bytes += NumVertices * sizeof(lcint16) * 3; lcuint16 ConnectionCount = LCUINT16(*((lcuint16*)bytes)); bytes += 2 + (1 + 6 * 2) * ConnectionCount; bytes++; // TextureCount lcuint16 GroupCount = LCUINT16(*((lcuint16*)bytes)); bytes += sizeof(lcuint16); while (GroupCount--) { bytes += 1 + 2 * *bytes; lcuint32* info = (lcuint32*)bytes; switch (*info) { case LC_MESH: { info++; if (m_nFlags & LC_PIECE_LONGDATA_FILE) WriteMeshDrawInfo(info, mMesh, OutVertex, SectionIndices, DstSections); else WriteMeshDrawInfo(info, mMesh, OutVertex, SectionIndices, DstSections); } break; case LC_STUD: case LC_STUD3: { info++; int ColorIdx = lcGetColorIndex(LCUINT32(*info)); float* MatFloats = (float*)(info + 1); info += 1 + 12; for (int i = 0; i < 12; i++) MatFloats[i] = LCFLOAT(MatFloats[i]); lcMatrix44 Mat(lcVector4(MatFloats[0], MatFloats[1], MatFloats[2], 0.0f), lcVector4(MatFloats[3], MatFloats[4], MatFloats[5], 0.0f), lcVector4(MatFloats[6], MatFloats[7], MatFloats[8], 0.0f), lcVector4(MatFloats[9], MatFloats[10], MatFloats[11], 1.0f)); WriteStudDrawInfo(ColorIdx, Mat, mMesh, OutVertex, LC_STUD_RADIUS, SectionIndices, DstSections); } break; case LC_STUD2: case LC_STUD4: { info++; int ColorIdx = lcGetColorIndex(LCUINT32(*info)); float* MatFloats = (float*)(info + 1); info += 1 + 12; for (int i = 0; i < 12; i++) MatFloats[i] = LCFLOAT(MatFloats[i]); lcMatrix44 Mat(lcVector4(MatFloats[0], MatFloats[1], MatFloats[2], 0.0f), lcVector4(MatFloats[3], MatFloats[4], MatFloats[5], 0.0f), lcVector4(MatFloats[6], MatFloats[7], MatFloats[8], 0.0f), lcVector4(MatFloats[9], MatFloats[10], MatFloats[11], 1.0f)); WriteHollowStudDrawInfo(ColorIdx, Mat, mMesh, OutVertex, 0.16f, LC_STUD_RADIUS, SectionIndices, DstSections); } break; } info++; // should be 0 bytes = (lcuint8*)info; } delete[] DstSections; } void PieceInfo::LoadInformation() { if (m_nFlags & LC_PIECE_PLACEHOLDER) { mMesh = new lcMesh(); mMesh->CreateBox(); return; } lcDiskFile bin; char filename[LC_MAXPATH]; void* buf; lcuint32 verts, *longs, fixverts; lcuint8 *bytes, *tmp, bt; float scale, shift; lcint16* shorts; FreeInformation(); // Open pieces.bin and buffer the information we need. strcpy (filename, lcGetPiecesLibrary()->GetLibraryPath()); strcat (filename, "pieces.bin"); if (!bin.Open (filename, "rb")) return; buf = malloc(m_nSize); bin.Seek(m_nOffset, SEEK_SET); bin.ReadBuffer(buf, m_nSize); shift = 1.0f/(1<<14); scale = 0.01f; if (m_nFlags & LC_PIECE_MEDIUM) scale = 0.001f; if (m_nFlags & LC_PIECE_SMALL) scale = 0.0001f; longs = (lcuint32*)buf; fixverts = verts = LCUINT32(*longs); bytes = (unsigned char*)(longs + 1); bytes += verts * sizeof(lcint16) * 3; lcuint16 ConnectionCount = LCUINT16(*((lcuint16*)bytes)); bytes += 2 + (1 + 6 * 2) * ConnectionCount; bytes++; // TextureCount // Read groups. lcuint16 GroupCount = LCUINT16(*((lcuint16*)bytes)); bytes += sizeof(lcuint16); // Count sections, vertices and indices. tmp = bytes; int NumSections = 0; int NumVertices = fixverts; int NumIndices = 0; ObjArray SectionIndices(gColorList.GetSize() * 2); SectionIndices.SetSize(gColorList.GetSize() * 2); memset(&SectionIndices[0], 0, SectionIndices.GetSize() * sizeof(int)); while (GroupCount--) { bt = *bytes; bytes++; bytes += bt*sizeof(lcuint16); lcuint32* info = (lcuint32*)bytes; while (*info) { if (*info == LC_MESH) { info++; lcuint32 NumColors = LCUINT32(*info); info++; while (NumColors--) { int ColorIndex = lcGetColorIndex(LCUINT32(*info)); info++; if (SectionIndices.GetSize() < (ColorIndex + 1) * 2) { int OldSize = SectionIndices.GetSize(); SectionIndices.SetSize((ColorIndex + 1) * 2); memset(&SectionIndices[OldSize], 0, (SectionIndices.GetSize() - OldSize) * sizeof(int)); } if (m_nFlags & LC_PIECE_LONGDATA_FILE) { lcuint32* Indices = (lcuint32*)info; int Triangles = LCUINT32(*Indices) / 4 * 6; Indices += LCUINT32(*Indices) + 1; Triangles += LCUINT32(*Indices); Indices += LCUINT32(*Indices) + 1; if (Triangles) { if (!SectionIndices[ColorIndex * 2 + 0]) NumSections++; SectionIndices[ColorIndex * 2 + 0] += Triangles; NumIndices += Triangles; } int Lines = LCUINT32(*Indices); Indices += LCUINT32(*Indices) + 1; if (Lines) { if (!SectionIndices[ColorIndex * 2 + 1]) NumSections++; SectionIndices[ColorIndex * 2 + 1] += Lines; NumIndices += Lines; } info = (lcuint32*)Indices; } else { lcuint16* Indices = (lcuint16*)info; int Triangles = LCUINT16(*Indices) / 4 * 6; Indices += LCUINT16(*Indices) + 1; Triangles += LCUINT16(*Indices); Indices += LCUINT16(*Indices) + 1; if (Triangles) { if (!SectionIndices[ColorIndex * 2 + 0]) NumSections++; SectionIndices[ColorIndex * 2 + 0] += Triangles; NumIndices += Triangles; } int Lines = LCUINT16(*Indices); Indices += LCUINT16(*Indices) + 1; if (Lines) { if (!SectionIndices[ColorIndex * 2 + 1]) NumSections++; SectionIndices[ColorIndex * 2 + 1] += Lines; NumIndices += Lines; } info = (lcuint32*)Indices; } } } else if ((*info == LC_STUD) || (*info == LC_STUD3)) { info++; int ColorIndex = lcGetColorIndex(LCUINT32(*info)); info += 1 + 12; NumVertices += (2 * SIDES) + 1; if (!SectionIndices[ColorIndex * 2 + 0]) NumSections++; SectionIndices[ColorIndex * 2 + 0] += 9 * SIDES; NumIndices += 9 * SIDES; if (!SectionIndices[gEdgeColor * 2 + 1]) NumSections++; SectionIndices[gEdgeColor * 2 + 1] += 4 * SIDES; NumIndices += 4 * SIDES; } else if ((*info == LC_STUD2) || (*info == LC_STUD4)) { info++; int ColorIndex = lcGetColorIndex(LCUINT32(*info)); info += 1 + 12; NumVertices += 4 * SIDES; if (!SectionIndices[ColorIndex * 2 + 0]) NumSections++; SectionIndices[ColorIndex * 2 + 0] += 18 * SIDES; NumIndices += 18 * SIDES; if (!SectionIndices[gEdgeColor * 2 + 1]) NumSections++; SectionIndices[gEdgeColor * 2 + 1] += 8 * SIDES; NumIndices += 8 * SIDES; } } info++; // should be 0 bytes = (lcuint8*)info; } mMesh = new lcMesh(); mMesh->Create(NumSections, NumVertices, NumIndices); float* OutVertex = (float*)mMesh->mVertexBuffer.mData; shorts = (lcint16*)(longs + 1); for (verts = 0; verts < LCUINT32(*longs); verts++) { *OutVertex++ = (float)LCINT16(*shorts)*scale; shorts++; *OutVertex++ = (float)LCINT16(*shorts)*scale; shorts++; *OutVertex++ = (float)LCINT16(*shorts)*scale; shorts++; } if (NumVertices < 0x10000) BuildMesh(buf, &SectionIndices[0]); else BuildMesh(buf, &SectionIndices[0]); mMesh->UpdateBuffers(); free(buf); } void PieceInfo::FreeInformation() { delete mMesh; mMesh = NULL; if (m_nBoxList != 0) glDeleteLists(m_nBoxList, 1); m_nBoxList = 0; } // Zoom extents for the preview window and print catalog void PieceInfo::ZoomExtents(float Fov, float Aspect, float* EyePos) const { lcVector3 Points[8] = { lcVector3(m_fDimensions[0], m_fDimensions[1], m_fDimensions[5]), lcVector3(m_fDimensions[3], m_fDimensions[1], m_fDimensions[5]), lcVector3(m_fDimensions[0], m_fDimensions[1], m_fDimensions[2]), lcVector3(m_fDimensions[3], m_fDimensions[4], m_fDimensions[5]), lcVector3(m_fDimensions[3], m_fDimensions[4], m_fDimensions[2]), lcVector3(m_fDimensions[0], m_fDimensions[4], m_fDimensions[2]), lcVector3(m_fDimensions[0], m_fDimensions[4], m_fDimensions[5]), lcVector3(m_fDimensions[3], m_fDimensions[1], m_fDimensions[2]) }; lcVector3 Center(GetCenter()); lcVector3 Position; if (EyePos) Position = lcVector3(EyePos[0], EyePos[1], EyePos[2]); else Position = lcVector3(-10.0f, -10.0f, 5.0f); Position += Center; lcMatrix44 Projection = lcMatrix44Perspective(30.0f, Aspect, 1.0f, 100.0f); lcMatrix44 ModelView = lcMatrix44LookAt(Position, Center, lcVector3(0, 0, 1)); Position = lcZoomExtents(Position, ModelView, Projection, Points, 8); glMatrixMode(GL_PROJECTION); glLoadMatrixf(Projection); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(lcMatrix44LookAt(Position, Center, lcVector3(0, 0, 1))); if (EyePos) { EyePos[0] = Position[0]; EyePos[1] = Position[1]; EyePos[2] = Position[2]; } } void PieceInfo::RenderPiece(int nColor) { mMesh->Render(nColor, false, false); }