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#ifndef TYPEDEFS_H

#define TYPEDEFS_H

#include <vector>
#include <limits>


typedef struct vec3d
{
  double x, y, z;

  //constructors
  vec3d() 
    { x=0.0, y=0.0, z=0.0; }
  vec3d(double fx, double fy, double fz) 
    { x=fx, y=fy, z=fz; }
  vec3d(const vec3d &clone)
    { x=clone.x; y=clone.y; z=clone.z; }

  inline vec3d& operator=(const vec3d &rhs)
    { x=rhs.x; y=rhs.y; z=rhs.z; return *this; }
  inline vec3d& operator+=(const vec3d &rhs)
    { x+=rhs.x; y+=rhs.y; z+=rhs.z; return *this; }
  inline vec3d& operator-=(const vec3d &rhs)
    { x-=rhs.x; y-=rhs.y; z-=rhs.z; return *this; }
  inline vec3d& operator*=(const vec3d &rhs)
    { x*=rhs.x; y*=rhs.y; z*=rhs.z; return *this; }
  inline vec3d& operator*=(const double &scal)
    { x*=scal; y*=scal; z*=scal; return *this; }

  inline const vec3d& operator+(const vec3d &rhs) const
    { return vec3d(*this) += rhs; }
  inline const vec3d& operator-(const vec3d &rhs) const
    { return vec3d(*this) -= rhs; }
  inline const vec3d& operator*(const vec3d &rhs) const
    { return vec3d(*this) *= rhs; }
  inline const vec3d& operator*(const double &scal) const
    { return vec3d(*this) *= scal; }
} Vect3D_t;

typedef struct bb
{
  Vect3D_t m_Min, //minimal corner vertex (-x, -y, -z)
           m_Max; //maximal corner vertex (+x, +y, +z)

  //default constructor creates a maximum inverted bounding box
  bb() 
  {
    //init a bounding box with the min values set to max double and visa versa
    double l_doubleMax = std::numeric_limits<double>::max();
    m_Min = Vect3D_t(l_doubleMax, l_doubleMax, l_doubleMax);
    m_Max = Vect3D_t(-l_doubleMax, -l_doubleMax, -l_doubleMax);
  }

  //copy constructor
  bb(const bb &b) : m_Min(b.m_Min), m_Max(b.m_Max) {}
  
  //translating a bounding box
  inline bb& operator+=(const Vect3D_t &v)
  { m_Min += v; m_Max += v; return *this; }
  inline const bb& operator+(const Vect3D_t &v) const
  { return (bb(*this) += v); }

  //update the bounding box min/max coords with vertex v
  inline bb& operator<<(const Vect3D_t &v)
  {
    if (v.x < m_Min.x)      m_Min.x = v.x;
    else if (v.x > m_Max.x) m_Max.x = v.x;
    if (v.y < m_Min.y)      m_Min.y = v.y;
    else if (v.y > m_Max.y) m_Max.y = v.y;
    if (v.z < m_Min.z)      m_Min.z = v.z;
    else if (v.z > m_Max.z) m_Max.z = v.z;
    return *this;
  }

  inline bool Contains(const Vect3D_t &v) const
  {
    //check if the point is contained in the box
    return m_Min.x < v.x && v.x < m_Max.x &&
           m_Min.y < v.y && v.y < m_Max.y &&
           m_Min.z < v.z && v.z < m_Max.z;
  }

  inline bool Contains(const bb& b) const
  {
    return Contains(b.m_Min) && Contains(b.m_Max);
  }

  inline bool Overlap(const bb& rhs) const
  {
    //check if the boxes overlap in all three axis
    return ( ( m_Min.x < rhs.m_Min.x && rhs.m_Min.x < rhs.m_Max.x) ||
             ( m_Min.x < rhs.m_Max.x && rhs.m_Max.x < rhs.m_Max.x) )  &&
           ( ( m_Min.y < rhs.m_Min.y && rhs.m_Min.y < rhs.m_Max.y) ||
             ( m_Min.y < rhs.m_Max.y && rhs.m_Max.y < rhs.m_Max.y) )  &&
           ( ( m_Min.z < rhs.m_Min.z && rhs.m_Min.z < rhs.m_Max.z) ||
             ( m_Min.z < rhs.m_Max.z && rhs.m_Max.z < rhs.m_Max.z) );
  }

} BoundingBox_t;


typedef struct triangle
{
  int v1, n1, t1,
      v2, n2, t2,
      v3, n3, t3;
} Triangle_t;

typedef struct mat
{
  GLfloat m_fAmb[4],
          m_fDif[4],
          m_fSpec[4],
          m_fEmi[4],
          m_fShin;

  //default constructor
  mat()   
  {
    m_fAmb[0] = m_fAmb[1] = m_fAmb[2] = 0.7f; m_fAmb[3] = 1.0f;
    m_fDif[0] = m_fDif[1] = m_fDif[3] = 0.7f; m_fDif[3] = 1.0f;
    m_fSpec[0] = m_fSpec[1] = m_fSpec[2] = m_fSpec[3] = 1.0f;
    m_fEmi[0] = m_fEmi[1] = m_fEmi[2] = 0.0f; m_fEmi[3] = 1.0f;
    m_fShin = 128.0f;
  }
  //for convenience
  inline void setAmb(float r, float g, float b, float a)
    { m_fAmb[0] = r; m_fAmb[1] = g; m_fAmb[2] = b; m_fAmb[3] = a; }
  inline void setDif(float r, float g, float b, float a)
    { m_fDif[0] = r; m_fDif[1] = g; m_fDif[2] = b; m_fDif[3] = a; }
  inline void setSpec(float r, float g, float b, float a)
    { m_fSpec[0] = r; m_fSpec[1] = g; m_fSpec[2] = b; m_fSpec[3] = a; }
  inline void setEmi(float r, float g, float b, float a)
    { m_fEmi[0] = r; m_fEmi[1] = g; m_fEmi[2] = b; m_fEmi[3] = a; }
            
} MatProps_t;
/*
typedef struct facegroup
{
  MatProps_t           m_material;
  std::vector<Face_t>  m_faces;
} FaceGroup_t;
*/

typedef struct geom
{
  std::vector<Vect3D_t> m_verts,
                        m_norms,
                        m_texs;
  std::vector<Triangle_t> m_triangles;
} Geometry_t;

#endif //TYPEDEFS_H