package uk.org.floop.epq3d; import java.awt.image.BufferedImage; public class Object3d { public PointComp[] points; public int[][] faceList; public Point2D[][] uvPoints; public Face[] faces; public Point3D boundingSphereC; public double boundingSphereR; public boolean hasEdges; public Texture[] textures; public Object3d(PointComp[] _points, int[][] _faceList, Point2D[][] _uvPoints, boolean _hasEdges, Texture[] _textures, boolean initialise){ points = _points; faceList = _faceList; uvPoints = _uvPoints; hasEdges = _hasEdges; textures = _textures; if(initialise){initialise();} } public void invalidate(){ for (Face face: faces) { face.invalidate(); } } public void draw(int[][] img, int[][] zBuf, BufferedImage debugImg, Matrix camMatrix, double FPDis, int scrX, int scrY, Point3D playerPos){ int iterator = 0; for (Face face: faces) { // check whether faces are pointing towards or away from the camera Vector3D camVec = new Vector3D(0,0,0); camVec.createFrom2Points(playerPos, face.points[0].point); int numberOfPixels = 0; if(face.normal.angleTo(camVec) >= Math.PI/2-0.01 || true){ numberOfPixels = face.draw(img, zBuf, debugImg, camMatrix, FPDis, scrX, scrY); } debugImg.getGraphics().drawString(iterator + ": " +numberOfPixels , 10, 20 + 10*iterator); iterator += 1; } } public void initialise(){ // init faces faces = new Face[faceList.length]; for (int face = 0; face < faceList.length; face+= 1) { faces[face] = new Face(); faces[face].points = new PointComp[faceList[face].length]; for (int point = 0; point < faceList[face].length; point += 1){ faces[face].points[point] = points[faceList[face][point]]; } faces[face].hasEdges = hasEdges; faces[face].texture = textures[face]; faces[face].UVPoints = uvPoints[face]; faces[face].initialise(); } // init bounding sphere double distance = 0; double newDis; Point3D pointA = points[0].point; Point3D pointB = points[0].point; // todo - maybe use some vector classes?7 // i can't be bothered for (int i = 1; i < points.length; i+=1) { newDis = Math.pow(points[0].point.x - points[i].point.x, 2) + Math.pow(points[0].point.y - points[i].point.y, 2) + Math.pow(points[0].point.z - points[i].point.z, 2); if (newDis >= distance){ pointA = points[i].point; distance = newDis;}} for (PointComp point : points) { newDis = Math.pow(pointA.x - point.point.x, 2) + Math.pow(pointA.y - point.point.y, 2) + Math.pow(pointA.z - point.point.z, 2); if (newDis >= distance){ pointB = point.point; distance = newDis;}} boundingSphereC = new Point3D( (pointA.x + pointB.x) / 2, (pointA.y + pointB.y)/2, (pointA.z + pointB.z)/2); boundingSphereR = Math.sqrt(distance)/2; for (PointComp point: points) { distance = Math.sqrt( Math.pow(boundingSphereC.x - point.point.x, 2)+ Math.pow(boundingSphereC.y - point.point.y, 2)+ Math.pow(boundingSphereC.z - point.point.z, 2)); if(distance > boundingSphereR){ boundingSphereR = distance; } } } }