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Basic Curves And Surfaces Modeler

, 18 Apr 2012
A basic demo of modeling curves and surfaces in OpenGL.
cadsurfexe.zip
CadSurfexe
CadSurf.exe
VKGeom.dll
VKGraphic.dll
cadsurf_demo.zip
CadSurf.exe
cadsurf_src.zip
CadSurf_src
VKernel
VKGraphic
VKGraphic.dsp
VKGraphic.dsw
VKGraphic.plg
VKGeom
VKGeom.dsp
VKGeom.dsw
cadsurf
CadSurf.clw
CadSurf.dsp
cadsurf.dsw
Thumbs.db
res
bmp00001.bmp
cadsurf.ico
CADSURFDOC.ICO
new_splash.bmp
new_splash.PNG
new_splash_small.bmp
tb_geom.bmp
Thumbs.db
toolbar.bmp
toolbar1.bmp
untitled.bmp
XPStyle.manifest
CadSurf_VS2008.zip
CadSurf
cadsurf
CadSurf.suo
res
bmp00001.bmp
cadsurf.ico
CADSURFDOC.ICO
new_splash.bmp
new_splash.PNG
new_splash_small.bmp
tb_geom.bmp
Thumbs.db
toolbar.bmp
toolbar1.bmp
untitled.bmp
VKernel
VKGeom
VKGraphic
VKGraphic.plg
// GLPlane.cpp: implementation of the CGLPlane class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"

#include "GLPlane.h"
#include "MMath.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CGLPlane::CGLPlane(const CPlane& P, const double& length, const double& width) : itsPlane(P), uSize(length), vSize(width)
{
    glObjType = GLPLANE;
    glObjID = (int)glObjType + CGLObject::GetCount();

    itsMaterial.SetName(PEARL);
    itsShadeRed = 155;
    itsShadeGreen = 155;
    itsShadeBlue = 155;

    itsRed = 225;
    itsGreen = 225;
    itsBlue = 0;

    ComputeBoundLimits();
}

CGLPlane::~CGLPlane()
{
}

CGLObject* CGLPlane::Copy() const
{
    CGLPlane* P = new CGLPlane(itsPlane, uSize, vSize);
    P->SetColor(itsRed, itsGreen, itsBlue);
    P->SetMaterial(GetMaterial());
    P->glObjID = glObjID;
    return P;
}

CGeometry* CGLPlane::Geometry() const
{
    CVector3D Dir = itsPlane.GetDirection();
    double Const = itsPlane.GetConstant();
    CPlane* pln = new CPlane(Dir.GetX(), Dir.GetY(), Dir.GetZ(), Const);
    return pln;
}

void CGLPlane::DefineDisplay()
{
    CPoint3D sP1, sP2, eP1, eP2;
    double uPar = uSize/2;
    double vPar = vSize/2;
    sP1 = itsPlane.PointAtPara(-uPar, -vPar);
    eP1 = itsPlane.PointAtPara(uPar, -vPar);
    sP2 = itsPlane.PointAtPara(-uPar, vPar);
    eP2 = itsPlane.PointAtPara(uPar, vPar);

    CVector3D O(sP1), OX(eP1), OY(sP2);
    CVector3D X(O, OX), Y(O, OY);
    CVector3D N = X^Y;
    N.Normalize();

    if(displayMode == GLWIREFRAME || displayMode == GLHLREMOVED)
    {
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	glDisable(GL_LIGHTING);
	glDisable(GL_COLOR_MATERIAL);
	glDisable(GL_DEPTH_TEST);

	glColor3ub(itsRed, itsGreen, itsBlue);
    }

    else if(displayMode == GLSHADED)
    {
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	GLfloat  specref[] =  { 1.0f, 1.0f, 1.0f, 1.0f };	

	ApplyMaterial();

	// Enable Depth Testing
	glEnable(GL_DEPTH_TEST);


	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
	// Enable lighting
	glEnable(GL_LIGHTING);

	// Enable color tracking
	glEnable(GL_COLOR_MATERIAL);

	// Set Material properties to follow glColor values
	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);

	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,specref);
	glMateriali(GL_FRONT_AND_BACK,GL_SHININESS,128);

	glShadeModel(GL_SMOOTH);

	glEnable(GL_AUTO_NORMAL);
	glEnable(GL_NORMALIZE);

	glColor3ub(itsShadeRed, itsShadeGreen, itsShadeBlue);
    }

    glBegin(GL_QUADS);
    glNormal3d(N.GetX(), N.GetY(), N.GetZ());
    glVertex3d(sP1.GetX(), sP1.GetY(), sP1.GetZ());
    glVertex3d(eP1.GetX(), eP1.GetY(), eP1.GetZ());
    glVertex3d(eP2.GetX(), eP2.GetY(), eP2.GetZ());
    glVertex3d(sP2.GetX(), sP2.GetY(), sP2.GetZ());
    glEnd();
}

void CGLPlane::Display(const GLDisplayMode& dMode)
{
    displayMode = dMode;
    DefineDisplay();
}

void CGLPlane::Hilight(const GLDisplayMode&)
{
    displayMode = GLWIREFRAME;
    itsRed = 0; itsGreen = 255; itsBlue = 255;
    DefineDisplay();
}

void CGLPlane::SetColor(const GLubyte& red, const GLubyte& green, const GLubyte& blue)
{
    if(displayMode == GLWIREFRAME)
    {
	itsRed = red;
	itsGreen = green;
	itsBlue = blue;
    }
    else
    {
	itsShadeRed = red;
	itsShadeGreen = green;
	itsShadeBlue = blue;
    }
    DefineDisplay();
}


void CGLPlane::GetColor(GLubyte* colVect) const
{
    colVect = new GLubyte[3];
    if(displayMode == GLWIREFRAME)
    {
	colVect[0] = itsRed;
	colVect[1] = itsGreen;
	colVect[2] = itsBlue;
    }
    else
    {
	colVect[0] = itsShadeRed;
	colVect[1] = itsShadeGreen;
	colVect[2] = itsShadeBlue;
    }
}

#include "ListOfCPoint3D.h"
#include "ListIteratorOfListOfCPoint3D.h"
void CGLPlane::ComputeBoundLimits()
{
    /*
    CPoint3D sP1, sP2, eP1, eP2;
    double uPar = uSize/2;
    double vPar = vSize/2;
    sP1 = itsPlane.PointAtPara(-uPar, -vPar);
    eP1 = itsPlane.PointAtPara(uPar, -vPar);
    sP2 = itsPlane.PointAtPara(-uPar, vPar);
    eP2 = itsPlane.PointAtPara(uPar, vPar);

    CListOfCPoint3D *pointList = new CListOfCPoint3D;

    pointList->Append(sP1);
    pointList->Append(eP1);
    pointList->Append(sP2);
    pointList->Append(eP2);

    double lx=0,ly=0,lz=0,sx=0,sy=0,sz=0;
    CPoint3D P;
    QList<double> pxArray, pyArray, pzArray;
    pxArray.setAutoDelete(TRUE);
    pyArray.setAutoDelete(TRUE);
    pzArray.setAutoDelete(TRUE);

    CListIteratorOfListOfCPoint3D myListIter(pointList);
    for(myListIter.Init(); myListIter.More(); myListIter.Next())
    {
	P = myListIter.Current();	
	double *x = new double, *y = new double, *z = new double;
	*x = P.GetX(); *y = P.GetY(); *z = P.GetZ();
	pxArray.append(x);
	pyArray.append(y);
	pzArray.append(z);
    }
    delete pointList;
    pxArray.sort();
    pyArray.sort();
    pzArray.sort();

    sx = *pxArray.first();  lx = *pxArray.last();
    sy = *pyArray.first();  ly = *pyArray.last();
    sz = *pzArray.first();  lz = *pzArray.last();

    itsBox.SetLimits(sx,lx,sy,ly,sz,lz);
    */
}

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

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About the Author

Sharjith
Engineer Tata Technologies Ltd
India India
Sharjith is a Mechanical Engineer with strong passion for Automobiles, Aircrafts and Software development.

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