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sculptor.cpp
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#include <iostream>
#include <fstream>
#include <iomanip>
#include <cmath>
#include "sculptor.h"
// Construtor da classe
Sculptor::Sculptor(int nx_, int ny_, int nz_){
nx = nx_;
ny = ny_;
nz = nz_;
// Alocacao dinamica de memoria
v = new Voxel **[nx];
for(int i=0; i<nx; i++){
v[i] = new Voxel *[ny];
for(int j=0; j<ny; j++){
v[i][j] = new Voxel[nz];
// Zerando cores, transparencia e show
for(int k=0; k<nz; k++){
v[i][j][k].r = 0;
v[i][j][k].g = 0;
v[i][j][k].b = 0;
v[i][j][k].a = 0;
v[i][j][k].show = false;
}
}
}
}
// Destrutor da classe
Sculptor::~Sculptor(){
// Liberacao de memoria
for(int i=0; i<nx; i++){
for(int j=0; j<ny; j++){
delete[] v[i][j];
}
delete[] v[i];
}
delete[] v;
// Zerando cores, transparencia e show
nx = ny = nz = 0;
r = g = b = a = 0.0f;
}
// Define a cor atual de desenho
void Sculptor::setColor(float r_, float g_, float b_, float alpha_){
r = r_;
g = g_;
b = b_;
a = alpha_;
}
// Voxel na posição (x,y,z) // Ativa (show = true) e atribui a cor atual de desenho
void Sculptor::putVoxel(int x, int y, int z){
v[x][y][z].r = r;
v[x][y][z].g = g;
v[x][y][z].b = b;
v[x][y][z].a = a;
v[x][y][z].show = true;
}
// Voxel na posição (x,y,z) // Desativa (show = false)
void Sculptor::cutVoxel(int x, int y, int z){
v[x][y][z].show = false;
}
// Voxels no intervalo x∈[x0,x1], y∈[y0,y1], z∈[z0,z1] // Ativa e atribui a cor atual de desenho
void Sculptor::putBox(int x0, int x1, int y0, int y1, int z0, int z1){
for(int i=x0; i<=x1; i++){
for(int j=y0; j<=y1; j++){
for(int k=z0; k<=z1; k++){
v[i][j][k].r = r;
v[i][j][k].g = g;
v[i][j][k].b = b;
v[i][j][k].a = a;
v[i][j][k].show = true;
}
}
}
}
// Voxels no intervalo x∈[x0,x1], y∈[y0,y1], z∈[z0,z1] // Desativa
void Sculptor::cutBox(int x0, int x1, int y0, int y1, int z0, int z1){
for(int i=x0; i<=x1; i++){
for(int j=y0; j<=y1; j++){
for(int k=z0; k<=z1; k++){
v[i][j][k].show = false;
}
}
}
}
// Voxels que satisfazem à equação da esfera // Ativa e atribui a cor atual de desenho
void Sculptor::putSphere(int xcenter, int ycenter, int zcenter, int radius){
for(int i=0; i<=nx; i++){
for(int j=0; j<=ny; j++){
for(int k=0; k<=nz; k++){
float esfera = sqrt(pow((i-xcenter),2) + pow((j-ycenter),2) + pow((k-zcenter),2));
if(esfera <= radius){
v[i][j][k].r = r;
v[i][j][k].g = g;
v[i][j][k].b = b;
v[i][j][k].a = a;
v[i][j][k].show = true;
}
}
}
}
}
// Voxels que satisfazem à equação da esfera // Desativa
void Sculptor::cutSphere(int xcenter, int ycenter, int zcenter, int radius){
for(int i=0; i<=nx; i++){
for(int j=0; j<=ny; j++){
for(int k=0; k<=nz; k++){
float esfera = sqrt(pow((i-xcenter),2) + pow((j-ycenter),2) + pow((k-zcenter),2));
if(esfera <= radius){
v[i][j][k].show = false;
}
}
}
}
}
// Voxels que satisfazem à equação do elipsóide // Ativa e atribui a cor atual de desenho
void Sculptor::putEllipsoid(int xcenter, int ycenter, int zcenter, int rx, int ry, int rz){
float rx2, ry2, rz2;
rx2 = rx*rx;
ry2 = ry*ry;
rz2 = rz*rz;
for(int i=0; i<=nx; i++){
for(int j=0; j<=ny; j++){
for(int k=0; k<=nz; k++){
float elipsoide = pow((i-xcenter),2)/rx2 + pow((j-ycenter),2)/ry2 + pow((k-zcenter),2)/rz2;
if(elipsoide <= 1){
v[i][j][k].r = r;
v[i][j][k].g = g;
v[i][j][k].b = b;
v[i][j][k].a = a;
v[i][j][k].show = true;
}
}
}
}
}
// Voxels que satisfazem à equação do elipsóide // Desativa
void Sculptor::cutEllipsoid(int xcenter, int ycenter, int zcenter, int rx, int ry, int rz){
float rx2, ry2, rz2;
rx2 = rx*rx;
ry2 = ry*ry;
rz2 = rz*rz;
for(int i=0; i<=nx; i++){
for(int j=0; j<=ny; j++){
for(int k=0; k<=nz; k++){
float elipsoide = pow((i-xcenter),2)/rx2 + pow((j-ycenter),2)/ry2 + pow((k-zcenter),2)/rz2;
if(elipsoide <= 1){
v[i][j][k].show = false;
}
}
}
}
}