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main.cpp
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main.cpp
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#include<stdio.h>
#include<stdlib.h>
#include<math.h>
#include <windows.h>
#include <GL/glut.h>
#define pi (2*acos(0.0))
double cameraHeight;
double cameraAngle;
int drawgrid;
int drawaxes;
double angleTurn;
double angleFwd;
double wheelH = 8, wheelR = 12;
struct PT
{
PT() {}
double x,y,z;
PT(double x, double y, double z) : x(x), y(y), z(z) {}
PT(const PT &p) : x(p.x), y(p.y), z(p.z) {}
// arithemtic operations
PT operator +(PT b) {return PT(x+b.x,y+b.y, z+b.z);}
PT operator -(PT b) {return PT(x-b.x,y-b.y, z-b.z);}
PT operator *(double b) {return PT(x*b,y*b, z*b);}
PT operator /(double b) {return PT(x/b,y/b, z/b);}
PT operator *(PT b) {return PT(y*b.z-z*b.y, z*b.x-x*b.z, x*b.y-y*b.x);}
};
// position of wheel
PT pos(0,0,0);
void drawAxes()
{
if(drawaxes==1)
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);{
glVertex3f( 100,0,0);
glVertex3f(-100,0,0);
glVertex3f(0,-100,0);
glVertex3f(0, 100,0);
glVertex3f(0,0, 100);
glVertex3f(0,0,-100);
}glEnd();
}
}
void drawGrid()
{
int i;
if(drawgrid==1)
{
glColor3f(0.6, 0.6, 0.6); //grey
glBegin(GL_LINES);{
for(i=-8;i<=8;i++){
// if(i==0)
// continue; //SKIP the MAIN axes
//lines parallel to Y-axis
glVertex3f(i*10, -90, 0);
glVertex3f(i*10, 90, 0);
//lines parallel to X-axis
glVertex3f(-90, i*10, 0);
glVertex3f( 90, i*10, 0);
}
}glEnd();
}
}
void drawSquare(double a)
{
//glColor3f(1.0,0.0,0.0);
glBegin(GL_QUADS);{
glVertex3f( a, a,0);
glVertex3f( a,-a,0);
glVertex3f(-a,-a,0);
glVertex3f(-a, a,0);
}glEnd();
}
void drawRectangle(double w,double h,double z)
{
//glColor3f(1.0,0.0,0.0);
glBegin(GL_QUADS);{
glVertex3f( w, h,z);
glVertex3f( w,-h,z);
glVertex3f(-w,-h,z);
glVertex3f(-w, h,z);
}glEnd();
}
void drawRectangleWheelUp1(double w,double h,double z)
{
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);{
glVertex3f( w, h,z);
glVertex3f( w,0,z);
glVertex3f(-w,0,z);
glVertex3f(-w, h,z);
}glEnd();
}
void drawRectangleWheelUp2(double w,double h,double z)
{
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);{
glVertex3f( w, 0,z);
glVertex3f( w,-h,z);
glVertex3f(-w,-h,z);
glVertex3f(-w, 0,z);
}glEnd();
}
void drawRectangleWheelUp3(double w,double h,double z)
{
glColor3f(1.0,0.0,0.0);
glBegin(GL_QUADS);{
glVertex3f( w+2, h+2,z);
glVertex3f( w+2, h-2,z);
glVertex3f( w-2, h+2,z);
glVertex3f( w-2, h-2,z);
}glEnd();
}
void drawCircle(double radius,int segments)
{
int i;
struct PT points[100];
glColor3f(0.7,0.7,0.7);
//generate points
for(i=0;i<=segments;i++)
{
points[i].x=radius*cos(((double)i/(double)segments)*2*pi);
points[i].y=radius*sin(((double)i/(double)segments)*2*pi);
}
//draw segments using generated points
for(i=0;i<segments;i++)
{
glBegin(GL_LINES);
{
glVertex3f(points[i].x,points[i].y,0);
glVertex3f(points[i+1].x,points[i+1].y,0);
}
glEnd();
}
}
void drawCone(double radius,double height,int segments)
{
int i;
double shade;
struct PT points[100];
//generate points
for(i=0;i<=segments;i++)
{
points[i].x=radius*cos(((double)i/(double)segments)*2*pi);
points[i].y=radius*sin(((double)i/(double)segments)*2*pi);
}
//draw triangles using generated points
for(i=0;i<segments;i++)
{
//create shading effect
if(i<segments/2)shade=2*(double)i/(double)segments;
else shade=2*(1.0-(double)i/(double)segments);
glColor3f(shade,shade,shade);
glBegin(GL_TRIANGLES);
{
glVertex3f(0,0,height);
glVertex3f(points[i].x,points[i].y,0);
glVertex3f(points[i+1].x,points[i+1].y,0);
}
glEnd();
}
}
void drawSphere(double radius,int slices,int stacks)
{
struct PT points[100][100];
int i,j;
double h,r;
//generate points
for(i=0;i<=stacks;i++)
{
h=radius*sin(((double)i/(double)stacks)*(pi/2));
r=radius*cos(((double)i/(double)stacks)*(pi/2));
for(j=0;j<=slices;j++)
{
points[i][j].x=r*cos(((double)j/(double)slices)*2*pi);
points[i][j].y=r*sin(((double)j/(double)slices)*2*pi);
points[i][j].z=h;
}
}
//draw quads using generated points
for(i=0;i<stacks;i++)
{
glColor3f((double)i/(double)stacks,(double)i/(double)stacks,(double)i/(double)stacks);
for(j=0;j<slices;j++)
{
glBegin(GL_QUADS);{
//upper hemisphere
glVertex3f(points[i][j].x,points[i][j].y,points[i][j].z);
glVertex3f(points[i][j+1].x,points[i][j+1].y,points[i][j+1].z);
glVertex3f(points[i+1][j+1].x,points[i+1][j+1].y,points[i+1][j+1].z);
glVertex3f(points[i+1][j].x,points[i+1][j].y,points[i+1][j].z);
//lower hemisphere
glVertex3f(points[i][j].x,points[i][j].y,-points[i][j].z);
glVertex3f(points[i][j+1].x,points[i][j+1].y,-points[i][j+1].z);
glVertex3f(points[i+1][j+1].x,points[i+1][j+1].y,-points[i+1][j+1].z);
glVertex3f(points[i+1][j].x,points[i+1][j].y,-points[i+1][j].z);
}glEnd();
}
}
}
void drawCylinder(double radius,double height,int segments)
{
struct PT points[100];
int i;
double shade;
// glRotatef(angle,0,0,1);
//generate points
for(i=0;i<=segments;i++)
{
points[i].x=radius*cos(((double)i/(double)segments)*2*pi);
points[i].y=radius*sin(((double)i/(double)segments)*2*pi);
}
//draw quads using generated points
for(i=0;i<segments;i++)
{
//create shading effect
if(i<segments/2)shade=2*(double)i/(double)segments;
else shade=2*(1.0-(double)i/(double)segments);
glColor3f(shade,shade,shade);
glBegin(GL_QUADS);{
glVertex3f(points[i].x,points[i].y,0);
glVertex3f(points[i].x,points[i].y,height);
glVertex3f(points[i+1].x,points[i+1].y,height);
glVertex3f(points[i+1].x,points[i+1].y,0);
}glEnd();
}
}
void drawSS()
{
glColor3f(1,0,0);
drawSquare(20);
glRotatef(angleTurn,0,0,1);
glTranslatef(110,0,0);
glRotatef(2*angleTurn,0,0,1);
glColor3f(0,1,0);
drawSquare(15);
glPushMatrix();
{
glRotatef(angleTurn,0,0,1);
glTranslatef(60,0,0);
glRotatef(2*angleTurn,0,0,1);
glColor3f(0,0,1);
drawSquare(10);
}
glPopMatrix();
glRotatef(3*angleTurn,0,0,1);
glTranslatef(40,0,0);
glRotatef(4*angleTurn,0,0,1);
glColor3f(1,1,0);
drawSquare(5);
}
double distanceTrav;
void drawLookLine()
{
glPushMatrix();
{
glColor3f(1,0,0);
glBegin(GL_LINES);{
glVertex3f(0,0,0);
glVertex3f(pos.x,pos.y,10);
}
glEnd();
}
glPopMatrix();
}
void moveForward()
{
angleFwd += 2;
distanceTrav = 2 * pi * wheelR * (double)(2)/(double)(360);
pos.x -= cos(angleTurn*pi/(double)180) * distanceTrav;
pos.y -= sin(angleTurn*pi/(double)180) * distanceTrav;
}
void moveBackward()
{
angleFwd -= 2;
distanceTrav = 2 * pi * wheelR * (double)(-2)/(double)(360);
pos.x -= cos(angleTurn*pi/(double)180) * distanceTrav;
pos.y -= sin(angleTurn*pi/(double)180) * distanceTrav;
}
double max_(double a, double b)
{
if(a>b)return a;
else return b;
}
double min_(double a, double b)
{
if(a<b)return a;
else return b;
}
void keyboardListener(unsigned char key, int x,int y){
switch(key){
case '1':
drawgrid=1-drawgrid;
break;
case 'w':
// pos.x -= 3;
moveForward();
break;
case 's':
moveBackward();
break;
case 'a':
angleTurn += 1.5;
break;
case 'c':
wheelR = max_(wheelR-1,8);
break;
case 'x':
wheelR = min_(wheelR+1,15);
break;
case 'd':
angleTurn -= 1.5;
default:
break;
}
}
void specialKeyListener(int key, int x,int y){
switch(key){
case GLUT_KEY_DOWN: //down arrow key
cameraHeight -= 3.0;
break;
case GLUT_KEY_UP: // up arrow key
cameraHeight += 3.0;
break;
case GLUT_KEY_RIGHT:
cameraAngle += 0.03;
break;
case GLUT_KEY_LEFT:
cameraAngle -= 0.03;
break;
case GLUT_KEY_PAGE_UP:
break;
case GLUT_KEY_PAGE_DOWN:
break;
case GLUT_KEY_INSERT:
break;
case GLUT_KEY_HOME:
break;
case GLUT_KEY_END:
break;
default:
break;
}
}
void mouseListener(int button, int state, int x, int y){ //x, y is the x-y of the screen (2D)
switch(button){
case GLUT_LEFT_BUTTON:
if(state == GLUT_DOWN){ // 2 times?? in ONE click? -- solution is checking DOWN or UP
drawaxes=1-drawaxes;
}
break;
case GLUT_RIGHT_BUTTON:
//........
break;
case GLUT_MIDDLE_BUTTON:
//........
break;
default:
break;
}
}
void drawWheel(int whichOne,int draw)
{
glPushMatrix();
{
glTranslatef(0,0,wheelR);
glTranslatef(pos.x,pos.y,pos.z);
glColor3f(1,1,1);
if(draw == 1) drawRectangleWheelUp3(20,20,wheelR+3);
if(whichOne == 1) drawRectangleWheelUp1(20,20,wheelR);
else if(whichOne == 2) drawRectangleWheelUp2(20,20,wheelR);
glRotatef(90,1,0,0);
glRotatef(angleTurn,0,1,0);
glRotatef(angleFwd,0,0,1);
glPushMatrix();
{
drawCylinder(wheelR,wheelH/2,40);
glTranslatef(0,0,-wheelH/2);
drawCylinder(wheelR,wheelH/2,40);
glTranslatef(0,0,wheelH/2);
// rectangles inside wheel
glColor3f(1,1,1);
// // drawSquare(30);
// glTranslatef(0,0,5);
glRotatef(90,0,1,0);
drawRectangle(wheelH/2,wheelR,0);
glRotatef(90,1,0,0);
drawRectangle(wheelH/2,wheelR,0);
}
glPopMatrix();
}
glPopMatrix();
}
void display(){
//clear the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0,0,0,0); //color black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/********************
/ set-up camera here
********************/
//load the correct matrix -- MODEL-VIEW matrix
glMatrixMode(GL_MODELVIEW);
//initialize the matrix
glLoadIdentity();
//now give three info
//1. where is the camera (viewer)?
//2. where is the camera looking?
//3. Which direction is the camera's UP direction?
//gluLookAt(100,100,100, 0,0,0, 0,0,1);
double cameraDistance = 200;
gluLookAt(cameraDistance*cos(cameraAngle), cameraDistance*sin(cameraAngle), cameraHeight, 0,0,0, 0,0,1);
// gluLookAt(0,0,200, 0,0,0, 0,1,0);
//again select MODEL-VIEW
glMatrixMode(GL_MODELVIEW);
/****************************
/ Add your objects from here
****************************/
//add objects
drawAxes();
drawGrid();
glPushMatrix();
{
drawWheel(1,1);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(40,0,0);
drawWheel(1,0);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(0,40,0);
drawWheel(2,0);
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(40,40,0);
drawWheel(2,0);
}
glPopMatrix();
// drawLookLine();
// glPushMatrix();
// {
// drawRectangle(40,60,30);
// }
// glPopMatrix();
//ADD this line in the end --- if you use double buffer (i.e. GL_DOUBLE)
glutSwapBuffers();
}
void animate(){
// angle+=0.05;
//codes for any changes in Models, Camera
glutPostRedisplay();
}
void init(){
//codes for initialization
drawgrid=1;
drawaxes=0;
cameraHeight=100.0;
cameraAngle=1.0;
angleTurn=0;
angleFwd=0;
//clear the screen
glClearColor(0,0,0,0);
/************************
/ set-up projection here
************************/
//load the PROJECTION matrix
glMatrixMode(GL_PROJECTION);
//initialize the matrix
glLoadIdentity();
//give PERSPECTIVE parameters
gluPerspective(60, 1, 1, 1000.0);
//field of view in the Y (vertically)
//aspect ratio that determines the field of view in the X direction (horizontally)
//near distance
//far distance
}
int main(int argc, char **argv){
glutInit(&argc,argv);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB); //Depth, Double buffer, RGB color
glutCreateWindow("My OpenGL Program");
init();
glEnable(GL_DEPTH_TEST); //enable Depth Testing
glutDisplayFunc(display); //display callback function
glutIdleFunc(animate); //what you want to do in the idle time (when no drawing is occuring)
glutKeyboardFunc(keyboardListener);
glutSpecialFunc(specialKeyListener);
glutMouseFunc(mouseListener);
glutMainLoop(); //The main loop of OpenGL
return 0;
}