lunes, 19 de marzo de 2007

Práctica 3 - código

A continuación se presenta el código el cual monta una escena con cuatro humanoides en diferentes posiciones, con escalamiento diferente y con rotaciones diferentes.

/** humanoide.c

Este programa despliega cuatro humanoides formados unicamente por cubos de diferetes tamaños, todos creados a apartir

de un cubo base y aplicando transformadas de traslacion y escalamiento*/

#include

#include

void init(void)

{

glClearColor (0.0, 0.0, 0.0, 0.0);

glShadeModel (GL_FLAT);

}

void cuborelleno(void)

{

glBegin(GL_QUADS);

glVertex3f(0.5,0.5,0.5);//v1

glVertex3f(-0.5,0.5,0.5);//v2

glVertex3f(-0.5,-0.5,0.5);//v3

glVertex3f(0.5,-0.5,0.5);//v4

glEnd();

glBegin(GL_QUADS);

glVertex3f(-0.5,0.5,-0.5);//v5

glVertex3f( 0.5,0.5,-0.5);//v6

glVertex3f(0.5,-0.5,-0.5);//v7

glVertex3f(-0.5,-0.5,-0.5);//v8

glEnd();

glBegin(GL_QUADS);

glVertex3f(-0.5,0.5,0.5);//v2

glVertex3f(-0.5,0.5,-0.5);//v5

glVertex3f(-0.5,-0.5,-0.5);//v8

glVertex3f(-0.5,-0.5,0.5);//v3

glEnd();

glBegin(GL_QUADS);

glVertex3f(0.5,0.5,0.5);//v1

glVertex3f(0.5,-0.5,0.5);//v4

glVertex3f( 0.5,-0.5,-0.5);//v7

glVertex3f(0.5,0.5,-0.5);//v6

glEnd();

glBegin(GL_QUADS);

glVertex3f(-0.5,0.5,-0.5);//v5

glVertex3f(-0.5,0.5,0.5);//v2

glVertex3f(0.5,0.5,0.5);//v1

glVertex3f( 0.5,0.5,-0.5);//v6

glEnd();

glBegin(GL_QUADS);

glVertex3f(0.5,-0.5,-0.5);//v7

glVertex3f(-0.5,-0.5,-0.5);//v8

glVertex3f(-0.5,-0.5,0.5);//v3

glVertex3f(0.5,-0.5,0.5);//v4

glEnd();

}

void cubohueco(void)

{

glBegin(GL_LINE_LOOP);

glVertex3f(0.5,0.5,0.5);//v1

glVertex3f(-0.5,0.5,0.5);//v2

glVertex3f(-0.5,-0.5,0.5);//v3

glVertex3f(0.5,-0.5,0.5);//v4

glEnd();

glBegin(GL_LINE_LOOP);

glVertex3f(-0.5,0.5,-0.5);//v5

glVertex3f( 0.5,0.5,-0.5);//v6

glVertex3f(0.5,-0.5,-0.5);//v7

glVertex3f(-0.5,-0.5,-0.5);//v8

glEnd();

glBegin(GL_LINE_LOOP);

glVertex3f(-0.5,0.5,0.5);//v2

glVertex3f(-0.5,0.5,-0.5);//v5

glVertex3f(-0.5,-0.5,-0.5);//v8

glVertex3f(-0.5,-0.5,0.5);//v3

glEnd();

glBegin(GL_LINE_LOOP);

glVertex3f(0.5,0.5,0.5);//v1

glVertex3f(0.5,-0.5,0.5);//v4

glVertex3f( 0.5,-0.5,-0.5);//v7

glVertex3f(0.5,0.5,-0.5);//v6

glEnd();

glBegin(GL_LINE_LOOP);

glVertex3f(-0.5,0.5,-0.5);//v5

glVertex3f(-0.5,0.5,0.5);//v2

glVertex3f(0.5,0.5,0.5);//v1

glVertex3f( 0.5,0.5,-0.5);//v6

glEnd();

glBegin(GL_LINE_LOOP);

glVertex3f(0.5,-0.5,-0.5);//v7

glVertex3f(-0.5,-0.5,-0.5);//v8

glVertex3f(-0.5,-0.5,0.5);//v3

glVertex3f(0.5,-0.5,0.5);//v4

glEnd();

}

static int brazderrot = 0; /*Variable que indica sobre cual eje rotará el brazo derecho.*/

static int angbrazder = 0; /*Variable que indica el ángulo de rotación del brazo derecho*/

static int codderrot = 0; /*Variable que indica sobre cual eje rotará el brazo derecho.*/

static int angcododer = 0; /*Variable que indica el ángulo de rotación del brazo derecho*/

static int brazizqrot = 0; /*Variable que indica sobre cual eje rotará el brazo izquierdo.*/

static int angbrazizq = 0; /*Variable que indica el ángulo de rotación del brazo izquierdo*/

static int pierderrot = 0; /*Variable que indica sobre cual eje rotará la pierna derecha.*/

static int angpierder = 0; /*Variable que indica el ángulo de rotación de la pierna derecha.*/

static int pierizqrot = 0; /*Variable que indica sobre cual eje rotará la pierna izquierda.*/

static int angpierizq = 0; /*Variable que indica el ángulo de rotación de la pierna izquierda.*/

static int torsoroty = 0; /*Variable que indica el ángulo de rotación del torso en y.*/

static int torsorotx = 0; /*Variable que indica el ángulo de rotación del torso en x.*/

static int cuellorot = 0; /*Variable que indica el ángulo de rotación de la cabeza.*/

void cabeza (){ /* Función que despliega la cabeza. */

glPushMatrix();

glTranslatef(0.0,2.0,0.0);

glRotatef((GLfloat)cuellorot,0.0,0.1,0.0);

cubohueco();

glPopMatrix();

}

void tronco (float x, float y, float z, int ejerot, float torsorot){ /*Función que despliega el torso.*/

glTranslatef(x,y,z);

switch (ejerot){

case 0:

glRotatef(torsorot,1.0,0.0,0.0);

break;

case 1:

glRotatef(torsorot,0.0,1.0,0.0);

break;

case 2:

glRotatef(torsorot,0.0,0.0,1.0);

break;

default:

break;

}

glPushMatrix();

glScalef (2.0,3.0,1.0);

cubohueco();

glPopMatrix();

}

void brazoder (){ /*Función que despliega el brazo derecho.*/

glPushMatrix();

glTranslatef(2.0,1.25,0.0);

glTranslatef(-1.0,0.0,0.0);

glRotatef(angbrazder,0.0,1.0,0.0);

glPushMatrix();

glTranslatef(1.0,0.0,0.0);

glScalef(2.0,0.5,1.0);

cubohueco();

glPopMatrix();

/*antebrazo derecho*/

glTranslatef(3.0,0.0,0.0);

glTranslatef(-1.0,0.0,0.0);

glRotatef(angcododer,1.0,0.0,0.0);

glPushMatrix();

glTranslatef(1.0,0.0,0.0);

glScalef(2.0,1.0,1.0);

cubohueco();

glPopMatrix();

/*mano derecha*/

glTranslatef(2.25,0.0,0.0);

glPushMatrix();

glScalef(0.5,0.5,1.0);

cubohueco();

glPopMatrix();

glPopMatrix();/*brazo derecho completo*/

}

void brazoizq (){

glPushMatrix();

glTranslatef(-2.0,1.25,0.0);

glRotatef((GLfloat)angbrazizq,0.0,0.0,1.0);

glPushMatrix();

glScalef(2.0,0.5,1.0);

cubohueco();

glPopMatrix();

/*antebrazo izquierdo*/

glTranslatef(-2.0,0.0,0.0);

glPushMatrix();

glScalef(2.0,1.0,1.0);

cubohueco();

glPopMatrix();

/*mano izquierdo*/

glTranslatef(-1.25,0.0,0.0);

glPushMatrix();

glScalef(0.5,0.5,1.0);

cubohueco();

glPopMatrix();

glPopMatrix();/*brazo izquierdo completo*/

}

void pierder (){

glPushMatrix();

glTranslatef(0.6,-2.25,0.0);

glRotatef((GLfloat)angpierder,0.0,0.0,1.0);

glPushMatrix();

glScalef(0.75,1.5,1.0);

cubohueco();

glPopMatrix();

/*pantorrilla derecha*/

glTranslatef(0.0,-1.5,0.0);

glPushMatrix();

glScalef(0.6,1.5,1.0);

cubohueco();

glPopMatrix();

/*pie derecho*/

glTranslatef(0.25,-0.85,0.0);

glPushMatrix();

glScalef(1.5,0.25,1.0);

cubohueco();

glPopMatrix();

glPopMatrix();/*pierna derecha completa*/

}

void pierizq (){

glPushMatrix();

glTranslatef(-0.6,-2.25,0.0);

glRotatef((GLfloat)angpierizq,0.0,0.0,1.0);

glPushMatrix();

glScalef(0.75,1.5,1.0);

cubohueco();

glPopMatrix();

/*pantorrilla izquierda*/

glTranslatef(0.0,-1.5,0.0);

glPushMatrix();

glScalef(0.6,1.5,1.0);

cubohueco();

glPopMatrix();

/*pie izquierdo*/

glTranslatef(-0.25,-0.85,0.0);

glPushMatrix();

glScalef(1.5,0.25,1.0);

cubohueco();

glPopMatrix();

glPopMatrix();/*pierna izquierda completa*/

}

void display()

{

glClear (GL_COLOR_BUFFER_BIT);

glColor3f (1.0, 1.0, 1.0);

glLoadIdentity (); /* clear the matrix */

gluLookAt (0.0, 0.0, 9.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

glPushMatrix();

glScalef(0.5,0.5,0.5);

/*torso*/

tronco(5.0,0.0,2.0,1,-45.0);

/*cara*/

cabeza();

/*brazo derecho*/

brazoder();

/*brazo izquierdo*/

brazoizq();

/*muslo derecho*/

pierder();

/*muslo izquierdo*/

pierizq();

glPopMatrix();/*humanoide completo*/

glFlush ();

glScalef(0.5,1.5,0.8);

/*torso*/

tronco(1.0,1.0,1.0,0,15.0);

/*cara*/

cabeza();

/*brazo derecho*/

brazoder();

/*brazo izquierdo*/

brazoizq();

/*muslo derecho*/

pierder();

/*muslo izquierdo*/

pierizq();

glPopMatrix();/*humanoide completo*/

glFlush ();

glScalef(1.0,1.0,1.0);

/*torso*/

tronco(-2.0,-1.0,-3.0,1,20.0);

/*cara*/

cabeza();

/*brazo derecho*/

brazoder();

/*brazo izquierdo*/

brazoizq();

/*muslo derecho*/

pierder();

/*muslo izquierdo*/

pierizq();

glPopMatrix();/*humanoide completo*/

glFlush ();

glScalef(2.0,0.5,1.0);

/*torso*/

tronco(-3.0,1.0,2.0,2,45.0);

/*cara*/

cabeza();

/*brazo derecho*/

brazoder();

/*brazo izquierdo*/

brazoizq();

/*muslo derecho*/

pierder();

/*muslo izquierdo*/

pierizq();

glPopMatrix();/*humanoide completo*/

glFlush ();

}

void reshape (int w, int h)

{

glViewport (0, 0, (GLsizei) w, (GLsizei) h);

glMatrixMode (GL_PROJECTION);

glLoadIdentity ();

glFrustum (-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);

glMatrixMode (GL_MODELVIEW);

}

/* ARGSUSED1 */

void keyboard(unsigned char key, int x, int y)

{

switch (key) {

case 't':

torsoroty = (torsoroty + 5)%360;

glutPostRedisplay();

break;

case 'y':

torsorotx = (torsorotx + 5)%360;

glutPostRedisplay();

break;

case 'c':

cuellorot = (cuellorot + 1)%360;

glutPostRedisplay();

break;

case 'd':

angbrazder = (angbrazder + 5)%180;

glutPostRedisplay();

break;

case 's':

angcododer = (angcododer + 5)%180;

glutPostRedisplay();

break;

case 27:

exit(0);

break;

}

}

int main(int argc, char** argv)

{

glutInit(&argc, argv);

glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);

glutInitWindowSize (800, 800);

glutInitWindowPosition (100, 100);

glutCreateWindow (argv[0]);

init ();

glutDisplayFunc(display);

glutReshapeFunc(reshape);

glutKeyboardFunc(keyboard);

glutMainLoop();

return 0;

}

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