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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