fysxasteroids/engine/DrawingsGL.cc

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#include <math.h>
#include "mathlib.h"
#include "DrawingsGL.h"
#include <GL/gl.h>
static void CubeVertices () {
// front
glVertex3f (0.5, -0.5, 0.5);
glVertex3f (0.5, -0.5, -0.5);
glVertex3f (0.5, 0.5, -0.5);
glVertex3f (0.5, 0.5, 0.5);
// back
glVertex3f (-0.5, 0.5, 0.5);
glVertex3f (-0.5, 0.5, -0.5);
glVertex3f (-0.5, -0.5, -0.5);
glVertex3f (-0.5, -0.5, 0.5);
// left
glVertex3f (-0.5, -0.5, 0.5);
glVertex3f (0.5, -0.5, 0.5);
glVertex3f (0.5, 0.5, 0.5);
glVertex3f (-0.5, 0.5, 0.5);
// right
glVertex3f (-0.5, 0.5, -0.5);
glVertex3f (0.5, 0.5, -0.5);
glVertex3f (0.5, -0.5, -0.5);
glVertex3f (-0.5, -0.5, -0.5);
// bottom
glVertex3f (-0.5, -0.5, -0.5);
glVertex3f (0.5, -0.5, -0.5);
glVertex3f (0.5, -0.5, 0.5);
glVertex3f (-0.5, -0.5, 0.5);
// top
glVertex3f (-0.5, 0.5, 0.5);
glVertex3f (0.5, 0.5, 0.5);
glVertex3f (0.5, 0.5, -0.5);
glVertex3f (-0.5, 0.5, -0.5);
}
void DrawWireCube () {
glBegin (GL_LINE_STRIP);
CubeVertices ();
glEnd ();
}
void DrawSolidCube () {
glBegin (GL_QUADS);
CubeVertices ();
glEnd ();
}
void DrawCircle () {
int i, segments;
segments = 20;
double x, z, rad, drad;
drad = (M_PI * 2) / segments;
// Top
glBegin (GL_TRIANGLE_FAN);
glVertex3f (0., 0.5, 0.);
for (i = 0; i <= segments; i++) {
rad = drad * i;
sincos (rad, &z, &x);
glVertex3f (x * 0.5, 0., -z * 0.5);
}
glEnd ();
}
void DrawTorus () {
int i, segments;
segments = 20;
double x, z, rad, drad;
drad = (M_PI * 2) / segments;
// Top
glBegin (GL_TRIANGLE_FAN);
glVertex3f (0., 0.5, 0.);
for (i = 0; i <= segments; i++) {
rad = drad * i;
sincos (rad, &z, &x);
glVertex3f (x * 0.5, 0.5, -z * 0.5);
}
glEnd ();
// Bottom
glBegin (GL_TRIANGLE_FAN);
glVertex3f (0., -0.5, 0.);
for (i = 0; i <= segments; i++) {
rad = -drad * i;
sincos (rad, &z, &x);
glVertex3f (x * 0.5, -0.5, -z * 0.5);
}
glEnd ();
// Sides
glBegin (GL_QUAD_STRIP);
for (i = 0; i <= segments; i++) {
rad = drad * i;
sincos (rad, &z, &x);
glVertex3f (x * 0.5, 0.5, -z * 0.5);
glVertex3f (x * 0.5, -0.5, -z * 0.5);
}
glEnd ();
}
void DrawPoint (float r, float x, float y, float z) {
glPointSize (r);
glBegin (GL_POINTS);
glVertex3f (x, y, z);
glEnd ();
glPointSize (1.);
}
void DrawAxis() {
glColor4f(1., 1., 1., 1.);
glBegin(GL_LINES);
glVertex3f(0., 0., 0.);
glVertex3f(1., 0., 0.);
glVertex3f(0., 0., 0.);
glVertex3f(0., 1., 0.);
glVertex3f(0., 0., 0.);
glVertex3f(0., 0., 1.);
glEnd();
// X
glPushMatrix();
glTranslatef(1., 0., 0.);
glColor3f(1., 0., 0.);
glScalef(0.2, 0.1, 0.1);
DrawCone(10);
glTranslatef(0.4, 0., 0.);
// glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18,'x');
glPopMatrix();
// Y
glPushMatrix();
glTranslatef(0., 1., 0.);
glRotatef(90, 0., 0., 1.);
glColor3f(0., 1., 0.);
glScalef(0.2, 0.1, 0.1);
DrawCone(10);
glTranslatef(0.4, 0., 0.);
// glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18,'y');
glPopMatrix();
// Z
glPushMatrix();
glTranslatef(0., 0., 1.);
glRotatef(90, 0., -1., 0.);
glColor3f(0., 0., 1.);
glScalef(0.2, 0.1, 0.1);
DrawCone(10);
glPopMatrix();
}
void DrawDisc(float radius, int segments) {
int i;
float radiant;
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0., 0., 0.);
for (i = 0; i <= segments; i++) {
radiant = (float) i * ((2 * M_PI) / (float) segments);
glVertex3f(radius * cos(radiant), 0., radius * sin(radiant));
}
glEnd();
}
void DrawCircle(float radius, int segments) {
int i;
float radiant;
glBegin(GL_LINE_STRIP);
glVertex3f(0., 0., 0.);
for (i = 0; i <= segments; i++) {
radiant = (float) i * ((2 * M_PI) / (float) segments);
glVertex3f(radius * cos(radiant), 0., radius * sin(radiant));
}
glEnd();
}
void DrawCone(int segments) {
int i;
float radiant;
glBegin(GL_TRIANGLE_FAN);
glVertex3f(1., 0., 0.);
for (i = 0; i <= segments; i++) {
radiant = (float) (i * (2. * M_PI) / (float) segments);
glVertex3f(0., cos(radiant), sin(radiant));
}
glEnd();
}
void DrawVector(vector3d start, vector3d end) {
vector3d direction (end - start);
glColor3f(1., 1., 1.);
glLineWidth(2.);
glBegin(GL_LINES);
glVertex3f(start[0], start[1], start[2]);
glVertex3f(end[0], end[1], end[2]);
glEnd();
glLineWidth(1.);
vector3d right;
vector3d up;
vector3d direction_norm = direction / direction.length();
float cone_radius = 0.15;
vector3d conebottom = end - direction_norm * 0.3;
// Draw the tip
if (fabs(direction[0]) > fabs(direction[1]) && fabs(direction[2]) > fabs(direction[1])) {
up.setValues (0., 1., 0.);
vector3d right = direction.cross (up);
right = right / right.length();
int i;
int segments = 20.;
float rad_delta = 2. * M_PI / (float) segments;
double s,c;
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glColor3f(0.2, 0.8, 0.2);
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glPointSize (10.);
glBegin (GL_TRIANGLE_FAN);
glVertex3f (end[0], end[1], end[2]);
for (i = 0; i <= segments; i ++) {
sincos (i * rad_delta, &s, &c);
glVertex3f (conebottom[0] + right[0] * cone_radius * c, conebottom[1] + s * cone_radius, conebottom[2] + right[2] * cone_radius * c);
}
glEnd ();
glBegin (GL_TRIANGLE_FAN);
glVertex3f (conebottom[0], conebottom[1], conebottom[2]);
for (i = 0; i <= segments; i ++) {
sincos (i * rad_delta, &s, &c);
glVertex3f (conebottom[0] + right[0] * cone_radius * c, conebottom[1] + s * cone_radius, conebottom[2] + right[2] * cone_radius * c);
}
glEnd ();
}
}
void DrawRect2D (float x, float y, float w, float h) {
glBegin (GL_QUADS);
glVertex3f (x, y, 0.);
glVertex3f (x, y + h, 0.);
glVertex3f (x + w, y + h, 0.);
glVertex3f (x + w, y, 0.);
glEnd ();
}