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