Fichier source : AnimationSolution.cppp
/* Une animation en OpenGL */
/* */
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Mars 2021 */
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
/* Variables et constantes globales */
/* pour les angles et les couleurs utilises */
static float rx = 0.0F;
static float ry = 0.0F;
static float rz = 0.0F;
static const float blanc[] = { 1.0F,1.0F,1.0F,1.0F };
static const float jaune[] = { 1.0F,1.0F,0.0F,1.0F };
static const float rouge[] = { 1.0F,0.0F,0.0F,1.0F };
static const float vert[] = { 0.0F,1.0F,0.0F,1.0F };
static const float bleu[] = { 0.0F,0.0F,1.0F,1.0F };
static int obj = 1;
static int axe = 1;
static int animationSphere = 0;
static int animationCamera = 0;
static float distance = 0.0F;
static float delta = 0.1F;
static float longueur;
/* Affichage des informations relatives */
/* a OpenGL */
static void informationsOpenGL(void) {
printf("GL_VENDOR = %s\n",(const char *) glGetString(GL_VENDOR));
printf("GL_VERSION = %s\n",(const char *) glGetString(GL_VERSION));
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
printf("GL_EXTENSIONS = %s\n",(const char *) glGetString(GL_EXTENSIONS));
}
/* Fonction d'initialisation des parametres */
/* OpenGL ne changeant pas au cours de la vie */
/* du programme */
static void init(void) {
const GLfloat shininess[] = { 50.0 };
glMaterialfv(GL_FRONT,GL_SHININESS,shininess);
glLightfv(GL_LIGHT0,GL_DIFFUSE,rouge);
glLightfv(GL_LIGHT1,GL_DIFFUSE,jaune);
glLightfv(GL_LIGHT2,GL_DIFFUSE,bleu);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_AUTO_NORMAL);
}
/* Scene dessinee */
#ifndef M_PI
#define M_PI 3.14159265358979323846264338327950288
#endif
static void solidCylindre(double rayon,double hauteur,int nbFTube,int nbFHauteur) {
GLboolean nm = glIsEnabled(GL_NORMALIZE);
if ( !nm )
glEnable(GL_NORMALIZE);
float normale[4];
glGetFloatv(GL_CURRENT_NORMAL,normale);
glPushMatrix();
for ( int j = 0 ; j < nbFHauteur ; j++ ) {
float hi = hauteur/2-j*hauteur/nbFHauteur;
float hf = hi-hauteur/nbFHauteur;
glBegin(GL_QUAD_STRIP);
for( int i = 0 ; i <= nbFTube ; i++ ) {
float a = (2*M_PI*i)/nbFTube;
float cs = cos(a);
float sn = -sin(a);
glNormal3f(cs,0.0F,sn);
float x = rayon*cs;
float z = rayon*sn;
glVertex3f(x,hi,z);
glVertex3f(x,hf,z); }
glEnd(); }
glPopMatrix();
glNormal3f(normale[0],normale[1],normale[2]);
if ( !nm )
glDisable(GL_NORMALIZE);
}
void solidTore(double rayonTube,double rayonTore,double angleI,double angleF,int nbTube,int nbTore) {
for ( int i = 0 ; i < nbTore ; i++ ) {
float da = angleF-angleI;
float alphai = angleI+da*i/nbTore;
float alphaj = alphai+da/nbTore;
float cosalphai = cos(alphai);
float sinalphai = sin(alphai);
float cosalphaj = cos(alphaj);
float sinalphaj = sin(alphaj);
glBegin(GL_QUAD_STRIP);
for ( int j = 0 ; j <= nbTube ; j++ ) {
float beta = 2*M_PI*j/nbTube;
float cosbeta = cos(beta);
float sinbita = sin(beta);
float x1 = (rayonTore+rayonTube*cosbeta)*cosalphai;
float y1 = (rayonTore+rayonTube*cosbeta)*sinalphai;
float z1 = rayonTube*sinbita;
glNormal3f(cosbeta*cosalphai,cosbeta*sinalphai,sinbita);
glVertex3f(x1,y1,z1);
float x2 = (rayonTore+rayonTube*cosbeta)*cosalphaj;
float y2 = (rayonTore+rayonTube*cosbeta)*sinalphaj;
float z2 = rayonTube*sinbita;
glNormal3f(cosbeta*cosalphaj,cosbeta*sinalphaj,sinbita);
glVertex3f(x2,y2,z2); }
glEnd(); }
}
void solidTore(double rayonTube,double rayonTore,int nbFTube,int nbFTore) {
solidTore(rayonTube,rayonTore,0.0,2*M_PI,nbFTube,nbFTore);
}
static void calculLongueurTunnel(void) {
if ( obj ) {
longueur = 4.0F*(10.0F+2.0F*M_PI*5.0F/4.0F); }
else {
longueur = 2.0F*2.0F*M_PI*8.0F; }
}
static void scene1(int axe) {
glPushMatrix();
// Axe du tunnel
if ( axe ) {
glMaterialfv(GL_FRONT,GL_DIFFUSE,vert);
for ( int i = 0 ; i < 4 ; i++ ) {
glRotatef(90.0F*i,0.0F,1.0F,0.0F);
glPushMatrix();
glTranslatef(-5.0F,0.0F,5.0F);
glRotatef(90.0F,1.0F,0.0F,0.0F);
solidTore(0.05F,5.0F,M_PI/2.0,M_PI,18,100);
glPopMatrix();
glPushMatrix();
glTranslatef(-10.0F,0.0F,0.0F);
glRotatef(90.0F,1.0F,0.0F,0.0F);
solidCylindre(0.05F,10.0F,18,100);
glPopMatrix(); } }
// Tunnel
glMaterialfv(GL_FRONT,GL_DIFFUSE,blanc);
for ( int i = 0 ; i < 4 ; i++ ) {
glRotatef(90.0F*i,0.0F,1.0F,0.0F);
for ( int i = 1 ; i <= 5 ; i++ ) {
glPushMatrix();
glTranslatef(5.0F,0.0F,-5.0F);
glRotatef(i*180.0F/12,0.0F,1.0F,0.0F);
glTranslatef(5.0F,0.0F,0.0F);
solidTore(0.1,2.0,18,72);
glPopMatrix(); }
for ( int i = -5 ; i <= 5 ; i++) {
glPushMatrix();
glTranslatef(10.0F,0.0F,i);
solidTore(0.1,2.0,18,72);
glPopMatrix(); } }
glPopMatrix();
}
static void scene2(int axe) {
glPushMatrix();
// Axe du tunnel
if ( axe ) {
glMaterialfv(GL_FRONT,GL_DIFFUSE,vert);
glPushMatrix();
glTranslatef(8.0F,0.0F,0.0F);
glRotatef(90.0F,1.0F,0.0F,0.0F);
solidTore(0.05,8.0,18,180);
glPopMatrix();
glPushMatrix();
glTranslatef(-8.0F,0.0F,0.0F);
glRotatef(90.0F,1.0F,0.0F,0.0F);
solidTore(0.05,8.0,18,180);
glPopMatrix(); }
// Tunnel
glMaterialfv(GL_FRONT,GL_DIFFUSE,blanc);
for ( int i = 0 ; i <= 36 ; i++ ) {
glPushMatrix();
glTranslatef(8.0F,0.0F,0.0F);
glRotatef(i*180.0F/18,0.0F,1.0F,0.0F);
glTranslatef(8.0F,0.0F,0.0F);
solidTore(0.1,2.0,18,72);
glPopMatrix();
glPushMatrix();
glTranslatef(-8.0F,0.0F,0.0F);
glRotatef(i*180.0F/18,0.0F,1.0F,0.0F);
glTranslatef(-8.0F,0.0F,0.0F);
solidTore(0.1,2.0,18,72);
glPopMatrix(); }
glPopMatrix();
}
/* Fonction executee lors d'un rafraichissement */
/* de la fenetre de dessin */
static void gestionAnimationSphere(void) {
if ( obj ) {
glPushMatrix();
int n = distance/(longueur/4.0F);
float p = distance - n*(longueur/4.0F);
glRotatef(90.0F*n,0.0F,1.0F,0.0F);
if ( p <= 10.0F ) {
glTranslatef(10.0F,0.0F,5.0F-p); }
else {
glTranslatef(5.0F,0.0F,-5.0F);
glRotatef(90.0F*(p-10.0F)/(5.0F*2.0F*M_PI/4.0F),0.0F,1.0F,0.0F);
glTranslatef(5.0F,0.0F,0.0F); }
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleu);
glutSolidSphere(1.2,36,36);
glPopMatrix(); }
else {
glPushMatrix();
int n = distance/(longueur/2.0F);
float p = distance - n*(longueur/2.0F);
float angle = 360.0F*p/(longueur/2.0F);
if ( n == 0 ) {
glTranslatef(8.0F,0.0F,0.0F);
glRotatef(angle,0.0F,1.0F,0.0F);
glTranslatef(-8.0F,0.0F,0.0F); }
else {
glTranslatef(-8.0F,0.0F,0.0F);
glRotatef(-angle,0.0F,1.0F,0.0F);
glTranslatef(8.0F,0.0F,0.0F); }
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleu);
glutSolidSphere(1.2,36,36);
glPopMatrix(); }
}
static void gestionAnimationCamera(void) {
if ( obj ) {
int n = distance/(longueur/4.0F);
float p = distance - n*(longueur/4.0F);
float px;
float pz;
float aux;
float angle;
if ( p <= 10.0F ) {
angle = 0.0F;
px = 10.0F;
pz = 5.0F-p; }
else {
angle = M_PI/2.0F*(p-10.0F)/(5.0F*2.0F*M_PI/4.0F);
px = 5.0F+5.0F*cos(angle);
pz = -5.0F-5.0F*sin(angle); }
switch (n) {
case 1 :
aux = -px;
px = pz;
pz = aux;
break;
case 2 :
px = -px;
pz = -pz;
break;
case 3 :
aux = px;
px = -pz;
pz = aux;
break; }
angle += n*M_PI/2.0F;
gluLookAt(px,0.0,pz,px-sin(angle),0.0,pz-cos(angle),0.0,1.0,0.0);
glRotatef(rz,0.0F,0.0F,1.0F);
glRotatef(ry,0.0F,1.0F,0.0F);
glRotatef(rx,1.0F,0.0F,0.0F); }
else {
int n = distance/(longueur/2.0F);
float p = distance - n*(longueur/2.0F);
float angle = 2.0*M_PI*p/(longueur/2.0F);
if ( n == 1 ) {
angle = -angle; }
float px;
float pz;
if ( n == 0 ) {
px = 8.0F-8.0F*cos(angle);
pz = 8.0F*sin(angle); }
else {
px = -8.0F+8.0F*cos(angle);
pz = -8.0F*sin(angle); }
gluLookAt(px,0.0,pz,px+sin(angle),0.0,pz+cos(angle),0.0,1.0,0.0); }
}
static void display(void) {
printf("D\n");
glClearColor(0.5F,0.5F,0.5F,0.5F);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const GLfloat light0_position[] = { 0.0,0.0,0.0,1.0 };
const GLfloat light1_position[] = { -1.0,1.0,1.0,0.0 };
const GLfloat light2_position[] = { 1.0,-1.0,1.0,0.0 };
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
glPushMatrix();
if ( animationCamera ) {
gestionAnimationCamera(); }
else {
gluLookAt(5.0,10.0,20.0,0.0,0.0,0.0,0.0,1.0,0.0); }
if ( animationSphere ) {
gestionAnimationSphere(); }
if ( obj ) {
scene1(axe); }
else {
scene2(axe); }
glPopMatrix();
glFlush();
glutSwapBuffers();
int error = glGetError();
if ( error != GL_NO_ERROR )
printf("Attention erreur %d\n",error);
}
/* Fonction executee lorsqu'aucun evenement */
/* n'est en file d'attente */
static void idle(void) {
printf("I\n");
distance += delta;
while ( distance > longueur ) {
distance -= longueur; }
glutPostRedisplay();
}
/* Fonction executee lors d'un changement */
/* de la taille de la fenetre OpenGL */
static void reshape(int x,int y) {
glViewport(0,0,x,y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0F,(float) x/y,0.1,40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/* Fonction executee lors de l'appui */
/* d'une touche non alphanumerique du clavier */
static void special(int key,int x,int y) {
switch (key) {
case GLUT_KEY_UP :
rx += 1.0F;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN :
rx -= 1.0F;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT :
ry += 1.0F;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT :
ry -= 1.0F;
glutPostRedisplay();
break;
case GLUT_KEY_PAGE_UP :
rz += 1.0F;
glutPostRedisplay();
break;
case GLUT_KEY_PAGE_DOWN :
rz -= 1.0F;
glutPostRedisplay();
break; }
}
/* Fonction executee lors de l'appui */
/* d'une touche alphanumerique du clavier */
static void keyboard(unsigned char key,int x,int y) {
switch (key) {
case 43 :
distance += delta;
while ( distance > longueur ) {
distance -= longueur; }
glutPostRedisplay();
break;
case 45 :
distance = distance-delta+longueur;
while ( distance > longueur ) {
distance -= longueur; }
glutPostRedisplay();
break;
case 'f' :
case 'F' :
{ static int fullScreen = 0;
static int tx;
static int ty;
static int px;
static int py;
fullScreen = !fullScreen;
if ( fullScreen ) {
px = glutGet(GLUT_WINDOW_X);
py = glutGet(GLUT_WINDOW_Y);
tx = glutGet(GLUT_WINDOW_WIDTH);
ty = glutGet(GLUT_WINDOW_HEIGHT);
glutFullScreen(); }
else
glutPositionWindow(px,py);
glutReshapeWindow(tx,ty); }
break;
case 0x0D :
{ static int anim = 0;
anim = !anim;
glutIdleFunc(( anim ) ? idle : NULL); }
break;
case ' ' :
{ informationsOpenGL(); }
break;
case 'a' :
case 'A' :
axe = !axe;
glutPostRedisplay();
break;
case 's' :
case 'S' :
animationSphere = !animationSphere;
//animationCamera = 0;
glutPostRedisplay();
break;
case 'c' :
case 'C' :
animationCamera = !animationCamera;
//animationSphere = 0;
glutPostRedisplay();
break;
case 'o' :
case 'O' :
obj = !obj;
distance = 0.0F;
calculLongueurTunnel();
glutPostRedisplay();
break;
case 0x1B :
exit(0);
break; }
}
/* Fonction principale */
int main(int argc,char **argv) {
calculLongueurTunnel();
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(480,320);
glutInitWindowPosition(50,50);
glutCreateWindow("Un circuit matérialisé par des anneaux");
init();
glutKeyboardFunc(keyboard);
glutReshapeFunc(reshape);
glutSpecialFunc(special);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}