Le source : AnimationFacettes.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Fevrier 2003 */
/* Animation d'un maillage de facettes */
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleMenus.h"
#include "ModuleReshape.h"
#include "ModuleManipulateur.h"
#include "ModuleCouleurs.h"
static int mode = 2;
static int disc = 80;
static float d = 0.0F;
static float larg = 20.0F;
static float factz = 4.0F;
static float fact = 2.0F;
struct coordonnee {
float x;
float y;
float z; };
struct coordonnee **tb;
struct coordonnee **no;
struct coordonnee **allocationTableau(int n) {
struct coordonnee **t =(struct coordonnee **)
calloc(n,sizeof(struct coordonnee *));
for ( int i = 0 ; i < n ; i++ )
t[i] =(struct coordonnee *) calloc(n,sizeof(struct coordonnee));
return(t);
}
void liberationTableau(struct coordonnee **t,int n) {
for ( int i = 0 ; i < n ; i++ )
free(t[i]);
free(t);
}
void calculTableau(struct coordonnee **t,int n) {
for ( int i = 0 ; i < n ; i++ )
for ( int j = 0 ; j < n ; j++ ) {
t[i][j].x = (float) larg*i/(n-1)-larg/2.0F;
t[i][j].y = (float) larg*j/(n-1)-larg/2.0F;
double dist = fact*sqrt(t[i][j].x*t[i][j].x+t[i][j].y*t[i][j].y);
t[i][j].z =(float) factz*sin(dist+d)/(1+dist); }
}
void norme(struct coordonnee *v) {
double d = sqrt(v->x*v->x+v->y*v->y+v->z*v->z);
v->x /= d;
v->y /= d;
v->z /= d;
}
void calculNormales(struct coordonnee **no,int n) {
struct coordonnee v1;
struct coordonnee v2;
for ( int i = 0 ; i < n ; i++ )
for ( int j = 0 ; j < n ; j++ ) {
float x = (float) larg*i/(n-1)-larg/2.0F;
float y = (float) larg*j/(n-1)-larg/2.0F;
v1.x = 1.0F;
v1.y = 0.0F;
v2.x = 0.0F;
v2.y = 1.0F;
double dist = fact*sqrt(x*x+y*y);
double cs = cos(d+dist);
double sn = sin(d+dist);
v1.z = fact*factz*x*(cs/dist-sn/dist/dist)/(1+dist);
v2.z = fact*factz*y*(cs/dist-sn/dist/dist)/(1+dist);
norme(&v1);
norme(&v2);
no[i][j].x = v1.y*v2.z - v2.y*v1.z;
no[i][j].y = v1.z*v2.x - v2.z*v1.x;
no[i][j].z = v1.x*v2.y - v2.x*v1.y; }
}
void afficheTableauPoints(struct coordonnee **t,struct coordonnee **no,int n) {
glBegin(GL_POINTS);
for ( int i = 0 ; i < n ; i++ )
for ( int j = 0 ; j < n ; j++ ) {
glNormal3f(no[i][j].x,no[i][j].y,no[i][j].z);
glVertex3f(t[i][j].x,t[i][j].y,t[i][j].z); }
glEnd();
}
void afficheTableauLignes(struct coordonnee **t,struct coordonnee **no,int n) {
for ( int i = 0 ; i < n ; i++ ) {
glBegin(GL_LINE_STRIP);
for ( int j = 0 ; j < n ; j++ ) {
glNormal3f(no[i][j].x,no[i][j].y,no[i][j].z);
glVertex3f(t[i][j].x,t[i][j].y,t[i][j].z); }
glEnd(); }
for ( int j = 0 ; j < n ; j++ ) {
glBegin(GL_LINE_STRIP);
for ( int i = 0 ; i < n ; i++ ) {
glNormal3f(no[i][j].x,no[i][j].y,no[i][j].z);
glVertex3f(t[i][j].x,t[i][j].y,t[i][j].z); }
glEnd(); }
/* glBegin(GL_LINES);
for ( i = 0 ; i < n ; i++ ) {
for ( j = 0 ; j < n ; j++ ) {
glNormal3f(no[i][j].x,no[i][j].y,no[i][j].z);
glVertex3f(t[i][j].x,t[i][j].y,t[i][j].z);
glVertex3f(t[i][j].x+no[i][j].x,t[i][j].y+no[i][j].y,t[i][j].z+no[i][j].z);} }
glEnd();*/
}
void afficheTableauFaces(struct coordonnee **t,struct coordonnee **no,int n) {
for ( int i = 0 ; i < n-1 ; i++ ) {
glBegin(GL_QUAD_STRIP);
for ( int j = 0 ; j < n ; j++ ) {
glNormal3f(no[i][j].x,no[i][j].y,no[i][j].z);
glVertex3f(t[i][j].x,t[i][j].y,t[i][j].z);
glNormal3f(no[i+1][j].x,no[i+1][j].y,no[i+1][j].z);
glVertex3f(t[i+1][j].x,t[i+1][j].y,t[i+1][j].z); }
glEnd(); }
}
void myinit(void) {
GLfloat shinines[] = { 50.0F };
GLfloat l_pos[] = { 1.0F,1.0F,1.0F,0.0F };
glClearColor(0.5F,0.5F,0.8F,1.0F) ;
glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurBlanc());
glMaterialfv(GL_FRONT,GL_SPECULAR,couleurGrisFonce());
glMaterialfv(GL_FRONT,GL_SHININESS,shinines);
glLightfv(GL_LIGHT0,GL_POSITION,l_pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
manipulateurSouris();
manipulateurClavier();
switch ( mode ) {
case 0 : afficheTableauPoints(tb,no,disc);
break;
case 1 : afficheTableauLignes(tb,no,disc);
break;
case 2 : afficheTableauFaces(tb,no,disc);
break; }
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void key(unsigned char key,int x,int y) {
if ( keyManipulateur(key,x,y) )
glutPostRedisplay();
else
switch ( key ) {
case 43 : fact *= 1.1F;
glutPostRedisplay() ;
break ;
case 45 : fact /= 1.1F;
glutPostRedisplay() ;
break ;
case 'a' : liberationTableau(tb,disc);
liberationTableau(no,disc);
disc++ ;
tb = allocationTableau(disc);
no = allocationTableau(disc);
calculTableau(tb,disc);
calculNormales(no,disc);
glutPostRedisplay() ;
break ;
case 'A' : liberationTableau(tb,disc);
liberationTableau(no,disc);
disc-- ;
if ( disc < 3 )
disc = 3;
tb = allocationTableau(disc);
no = allocationTableau(disc);
calculTableau(tb,disc);
calculNormales(no,disc);
glutPostRedisplay() ;
break ;
case 'c' : factz *= 1.1F;
glutPostRedisplay() ;
break ;
case 'C' : factz /= 1.1F;
glutPostRedisplay() ;
break ;
case ' ' : mode = (mode+1)%3 ;
glutPostRedisplay() ;
break ; }
}
void idle(void) {
d -=0.05;
calculTableau(tb,disc);
calculNormales(no,disc);
glutPostRedisplay();
}
int main(int argc,char **argv) {
tb = allocationTableau(disc);
no = allocationTableau(disc);
calculTableau(tb,disc);
calculTableau(no,disc);
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(450,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Animation d'un maillage de facettes");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-10.0,10.0,-10.0,10.0,-500.0,500.0);
setManipulateurDistance(1.0F);
glutReshapeFunc(reshapeOrthoBasique);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}