/* Un bras robot modelise par cylindres */ /* Cylindres modelise par facettes */ /* */ /* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Janvier 2017 */ #include #include #include #include #include #include "Modules/ModuleAxes.h" #ifndef M_PI #define M_PI 3.14159 #endif /* Variables et constantes globales */ static const float blanc[] = { 1.0F,1.0F,1.0F,1.0F }; static const float gris[] = { 0.7F,0.7F,0.7F,1.0F }; static float r1 = 30.0F; static float r2 = -50.0F; static int aff = 1; /* Fonction d'initialisation des parametres */ /* OpenGL ne changeant pas au cours de la vie */ /* du programme */ static void init(void) { const GLfloat mat_shininess[] = { 50.0 }; glMaterialfv(GL_FRONT,GL_SPECULAR,blanc); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0,GL_DIFFUSE,gris); glLightfv(GL_LIGHT1,GL_DIFFUSE,gris); glLightfv(GL_LIGHT2,GL_DIFFUSE,gris); 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 avec des cylindres */ static void cylindre(double hauteur,double rayon,int ns,int nl) { /* Protection contre la modification de la normale */ /* et du flag normalisation */ GLboolean nm = glIsEnabled(GL_NORMALIZE); if ( !nm ) glEnable(GL_NORMALIZE); float normale[4]; glGetFloatv(GL_CURRENT_NORMAL,normale); /* Modelisation geometrique */ glPushMatrix(); for ( int j = 0 ; j < nl ; j++ ) { float hi = hauteur/2-j*hauteur/nl; float hf = hi-hauteur/nl; glBegin(GL_QUAD_STRIP); for( int i = 0 ; i <= ns ; i++ ) { float a = (2*M_PI*i)/ns; 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(); } glBegin(GL_POLYGON); glNormal3f(0.0F,1.0F,0.0F); for( int i = 0 ; i < ns ; i++ ) { float a = (2*M_PI*i)/ns; float cs = cos(a); float sn = -sin(a); float x = rayon*cs; float z = rayon*sn; glVertex3f(x,hauteur/2.0F,z); } glEnd(); glBegin(GL_POLYGON); glNormal3f(0.0F,-1.0F,0.0F); for( int i = 0 ; i < ns ; i++ ) { float a = (2*M_PI*i)/ns; float cs = cos(a); float sn = sin(a); float x = rayon*cs; float z = rayon*sn; glVertex3f(x,-hauteur/2.0F,z); } glEnd(); glPopMatrix(); /* Restoration de la normale et du flag normalisation */ glNormal3f(normale[0],normale[1],normale[2]); if ( !nm ) glDisable(GL_NORMALIZE); } static void scene() { glPushMatrix(); glRotatef(r1,0.0F,1.0F,0.0F); glTranslatef(1.5F,0.0F,0.0F); glPushMatrix(); glRotatef(90.0F,0.0F,0.0F,1.0F); cylindre(3.0,0.5,12,12); glPopMatrix(); glTranslatef(1.5F,0.0F,0.0F); glRotatef(r2,0.0F,1.0F,0.0F); glTranslatef(1.5F,0.0F,0.0F); glPushMatrix(); glRotatef(90.0F,0.0F,0.0F,1.0F); cylindre(3.0,0.4,12,12); glPopMatrix(); glPopMatrix(); } ////////////////////////////////////////////////// /* Fonction executee lors d'un rafraichissement */ /* de la fenetre de dessin */ static void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const GLfloat light0_position[] = { 1.0,1.0,1.0,0.0 }; 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); glPolygonMode(GL_FRONT_AND_BACK,(aff) ? GL_FILL : GL_LINE); glPushMatrix(); dessinAxes(); scene(); glPopMatrix(); glFlush(); glutSwapBuffers(); int error = glGetError(); if ( error != GL_NO_ERROR ) printf("Erreur OpenGL: %d\n",error); } /* Fonction executee lors d'un changement */ /* de la taille de la fenetre OpenGL */ /* -> Ajustement de la camera de visualisation */ static void reshape(int x,int y) { glViewport(0,0,x,y); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(15.0F,(float) x/y,1.0,50.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(2.5,10.0,15.0,2.5,0.5,0.0,0.0,1.0,0.0); } /* Fonction executee lors de la frappe */ /* d'une touche du special clavier */ static void special(int code,int x,int y) { switch ( code ) { case GLUT_KEY_UP : r1 += 1.0F; glutPostRedisplay(); break; case GLUT_KEY_DOWN : r1 -= 1.0F; glutPostRedisplay(); break; case GLUT_KEY_PAGE_UP : r2 += 1.0F; glutPostRedisplay(); break; case GLUT_KEY_PAGE_DOWN : r2 -= 1.0F; glutPostRedisplay(); break; } } /* Fonction executee lors de la frappe */ /* d'une touche du clavier */ static void keyboard(unsigned char key,int x,int y) { switch ( key ) { case 0x20 : aff = (aff+1)%2; glutPostRedisplay(); break; case 0x1B : exit(0); break; } } /* Fonction principale */ int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(450,300); glutInitWindowPosition(50,50); glutCreateWindow("Bras robot modelise avec des cylindres"); init(); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); return(0); }