walkviewer.c
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上传日期:2007-05-28
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文件大小:13k
- /*
- * walkviewer.c [from agviewer.c (version 1.0)]
- *
- * AGV: a glut viewer. Routines for viewing a 3d scene w/ glut
- *
- * See agv_example.c and agviewer.h comments within for more info.
- *
- * I welcome any feedback or improved versions!
- *
- * Philip Winston - 4/11/95
- * pwinston@hmc.edu
- * http://www.cs.hmc.edu/people/pwinston
- */
- #include <GL/glut.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <math.h>
- #include "walkviewer.h"
- /***************************************************************/
- /************************** SETTINGS ***************************/
- /***************************************************************/
- /* Initial polar movement settings */
- #define INIT_POLAR_AZ 0.0
- #define INIT_POLAR_EL 30.0
- #define INIT_DIST 3.0
- #define INIT_AZ_SPIN 0.5
- #define INIT_EL_SPIN 0.0
- /* Initial flying movement settings */
- #define INIT_EX 0.0
- #define INIT_EY -2.0
- #define INIT_EZ -2.0
- #define INIT_MOVE 0.01
- #define MINMOVE 0.001
- /* Start in this mode */
- #define INIT_MODE POLAR
- /* Controls: */
- /* map 0-9 to an EyeMove value when number key is hit in FLYING mode */
- #define SPEEDFUNCTION(x) ((x)*(x)*0.001)
- /* Multiply EyeMove by (1+-MOVEFRACTION) when +/- hit in FLYING mode */
- #define MOVEFRACTION 0.25
- /* What to multiply number of pixels mouse moved by to get rotation amount */
- #define EL_SENS 0.5
- #define AZ_SENS 0.5
- /* What to multiply number of pixels mouse moved by for movement amounts */
- #define DIST_SENS 0.01
- #define E_SENS 0.01
- /* Minimum spin to allow in polar (lower forced to zero) */
- #define MIN_AZSPIN 0.1
- #define MIN_ELSPIN 0.1
- /* Factors used in computing dAz and dEl (which determine AzSpin, ElSpin) */
- #define SLOW_DAZ 0.90
- #define SLOW_DEL 0.90
- #define PREV_DAZ 0.80
- #define PREV_DEL 0.80
- #define CUR_DAZ 0.20
- #define CUR_DEL 0.20
- /***************************************************************/
- /************************** GLOBALS ****************************/
- /***************************************************************/
- int MoveMode = INIT_MODE; /* FLYING or POLAR mode? */
- GLfloat Ex = INIT_EX, /* flying parameters */
- Ey = INIT_EY,
- Ez = INIT_EZ,
- EyeMove = INIT_MOVE,
- EyeDist = INIT_DIST, /* polar params */
- AzSpin = INIT_AZ_SPIN,
- ElSpin = INIT_EL_SPIN,
- EyeAz = INIT_POLAR_AZ, /* used by both */
- EyeEl = INIT_POLAR_EL;
- int agvMoving; /* Currently moving? */
- int downx, downy, /* for tracking mouse position */
- lastx, lasty,
- downb = -1; /* and button status */
-
- GLfloat downDist, downEl, downAz, /* for saving state of things */
- downEx, downEy, downEz, /* when button is pressed */
- downEyeMove;
- GLfloat dAz, dEl, lastAz, lastEl; /* to calculate spinning w/ polar motion */
- int AdjustingAzEl = 0;
- int AllowIdle, RedisplayWindow;
- /* If AllowIdle is 1 it means AGV will install its own idle which
- * will update the viewpoint as needed and send glutPostRedisplay() to the
- * window RedisplayWindow which was set in agvInit(). AllowIdle of 0
- * means AGV won't install an idle funciton, and something like
- * "if (agvMoving) agvMove()" should exist at the end of the running
- * idle function.
- */
- /* Some <math.h> files do not define M_PI... */
- #ifndef M_PI
- #define M_PI 3.14159265358979323846
- #endif
- #define MAX(x,y) (((x) > (y)) ? (x) : (y))
- #define TORAD(x) ((M_PI/180.0)*(x))
- #define TODEG(x) ((180.0/M_PI)*(x))
- /***************************************************************/
- /************************ PROTOTYPES ***************************/
- /***************************************************************/
- /*
- * these are functions meant for internal use only
- * the other prototypes are in agviewer.h
- */
- void PolarLookFrom(GLfloat dist, GLfloat elevation, GLfloat azimuth);
- void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z, GLfloat az, GLfloat el);
- int ConstrainEl(void);
- void MoveOn(int v);
- void SetMove(float newmove);
- void normalize(GLfloat v[3]);
- void ncrossprod(float v1[3], float v2[3], float cp[3]);
- /***************************************************************/
- /************************ agvInit ******************************/
- /***************************************************************/
- void agvInit(int window)
- {
- glutMouseFunc(agvHandleButton);
- glutMotionFunc(agvHandleMotion);
- glutKeyboardFunc(agvHandleKeys);
- RedisplayWindow = glutGetWindow();
- agvSetAllowIdle(window);
- }
- /***************************************************************/
- /************************ VIEWPOINT STUFF **********************/
- /***************************************************************/
- /*
- * viewing transformation modified from page 90 of red book
- */
- void PolarLookFrom(GLfloat dist, GLfloat elevation, GLfloat azimuth)
- {
- glTranslatef(0, 0, -dist);
- glRotatef(elevation, 1, 0, 0);
- glRotatef(azimuth, 0, 1, 0);
- }
- /*
- * I took the idea of tracking eye position in absolute
- * coords and direction looking in Polar form from denis
- */
- void FlyLookFrom(GLfloat x, GLfloat y, GLfloat z, GLfloat az, GLfloat el)
- {
- float lookat[3], perp[3], up[3];
- lookat[0] = sin(TORAD(az))*cos(TORAD(el));
- lookat[1] = sin(TORAD(el));
- lookat[2] = -cos(TORAD(az))*cos(TORAD(el));
- normalize(lookat);
- perp[0] = lookat[2];
- perp[1] = 0;
- perp[2] = -lookat[0];
- normalize(perp);
- ncrossprod(lookat, perp, up);
- gluLookAt(x, y, z,
- x+lookat[0], y+lookat[1], z+lookat[2],
- up[0], up[1], up[2]);
- }
- /*
- * Call viewing transformation based on movement mode
- */
- void agvViewTransform(void)
- {
- switch (MoveMode) {
- case FLYING:
- FlyLookFrom(Ex, Ey, Ez, EyeAz, EyeEl);
- break;
- case POLAR:
- PolarLookFrom(EyeDist, EyeEl, EyeAz);
- break;
- }
- }
- /*
- * keep them vertical; I think this makes a lot of things easier,
- * but maybe it wouldn't be too hard to adapt things to let you go
- * upside down
- */
- int ConstrainEl(void)
- {
- if (EyeEl <= -90) {
- EyeEl = -89.99;
- return 1;
- } else if (EyeEl >= 90) {
- EyeEl = 89.99;
- return 1;
- }
- return 0;
- }
- /*
- * Idle Function - moves eyeposition
- */
- void agvMove(void)
- {
- switch (MoveMode) {
- case FLYING:
- Ex += EyeMove*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
- Ey += EyeMove*sin(TORAD(EyeEl));
- Ez -= EyeMove*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
- break;
- case POLAR:
- EyeEl += ElSpin;
- EyeAz += AzSpin;
- if (ConstrainEl()) { /* weird spin thing to make things look */
- ElSpin = -ElSpin; /* look better when you are kept from going */
- /* upside down while spinning - Isn't great */
- if (fabs(ElSpin) > fabs(AzSpin))
- AzSpin = fabs(ElSpin) * ((AzSpin > 0) ? 1 : -1);
- }
- break;
- }
- if (AdjustingAzEl) {
- dAz *= SLOW_DAZ;
- dEl *= SLOW_DEL;
- }
- if (AllowIdle) {
- glutPostWindowRedisplay(RedisplayWindow);
- }
- }
- /*
- * Don't install agvMove as idle unless we will be updating the view
- * and we've been given a RedisplayWindow
- */
- void MoveOn(int v)
- {
- if (v && ((MoveMode == FLYING && EyeMove != 0) ||
- (MoveMode == POLAR &&
- (AzSpin != 0 || ElSpin != 0 || AdjustingAzEl)))) {
- agvMoving = 1;
- if (AllowIdle)
- glutIdleFunc(agvMove);
- } else {
- agvMoving = 0;
- if (AllowIdle)
- glutIdleFunc(NULL);
- }
- }
- /*
- * set new redisplay window. If <= 0 it means we are not to install
- * an idle function and will rely on whoever does install one to
- * put statement like "if (agvMoving) agvMove();" at end of it
- */
- void agvSetAllowIdle(int allowidle)
- {
- if ((AllowIdle = allowidle))
- MoveOn(1);
- }
- /*
- * when moving to flying we stay in the same spot, moving to polar we
- * reset since we have to be looking at the origin (though a pivot from
- * current position to look at origin might be cooler)
- */
- void agvSwitchMoveMode(int move)
- {
- switch (move) {
- case FLYING:
- Ex = -EyeDist*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
- Ey = EyeDist*sin(TORAD(EyeEl));
- Ez = EyeDist*(cos(TORAD(EyeAz))*cos(TORAD(EyeEl)));
- EyeAz = EyeAz;
- EyeEl = -EyeEl;
- EyeMove = INIT_MOVE;
- break;
- case POLAR:
- EyeDist = INIT_DIST;
- EyeAz = INIT_POLAR_AZ;
- EyeEl = INIT_POLAR_EL;
- AzSpin = INIT_AZ_SPIN;
- ElSpin = INIT_EL_SPIN;
- break;
- }
- MoveMode = move;
- MoveOn(1);
- glutPostRedisplay();
- }
- /***************************************************************/
- /******************* MOUSE HANDLING ***********************/
- /***************************************************************/
- void agvHandleButton(int button, int state, int x, int y)
- {
- if (state == GLUT_DOWN && downb == -1) {
- lastx = downx = x;
- lasty = downy = y;
- downb = button;
- switch (button) {
- case GLUT_LEFT_BUTTON:
- lastEl = downEl = EyeEl;
- lastAz = downAz = EyeAz;
- AzSpin = ElSpin = dAz = dEl = 0;
- AdjustingAzEl = 1;
- MoveOn(1);
- break;
- case GLUT_MIDDLE_BUTTON:
- downDist = EyeDist;
- downEx = Ex;
- downEy = Ey;
- downEz = Ez;
- downEyeMove = EyeMove;
- EyeMove = 0;
- }
- } else if (state == GLUT_UP && button == downb) {
- downb = -1;
- switch (button) {
- case GLUT_LEFT_BUTTON:
- if (MoveMode != FLYING) {
- AzSpin = -dAz;
- if (AzSpin < MIN_AZSPIN && AzSpin > -MIN_AZSPIN)
- AzSpin = 0;
- ElSpin = -dEl;
- if (ElSpin < MIN_ELSPIN && ElSpin > -MIN_ELSPIN)
- ElSpin = 0;
- }
- AdjustingAzEl = 0;
- MoveOn(1);
- break;
- case GLUT_MIDDLE_BUTTON:
- EyeMove = downEyeMove;
- }
- }
- }
- /*
- * change EyeEl and EyeAz and position when mouse is moved w/ button down
- */
- void agvHandleMotion(int x, int y)
- {
- int deltax = x - downx, deltay = y - downy;
- switch (downb) {
- case GLUT_LEFT_BUTTON:
- EyeEl = downEl + EL_SENS * ((MoveMode == FLYING) ? -deltay : deltay);
- ConstrainEl();
- EyeAz = downAz + AZ_SENS * deltax;
- dAz = PREV_DAZ*dAz + CUR_DAZ*(lastAz - EyeAz);
- dEl = PREV_DEL*dEl + CUR_DEL*(lastEl - EyeEl);
- lastAz = EyeAz;
- lastEl = EyeEl;
- break;
- case GLUT_MIDDLE_BUTTON:
- EyeDist = downDist + DIST_SENS*deltay;
- Ex = downEx - E_SENS*deltay*sin(TORAD(EyeAz))*cos(TORAD(EyeEl));
- Ey = downEy - E_SENS*deltay*sin(TORAD(EyeEl));
- Ez = downEz + E_SENS*deltay*cos(TORAD(EyeAz))*cos(TORAD(EyeEl));
- break;
- }
- glutPostRedisplay();
- }
- /***************************************************************/
- /********************* KEYBOARD HANDLING ***********************/
- /***************************************************************/
- /*
- * set EyeMove (current speed) for FLYING mode
- */
- void SetMove(float newmove)
- {
- if (newmove > MINMOVE) {
- EyeMove = newmove;
- MoveOn(1);
- } else {
- EyeMove = 0;
- MoveOn(0);
- }
- }
- /*
- * 0->9 set speed, +/- adjust current speed -- in FLYING mode
- */
- /* ARGSUSED1 */
- void agvHandleKeys(unsigned char key, int x, int y)
- {
- if (MoveMode != FLYING)
- return;
- if (key >= '0' && key <= '9')
- SetMove(SPEEDFUNCTION((key-'0')));
- else
- switch(key) {
- case '+':
- if (EyeMove == 0)
- SetMove(MINMOVE);
- else
- SetMove(EyeMove *= (1 + MOVEFRACTION));
- break;
- case '-':
- SetMove(EyeMove *= (1 - MOVEFRACTION));
- break;
- }
- }
- /***************************************************************/
- /*********************** VECTOR STUFF **************************/
- /***************************************************************/
- /* normalizes v */
- void normalize(GLfloat v[3])
- {
- GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
- if (d == 0)
- fprintf(stderr, "Zero length vector in normalizen");
- else
- v[0] /= d; v[1] /= d; v[2] /= d;
- }
- /* calculates a normalized crossproduct to v1, v2 */
- void ncrossprod(float v1[3], float v2[3], float cp[3])
- {
- cp[0] = v1[1]*v2[2] - v1[2]*v2[1];
- cp[1] = v1[2]*v2[0] - v1[0]*v2[2];
- cp[2] = v1[0]*v2[1] - v1[1]*v2[0];
- normalize(cp);
- }
- /***************************************************************/
- /**************************** AXES *****************************/
- /***************************************************************/
- /* draw axes -- was helpful to debug/design things */
- void agvMakeAxesList(int displaylistnum)
- {
- int i,j;
- GLfloat axes_ambuse[] = { 0.5, 0.0, 0.0, 1.0 };
- glNewList(displaylistnum, GL_COMPILE);
- glPushAttrib(GL_LIGHTING_BIT);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, axes_ambuse);
- glBegin(GL_LINES);
- glVertex3f(15, 0, 0); glVertex3f(-15, 0, 0);
- glVertex3f(0, 15, 0); glVertex3f(0, -15, 0);
- glVertex3f(0, 0, 15); glVertex3f(0, 0, -15);
- glEnd();
- for (i = 0; i < 3; i++) {
- glPushMatrix();
- glTranslatef(-10*(i==0), -10*(i==1), -10*(i==2));
- for (j = 0; j < 21; j++) {
- glutSolidCube(0.1);
- glTranslatef(i==0, i==1, i==2);
- }
- glPopMatrix();
- }
- glPopAttrib();
- glEndList();
- }