📄 mycollision1view.cpp
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// MyCollision1View.cpp : implementation of the CMyCollision1View class
//
#include "stdafx.h"
#include "MyCollision1.h"
#include "MyCollision1Doc.h"
#include "MyCollision1View.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
GLfloat spec[]={1.0, 1.0 ,1.0 ,1.0}; // 设置球的镜面高光
GLfloat posl[]={0,400,0,1}; // 光源的位置
GLfloat amb[]={0.2f, 0.2f, 0.2f ,1.0f}; // 全局环境光
GLfloat amb2[]={0.3f, 0.3f, 0.3f ,1.0f}; // 光源的环境光
CVector dir(0,0,-10); // 摄像机的最初方向
CVector pos(0,-50,1000); // 摄像机的最初位置
float camera_rotation=0; // 围绕 Y 轴旋转
CVector veloc(0.5,-0.1,0.5); // 球的最初运动速度
CVector accel(0,-0.05,0); // 球的加速度
CVector ArrayVel[10]; // 保存球的速度
CVector ArrayPos[10]; // 球的位置
CVector OldPos[10]; // 球的老位置
int NrOfBalls; // 设置球的数量
double Time=0.6; // 仿真的时间步长
int hook_toball1=0, sounds=1;
/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View
IMPLEMENT_DYNCREATE(CMyCollision1View, CView)
BEGIN_MESSAGE_MAP(CMyCollision1View, CView)
//{{AFX_MSG_MAP(CMyCollision1View)
ON_WM_CREATE()
ON_WM_DESTROY()
ON_WM_SIZE()
ON_WM_TIMER()
//}}AFX_MSG_MAP
// Standard printing commands
ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View construction/destruction
CMyCollision1View::CMyCollision1View()
{
// TODO: add construction code here
}
CMyCollision1View::~CMyCollision1View()
{
}
BOOL CMyCollision1View::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
////////////////////////////////////////////////////////////////
//设置窗口类型
cs.style |=WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
////////////////////////////////////////////////////////////////
return CView::PreCreateWindow(cs);
}
/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View drawing
void CMyCollision1View::OnDraw(CDC* pDC)
{
CMyCollision1Doc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
//////////////////////////////////////////////////////////////////
RenderScene(); //渲染场景
//////////////////////////////////////////////////////////////////
}
/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View printing
BOOL CMyCollision1View::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMyCollision1View::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMyCollision1View::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View diagnostics
#ifdef _DEBUG
void CMyCollision1View::AssertValid() const
{
CView::AssertValid();
}
void CMyCollision1View::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMyCollision1Doc* CMyCollision1View::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyCollision1Doc)));
return (CMyCollision1Doc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMyCollision1View message handlers
int CMyCollision1View::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1;
// TODO: Add your specialized creation code here
//////////////////////////////////////////////////////////////////
//初始化OpenGL和设置定时器
m_pDC = new CClientDC(this);
SetTimer(1, 20, NULL);
InitializeOpenGL(m_pDC);
//////////////////////////////////////////////////////////////////
InitVars();
Init();
return 0;
}
void CMyCollision1View::OnDestroy()
{
CView::OnDestroy();
// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//删除调色板和渲染上下文、定时器
::wglMakeCurrent(0,0);
::wglDeleteContext( m_hRC);
if (m_hPalette)
DeleteObject(m_hPalette);
if ( m_pDC )
{
delete m_pDC;
}
KillTimer(1);
/////////////////////////////////////////////////////////////////
}
void CMyCollision1View::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
// TODO: Add your message handler code here
/////////////////////////////////////////////////////////////////
//添加窗口缩放时的图形变换函数
glViewport(0,0,cx,cy);
/////////////////////////////////////////////////////////////////
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0f,(GLfloat)cx/(GLfloat)cy,10.f,1700.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CMyCollision1View::OnTimer(UINT nIDEvent)
{
// TODO: Add your message handler code here and/or call default
/////////////////////////////////////////////////////////////////
//添加定时器响应函数和场景更新函数
Invalidate(FALSE);
/////////////////////////////////////////////////////////////////
CView::OnTimer(nIDEvent);
}
/////////////////////////////////////////////////////////////////////
// 设置逻辑调色板
//////////////////////////////////////////////////////////////////////
void CMyCollision1View::SetLogicalPalette(void)
{
struct
{
WORD Version;
WORD NumberOfEntries;
PALETTEENTRY aEntries[256];
} logicalPalette = { 0x300, 256 };
BYTE reds[] = {0, 36, 72, 109, 145, 182, 218, 255};
BYTE greens[] = {0, 36, 72, 109, 145, 182, 218, 255};
BYTE blues[] = {0, 85, 170, 255};
for (int colorNum=0; colorNum<256; ++colorNum)
{
logicalPalette.aEntries[colorNum].peRed =
reds[colorNum & 0x07];
logicalPalette.aEntries[colorNum].peGreen =
greens[(colorNum >> 0x03) & 0x07];
logicalPalette.aEntries[colorNum].peBlue =
blues[(colorNum >> 0x06) & 0x03];
logicalPalette.aEntries[colorNum].peFlags = 0;
}
m_hPalette = CreatePalette ((LOGPALETTE*)&logicalPalette);
}
//////////////////////////////////////////////////////////
// 初始化openGL场景
//////////////////////////////////////////////////////////
BOOL CMyCollision1View::InitializeOpenGL(CDC* pDC)
{
m_pDC = pDC;
SetupPixelFormat();
//生成绘制描述表
m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc());
//置当前绘制描述表
::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC);
return TRUE;
}
//////////////////////////////////////////////////////////
// 设置像素格式
//////////////////////////////////////////////////////////
BOOL CMyCollision1View::SetupPixelFormat()
{
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // pfd结构的大小
1, // 版本号
PFD_DRAW_TO_WINDOW | // 支持在窗口中绘图
PFD_SUPPORT_OPENGL | // 支持 OpenGL
PFD_DOUBLEBUFFER, // 双缓存模式
PFD_TYPE_RGBA, // RGBA 颜色模式
24, // 24 位颜色深度
0, 0, 0, 0, 0, 0, // 忽略颜色位
0, // 没有非透明度缓存
0, // 忽略移位位
0, // 无累加缓存
0, 0, 0, 0, // 忽略累加位
32, // 32 位深度缓存
0, // 无模板缓存
0, // 无辅助缓存
PFD_MAIN_PLANE, // 主层
0, // 保留
0, 0, 0 // 忽略层,可见性和损毁掩模
};
int pixelformat;
pixelformat = ::ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd);//选择像素格式
::SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd); //设置像素格式
if(pfd.dwFlags & PFD_NEED_PALETTE)
SetLogicalPalette(); //设置逻辑调色板
return TRUE;
}
//////////////////////////////////////////////////////////
// 场景绘制与渲染
//////////////////////////////////////////////////////////
BOOL CMyCollision1View::RenderScene()
{
idle();
int i;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (hook_toball1)
{
CVector unit_followvector=ArrayVel[0];
unit_followvector.unit();
gluLookAt(ArrayPos[0].X()+250,ArrayPos[0].Y()+250 ,ArrayPos[0].Z(), ArrayPos[0].X()+ArrayVel[0].X() ,ArrayPos[0].Y()+ArrayVel[0].Y() ,ArrayPos[0].Z()+ArrayVel[0].Z() ,0,1,0);
}
else
gluLookAt(pos.X(),pos.Y(),pos.Z(), pos.X()+dir.X(),pos.Y()+dir.Y(),pos.Z()+dir.Z(), 0,1.0,0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glRotatef(camera_rotation,0,1,0);
// 绘制球
for (i=0;i<NrOfBalls;i++)
{
switch(i){
case 1: glColor3f(1.0f,1.0f,1.0f);
break;
case 2: glColor3f(1.0f,1.0f,0.0f);
break;
case 3: glColor3f(0.0f,1.0f,1.0f);
break;
case 4: glColor3f(0.0f,1.0f,0.0f);
break;
case 5: glColor3f(0.0f,0.0f,1.0f);
break;
case 6: glColor3f(0.65f,0.2f,0.3f);
break;
case 7: glColor3f(1.0f,0.0f,1.0f);
break;
case 8: glColor3f(0.0f,0.7f,0.4f);
break;
default: glColor3f(1.0f,0,0);
}
glPushMatrix();
glTranslated(ArrayPos[i].X(),ArrayPos[i].Y(),ArrayPos[i].Z());
gluSphere(cylinder_obj,20,20,20);
glPopMatrix();
}
glEnable(GL_TEXTURE_2D);
// 绘制带纹理的墙壁
glBindTexture(GL_TEXTURE_2D, texture[3]);
glColor3f(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(320,320,320);
glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,320);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-320,-320,320);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,320,320);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,320,-320);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-320,-320,-320);
glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,-320);
glTexCoord2f(0.0f, 0.0f); glVertex3f(320,320,-320);
glTexCoord2f(1.0f, 0.0f); glVertex3f(320,320,-320);
glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,-320);
glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,320);
glTexCoord2f(0.0f, 0.0f); glVertex3f(320,320,320);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,320,320);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-320,-320,320);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-320,-320,-320);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,320,-320);
glEnd();
// 绘制有颜色的地面
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-320,-320,320);
glTexCoord2f(1.0f, 1.0f); glVertex3f(320,-320,320);
glTexCoord2f(0.0f, 1.0f); glVertex3f(320,-320,-320);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-320,-320,-320);
glEnd();
// 绘制圆柱体
glBindTexture(GL_TEXTURE_2D, texture[0]);
glColor3f(0.5,0.5,0.5);
glPushMatrix();
glRotatef(90, 1,0,0);
glTranslatef(0,0,-500);
gluCylinder(cylinder_obj, 60, 60, 1000, 20, 2);
glPopMatrix();
glPushMatrix();
glTranslatef(200,-300,-500);
gluCylinder(cylinder_obj, 60, 60, 1000, 20, 2);
glPopMatrix();
glPushMatrix();
glTranslatef(-200,0,0);
glRotatef(135, 1,0,0);
glTranslatef(0,0,-500);
gluCylinder(cylinder_obj, 30, 30, 1000, 20, 2);
glPopMatrix();
// 绘制爆炸效果
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBindTexture(GL_TEXTURE_2D, texture[1]);
for(i=0; i<20; i++)
{
if(ExplosionArray[i]._Alpha>=0)
{
glPushMatrix();
ExplosionArray[i]._Alpha-=0.01f;
ExplosionArray[i]._Scale+=0.03f;
glColor4f(1,1,0,ExplosionArray[i]._Alpha);
glScalef(ExplosionArray[i]._Scale,ExplosionArray[i]._Scale,ExplosionArray[i]._Scale);
glTranslatef((float)ExplosionArray[i]._Position.X()/ExplosionArray[i]._Scale, (float)ExplosionArray[i]._Position.Y()/ExplosionArray[i]._Scale, (float)ExplosionArray[i]._Position.Z()/ExplosionArray[i]._Scale);
glCallList(dlist);
glPopMatrix();
}
}
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
return TRUE;
}
int CMyCollision1View::Init(GLvoid)
{
float df=100.0;
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClearColor(0,0,0,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glMaterialfv(GL_FRONT,GL_SPECULAR,spec);
glMaterialfv(GL_FRONT,GL_SHININESS,&df);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0,GL_POSITION,posl);
glLightfv(GL_LIGHT0,GL_AMBIENT,amb2);
glEnable(GL_LIGHT0);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,amb);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_TEXTURE_2D);
LoadGLTextures();
glNewList(dlist=glGenLists(1), GL_COMPILE);
glBegin(GL_QUADS);
glRotatef(-45,0,1,0);
glNormal3f(0,0,1);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-50,-40,0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(50,-40,0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(50,40,0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-50,40,0);
glNormal3f(0,0,-1);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-50,40,0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(50,40,0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(50,-40,0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-50,-40,0);
glNormal3f(1,0,0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0,-40,50);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0,-40,-50);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0,40,-50);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0,40,50);
glNormal3f(-1,0,0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(0,40,50);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0,40,-50);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0,-40,-50);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0,-40,50);
glEnd();
glEndList();
return TRUE;
}
// 测试球之间是否相互碰撞
int CMyCollision1View::FindBallCol(CVector& point, double& TimePoint, double Time2, int& BallNr1, int& BallNr2)
{
CVector RelativeV;
CTray rays;
double MyTime=0.0, Add=Time2/150.0, Timedummy=10000, Timedummy2=-1;
CVector posi;
// 测试所有的球是否相互碰撞
for (int i=0;i<NrOfBalls-1;i++)
{
for (int j=i+1;j<NrOfBalls;j++)
{
RelativeV=ArrayVel[i]-ArrayVel[j];
rays=CTray(OldPos[i],CVector::unit(RelativeV));
MyTime=0.0;
if ( (rays.dist(OldPos[j])) > 40) continue;
while (MyTime<Time2)
{
MyTime+=Add;
posi=OldPos[i]+RelativeV*MyTime;
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