📄 glutmech.c
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glColor3f(0.5, 0.5, 0.5);
Box(0.5, 0.6, 2.0, solid);
glTranslatef(-1.5, 0.0, 0.0);
Box(0.5, 0.6, 2.0, solid);
glTranslatef(0.75, 0.0, 0.0);
glEndList();
}
void
MechHip(char solid)
{
int i;
glNewList(SOLID_MECH_HIP, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
Octagon(0.7, 0.5, solid);
#ifdef SPHERE
for (i = 0; i < 2; i++) {
if (i)
glScalef(-1.0, 1.0, 1.0);
glTranslatef(1.0, 0.0, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
gluSphere(qobj, 0.2, 16, 16);
glTranslatef(-1.0, 0.0, 0.0);
}
glScalef(-1.0, 1.0, 1.0);
#endif
glEndList();
}
void
Shoulder(char solid)
{
glNewList(SOLID_MECH_SHOULDER, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
Box(1.0, 0.5, 0.5, solid);
glTranslatef(0.9, 0.0, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
#ifdef SPHERE
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
gluSphere(qobj, 0.6, 16, 16);
#endif
glTranslatef(-0.9, 0.0, 0.0);
glEndList();
}
void
UpperArm(char solid)
{
int i;
glNewList(SOLID_MECH_UPPER_ARM, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
Box(1.0, 2.0, 1.0, solid);
glTranslatef(0.0, -0.95, 0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
gluCylinder(qobj, 0.4, 0.4, 1.5, 16, 10);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
glRotatef(-90.0, 1.0, 0.0, 0.0);
glTranslatef(-0.4, -1.85, 0.0);
glRotatef(90.0, 0.0, 1.0, 0.0);
for (i = 0; i < 2; i++) {
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
if (i)
gluCylinder(qobj, 0.5, 0.5, 0.8, 16, 10);
else
gluCylinder(qobj, 0.2, 0.2, 0.8, 16, 10);
}
for (i = 0; i < 2; i++) {
if (i)
glScalef(-1.0, 1.0, 1.0);
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
if (i)
glTranslatef(0.0, 0.0, 0.8);
gluDisk(qobj, 0.2, 0.5, 16, 10);
if (i)
glTranslatef(0.0, 0.0, -0.8);
}
glScalef(-1.0, 1.0, 1.0);
glRotatef(-90.0, 0.0, 1.0, 0.0);
glTranslatef(0.4, 2.9, 0.0);
glEndList();
}
void
VulcanGun(char solid)
{
int i;
glNewList(SOLID_MECH_VULCAN, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
if (!solid) {
gluQuadricDrawStyle(qobj, GLU_LINE);
}
gluCylinder(qobj, 0.5, 0.5, 0.5, 16, 10);
glTranslatef(0.0, 0.0, 0.5);
gluDisk(qobj, 0.0, 0.5, 16, 10);
for (i = 0; i < 5; i++) {
glRotatef(72.0, 0.0, 0.0, 1.0);
glTranslatef(0.0, 0.3, 0.0);
if (!solid) {
gluQuadricDrawStyle(qobj, GLU_LINE);
}
gluCylinder(qobj, 0.15, 0.15, 2.0, 16, 10);
gluCylinder(qobj, 0.06, 0.06, 2.0, 16, 10);
glTranslatef(0.0, 0.0, 2.0);
gluDisk(qobj, 0.1, 0.15, 16, 10);
gluCylinder(qobj, 0.1, 0.1, 0.1, 16, 5);
glTranslatef(0.0, 0.0, 0.1);
gluDisk(qobj, 0.06, 0.1, 16, 5);
glTranslatef(0.0, -0.3, -2.1);
}
glEndList();
}
void
ForeArm(char solid)
{
char i;
glNewList(SOLID_MECH_FOREARM, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
for (i = 0; i < 5; i++) {
glTranslatef(0.0, -0.1, -0.15);
Box(0.6, 0.8, 0.2, solid);
glTranslatef(0.0, 0.1, -0.15);
Box(0.4, 0.6, 0.1, solid);
}
glTranslatef(0.0, 0.0, 2.45);
Box(1.0, 1.0, 2.0, solid);
glTranslatef(0.0, 0.0, -1.0);
glEndList();
}
void
UpperLeg(char solid)
{
int i;
glNewList(SOLID_MECH_UPPER_LEG, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
if (!solid) {
gluQuadricDrawStyle(qobj, GLU_LINE);
}
glTranslatef(0.0, -1.0, 0.0);
Box(0.4, 1.0, 0.7, solid);
glTranslatef(0.0, -0.65, 0.0);
for (i = 0; i < 5; i++) {
Box(1.2, 0.3, 1.2, solid);
glTranslatef(0.0, -0.2, 0.0);
Box(1.0, 0.1, 1.0, solid);
glTranslatef(0.0, -0.2, 0.0);
}
glTranslatef(0.0, -0.15, -0.4);
Box(2.0, 0.5, 2.0, solid);
glTranslatef(0.0, -0.3, -0.2);
glRotatef(90.0, 1.0, 0.0, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
gluCylinder(qobj, 0.6, 0.6, 3.0, 16, 10);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
glRotatef(-90.0, 1.0, 0.0, 0.0);
glTranslatef(0.0, -1.5, 1.0);
Box(1.5, 3.0, 0.5, solid);
glTranslatef(0.0, -1.75, -0.8);
Box(2.0, 0.5, 2.0, solid);
glTranslatef(0.0, -0.9, -0.85);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
gluCylinder(qobj, 0.8, 0.8, 1.8, 16, 10);
for (i = 0; i < 2; i++) {
if (i)
glScalef(-1.0, 1.0, 1.0);
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
if (i)
glTranslatef(0.0, 0.0, 1.8);
gluDisk(qobj, 0.0, 0.8, 16, 10);
if (i)
glTranslatef(0.0, 0.0, -1.8);
}
glScalef(-1.0, 1.0, 1.0);
glEndList();
}
void
Foot(char solid)
{
glNewList(SOLID_MECH_FOOT, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
glRotatef(90.0, 1.0, 0.0, 0.0);
Octagon(1.5, 0.6, solid);
glRotatef(-90.0, 1.0, 0.0, 0.0);
glEndList();
}
void
LowerLeg(char solid)
{
float k, l;
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
for (k = 0.0; k < 2.0; k++) {
for (l = 0.0; l < 2.0; l++) {
glPushMatrix();
glTranslatef(k, 0.0, l);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
Box(1.0, 0.5, 1.0, solid);
glTranslatef(0.0, -0.45, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
#ifdef SPHERE
if (!solid)
glutWireSphere(0.2, 16, 10);
else
glutSolidSphere(0.2, 16, 10);
#endif
if (leg)
glRotatef((GLfloat) heel1, 1.0, 0.0, 0.0);
else
glRotatef((GLfloat) heel2, 1.0, 0.0, 0.0);
/* glTranslatef(0.0, -0.2, 0.0); */
glTranslatef(0.0, -1.7, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
Box(0.25, 3.0, 0.25, solid);
glTranslatef(0.0, -1.7, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
#ifdef SPHERE
if (!solid)
glutWireSphere(0.2, 16, 10);
else
glutSolidSphere(0.2, 16, 10);
#endif
if (leg)
glRotatef((GLfloat) - heel1, 1.0, 0.0, 0.0);
else
glRotatef((GLfloat) - heel2, 1.0, 0.0, 0.0);
glTranslatef(0.0, -0.45, 0.0);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
Box(1.0, 0.5, 1.0, solid);
if (!k && !l) {
int j;
glTranslatef(-0.4, -0.8, 0.5);
if (leg)
glRotatef((GLfloat) ankle1, 1.0, 0.0, 0.0);
else
glRotatef((GLfloat) ankle2, 1.0, 0.0, 0.0);
glRotatef(90.0, 0.0, 1.0, 0.0);
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
gluCylinder(qobj, 0.8, 0.8, 1.8, 16, 10);
for (j = 0; j < 2; j++) {
if (!solid)
gluQuadricDrawStyle(qobj, GLU_LINE);
if (j) {
glScalef(-1.0, 1.0, 1.0);
glTranslatef(0.0, 0.0, 1.8);
}
gluDisk(qobj, 0.0, 0.8, 16, 10);
if (j)
glTranslatef(0.0, 0.0, -1.8);
}
glScalef(-1.0, 1.0, 1.0);
glRotatef(-90.0, 0.0, 1.0, 0.0);
glTranslatef(0.95, -0.8, 0.0);
glCallList(SOLID_MECH_FOOT);
}
glPopMatrix();
}
}
}
void
RocketPod(char solid)
{
int i, j, k = 0;
glNewList(SOLID_MECH_ROCKET, GL_COMPILE);
#ifdef LIGHT
SetMaterial(mat_specular2, mat_ambient2, mat_diffuse2, mat_shininess2);
#endif
glColor3f(0.5, 0.5, 0.5);
glScalef(0.4, 0.4, 0.4);
glRotatef(45.0, 0.0, 0.0, 1.0);
glTranslatef(1.0, 0.0, 0.0);
Box(2.0, 0.5, 3.0, solid);
glTranslatef(1.0, 0.0, 0.0);
glRotatef(45.0, 0.0, 0.0, 1.0);
glTranslatef(0.5, 0.0, 0.0);
Box(1.2, 0.5, 3.0, solid);
glTranslatef(2.1, 0.0, 0.0);
glRotatef(-90.0, 0.0, 0.0, 1.0);
#ifdef LIGHT
SetMaterial(mat_specular, mat_ambient, mat_diffuse, mat_shininess);
#endif
glColor3f(1.0, 1.0, 0.0);
Box(2.0, 3.0, 4.0, solid);
glTranslatef(-0.5, -1.0, 1.3);
for (i = 0; i < 2; i++) {
for (j = 0; j < 3; j++) {
if (!solid) {
gluQuadricDrawStyle(qobj, GLU_LINE);
}
glTranslatef(i, j, 0.6);
#ifdef LIGHT
SetMaterial(mat_specular3, mat_ambient3, mat_diffuse3, mat_shininess3);
#endif
glColor3f(1.0, 1.0, 1.0);
gluCylinder(qobj, 0.4, 0.4, 0.3, 16, 10);
glTranslatef(0.0, 0.0, 0.3);
#ifdef LIGHT
SetMaterial(mat_specular4, mat_ambient4, mat_diffuse4, mat_shininess4);
#endif
glColor3f(0.0, 1.0, 0.0);
gluCylinder(qobj, 0.4, 0.0, 0.5, 16, 10);
k++;
glTranslatef(-i, -j, -0.9);
}
}
glEndList();
}
void
Enviro(char solid)
{
int i, j;
glNewList(SOLID_ENVIRO, GL_COMPILE);
SetMaterial(mat_specular4, mat_ambient4, mat_diffuse4, mat_shininess4);
glColor3f(0.0, 1.0, 0.0);
Box(20.0, 0.5, 30.0, solid);
SetMaterial(mat_specular4, mat_ambient3, mat_diffuse2, mat_shininess);
glColor3f(0.6, 0.6, 0.6);
glTranslatef(0.0, 0.0, -10.0);
for (j = 0; j < 6; j++) {
for (i = 0; i < 2; i++) {
if (i)
glScalef(-1.0, 1.0, 1.0);
glTranslatef(10.0, 4.0, 0.0);
Box(4.0, 8.0, 2.0, solid);
glTranslatef(0.0, -1.0, -3.0);
Box(4.0, 6.0, 2.0, solid);
glTranslatef(-10.0, -3.0, 3.0);
}
glScalef(-1.0, 1.0, 1.0);
glTranslatef(0.0, 0.0, 5.0);
}
glEndList();
}
void
Toggle(void)
{
if (solid_part)
solid_part = 0;
else
solid_part = 1;
}
void
disable(void)
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_NORMALIZE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
void
lighting(void)
{
GLfloat position[] =
{0.0, 0.0, 2.0, 1.0};
#ifdef MOVE_LIGHT
glRotatef((GLfloat) lightturn1, 1.0, 0.0, 0.0);
glRotatef((GLfloat) lightturn, 0.0, 1.0, 0.0);
glRotatef(0.0, 1.0, 0.0, 0.0);
#endif
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 80.0);
glTranslatef(0.0, 0.0, 2.0);
glDisable(GL_LIGHTING);
Box(0.1, 0.1, 0.1, 0);
glEnable(GL_LIGHTING);
}
void
DrawMech(void)
{
int i, j;
glScalef(0.5, 0.5, 0.5);
glPushMatrix();
glTranslatef(0.0, -0.75, 0.0);
glRotatef((GLfloat) tilt, 1.0, 0.0, 0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
#ifdef HIP
glCallList(SOLID_MECH_HIP);
#endif
glRotatef(-90.0, 1.0, 0.0, 0.0);
glTranslatef(0.0, 0.75, 0.0);
glPushMatrix();
glRotatef((GLfloat) pivot, 0.0, 1.0, 0.0);
glPushMatrix();
#ifdef TORSO
glCallList(SOLID_MECH_TORSO);
#endif
glPopMatrix();
glPushMatrix();
glTranslatef(0.5, 0.5, 0.0);
#ifdef ROCKET_POD
glCallList(SOLID_MECH_ROCKET);
#endif
glPopMatrix();
for (i = 0; i < 2; i++) {
glPushMatrix();
if (i)
glScalef(-1.0, 1.0, 1.0);
glTranslatef(1.5, 0.0, 0.0);
#ifdef SHOULDER
glCallList(SOLID_MECH_SHOULDER);
#endif
glTranslatef(0.9, 0.0, 0.0);
if (i) {
glRotatef((GLfloat) lat1, 0.0, 0.0, 1.0);
glRotatef((GLfloat) shoulder1, 1.0, 0.0, 0.0);
glRotatef((GLfloat) shoulder3, 0.0, 1.0, 0.0);
} else {
glRotatef((GLfloat) lat2, 0.0, 0.0, 1.0);
glRotatef((GLfloat) shoulder2, 1.0, 0.0, 0.0);
glRotatef((GLfloat) shoulder4, 0.0, 1.0, 0.0);
}
glTranslatef(0.0, -1.4, 0.0);
#ifdef UPPER_ARM
glCallList(SOLID_MECH_UPPER_ARM);
#endif
glTranslatef(0.0, -2.9, 0.0);
if (i)
glRotatef((GLfloat) elbow1, 1.0, 0.0, 0.0);
else
glRotatef((GLfloat) elbow2, 1.0, 0.0, 0.0);
glTranslatef(0.0, -0.9, -0.2);
#ifdef LOWER_ARM
glCallList(SOLID_MECH_FOREARM);
glPushMatrix();
glTranslatef(0.0, 0.0, 2.0);
glRotatef((GLfloat) fire, 0.0, 0.0, 1.0);
glCallList(SOLID_MECH_VULCAN);
glPopMatrix();
#endif
glPopMatrix();
}
glPopMatrix();
glPopMatrix();
for (j = 0; j < 2; j++) {
glPushMatrix();
if (j) {
glScalef(-0.5, 0.5, 0.5);
leg = 1;
} else {
glScalef(0.5, 0.5, 0.5);
leg = 0;
}
glTranslatef(2.0, -1.5, 0.0);
if (j) {
glRotatef((GLfloat) hip11, 1.0, 0.0, 0.0);
glRotatef((GLfloat) hip12, 0.0, 0.0, 1.0);
} else {
glRotatef((GLfloat) hip21, 1.0, 0.0, 0.0);
glRotatef((GLfloat) hip22, 0.0, 0.0, 1.0);
}
glTranslatef(0.0, 0.3, 0.0);
#ifdef UPPER_LEG
glPushMatrix();
glCallList(SOLID_MECH_UPPER_LEG);
glPopMatrix();
#endif
glTranslatef(0.0, -8.3, -0.4);
if (j)
glRotatef((GLfloat) - hip12, 0.0, 0.0, 1.0);
else
glRotatef((GLfloat) - hip22, 0.0, 0.0, 1.0);
glTranslatef(-0.5, -0.85, -0.5);
#ifdef LOWER_LEG
LowerLeg(1);
#endif
glPopMatrix();
}
}
void
display(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glRotatef((GLfloat) turn, 0.0, 1.0, 0.0);
glRotatef((GLfloat) turn1, 1.0, 0.0, 0.0);
#ifdef LIGHT
if (solid_part) {
glPushMatrix();
lighting();
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