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main.cpp
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#include "3D_bib.h"
#include "Stage.h"
#include <GL/glut.h>
//Variables dimensiones de la pantalla
int WIDTH=500;
int HEIGTH=500;
//Variables para establecer los valores de gluPerspective
float FOVY=60.0;
float ZNEAR=0.01;
float ZFAR=100.0;
//Variables para definir la posicion del observador
//gluLookAt(EYE_X,EYE_Y,EYE_Z,CENTER_X,CENTER_Y,CENTER_Z,UP_X,UP_Y,UP_Z)
float EYE_X=1.0;
float EYE_Y=5.0;
float EYE_Z=15.0;
float CENTER_X=0;
float CENTER_Y=0;
float CENTER_Z=0;
float UP_X=0;
float UP_Y=1;
float UP_Z=0;
//Variables para dibujar los ejes del sistema
float X_MIN=-20;
float X_MAX=20;
float Y_MIN=-20;
float Y_MAX=20;
float Z_MIN=-100;
float Z_MAX=20;
//Se declara el objeto para utilizar las operaciones 3D
Operaciones3D Op3D;
Stage S(&Op3D);
float Theta1=0,sx1 = 1,sy1 = 1,sz1 = 1, tx1 = 0,ty1 = 0,tz1 = 0;
float Theta2=0,sx2 = 1,sy2 = 1,sz2 = 1, tx2 = 0,ty2 = 0,tz2 = 0;
float Theta3=0,sx3 = 1,sy3 = 1,sz3 = 1, tx3 = 0,ty3 = 0,tz3 = 0;
//Variables para la definicion de objetos
float P1[3]={0.0,0.0,5.0};
float P2[3]={0.0,5.0,0.0};
//float points[5][3]={{0,0,1},{1,0,1},{1,0,0},{0,0,0},{0.5,0.75,0.5}};
float points[8][3]= {{0,0,1},{1,0,1},{1,0,0},{0,0,0},
{0,1,1},{1,1,1},{1,1,0},{0,1,0}};
float points2[8][3]={{0,0,1},{1,0,1},{1,0,0},{0,0,0},
{0,1,1},{1,1,1},{1,1,0},{0,1,0}};
float points3[8][3]={{0,0,1},{1,0,1},{1,0,0},{0,0,0},
{0,1,1},{1,1,1},{1,1,0},{0,1,0}};
//Dibujar ejes
void drawAxis()
{
glShadeModel(GL_SMOOTH);
glLineWidth(1.0);
//X axis in red
glBegin(GL_LINES);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f(X_MIN,0.0,0.0);
glColor3f(0.5f,0.0f,0.0f);
glVertex3f(X_MAX,0.0,0.0);
glEnd();
//Y axis in green
glColor3f(0.0f,1.0f,0.0f);
glBegin(GL_LINES);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f(0.0,Y_MIN,0.0);
glColor3f(0.0f,0.5f,0.0f);
glVertex3f(0.0,Y_MAX,0.0);
glEnd();
//Z axis in blue
glBegin(GL_LINES);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(0.0,0.0,Z_MIN);
glColor3f(0.0f,0.0f,0.5f);
glVertex3f(0.0,0.0,Z_MAX);
glEnd();
glLineWidth(1.0);
}
//-------------------------------------------------------------------------
//funciones callbacks
void idle(void)
{
glutPostRedisplay();
}
void reshape(int width, int height)
{
glViewport(0, 0, width, height);
}
static void keys(unsigned char key, int x, int y)
{
switch(key){
///OBJETO 1
case '1': // ---> ROTAR +
Theta1=10; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case '2': // ---> ROTAR -
Theta1=-10; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case '3': // ---> ESCALAR +
Theta1 = 0; sx1 = 1.1; sy1 = 1.1; sz1 = 1.1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case '4': // ---> ESCALAR -
Theta1 = 0; sx1 = 0.9; sy1 = 0.9; sz1 = 0.9, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case '5': // ---> TRASLACIÓN X
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0.1, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case '6': // ---> TRASLACIÓN Y
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0.1, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case '7': // ---> TRASLACIÓN Z
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = -0.1;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
///OBJETO 2
case 'q': // ---> ROTAR +
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 =10; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'w': // ---> ROTAR -
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 =-10; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'e': // ---> ESCALAR +
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1.1; sy2 = 1.1; sz2 = 1.1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'r': // ---> ESCALAR -
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 0.9; sy2 = 0.9; sz2 = 0.9, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 't': // ---> TRASLACIÓN X
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0.1, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'y': // ---> TRASLACIÓN Y
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0.1, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'u': // ---> TRASLACIÓN Z
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0.1;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
///OBJETO 3
case 'a': // ---> ROTAR +
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 =10; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 's': // ---> ROTAR -
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 =-10;sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'd': // ---> ESCALAR +
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1.1; sy3 = 1.1; sz3 = 1.1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'f': // ---> ESCALAR -
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 0.9; sy3 = 0.9; sz3 = 0.9, tx3 = 0, ty3 = 0, tz3 = 0;
break;
case 'g': // ---> TRASLACIÓN X
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0.1, ty3 = 0, tz3 = 0;
break;
case 'h': // ---> TRASLACIÓN Y
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0.1, tz3 = 0;
break;
case 'j': // ---> TRASLACIÓN Z
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0.1;
break;
default:
Theta1 = 0; sx1 = 1; sy1 = 1; sz1 = 1, tx1 = 0, ty1 = 0, tz1 = 0;
Theta2 = 0; sx2 = 1; sy2 = 1; sz2 = 1, tx2 = 0, ty2 = 0, tz2 = 0;
Theta3 = 0; sx3 = 1; sy3 = 1; sz3 = 1, tx3 = 0, ty3 = 0, tz3 = 0;
break;
}
glutPostRedisplay();
}
//--------------------------------------------------------------------------
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
//drawAxis();
glColor3f(1.0f,1.0f,1.0f);
//se rota la piramide Theta grados con respecto al eje de rotacion
//a una distancia definida por el usuario
///S.RotacionPiramide('Y',Theta,0,0);
///S.RotacionPiramide(Theta,P1,P2);
///S.ImprimePiramide();
S.ShowStage();
glutSwapBuffers();
}
void init()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(FOVY, (GLfloat)WIDTH/HEIGTH, ZNEAR, ZFAR);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(EYE_X,EYE_Y,EYE_Z,CENTER_X,CENTER_Y,CENTER_Z,UP_X,UP_Y,UP_Z);
glClearColor(0,0,0,0);
///RESET DE VALORES
Theta1=0;Theta2=0; Theta3=0;
sx1 = 1; sy1 = 1; sz1 = 1;
sx2 = 1; sy2 = 1; sz2 = 1;
sx3 = 1; sy3 = 1; sz3 = 1;
tx1 = 0,ty1 = 0,tz1 = 0;
tx2 = 0,ty2 = 0,tz2 = 0;
tx3 = 0,ty3 = 0,tz3 = 0;
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowPosition(50, 50);
glutInitWindowSize(WIDTH, HEIGTH);
glutCreateWindow("Matriz de Modelado Global | Jesus Huerta Aguilar");
init();
//Op3D.LoadIdentity(Op3D.A);
glutDisplayFunc(display);
//glutIdleFunc(idle);
glutKeyboardFunc(keys);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}