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- #include <iostream>
- #include <GL/glut.h>
- #include <Windows.h> //FOR CURSOR
- #include <tgmath.h> //FOR MATHS
- #include <fstream>
- #include <string>
- #include <time.h> //FOR THE TIME FOR RANDOM GENERATOR SEED
- const int MAXMOLECULES = 1000000, MAXCUBOIDS = 10000, NUMBER_OF_PRESSURE_SENSORS = 3, MAX_RECORDING_TIME = 1000000;
- int widthOfMonitor = glutGet( GLUT_SCREEN_WIDTH ), heightOfMonitor = glutGet( GLUT_SCREEN_HEIGHT ),
- cuboidBuilding = 0;//IS A CUBE CURRENTLY BEING BUILT? 0 FOR NO, 1 FOR YES.
- const float ORIGINAL_CAMERA_LOCATION[3] = { 0, 0, 0 }, //ORIGINAL CAMERA LOCATION
- ORIGINAL_CAMERA_DIRECTION[3] = { 2.001, 0, 0 },
- PI = 3.14159265359, //PI
- MAPSIZE = 20.0, //SIZE OF THE CUBE SURROUNDING THE CENTER
- SIZESCALE = 100.0; //SCALE THE SIZE OF BOXES
- float cameraInformation[3][3], //(CAMERA TRANSLATION FROM ORIGINAL CAMERA LOCATION, CAMERA DIRECTION, CAMERA LOCATION) in (x,y,z)
- cursorAngle[2], //POSITION OF CURSOR CONVERTED TO AN ANGLE, in (y,z)
- cubeInitialOrigin[3], //ORIGIN OF CUBE WHEN STARTING BUILDING, in (x,y,z)
- movementSpeed = 0.0125;
- char s[30];
- std::string str1 = "FILLINGUPTHESTRING"; //TAKES USERS INPUT OF FILENAME
- const char *FILENAME = str1.c_str( );
- void window_size( int w, int h ); //TAKE CURRENT SIZE OF WINDOW
- void rotate_camera( );
- void move_forward( float forwardsOrBackwards );
- void move_left( float forwardsOrBackwards );
- void move_up( float forwardsOrBackwards );
- void keyboard( unsigned char key, int x, int y );
- void cuboid ( float OCX, float OCY, float OCZ,
- float xsize, float ysize, float zsize,
- float TR, float TG, float TB,
- float BR, float BG, float BB,
- float FR, float FG, float FB,
- float BWR, float BWG, float BWB,
- float LR, float LG, float LB,
- float RR, float RG, float RB ); //PRODUCE CUBOIDS
- void display ( ); //RENDERS CUBOIDS, TEXT AND MOLECULES
- int main ( int argc, char **argv )
- {
- ShowCursor( FALSE );
- void glutInit( int *argc, char **argv );
- glutInitDisplayMode( GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA );
- //CREATE WINDOW, SET RESOLUTION AND POSITION
- glutInitWindowSize( widthOfMonitor, heightOfMonitor );
- glutCreateWindow( "SQUARE" );
- glutInitWindowPosition( 0, 0 );
- glutFullScreen( );
- glColorMaterial ( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ;
- glEnable ( GL_COLOR_MATERIAL ) ;
- glutReshapeFunc( window_size ); //SET WINDOW CORRECT SIZE
- glutKeyboardFunc( keyboard );//DETECT IF KEYBOARD IS PRESSED AND RESPOND
- //CONSTANTLY UPDATE DISPLAY AT FRAME rate OF MONITOR (OR LOWER IF CPU/GPU CANNOT PROCESS FAST ENOUGH)
- glutDisplayFunc( display );
- glutIdleFunc( display );
- glEnable( GL_DEPTH_TEST ); //RENDER OBJECTS CLOSEST TO CAMERA INFRONT OF OBJECTS FURTHER AWAY
- glutMainLoop( );
- }
- /*window_size TAKES INPUT OF SIZE OF WINDOW THEN GENERATES THE ORIGINAL CAMERA VIEW*/
- void window_size( int widthOfMonitor, int heightOfMonitor ) //TAKE CURRENT SIZE OF WINDOW
- {
- glMatrixMode( GL_PROJECTION ); //EDIT THE CAMERA SETTINGS
- glViewport( 0, 0, widthOfMonitor, heightOfMonitor ); //SET THE RENDERING TO COVER ENTIRE WINDOW
- //SET THE PERSPECTIVE
- gluPerspective( 90, //FOV
- widthOfMonitor / heightOfMonitor, //DISPLAY ASPECT
- 0.01, //NEAR CLIP
- 20000.0 ); //FAR CLIP
- glMatrixMode( GL_MODELVIEW ); //CHANGE BACK TO EDITING THE WOLRD
- gluLookAt( ORIGINAL_CAMERA_LOCATION[0], ORIGINAL_CAMERA_LOCATION[1], ORIGINAL_CAMERA_LOCATION[2], //CAMERA LOCATION
- ORIGINAL_CAMERA_LOCATION[0] + ORIGINAL_CAMERA_DIRECTION[0], ORIGINAL_CAMERA_LOCATION[1] + ORIGINAL_CAMERA_LOCATION[1], ORIGINAL_CAMERA_LOCATION[2] + ORIGINAL_CAMERA_LOCATION[2], //LOOK AT
- 0.0, 1.0, 0.0 ); //VERTICAL DEFINITION
- }
- /*rotate_camera DETECTS LOCATION OF CURSOR, ADJUSTING THE DIRECTION LOOKED DEPENDING ON WHAT DIRECTION THE MOUSE IS MOVED*/
- void rotate_camera( )
- {
- POINT m1;
- GetCursorPos( &m1 );//EXTRACT MOUSE COORDINATES
- //DISPLACEMENT FROM CENTRE OF SCREEN IN X&Y
- int xmpos = ( m1.x - widthOfMonitor / 2 );
- int ympos = ( m1.y - heightOfMonitor / 2 );
- //TAKE MOUSE COORDS AND SET WHOLE WINDOW TO BE LENGTH 2PI IN X AND Y
- cursorAngle[0] += - ( ( xmpos * 180 / (widthOfMonitor / 2) ) * PI / 180 );
- cursorAngle[1] += ( ( ympos * 180 / (heightOfMonitor / 2) ) * PI / 180 );
- //DON'T ALLOW ROTATING UP PAST CEILING OR BELOW FLOOR, CAN BE DONE BUT MAKES PERSPECTIVE CONFUSING
- if ( cursorAngle[1] > 0 )
- cursorAngle[1] = - 1E-5;
- else if ( cursorAngle[1] < -PI )
- cursorAngle[1] = -( PI - 1E-5 );
- //CONVERT FROM SPHERICAL POLARS INTO CARTESIANS
- cameraInformation[1][0] = cos( cursorAngle[0] ) * sin( cursorAngle[1] );
- cameraInformation[1][1] = sin( cursorAngle[0] ) * sin( cursorAngle[1] );
- cameraInformation[1][2] = -cos( cursorAngle[1] );
- //KEEP CURSOR CENTERED TO PREVENT SCREEN GETTING STUCK WHEN ROTATING PAST 2PI.
- SetCursorPos( widthOfMonitor / 2, heightOfMonitor / 2 );
- }
- /*MoveForwards TRIGGERS IF W OR S IS PRESSED AND MOVES FORWARD OR BACKWARDS IN THE DIRECTION FACED IF A CUBE IS NOT BEING BUILT, OR MOVES CUBE FORWARD OR BACKWARDS IN THE DIRECTION FACED IF CUBE IS BEING BUILT*/
- void move_forward( float forwardsOrBackwards )
- {
- float changeInX, changeInY, changeInZ, length;
- if ( cuboidBuilding == 0 )
- {
- //GO FORWARD/BACK RELATIVE TO CAMERA VIEW
- changeInX = ( forwardsOrBackwards * cameraInformation[1][0] );
- changeInY = ( forwardsOrBackwards * cameraInformation[1][1] );
- changeInZ = ( forwardsOrBackwards * cameraInformation[1][2] );
- //NORMALIZE MOVEMENT
- length = sqrt ( pow ( changeInX, 2.0 ) + pow ( changeInY, 2.0 ) + pow ( changeInZ, 2.0 ) );
- changeInX = changeInX / length;
- changeInY = changeInY / length;
- changeInZ = changeInZ / length;
- //SET SENSITIVITY AND ADD CHANGE FROM STARTING POSITION TO STARTING POSITION TO GET CURRENT POSITION
- cameraInformation[0][0] += changeInX * movementSpeed;
- cameraInformation[0][1] += changeInY * movementSpeed;
- cameraInformation[0][2] += changeInZ * movementSpeed;
- }
- }
- /*move_left TRIGGERS IF A OR D IS PRESSED AND MOVES LEFT OR RIGHT TO THE DIRECTION FACED IF A CUBE IS NOT BEING BUILT, OR MOVES CUBE LEFT OR RIGHT OF THE DIRECTION FACED IF CUBE IS BEING BUILT*/
- void move_left( float forwardsOrBackwards )
- {
- float changeInX, changeInY, length;
- if ( cuboidBuilding == 0 )
- {
- //GO LEFT/RIGHT RELATIVE TO CAMERA VIEW
- changeInX = ( -forwardsOrBackwards * cameraInformation[1][1] );
- changeInY = ( forwardsOrBackwards * cameraInformation[1][0] );
- //NORMALIZE MOVEMENT
- length = sqrt ( pow ( changeInX, 2.0 ) + pow ( changeInY, 2.0 ) );
- changeInX = changeInX / length;
- changeInY = changeInY / length;
- //SET SENSITIVITY AND ADD CHANGE FROM STARTING POSITION TO STARTING POSITION TO GET CURRENT POSITION
- cameraInformation[0][0] += changeInX * movementSpeed;
- cameraInformation[0][1] += changeInY * movementSpeed;
- }
- }
- /*move_up TRIGGERS IF Q OR E IS PRESSED AND MOVES VERTICALLY UP OR DOWN IF A CUBE IS NOT BEING BUILT, OR MOVES CUBE VERTICALLY UP OR DOWN IF CUBE IS BEING BUILT*/
- void move_up( float forwardsOrBackwards )
- {
- //MOVEMENT AND MAKING CUBE AS THE DIRECTION MOVED IS ALWAYS PARRALEL TO Z COORDS, SO NO CONVERSION FROM CAMERA TO BOX IS REQUIRED
- float changeInZ, length;
- //GO UP/DOWN RELATIVE TO CAMERA VIEW
- changeInZ = ( forwardsOrBackwards );
- //NORMALIZE MOVEMENT
- length = sqrt( pow ( changeInZ, 2.0 ) );
- changeInZ = changeInZ / length;
- //SET SENSITIVITY
- if ( cuboidBuilding == 0 )
- cameraInformation[0][2] += changeInZ * movementSpeed;
- //ADD CHANGE FROM STARTING POSITION TO STARTING POSITION TO GET CURRENT POSITION
- }
- /*keyboard TRIGGERS IF A KEY ON THE KEYBOARD IS PRESSED, THEN PASSES TO A FUNCTION THAT PROCESSES THE KEY PRESSED, ALSO UPDATES THE LOCATION OF CAMERA IF MOVEMENT KEYS ARE PRESSED */
- void keyboard( unsigned char key, int x, int y )
- {
- int forwardsOrBackwards; //FORWARD OR BACKWORDS.
- //PREVENT A POTENTIAL DIVIDE BY 0 ERROR BY SETTING 0 DIRECTIONS TO VERY SMALL DIRECTIONS.
- for ( int i = 0; i <= 2; i++ )
- {
- if ( cameraInformation[1][i] > -1E-5 && cameraInformation[1][i] < 1E-5 )
- cameraInformation[1][i] = 1E-4;
- }
- switch ( key )
- {
- case 122: case 90: //z
- if ( movementSpeed < 0.5 )
- movementSpeed = 1.0;
- else
- movementSpeed = 0.025;
- break;
- case 119: case 52: forwardsOrBackwards = 1; move_forward ( forwardsOrBackwards ); break; //w
- case 115: case 83: forwardsOrBackwards = -1;move_forward ( forwardsOrBackwards ); break; //s
- case 97 : case 65: forwardsOrBackwards = 1; move_left ( forwardsOrBackwards ); break; //a
- case 100: case 68: forwardsOrBackwards = -1;move_left ( forwardsOrBackwards ); break; //d
- case 113: case 81: forwardsOrBackwards = -1;move_up ( forwardsOrBackwards ); break; //q
- case 101: case 69: forwardsOrBackwards = 1; move_up ( forwardsOrBackwards ); break; //e
- case 27 : exit ( 0 ); //esc CLOSE PROGRAM
- }
- if ( cuboidBuilding == 0 ) //IF NOT BUILDING A CUBE, MOVE CAMERA COORDS BY THE AMOUNT THEY HAVE CHANGED
- {
- for ( int i = 0; i <=2; i++)
- {
- cameraInformation[2][i] = ORIGINAL_CAMERA_LOCATION[i] + cameraInformation[0][i];
- }
- }
- }
- /*cuboid TAKES INPUTS OF CENTER OF CUBE, SIZE OF CUBE AND COLOURS OF EACH FACE THEN PRODUCES A CUBE BY SPLITING EACH FACE UP INTO TWO TRIANGLES*/
- void cuboid ( float OCX, float OCY, float OCZ,
- float xsize, float ysize, float zsize,
- float TR, float TG, float TB,
- float BR, float BG, float BB,
- float FR, float FG, float FB,
- float BWR, float BWG, float BWB,
- float LR, float LG, float LB,
- float RR, float RG, float RB )
- {
- glBegin( GL_TRIANGLES );
- //MAKE TRIANGLES IN SHAPE OF A CUBE BY SPECIFYING VERTICES OF TRIANGLES
- glColor3f ( TR, TG, TB ); //TOP
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glColor3f ( BR, BG, BB ); //BOTTOM
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glColor3f ( FR, FG, FB ); //FORWARDS
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glColor3f ( BWR, BWG, BWB ); //BACKWARDS
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize);
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glColor3f ( LR, LG, LB ); //LEFT
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize );
- glColor3f ( RR, RG, RB ); //RIGHT
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glEnd( );
- }
- /*place_cuboid TRIGGERS IF LEFT MOUSE BUTTON IS PLACED, CAUSES A TEMPORARY CUBE TO APPEAR AT THE CURSOR LOCATION, THEN WHEN LEFT MOUSE BUTTON IS RELEASED IT SAVES THE CENTER,SIZE AND COLOUR OF THIS TEMPORARY CUBE INTO THE PERMAMENT ARRAYS OF CUBS*/
- /*display TAKES THE ARRAYS OF CUBE AND MOLECULE LOCATIONS, SIZE AND COLOURS THEN RENDERS AND CHECKS IF MOLECULES ARE COLLIDING WITH A CUBE*/
- void display ( )
- {
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- //SET EDGES OF THE MAP
- cuboid ( 0.0, 0.0, 0.0,
- MAPSIZE, MAPSIZE, MAPSIZE,
- 0.0, 0.0, 1.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0 );
- glColor3d( 1.0, 0.0, 0.0 );
- glPushMatrix( );
- glLoadIdentity( );
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- rotate_camera( ); //ROTATE CAMERA WITH MOUSE
- //MOVE CAMERA
- gluLookAt( cameraInformation[2][0], cameraInformation[2][1], cameraInformation[2][2], //Camera location
- cameraInformation[2][0] + cameraInformation[1][0], cameraInformation[2][1] + cameraInformation[1][1], cameraInformation[2][2] + cameraInformation[1][2], //LOOK AT
- 0.0, 0.0, 1.0 ); //VERTICAL
- glutSwapBuffers();
- }
- #include <GL/freeglut.h>
- #include <cmath>
- int cuboidBuilding = 0;//IS A CUBE CURRENTLY BEING BUILT? 0 FOR NO, 1 FOR YES.
- const float ORIGINAL_CAMERA_LOCATION[3] = { 0, 0, 0 }, //ORIGINAL CAMERA LOCATION
- ORIGINAL_CAMERA_DIRECTION[3] = { 2.001, 0, 0 },
- PI = 3.14159265359, //PI
- MAPSIZE = 20.0, //SIZE OF THE CUBE SURROUNDING THE CENTER
- SIZESCALE = 100.0; //SCALE THE SIZE OF BOXES
- float cameraInformation[3][3], //(CAMERA TRANSLATION FROM ORIGINAL CAMERA LOCATION, CAMERA DIRECTION, CAMERA LOCATION) in (x,y,z)
- cursorAngle[2], //POSITION OF CURSOR CONVERTED TO AN ANGLE, in (y,z)
- cubeInitialOrigin[3], //ORIGIN OF CUBE WHEN STARTING BUILDING, in (x,y,z)
- movementSpeed = 0.0125;
- // DETECTS LOCATION OF CURSOR, ADJUSTING THE
- // DIRECTION LOOKED DEPENDING ON WHAT DIRECTION THE MOUSE IS MOVED
- bool warped = false;
- void passiveMotion( int x, int y )
- {
- if( warped )
- {
- // break warp loop
- warped = false;
- return;
- }
- int widthOfMonitor = glutGet( GLUT_WINDOW_WIDTH );
- int heightOfMonitor = glutGet( GLUT_WINDOW_HEIGHT );
- //DISPLACEMENT FROM CENTRE OF SCREEN IN X&Y
- int xmpos = ( x - widthOfMonitor / 2 );
- int ympos = ( y - heightOfMonitor / 2 );
- //TAKE MOUSE COORDS AND SET WHOLE WINDOW TO BE LENGTH 2PI IN X AND Y
- cursorAngle[0] += - ( ( xmpos * 180 / (widthOfMonitor / 2) ) * PI / 180 );
- cursorAngle[1] += ( ( ympos * 180 / (heightOfMonitor / 2) ) * PI / 180 );
- //DON'T ALLOW ROTATING UP PAST CEILING OR BELOW FLOOR, CAN BE DONE BUT MAKES PERSPECTIVE CONFUSING
- if ( cursorAngle[1] > 0 )
- cursorAngle[1] = - 1E-5;
- else if ( cursorAngle[1] < -PI )
- cursorAngle[1] = -( PI - 1E-5 );
- //CONVERT FROM SPHERICAL POLARS INTO CARTESIANS
- cameraInformation[1][0] = cos( cursorAngle[0] ) * sin( cursorAngle[1] );
- cameraInformation[1][1] = sin( cursorAngle[0] ) * sin( cursorAngle[1] );
- cameraInformation[1][2] = -cos( cursorAngle[1] );
- //KEEP CURSOR CENTERED TO PREVENT SCREEN GETTING STUCK WHEN ROTATING PAST 2PI.
- warped = true;
- glutWarpPointer( widthOfMonitor / 2, heightOfMonitor / 2 );
- }
- // MoveForwards TRIGGERS IF W OR S IS PRESSED AND MOVES FORWARD OR BACKWARDS
- // IN THE DIRECTION FACED IF A CUBE IS NOT BEING BUILT, OR MOVES CUBE FORWARD
- // OR BACKWARDS IN THE DIRECTION FACED IF CUBE IS BEING BUILT
- void move_forward( float forwardsOrBackwards )
- {
- float changeInX, changeInY, changeInZ, length;
- if ( cuboidBuilding == 0 )
- {
- //GO FORWARD/BACK RELATIVE TO CAMERA VIEW
- changeInX = ( forwardsOrBackwards * cameraInformation[1][0] );
- changeInY = ( forwardsOrBackwards * cameraInformation[1][1] );
- changeInZ = ( forwardsOrBackwards * cameraInformation[1][2] );
- //NORMALIZE MOVEMENT
- length = sqrt ( pow ( changeInX, 2.0 ) + pow ( changeInY, 2.0 ) + pow ( changeInZ, 2.0 ) );
- changeInX = changeInX / length;
- changeInY = changeInY / length;
- changeInZ = changeInZ / length;
- //SET SENSITIVITY AND ADD CHANGE FROM STARTING POSITION TO STARTING POSITION TO GET CURRENT POSITION
- cameraInformation[0][0] += changeInX * movementSpeed;
- cameraInformation[0][1] += changeInY * movementSpeed;
- cameraInformation[0][2] += changeInZ * movementSpeed;
- }
- }
- // move_left TRIGGERS IF A OR D IS PRESSED AND MOVES LEFT OR RIGHT TO THE
- // DIRECTION FACED IF A CUBE IS NOT BEING BUILT, OR MOVES CUBE
- // LEFT OR RIGHT OF THE DIRECTION FACED IF CUBE IS BEING BUILT
- void move_left( float forwardsOrBackwards )
- {
- float changeInX, changeInY, length;
- if ( cuboidBuilding == 0 )
- {
- //GO LEFT/RIGHT RELATIVE TO CAMERA VIEW
- changeInX = ( -forwardsOrBackwards * cameraInformation[1][1] );
- changeInY = ( forwardsOrBackwards * cameraInformation[1][0] );
- //NORMALIZE MOVEMENT
- length = sqrt ( pow ( changeInX, 2.0 ) + pow ( changeInY, 2.0 ) );
- changeInX = changeInX / length;
- changeInY = changeInY / length;
- //SET SENSITIVITY AND ADD CHANGE FROM STARTING POSITION TO STARTING POSITION TO GET CURRENT POSITION
- cameraInformation[0][0] += changeInX * movementSpeed;
- cameraInformation[0][1] += changeInY * movementSpeed;
- }
- }
- // move_up TRIGGERS IF Q OR E IS PRESSED AND MOVES VERTICALLY UP OR DOWN
- // IF A CUBE IS NOT BEING BUILT, OR MOVES CUBE VERTICALLY UP OR DOWN IF CUBE IS BEING BUILT
- void move_up( float forwardsOrBackwards )
- {
- //MOVEMENT AND MAKING CUBE AS THE DIRECTION MOVED IS ALWAYS PARRALEL TO Z COORDS, SO NO CONVERSION FROM CAMERA TO BOX IS REQUIRED
- float changeInZ, length;
- //GO UP/DOWN RELATIVE TO CAMERA VIEW
- changeInZ = ( forwardsOrBackwards );
- //NORMALIZE MOVEMENT
- length = sqrt( pow ( changeInZ, 2.0 ) );
- changeInZ = changeInZ / length;
- //SET SENSITIVITY
- if ( cuboidBuilding == 0 )
- cameraInformation[0][2] += changeInZ * movementSpeed;
- //ADD CHANGE FROM STARTING POSITION TO STARTING POSITION TO GET CURRENT POSITION
- }
- // keyboard TRIGGERS IF A KEY ON THE KEYBOARD IS PRESSED,
- // THEN PASSES TO A FUNCTION THAT PROCESSES THE KEY PRESSED,
- // ALSO UPDATES THE LOCATION OF CAMERA IF MOVEMENT KEYS ARE PRESSED
- void keyboard( unsigned char key, int x, int y )
- {
- int forwardsOrBackwards; //FORWARD OR BACKWORDS.
- //PREVENT A POTENTIAL DIVIDE BY 0 ERROR BY SETTING 0 DIRECTIONS TO VERY SMALL DIRECTIONS.
- for ( int i = 0; i <= 2; i++ )
- {
- if ( cameraInformation[1][i] > -1E-5 && cameraInformation[1][i] < 1E-5 )
- cameraInformation[1][i] = 1E-4;
- }
- switch ( key )
- {
- case 122: case 90: //z
- if ( movementSpeed < 0.5 )
- movementSpeed = 1.0;
- else
- movementSpeed = 0.025;
- break;
- case 119: case 52: forwardsOrBackwards = 1; move_forward ( forwardsOrBackwards ); break; //w
- case 115: case 83: forwardsOrBackwards = -1;move_forward ( forwardsOrBackwards ); break; //s
- case 97 : case 65: forwardsOrBackwards = 1; move_left ( forwardsOrBackwards ); break; //a
- case 100: case 68: forwardsOrBackwards = -1;move_left ( forwardsOrBackwards ); break; //d
- case 113: case 81: forwardsOrBackwards = -1;move_up ( forwardsOrBackwards ); break; //q
- case 101: case 69: forwardsOrBackwards = 1; move_up ( forwardsOrBackwards ); break; //e
- case 27 : exit ( 0 ); //esc CLOSE PROGRAM
- }
- if ( cuboidBuilding == 0 ) //IF NOT BUILDING A CUBE, MOVE CAMERA COORDS BY THE AMOUNT THEY HAVE CHANGED
- {
- for ( int i = 0; i <=2; i++)
- {
- cameraInformation[2][i] = ORIGINAL_CAMERA_LOCATION[i] + cameraInformation[0][i];
- }
- }
- }
- // cuboid TAKES INPUTS OF CENTER OF CUBE, SIZE OF CUBE AND COLOURS OF EACH FACE
- // THEN PRODUCES A CUBE BY SPLITING EACH FACE UP INTO TWO TRIANGLES
- void cuboid
- (
- float OCX, float OCY, float OCZ,
- float xsize, float ysize, float zsize,
- float TR, float TG, float TB,
- float BR, float BG, float BB,
- float FR, float FG, float FB,
- float BWR, float BWG, float BWB,
- float LR, float LG, float LB,
- float RR, float RG, float RB
- )
- {
- glBegin( GL_TRIANGLES );
- //MAKE TRIANGLES IN SHAPE OF A CUBE BY SPECIFYING VERTICES OF TRIANGLES
- glColor3f ( TR, TG, TB ); //TOP
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glColor3f ( BR, BG, BB ); //BOTTOM
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glColor3f ( FR, FG, FB ); //FORWARDS
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glColor3f ( BWR, BWG, BWB ); //BACKWARDS
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize);
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glColor3f ( LR, LG, LB ); //LEFT
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX - xsize, OCY + ysize, OCZ + zsize );
- glColor3f ( RR, RG, RB ); //RIGHT
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY - ysize, OCZ + zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ - zsize );
- glVertex3f( OCX + xsize, OCY + ysize, OCZ + zsize );
- glEnd( );
- }
- // display TAKES THE ARRAYS OF CUBE AND MOLECULE LOCATIONS, SIZE AND
- // COLOURS THEN RENDERS AND CHECKS IF MOLECULES ARE COLLIDING WITH A CUBE
- void display ( )
- {
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- //SET THE PERSPECTIVE
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- int widthOfMonitor = glutGet( GLUT_WINDOW_WIDTH );
- int heightOfMonitor = glutGet( GLUT_WINDOW_HEIGHT );
- gluPerspective( 90, //FOV
- widthOfMonitor / heightOfMonitor, //DISPLAY ASPECT
- 0.01, //NEAR CLIP
- 20000.0 ); //FAR CLIP
- //MOVE CAMERA
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- gluLookAt
- (
- cameraInformation[2][0], cameraInformation[2][1], cameraInformation[2][2], //Camera location
- cameraInformation[2][0] + cameraInformation[1][0],
- cameraInformation[2][1] + cameraInformation[1][1],
- cameraInformation[2][2] + cameraInformation[1][2], //LOOK AT
- 0.0, 0.0, 1.0
- ); //VERTICAL
- glColorMaterial ( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ) ;
- glEnable ( GL_COLOR_MATERIAL ) ;
- glEnable( GL_DEPTH_TEST ); //RENDER OBJECTS CLOSEST TO CAMERA INFRONT OF OBJECTS FURTHER AWAY
- //SET EDGES OF THE MAP
- glColor3d( 1.0, 0.0, 0.0 );
- cuboid
- (
- 0.0, 0.0, 0.0,
- MAPSIZE, MAPSIZE, MAPSIZE,
- 0.0, 0.0, 1.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 1.0, 0.0
- );
- glutSwapBuffers();
- }
- void timer( int value )
- {
- glutPostRedisplay();
- glutTimerFunc( 16, timer, 0 );
- }
- int main ( int argc, char **argv )
- {
- glutInit( &argc, argv );
- glutInitDisplayMode( GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA );
- glutInitWindowSize( 600, 600 );
- glutInitWindowPosition( 0, 0 );
- glutCreateWindow( "SQUARE" );
- glutKeyboardFunc( keyboard );
- glutDisplayFunc( display );
- glutPassiveMotionFunc( passiveMotion );
- glutTimerFunc( 0, timer, 0 );
- glutSetCursor( GLUT_CURSOR_NONE );
- glutMainLoop( );
- }
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