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#include "DisplayClass.h"

DisplayClass::Renderer DisplayClass::render;

DisplayClass::DisplayClass(int x0, int y0, int z0) : angleY(0), angleX(0), distance(20),
    x(x0), y(y0), z(z0) {
  //tree = new BSPTree(triangles);
}

DisplayClass::~DisplayClass() {
  //delete tree;
}

void DisplayClass::renderScene(unsigned long delta, const Keyset &keys) {
  handleKeys(delta, keys);

  /*static bool on = true;
  static float angle2 =5;
  if (angle2 <= 10 && on){angle2 += 0.5;}
  else if (angle2 >=0 && !on){angle2 -= 0.5;}
  else if (angle2 >=10)on=false;
  else if (angle2 <=0)on=true;*/

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
  glLoadIdentity(); // Clean up matrix
  glTranslatef(0.0, -distanceh, -distance); // Then set up transformation
  glRotatef(angleX, 1.0, 0.0, 0.0);
  glRotatef(angleY, 0.0, 1.0, 0.0);
//  glRotatef(angle*2, 1.0, 0.0, 0.0);
//  glRotatef(angle*3, 1.0, 0.5, 0.0);
//  glRotatef(-angle*5, 1.0, 1.0, 0.0);
  
  
//  static Temparray temp(20, x, y, z);
  static House house(20, x, y, z, 100, 300, 53.55, 0.82, 2.82, 0.0047, 40, 45, 1900, 4, 11500);
  triangles=house.getTriangles();
  house.controller();
//  temp.calcTemp();
  //vmml::mat4f transform, inverseTransform;
  //glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);

  //transform.inverse(inverseTransform);

  //vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO;

  glBegin(GL_TRIANGLES);
  //tree->visit(render, viewPoint);

  for(std::list<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
    render(*t);
  }

  glEnd();
  
  glFlush();
}

void DisplayClass::handleKeys(unsigned long delta, const Keyset &keys) {
  /*angle += delta*0.005;
  if(angle >= 360)
    angle -= 360;*/

  if(keys.test(KEY_UP)) {
    angleX += 0.005*delta;
  }

  if(keys.test(KEY_DOWN)) {
    angleX -= 0.005*delta;
  }

  if(keys.test(KEY_LEFT)) {
    angleY += 0.005*delta;
  }

  if(keys.test(KEY_RIGHT)) {
    angleY -= 0.005*delta;
  }

  if(keys.test(KEY_ZOOM_IN)) {
    distance -= 0.005*delta;
  }

  if(keys.test(KEY_ZOOM_OUT)) {
    distance += 0.005*delta;
  }

  if(keys.test(KEY_TOP)) {
    distanceh -= 0.0005*delta;
  }

  if(keys.test(KEY_BOTTOM)) {
    distanceh += 0.0005*delta;
  }


  if(angleX >= 360)
    angleX -= 360;
  else if(angleX < 0)
    angleX += 360;

  if(angleY >= 360)
    angleY -= 360;
  else if(angleY < 0)
    angleY += 360;
}