1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
#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;
}
|