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drawRoboGl.cpp
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drawRoboGl.cpp
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/*
* Anýl Osman TUR
* humanoid drawing and animating
*
* Requirements:
* 1. Body, neck, arms, legs need to be done by cylinders
* 2. Head should be a shpere
* 3. At connections of body parts joints need to use for filling the gaps
* 4. Arms need to be in two(2) part upper and lower parts but legs need to be in one(1) part
* 5. lighting and shading need to be done
* 6. for moving the camera on horizontal axis (left)<- ->(right) arrow keys will be used
* 7. for moving the camera on vertical axis (up)/\ \/(down) arrow keys will be used
* 8. left click on mouse will start waving animation till clicked again.
* for waving 1 or 2 arms can be used
* 9. right click on mouse will start moving animation till clicked again.
* for moving can be on any axis and just the legs will animate
* while humanoid moving not the arms.
* 10. while walking waving animation can start or vice versa if user clicks.
*
* User inputs:
* - mouse:
* 1. left click -> start and stop waving animation
* 2. right click -> start and stop walking animation
* - keys:
* 1. left arrow -> move camera to left
* 2. right arrow -> move camera to right
* 3. up arrow -> move camera to up
* 4. down arrow -> move camera to down
* 5. q, Q and esc -> close appliction
* 6. l, L -> open and close light
* 7. w, W -> activete or deactivete right arm waving
* 8. e, E -> activete or deactivete left arm waving
*
* Animations:
* - walking: after right mouse click model will walk in a square plane until another right mouse click.
* It will walk in that plane back and forth.
* - waving: afert left mouse click waving will activate left arm waving its default one.
* Waving arm can be changed with 'w' or 'e' keys also it can wave with both arms.
*/
#define _USE_MATH_DEFINES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
// camera values
float camCords[3] = {0.0, 10.0, 40.0}; // coordinates of the camera
float camUp[3] = {0.0, 1.0, 0.0};// y is the up vector
float camMoveSpeed = 0.9;
float camAngle = 90.0;
float cam_yAngle = 30.0;
float camDist = 50.0;
float camDistY = 50.0;
// humanoid values
float humCords[3] = {0.0, 0.0, 0.0}; //coordinates I will also use it as camera's looking point.
bool walking = false;
bool waving = false;
bool humTurn = false;
float humAngle = 0.0;
float slices = 20, stack = 16;
float leg_h = 7.0, c_body_h = 7.0, neck_h = 0.7, arm_h = 3.0;
float c_body_w = 2.5, head_w = 2.1, arm_w = 0.7;
float canWalk = 50.0;
// arm movement values
bool rightArmWave = false, leftArmWave = true;
float up_arm_speed = 0.25, lo_arm_speed = 0.5;
// right arm
bool r_arm_turn = false;
// upper
float up_r_arm_angle = 180.0;
float up_r_arm_turn_angle = 270.0, up_r_arm_start_angle = 180.0;
// lower
float lo_r_arm_angle = 0.0, lo_r_arm_start_angle = 0.0; // for non broken animation movement
float lo_r_arm_stop_angle = 135.0, lo_r_arm_turn_angle = 45.0;
// left arm
bool l_arm_turn = false;
// upper
float up_l_arm_angle = 180.0;
float up_l_arm_turn_angle = 270.0, up_l_arm_start_angle = 180.0;
// lower
float lo_l_arm_angle = 0.0, lo_l_arm_start_angle = 0.0;// for non broken animation movement
float lo_l_arm_stop_angle = 135.0, lo_l_arm_turn_angle = 45.0;
// leg movement values
bool leg_turn = false;
float walkingSpeed = 0.3;
float leg_dis = 0.0;
float d_height = 0.0, d_body_h = 5.0;
float leg_angle = 0.0, leg_start_angle = 0.0;
float leg_back_stop_angle = 45.0, leg_front_stop_angle = -45.0;
//light values
bool lightOn = true; // light is on if needed
GLfloat lightPos[] = {40.0, 40.0, 40.0, 1.0}; // position of light
// camera place initialization
void initCameraPlace(void)
{
// for horizontal rotation
camDist = camDistY * cos( cam_yAngle / 180.0 * M_PI ); // changing the distance vector of vertical rotation
camCords[1] = camDistY * sin( cam_yAngle / 180.0 * M_PI ); // changing the y value of the camera
// for vertical rotatation
camCords[0] = camDist * cos( camAngle / 180.0 * M_PI ); // changing the x value of the camera
camCords[2] = camDist * sin( camAngle / 180.0 * M_PI ); // changing the z value of the camera
}
// this will keep the camera angles in limits
void camAngleCheck(void)
{
// vertical rotation angle limits
if (camAngle > 360.0)
camAngle = 0.0;
else if (camAngle < 0.0)
camAngle = 360.0;
// horizontal rotation angle limits
if(cam_yAngle > 360.0){
cam_yAngle = 0.0;
}else if (cam_yAngle < 0.0){
cam_yAngle = 360.0;
}
// horizontal camera roation
if (cam_yAngle > 90.0){
camUp[1] = -1.0;
if (cam_yAngle > 270.0)
camUp[1] = 1.0;
}else{
camUp[1] = 1.0;
}
}
// mouse handler function
void mouse (int button, int state, int x, int y)
{
switch (button)
{
// in case of mouse left button press start waving if it's waving stop it
case GLUT_LEFT_BUTTON:
if(state == GLUT_DOWN){
if (waving){
puts("waving false");
waving = false;
}else{
puts("waving true");
waving = true;
}
}
break;
// in case of mouse right button press start walking if it's walking stop it
case GLUT_RIGHT_BUTTON:
if(state == GLUT_DOWN){
if (walking){
puts("walking false");
walking = false;
}else{
puts("walking true");
walking = true;
}
}
break;
default:
break;
}
glutPostRedisplay();
}
// normal keyboard input methot function
void keyboard (unsigned char key, int x, int y)
{
switch ( key )
{
case 27: case 'q': case 'Q': // <esc> and q keys will close the app
exit ( EXIT_SUCCESS );
break;
case 'l': case 'L': // just opens and close light
if( lightOn ){
lightOn = false;
puts("light off");
}else{
lightOn = true;
puts("light on");
}
break;
case 'w': case 'W': // waving with right arm
if(rightArmWave) { // stop right arm
rightArmWave = false;
puts("right arm stop");
}else{ // start right arm
rightArmWave = true;
puts("right arm start");
}
break;
case 'e': case 'E': // waving with left arm
if(leftArmWave) { // stop letf arm
leftArmWave = false;
puts("left arm stop");
}else{ // start left arm
leftArmWave = true;
puts("left arm start");
}
break;
default:
break;
}
glutPostRedisplay();
}
// taking inputs from arrow keys
void special ( int key, int x, int y )
{
switch ( key )
{
case GLUT_KEY_LEFT: // left arrow key pressed
// move camera on x axis
camAngle += camMoveSpeed;
break;
case GLUT_KEY_RIGHT: // right arrow key pressed
// move camera on x axis
camAngle -= camMoveSpeed;
break;
case GLUT_KEY_DOWN: // up arrow key pressed
// move down the camera on y axis
cam_yAngle -= camMoveSpeed;
break;
case GLUT_KEY_UP: // down arrow key pressed
// move up the camera on y axis
cam_yAngle += camMoveSpeed;
break;
default:
break;
}
camAngleCheck();
initCameraPlace();
glutPostRedisplay();
}
// light placement
void putLight( void )
{
GLfloat spec[] = {1.0, 1.0, 1.0, 1.0};
GLfloat shiny[] = {50.0};
GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0};
// materail's reaction to light
glShadeModel (GL_SMOOTH);
glMaterialfv (GL_FRONT, GL_SPECULAR,spec);
glMaterialfv (GL_FRONT, GL_SHININESS,shiny);
// light spesifics
glLightfv (GL_LIGHT0, GL_DIFFUSE, lightColor);
glLightfv (GL_LIGHT0, GL_SPECULAR, lightColor);
//for positioning light
if (lightOn)
{
glPushMatrix ();
glLightfv (GL_LIGHT0, GL_POSITION, lightPos); // positioning the light
glTranslated (lightPos[0], lightPos[1], lightPos[2]);
glDisable (GL_LIGHTING);
glColor3f (1.0, 1.0, 0.0);
glutSolidSphere (5.0, 40, 16);// to see where is the representative light I put a yellow sphere onto it
glEnable (GL_LIGHTING);
glPopMatrix ();
glColorMaterial(GL_FRONT,GL_DIFFUSE);
glEnable (GL_COLOR_MATERIAL);
glEnable (GL_LIGHT0);
}
else
{
glDisable (GL_LIGHT0);
}
}
// just draws a plane surface
void drawSquarePlane(float size)
{
glColor3f(0.5, 0.5, 0.5);
glBegin(GL_QUADS);
glVertex3f(-size, 0.0, size);
glVertex3f(size, 0.0, size);
glVertex3f(size, 0.0, -size);
glVertex3f(-size, 0.0, -size);
glEnd();
}
// to draw cyliders easier
void drawCylinder( GLUquadricObj *p , float radius, float height) // float x, float y, float z
{
//glTranslated(x,y,z);
glPushMatrix();
glRotated (-90, 1.0, 0.0, 0.0); // this will make the cylinder straight position
gluDisk(p ,0.0 , radius, slices, stack);// to close the cylinder I put a disk to the buttom
gluCylinder(p, radius, radius, height, slices, stack); //p, f base_r, f top_r, f height,int slices, int stacks
glTranslated(0.0,0.0,height); // to close the cylinder I put disk on it
gluDisk(p ,0.0 , radius, slices, stack);//p, f innerRadius, f outerRadius, int slices, int loops
glPopMatrix ();
}
// draw a joint on a size
void drawJoint(float size)// float x, float y, float z
{
//glTranslated(x, y, z);
glutSolidSphere(size, slices, stack);
}
// draws the homanoid on needed place
void drawHumanoid(void)
{
GLUquadricObj *p = gluNewQuadric();
gluQuadricDrawStyle(p, GLU_FILL);
glTranslated(humCords[0],humCords[1],humCords[2]); // movement
glRotated (humAngle, 0.0, 1.0, 0.0); // maybe we can spin it lol
glPushMatrix ();
// drawing legs
// left leg
glPushMatrix ();
glTranslated(-1.4, 0.0, -leg_dis);
// to move leg rotate
glRotated (leg_angle, 1.0, 0.0, 0.0); // for leg movenent
glColor3f(1.0, 0.0, 0.0);
drawCylinder( p , 1.0, leg_h);
glTranslated(0.0, leg_h, 0.0);
drawJoint(1.2);
glPopMatrix ();
// right leg
glPushMatrix ();
glTranslated(1.4, 0.0, leg_dis);
// to move leg rotate
glRotated (-leg_angle, 1.0, 0.0, 0.0); // this will be the opposite of other one
glColor3f(1.0, 0.0, 0.0);
drawCylinder( p , 1.0, leg_h);
glTranslated(0.0, leg_h, 0.0);
drawJoint(1.2);
glPopMatrix ();
glTranslated(0.0, d_height, 0.0); // translete to height of legs
// body
// centeral body
glColor3f(1.0, 0.0, 0.0);
drawCylinder( p , c_body_w, c_body_h); // draw central body
glTranslated(0.0, c_body_h, 0.0); // translete to height of central body
// upper body
glPushMatrix ();
// neck
glColor3f(1.0, 0.0, 0.0);
drawCylinder( p , 1.0, 0.7);
// head
glTranslated(0.0, neck_h + 1.7, 0.0);
glColor3f(1.0, 0.0, 0.0);
glutSolidSphere(head_w, slices, stack); //scale, slices, stacks
// nose to see where is front
glTranslated(0.0,0.0,head_w);
glColor3f(1.0, 0.0, 0.0);
glutSolidSphere(0.3, slices, stack);
glPopMatrix ();
// Arms
glTranslated(0.0, -0.5, 0.0); // translete to height of central body
//right arm
glPushMatrix ();
//upper
glTranslated(-(arm_w + c_body_w + 0.1), 0.0, 0.0);
// to move arm rotate
glRotated (up_r_arm_angle, 0.0, 0.0, -1.0);
glColor3f(1.0, 0.0, 0.0);
drawJoint(1.1);
drawCylinder( p , arm_w, arm_h);
glTranslated(0.0, arm_h , 0.0);
// lower
// to move arm rotate
glRotated (lo_r_arm_angle, 0.0, 0.0, -1.0);
glColor3f(1.0, 0.0, 0.0);
drawJoint(0.8);
drawCylinder( p , arm_w, arm_h);
glTranslated(0.0, arm_h , 0.0);
glPopMatrix ();
//left arm
glPushMatrix ();
//upper
glTranslated((arm_w + c_body_w + 0.1), 0.0, 0.0);
// to move arm rotate
glRotated (up_l_arm_angle, 0.0, 0.0, 1.0);
glColor3f(1.0, 0.0, 0.0);
drawJoint(1.1);
drawCylinder( p , arm_w, arm_h);
glTranslated(0.0, arm_h , 0.0);
// lower
// to move arm rotate
glRotated (lo_l_arm_angle, 0.0, 0.0, 1.0);
glColor3f(1.0, 0.0, 0.0);
drawJoint(0.8);
drawCylinder( p , arm_w, arm_h);
glTranslated(0.0, arm_h , 0.0);
glPopMatrix ();
glPopMatrix ();
}
// this will draw the enviroment to the screen buffers
void display (void)
{
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // ready to new frame by cleaning the buffers
glPushMatrix ();
glLoadIdentity();
gluLookAt(camCords[0],camCords[1],camCords[2], // placement of camera
humCords[0],humCords[1]+10.0,humCords[2], // looking point it will locked to humanoid
camUp[0],camUp[1],camUp[2]);
putLight(); // this will handle the light
drawSquarePlane(canWalk);
drawHumanoid();
glEnable(GL_DEPTH_TEST);
glPopMatrix ();
glutSwapBuffers();
}
// waving animation handler function
void wavingAnimation( bool* arm_turn,
float* up_arm_angle,
float* up_arm_turn_angle,
float* lo_arm_angle,
float* lo_arm_turn_angle,
float* lo_arm_stop_angle)
{
if (*up_arm_angle < *up_arm_turn_angle){ //upper arm did't placed yet
*up_arm_angle += up_arm_speed;
}else{ //upper arm placed
if (*lo_arm_angle < *lo_arm_stop_angle){
if (*arm_turn){
if (*lo_arm_angle > *lo_arm_turn_angle){
*lo_arm_angle -= lo_arm_speed;
}else{
*arm_turn = false;
}
}else{
*lo_arm_angle += lo_arm_speed;
}
}else{
*arm_turn = true;
*lo_arm_angle -= lo_arm_speed;
}
}
}
// wave stopping animation handler function
void stopWavingAniamation( float* up_arm_angle,
float* up_arm_start_angle,
float* lo_arm_angle,
float* lo_arm_start_angle,
float* lo_arm_stop_angle)
{
if (*up_arm_angle > *up_arm_start_angle){ // upper arm not in place
*up_arm_angle -= up_arm_speed;
if(*lo_arm_angle > *lo_arm_start_angle){ // lower arm not in place
*lo_arm_angle -= lo_arm_speed;
}else{
*lo_arm_angle = *lo_arm_start_angle;
}
}else{ // upper arm in place
if(*lo_arm_angle > lo_l_arm_start_angle){ // lower arm not in place
*lo_arm_angle -= lo_arm_speed;
}else{
*lo_arm_angle = *lo_arm_start_angle;
}
*up_arm_angle = *up_arm_start_angle;
}
}
// model will move inside of the square plane
void walkInSquare(void){
if(humTurn){
humAngle = 180.0;
leg_dis = leg_h * sin(leg_angle / 180.0 * M_PI ); // moved distance
if (leg_dis < 0.0){
humCords[2] -= -leg_dis * 0.01;
}else{
humCords[2] -= leg_dis * 0.01;
}
if (-canWalk > humCords[2]){
humTurn = false;
}
}else{
humAngle = 0.0;
leg_dis = leg_h * sin(leg_angle / 180.0 * M_PI ); // moved distance
if (leg_dis < 0.0){
humCords[2] += -leg_dis * 0.01;
}else{
humCords[2] += leg_dis * 0.01;
}
if (canWalk < humCords[2]){
humTurn = true;
}
}
}
// this will handles the movement changes
void idle( void )
{
if (walking){ // walking animation
if (leg_angle < leg_back_stop_angle){ // one leg will move front the other will go back
if (leg_turn){ // leg will move front now
if (leg_angle > leg_front_stop_angle){
leg_angle -= walkingSpeed;
}else{
leg_turn = false;
}
}else{ // it haven't placed yet
leg_angle += walkingSpeed;
}
}else{
leg_turn = true;
leg_angle -= walkingSpeed;
}
d_height = leg_h * cos(leg_angle / 180.0 * M_PI ); // up and down movement
walkInSquare();
}else{ // stopping animation
if (leg_angle < leg_start_angle){ // legs haven't placed yet
leg_angle += walkingSpeed;
if (leg_angle > leg_start_angle){
leg_angle = leg_start_angle;
}
}else if (leg_angle > leg_start_angle){
leg_angle -= walkingSpeed;
if (leg_angle < leg_start_angle){
leg_angle = leg_start_angle;
}
}else{
leg_angle = leg_start_angle;
}
d_height = leg_h * cos(leg_angle / 180.0 * M_PI ); // up and down movement
walkInSquare();
}
if (waving){
if (rightArmWave){
wavingAnimation(&r_arm_turn, &up_r_arm_angle, &up_r_arm_turn_angle,
&lo_r_arm_angle, &lo_r_arm_turn_angle, &lo_r_arm_stop_angle);
}else{
stopWavingAniamation(&up_r_arm_angle, &up_r_arm_start_angle, &lo_r_arm_angle,
&lo_r_arm_start_angle, &lo_r_arm_stop_angle);
}
if(leftArmWave){
wavingAnimation(&l_arm_turn, &up_l_arm_angle, &up_l_arm_turn_angle,
&lo_l_arm_angle, &lo_l_arm_turn_angle, &lo_l_arm_stop_angle);
}else{
stopWavingAniamation(&up_l_arm_angle, &up_l_arm_start_angle, &lo_l_arm_angle,
&lo_l_arm_start_angle, &lo_l_arm_stop_angle);
}
}else{ // stoping the waving
stopWavingAniamation(&up_r_arm_angle, &up_r_arm_start_angle, &lo_r_arm_angle,
&lo_r_arm_start_angle, &lo_r_arm_stop_angle);
stopWavingAniamation(&up_l_arm_angle, &up_l_arm_start_angle, &lo_l_arm_angle,
&lo_l_arm_start_angle, &lo_l_arm_stop_angle);
}// waving
glutPostRedisplay();
}
// reshaping function will handle window reshape
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (65.0, (GLfloat) w / (GLfloat) h, 1.0, 100);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0, 0.0, -5.0);
}
int main(int argc,char *argv[])
{
// standard glut initialization
glutInit ( &argc, argv );
glutInitDisplayMode ( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH );
// arrange the window size and position
glutInitWindowSize(1024,680);
glutInitWindowPosition ( 300, 0);
glutCreateWindow ("window");
// reshape function call
glutReshapeFunc (reshape);
// good a bit dark blue backround
glClearColor( 0.0, 0.0, 0.4 ,1 );
// display function init
initCameraPlace(); // first camera place initialization
glutDisplayFunc ( display );
// input handler functions
glutKeyboardFunc ( keyboard );
glutSpecialFunc ( special );
glutMouseFunc( mouse );
// idle function init
glutIdleFunc ( idle );
// starts the loop and actually ends the glut initialization
glutMainLoop();
return EXIT_SUCCESS;
}