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nuclear@8
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1 #include <stdio.h>
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nuclear@8
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2 #include <stdlib.h>
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3 #include <assert.h>
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4
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5 #ifndef __APPLE__
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6 #include <GL/glut.h>
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7 #else
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8 #include <GLUT/glut.h>
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9 #endif
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10
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11 #include <vmath/vmath.h>
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12 #include "anim.h"
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13
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14 struct body_part {
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15 vec3_t pos, pivot, sz, color;
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16 } parts[] = {
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17 /* position pivot size color */
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18 {{0, 1, 0}, {0, -1, 0}, {1.8, 2.8, 0.8},{1, 0, 1}}, /* torso */
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19
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20 {{-0.5, -2.5, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 0, 0}}, /* left-upper leg */
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21 {{0.5, -2.5, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0, 1, 0}}, /* right-upper leg */
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22
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23 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 0.5, 0.5}}, /* left-lower leg */
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24 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0.5, 1, 0.5}}, /* right-lower leg */
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25
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26 {{0, 2.6, 0}, {0, -0.5, 0}, {1.2, 1.2, 1.2},{0, 1, 1}}, /* head */
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27
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28 {{-1.3, 0.4, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0, 0, 1}}, /* left-upper arm */
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29 {{1.3, 0.4, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 1, 0}}, /* right-upper arm */
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30
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31 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {0.5, 0.5, 1}}, /* left-lower arm */
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32 {{0, -2.1, 0}, {0, 1, 0}, {0.8, 2, 0.8}, {1, 1, 0.5}}, /* right-lower arm */
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33 };
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34
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35 enum {
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36 NODE_TORSO,
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37 NODE_LEFT_UPPER_LEG,
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38 NODE_RIGHT_UPPER_LEG,
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39 NODE_LEFT_LOWER_LEG,
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40 NODE_RIGHT_LOWER_LEG,
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41 NODE_HEAD,
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42 NODE_LEFT_UPPER_ARM,
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43 NODE_RIGHT_UPPER_ARM,
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44 NODE_LEFT_LOWER_ARM,
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45 NODE_RIGHT_LOWER_ARM,
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46
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47 NUM_NODES
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48 };
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49
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50 int init(void);
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51 void disp(void);
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52 void idle(void);
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53 void reshape(int x, int y);
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54 void keyb(unsigned char key, int x, int y);
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55 void mouse(int bn, int state, int x, int y);
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56 void motion(int x, int y);
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57
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58 float cam_theta = 200, cam_phi = 20, cam_dist = 15;
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59 struct anm_node *root;
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60
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61 struct anm_node *nodes[NUM_NODES];
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62
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63 int main(int argc, char **argv)
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64 {
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65 glutInitWindowSize(800, 600);
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66 glutInit(&argc, argv);
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67 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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68 glutCreateWindow("libanim example");
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69
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70 glutDisplayFunc(disp);
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71 glutIdleFunc(idle);
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72 glutReshapeFunc(reshape);
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73 glutKeyboardFunc(keyb);
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74 glutMouseFunc(mouse);
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75 glutMotionFunc(motion);
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76
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77 if(init() == -1) {
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78 return 1;
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79 }
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80 glutMainLoop();
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81 return 0;
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82 }
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83
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84 int init(void)
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85 {
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86 int i;
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87
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88 glPointSize(3);
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89
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90 glEnable(GL_DEPTH_TEST);
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91 glEnable(GL_CULL_FACE);
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92 glEnable(GL_LIGHTING);
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93 glEnable(GL_LIGHT0);
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94
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95 root = nodes[0];
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96
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97 for(i=0; i<NUM_NODES; i++) {
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98 nodes[i] = anm_create_node();
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99
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100 anm_set_pivot(nodes[i], parts[i].pivot);
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101 anm_set_position(nodes[i], parts[i].pos, 0);
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102 anm_set_extrapolator(nodes[i], ANM_EXTRAP_REPEAT);
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103 }
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104
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105 anm_link_node(nodes[NODE_TORSO], nodes[NODE_HEAD]);
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106 anm_link_node(nodes[NODE_TORSO], nodes[NODE_LEFT_UPPER_LEG]);
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107 anm_link_node(nodes[NODE_TORSO], nodes[NODE_RIGHT_UPPER_LEG]);
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108 anm_link_node(nodes[NODE_TORSO], nodes[NODE_LEFT_UPPER_ARM]);
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109 anm_link_node(nodes[NODE_TORSO], nodes[NODE_RIGHT_UPPER_ARM]);
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110 anm_link_node(nodes[NODE_LEFT_UPPER_LEG], nodes[NODE_LEFT_LOWER_LEG]);
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111 anm_link_node(nodes[NODE_RIGHT_UPPER_LEG], nodes[NODE_RIGHT_LOWER_LEG]);
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112 anm_link_node(nodes[NODE_LEFT_UPPER_ARM], nodes[NODE_LEFT_LOWER_ARM]);
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113 anm_link_node(nodes[NODE_RIGHT_UPPER_ARM], nodes[NODE_RIGHT_LOWER_ARM]);
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114
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115 /* upper leg animation */
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116 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-15), 1, 0, 0), 0);
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117 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(45), 1, 0, 0), 1000);
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118 anm_set_rotation(nodes[NODE_LEFT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-15), 1, 0, 0), 2000);
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119
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120 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(45), 1, 0, 0), 0);
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121 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-15), 1, 0, 0), 1000);
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122 anm_set_rotation(nodes[NODE_RIGHT_UPPER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(45), 1, 0, 0), 2000);
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123
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124 /* lower leg animation */
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125 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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126 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-90), 1, 0, 0), 500);
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127 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 1, 0, 0), 1000);
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128 anm_set_rotation(nodes[NODE_LEFT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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129
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130 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 1, 0, 0), 0);
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131 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1000);
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132 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-90), 1, 0, 0), 1500);
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133 anm_set_rotation(nodes[NODE_RIGHT_LOWER_LEG], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 1, 0, 0), 2000);
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134
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135 /* head animation */
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136 anm_set_rotation(nodes[NODE_HEAD], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 0, 1, 0), 0);
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137 anm_set_rotation(nodes[NODE_HEAD], quat_rotate(quat_identity(), DEG_TO_RAD(10), 0, 1, 0), 1000);
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138 anm_set_rotation(nodes[NODE_HEAD], quat_rotate(quat_identity(), DEG_TO_RAD(-10), 0, 1, 0), 2000);
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139
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140 /* torso animation */
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141 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(-8), 1, 0, 0), 0);
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142 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 500);
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143 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(-8), 1, 0, 0), 1000);
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144 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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145 anm_set_rotation(nodes[NODE_TORSO], quat_rotate(quat_identity(), DEG_TO_RAD(-8), 1, 0, 0), 2000);
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146
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147 /* upper arm animation */
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148 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(30), 1, 0, 0), 0);
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149 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-25), 1, 0, 0), 1000);
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150 anm_set_rotation(nodes[NODE_LEFT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(30), 1, 0, 0), 2000);
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151
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152 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-25), 1, 0, 0), 0);
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153 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(30), 1, 0, 0), 1000);
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154 anm_set_rotation(nodes[NODE_RIGHT_UPPER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(-25), 1, 0, 0), 2000);
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155
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156 /* lower arm animation */
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157 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 0);
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158 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1000);
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159 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 1500);
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160 anm_set_rotation(nodes[NODE_LEFT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 2000);
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161
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162 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 0);
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163 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 500);
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164 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(40), 1, 0, 0), 1000);
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165 anm_set_rotation(nodes[NODE_RIGHT_LOWER_ARM], quat_rotate(quat_identity(), DEG_TO_RAD(0), 1, 0, 0), 2000);
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166
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167 return 0;
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168 }
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169
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170 void disp(void)
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171 {
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172 int i;
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173 float lpos[] = {-1, 1, 1.5, 0};
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174 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
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175
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176 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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177
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178 glMatrixMode(GL_MODELVIEW);
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179 glLoadIdentity();
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180
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181 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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182
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183 glTranslatef(0, 0, -cam_dist);
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184 glRotatef(cam_phi, 1, 0, 0);
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185 glRotatef(cam_theta, 0, 1, 0);
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186
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187 /* first render a character with bottom-up lazy matrix calculation */
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188 glPushMatrix();
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189 glTranslatef(-2.5, 0, 0);
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190
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191 for(i=0; i<NUM_NODES; i++) {
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192 float color[4] = {0, 0, 0, 1};
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193 mat4_t xform, xform_transp;
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194
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195 color[0] = parts[i].color.x;
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196 color[1] = parts[i].color.y;
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197 color[2] = parts[i].color.z;
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198
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199 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
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200 glColor4fv(color);
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201
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202 anm_get_matrix(nodes[i], xform, msec);
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203 m4_transpose(xform_transp, xform);
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204
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205 glPushMatrix();
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206 glMultMatrixf((float*)xform_transp);
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207
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208 glScalef(parts[i].sz.x, parts[i].sz.y, parts[i].sz.z);
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209 glutSolidCube(1.0);
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210
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211 glPopMatrix();
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212 }
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213 glPopMatrix();
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214
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215 /* then render another one using simple top-down recursive evaluation */
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216 glPushMatrix();
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217 glTranslatef(2.5, 0, 0);
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218
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219 anm_eval(nodes[NODE_TORSO], msec); /* calculate all matrices recursively */
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220
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221 for(i=0; i<NUM_NODES; i++) {
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222 float color[4] = {0, 0, 0, 1};
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223 mat4_t xform_transp;
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224
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225 color[0] = parts[i].color.x;
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226 color[1] = parts[i].color.y;
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227 color[2] = parts[i].color.z;
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228
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229 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
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230 glColor4fv(color);
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231
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232 m4_transpose(xform_transp, nodes[i]->matrix);
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233
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234 glPushMatrix();
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235 glMultMatrixf((float*)xform_transp);
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236
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237 glScalef(parts[i].sz.x, parts[i].sz.y, parts[i].sz.z);
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238 glutSolidCube(1.0);
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239
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240 glPopMatrix();
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241 }
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242 glPopMatrix();
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243
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244 glutSwapBuffers();
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245 assert(glGetError() == GL_NO_ERROR);
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246 }
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247
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248 void idle(void)
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249 {
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250 glutPostRedisplay();
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251 }
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252
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253 void reshape(int x, int y)
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254 {
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255 glViewport(0, 0, x, y);
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256
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257 glMatrixMode(GL_PROJECTION);
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258 glLoadIdentity();
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259 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
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260 }
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261
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262 void keyb(unsigned char key, int x, int y)
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263 {
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264 switch(key) {
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265 case 27:
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266 exit(0);
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267 }
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268 }
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269
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270 int bnstate[64];
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271 int prev_x, prev_y;
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272
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273 void mouse(int bn, int state, int x, int y)
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274 {
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275 int idx = bn - GLUT_LEFT_BUTTON;
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276 int down = state == GLUT_DOWN ? 1 : 0;
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277
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278 bnstate[idx] = down;
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279
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280 prev_x = x;
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281 prev_y = y;
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282 }
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283
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284 void motion(int x, int y)
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285 {
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286 int dx = x - prev_x;
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287 int dy = y - prev_y;
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288 prev_x = x;
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289 prev_y = y;
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290
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291 if(bnstate[0]) {
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292 cam_theta += dx * 0.5;
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293 cam_phi += dy * 0.5;
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294
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295 if(cam_phi < -90) {
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296 cam_phi = -90;
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297 }
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298 if(cam_phi > 90) {
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299 cam_phi = 90;
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300 }
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301 glutPostRedisplay();
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302 }
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303 if(bnstate[2]) {
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304 cam_dist += dy * 0.1;
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305 if(cam_dist < 0.0) {
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306 cam_dist = 0.0;
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nuclear@8
|
307 }
|
nuclear@8
|
308 glutPostRedisplay();
|
nuclear@8
|
309 }
|
nuclear@8
|
310 }
|