ROBOT.C

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

/*
* robot.c
* This program shows how to composite modeling transformations
* to draw translated and rotated hierarchical models.
* Interaction: pressing the arrow keys alters the rotation
* of robot arm.
*/
#include "glos.h"

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

void myinit(void);
void drawPlane(void);
void CALLBACK elbowAdd (void);
void CALLBACK elbowSubtract (void);
void CALLBACK shoulderAdd (void);
void CALLBACK shoulderSubtract (void);
void CALLBACK display(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);

static int shoulder = 0, elbow = 0;

void CALLBACK elbowAdd (void)
{
elbow = (elbow + 5) % 360;
}

void CALLBACK elbowSubtract (void)
{
elbow = (elbow - 5) % 360;
}

void CALLBACK shoulderAdd (void)
{
shoulder = (shoulder + 5) % 360;
}

void CALLBACK shoulderSubtract (void)
{
shoulder = (shoulder - 5) % 360;
}

void CALLBACK display(void)
{

glClear(GL_COLOR_BUFFER_BIT);
glColor3f (1.0, 1.0, 1.0);

glPushMatrix();
glTranslatef (-1.0, 0.0, 0.0);
glRotatef ((GLfloat) shoulder, 0.0, 0.0, 1.0);
glTranslatef (1.0, 0.0, 0.0);
auxWireBox(2.0, 0.4, 1.0);

glTranslatef (1.0, 0.0, 0.0);
glRotatef ((GLfloat) elbow, 0.0, 0.0, 1.0);
glTranslatef (1.0, 0.0, 0.0);
auxWireBox(2.0, 0.4, 1.0);

glPopMatrix();
glFlush();
}

void myinit (void)
{
glShadeModel (GL_FLAT);
}

void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef (0.0, 0.0, -5.0); /* viewing transform */
}

/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB);
auxInitPosition (0, 0, 400, 400);
auxInitWindow ("Composite Modeling Transformations");

myinit ();

auxKeyFunc (AUX_LEFT, shoulderSubtract);
auxKeyFunc (AUX_RIGHT, shoulderAdd);
auxKeyFunc (AUX_UP, elbowAdd);
auxKeyFunc (AUX_DOWN, elbowSubtract);
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}