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repo.c
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#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include <stdio.h>
#include <time.h>
#define KEY_ESC 27
void polarview( void );
void resetview( void );
int xBegin = 0, yBegin = 0;
float distance, twist, elevation, azimuth;
float nearw = 1.0, farw = 30.0, fovy = 60.0;
int mButton;
float knotvec[8]={0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0};
float cpoint[4][4]= {
{0.0, -1.0, 0.0, 1.0 },//曲線座標(x,y,z,?)
{0.0, -0.5, 3.0, 1.0 },//曲線座標(x,y,z,?)
{0.0, 0.5, -3.0, 1.0 },//曲線座標(x,y,z,?)
{0.0, 1.0, 0.0, 1.0 }//曲線座標(x,y,z,?)
};
float circle_x = 0;//S字から見て奥手前移動
float circle_y = 1;//S字から見て上下
float circle_z = 0;//S字から見て左右
float circle_a_y = -1;//クリア判定用サークル座標上下
float angle = 0; //輪っかの回転
int check_i = 0;//当たり判定用
float check_f = 0;//当たり判定用
int reset = 0;//rキー動作
int stick_z = 2;
int stick_y = 1;
int stage = 1;//レベル判定用
GLUnurbsObj *nrb_obj;
void create_nurbs(void)
{
nrb_obj = gluNewNurbsRenderer();
gluNurbsProperty(nrb_obj, GLU_SAMPLING_TOLERANCE, 25.0);
}
void drawCP(void)//4つの点たち
{
int i;
float x,y,z;
glColor3f(1.0,1.0,1.0);
glPointSize(5.0);
glBegin(GL_POINTS);
for (i=0;i<4;i++) {
x=cpoint[i][0]/cpoint[i][3];
y=cpoint[i][1]/cpoint[i][3];
z=cpoint[i][2]/cpoint[i][3];
glVertex3f(x,y,z);
}
glEnd();
}
void display(void)
{
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
//gluLookAt(2,0,4, 2,1,1, 0,1,0);//(カメラ位置,カメラ向き,謎)
polarview();
glEnable( GL_DEPTH_TEST );//曲線
glLineWidth(1);//線の太さ
glColor3f(1.0, 1.0, 1.0);//曲線色
gluBeginCurve(nrb_obj);//曲線
float cpoint[4][4]={
{0.0, -stick_y, 0.0, 1.0 },//曲線座標(x,y,z,?)
{0.0, -0.5, stick_z, 1.0 },//曲線座標(x,y,z,?)
{0.0, 0.5, -stick_z, 1.0 },//曲線座標(x,y,z,?)
{0.0, stick_y, 0.0, 1.0 }//曲線座標(x,y,z,?)
};
gluNurbsCurve(nrb_obj,
8, knotvec,
4,
&cpoint[0][0],
4,
GL_MAP1_VERTEX_4);
gluEndCurve(nrb_obj);
//drawCP();//4つの点
glDisable( GL_DEPTH_TEST );
glPushMatrix();//地面
glBegin(GL_LINES);
glColor3f(0, 0, 1.0);//地面色
for (float f = -40; f < 60; f += 2)
{
glVertex3f((float)f, -5, -40.0);
glVertex3f((float)f, -5, 60.0);
glVertex3f(-50, -5, (float)f);
glVertex3f(50, -5, (float)f);
}
glEnd();
glPopMatrix();
glPushMatrix();//サークル
glTranslatef(0, 0, 0);
glRotatef(angle, 1, 0, 0); //サークル回転
glTranslatef(circle_x, circle_y, circle_z); //サークル位置
glColor3f(1.0, 0, 0); //サークル色
glutWireTorus(0.05, 0.25, 50, 100);//サークル(太さ,大きさ,?,?)
//当たり判定用キューブ下
glColor3f(0, 0, 1.0);
glTranslatef(0,0-0.25,0);
glutWireCube(0.08);
//当たり判定用キューブ下
glColor3f(0, 0, 1.0);
glTranslatef(0,0 + 0.5,0);
glutWireCube(0.08);
if(reset == 1){
angle = 0;
circle_z = 0;
reset = 0;
}
check_i = circle_y * 100;
if (check_i == -100 && stage == 1){
circle_y = 1;
circle_z = 0;
angle = 0;
}else if(check_i == -100 && stage == 2){
circle_y = 1;
circle_z = 0;
angle = 0;
}else if(check_i == -200 && stage == 3){
circle_z = 0;
circle_y = 2;
angle = 0;
circle_a_y = -2;
}
printf("check _i = %d circle_y = %f circle_z= %f angel = %f\n", check_i, circle_y, circle_z, angle);
glPopMatrix();
glPushMatrix();
glTranslatef(0, circle_a_y, 0); //サークル位置
glColor3f(1.0, 0, 0);//サークル色
glutWireTorus(0.05, 0.25, 50, 100);//サークル(太さ,大きさ,?,?)
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void myKbd(unsigned char key, int x, int y)//キーボード処理
{
if (key == 'w')circle_y += 0.01; //S字から見て上下
else if (key == 'a') circle_z += 0.01; //S字から見て左右
else if (key == 's') circle_y -= 0.01; //S字から見て上下
else if (key == 'd') circle_z -= 0.01; //S字から見て左右
else if (key == 'q') angle += 1;//S字から見て上下
else if (key == 'e') angle -= 1;//S字から見て左右
else if (key == 'r'){
if (stage == 1){
circle_y = 1;
circle_z = 0;
}else if (stage == 2){
circle_y = 1;
circle_z = 0;
}else if (stage == 3){
circle_z = 0;
circle_y = 2;
}
}
else if (key == '1') {
srand((unsigned int) time(NULL));
int price = (rand()%3+1);
stick_z = 2;
stick_y = 1;
circle_y = 1;
circle_a_y = -1;
reset = 1; //サークル位置
stage = 1;
}
else if (key == '2')
{
srand((unsigned int) time(NULL));
int price = (rand()%3+1);
stick_z = 4;
circle_y = 1;
circle_a_y = -1;
reset = 1;//サークル位置
stage = 2;
}
else if (key == '3')
{
srand((unsigned int) time(NULL));
int price = (rand()%3+1);
stick_z = 6;
stick_y = 2;
circle_y = 2;
circle_a_y = -2;
reset = 1; //サークル位置
stage = 3;
}
glutPostRedisplay();
}
void myMouse( int button, int state, int x, int y )
{
if (state == GLUT_DOWN) {
mButton = button;
xBegin = x;
yBegin = y;
}
}
void myMotion(int x, int y)
{
int xDisp, yDisp;
xDisp = x - xBegin;
yDisp = y - yBegin;
switch(mButton){
case GLUT_LEFT_BUTTON://視点移動
azimuth += (float) xDisp/2.0;
elevation -= (float) yDisp/2.0;
break;
case GLUT_MIDDLE_BUTTON://回転
//twist = fmod (twist + xDisp, 360.0);
break;
case GLUT_RIGHT_BUTTON://拡大縮小
distance -= (float) yDisp/40.0;
break;
}
xBegin = x;
yBegin = y;
glutPostRedisplay();
}
void myInit (char *progname)
{
glutInitWindowPosition(0, 0);
glutInitWindowSize( 400, 400);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutCreateWindow(progname);
glClearColor (0.0, 0.0, 0.0, 1.0);
glutKeyboardFunc(myKbd);
glutMouseFunc(myMouse);
glutMotionFunc(myMotion);
resetview();
glShadeModel( GL_SMOOTH );
glEnable( GL_LIGHT0 );
}
void myReshape(int width, int height)
{
float aspect = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, aspect, nearw, farw);
glMatrixMode(GL_MODELVIEW);
}
void polarview( void )
{
glTranslatef( 0.0, 0.0, -distance);
glRotatef( -twist, 0.0, 0.0, 1.0);
glRotatef( -elevation, 1.0, 0.0, 0.0);
glRotatef( -azimuth, 0.0, 1.0, 0.0);
}
void resetview( void )
{
distance = 3.0;
twist = 0.0;
elevation = -45.0;
azimuth = 30.0;
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
myInit(argv[0]);
create_nurbs();
glutReshapeFunc (myReshape);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}