/**************************************************************************** Copyright (C) 2002-2008 Gilles Debunne. All rights reserved. This file is part of the QGLViewer library version 2.3.9. http://www.libqglviewer.com - contact@libqglviewer.com This file may be used under the terms of the GNU General Public License versions 2.0 or 3.0 as published by the Free Software Foundation and appearing in the LICENSE file included in the packaging of this file. In addition, as a special exception, Gilles Debunne gives you certain additional rights, described in the file GPL_EXCEPTION in this package. libQGLViewer uses dual licensing. Commercial/proprietary software must purchase a libQGLViewer Commercial License. This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. *****************************************************************************/ #include "piece.h" SetOfPiece::SetOfPiece() { selected=-1; // on crée et place chaque piece for(int i=0; i<16; i++) tab[i]=new Piece(i, i/8, (i/4)%2, (i/2)%2, i%2, (i%4)*4.5, (i/4)*4.5 ); } void SetOfPiece::paint(bool fenetre) { /* activation de la texture */ glEnable( GL_TEXTURE_2D ); for(int i=0; i<16; i++) tab[i]->paint(fenetre); glDisable( GL_TEXTURE_2D ); } void SetOfPiece::init() { for(int i=0; i<16; i++) { tab[i]->setFenetre(false); tab[i]->setSelected(false); tab[i]->setPos( (i%4)*4.5, (i/4)*4.5 ); } } void SetOfPiece::setTexture(GLuint texture) { for(int i=0; i<16; i++) tab[i]->setTexture(texture); } void SetOfPiece::placeSelectedPiece(int select) { // Si aucun objet n'est selectionné, on ne fait rien if(selected==-1) return; tab[selected]->setFenetre(true); tab[selected]->setPos((select%4)*3.5+3.7, (select/4)*3.5+3.7); } void SetOfPiece::setSelected(int select) { if(selected!=-1) tab[selected]->setSelected(false); selected=select; tab[selected]->setSelected(true); } Piece::Piece(int i, bool c, bool s, bool f, bool t, double x, double y) : id(i), couleur(c), taille(s), forme(f), trou(t), x_pos(x), y_pos(y) { // La fenetre est au debut, celle de selection fenetre=false; // La piece n'est pas selectionnée selected=false; // On initialise les parametres de couleur for (int i=0; i<3; ++i) { amb_diff[i]=(couleur ? (0.4-0.05*i) : (1.0-0.1*i)); specular[i]=(couleur ? 0.2 : 0.4); } shininess=120.; } void Piece::paint(bool fen) { // Si l'objet ne doit pas etre affiché dans la fenetre, on sort if(fenetre!=fen) return; // On place l'objet au bon endroit glPushMatrix(); glTranslatef( x_pos, y_pos, 0.5 ); // on lui donne un nom glLoadName(id); // On l'affiche glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, amb_diff); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); // On dessine la piece en fonction de sa forme if(forme) drawRectangle(); else drawCylinder(); // Si la piece est selectionnee et que l'on est dans la bonne fenetre, on place une boite autour if(selected && !fenetre) drawBoite(); glPopMatrix(); } void Piece::drawBoite() { int t=3+2*taille; glDisable(GL_LIGHTING); glDisable( GL_TEXTURE_2D ); glLineWidth(2.); glColor3f(0.75, 0.75, 0.75); glPushMatrix(); glTranslatef(-1.5, -1.5, -0.5); for(int i=0; i<2; i++) { glBegin(GL_LINE_LOOP); glVertex3i(0, 0, (t+1)*i); glVertex3i(3, 0, (t+1)*i); glVertex3i(3, 3, (t+1)*i); glVertex3i(0, 3, (t+1)*i); glEnd(); } for(int i=0; i<4; i++) { glBegin(GL_LINES); glVertex3i((i/2)*3, (i%2)*3, 0); glVertex3i((i/2)*3, (i%2)*3, t+1); glEnd(); } glPopMatrix(); glEnable(GL_LIGHTING); glEnable( GL_TEXTURE_2D ); } void Piece::drawBoule() { float hauteur=3.1+2*taille; static GLUquadricObj *obj = gluNewQuadric(); gluQuadricDrawStyle(obj, GLU_FILL); gluQuadricNormals(obj, GLU_SMOOTH); gluQuadricTexture(obj, GLU_TRUE); glBindTexture(GL_TEXTURE_2D, texture ); glPushMatrix(); glTranslatef(0., 0., hauteur); gluSphere(obj, 0.8, 20, 20); glPopMatrix(); } void Piece::drawRectangle() { int hauteur=3+2*taille; if(trou) drawBoule(); glPushMatrix(); glTranslatef(-1.0,-1.0,0.0); // orientation des polygones pour cull face glFrontFace(GL_CW); // dessous de la piece glNormal3d(0, 0, -1); glBegin(GL_QUAD_STRIP); glTexCoord2i(0, 0 ); glVertex3i( 0, 0, 0 ); glTexCoord2i(1, 0 ); glVertex3i( 2, 0, 0 ); glTexCoord2i(0, 1 ); glVertex3i( 0, 2, 0 ); glTexCoord2i(1, 1 ); glVertex3i( 2, 2, 0 ); glEnd(); // cote droit glNormal3d(0, 1, 0); glBegin(GL_QUAD_STRIP); glTexCoord2f(0, 0 ); glVertex3i( 0, 2, 0 ); glTexCoord2f(0.25, 0 ); glVertex3i( 2, 2, 0 ); glTexCoord2f(0, 1 ); glVertex3i( 0, 2, hauteur ); glTexCoord2f(0.25, 1 ); glVertex3i( 2, 2, hauteur ); glEnd(); // derriere glNormal3d(-1, 0, 0); glBegin(GL_QUAD_STRIP); glTexCoord2f(0.75, 0 ); glVertex3i( 0, 0, 0 ); glTexCoord2f(1, 0 ); glVertex3i( 0, 2, 0 ); glTexCoord2f(0.75, 1 ); glVertex3i( 0, 0, hauteur ); glTexCoord2f(1, 1 ); glVertex3i( 0, 2, hauteur ); glEnd(); // orientation des polygones pour cull face glFrontFace(GL_CCW); // dessus de la piece glNormal3d(0, 0, 1); glBegin(GL_QUAD_STRIP); glTexCoord2f(0, 0 ); glVertex3i( 0, 0, hauteur ); glTexCoord2f(1, 0 ); glVertex3i( 2, 0, hauteur ); glTexCoord2f(0, 1 ); glVertex3i( 0, 2, hauteur ); glTexCoord2f(1, 1 ); glVertex3i( 2, 2, hauteur ); glEnd(); // cote gauche glNormal3d(0, -1, 0); glBegin(GL_QUAD_STRIP); glTexCoord2f(0.25, 0 ); glVertex3i( 0, 0, 0 ); glTexCoord2f(0.5, 0 ); glVertex3i( 2, 0, 0 ); glTexCoord2f(0.25, 1 ); glVertex3i( 0, 0, hauteur ); glTexCoord2f(0.5, 1 ); glVertex3i( 2, 0, hauteur ); glEnd(); // devant glNormal3d(1, 0, 0); glBegin(GL_QUAD_STRIP); glTexCoord2f(0.5, 0 ); glVertex3i( 2, 0, 0 ); glTexCoord2f(0.75, 0 ); glVertex3i( 2, 2, 0 ); glTexCoord2f(0.5, 1 ); glVertex3i( 2, 0, hauteur ); glTexCoord2f(0.75, 1 ); glVertex3i( 2, 2, hauteur ); glEnd(); glPopMatrix(); } void Piece::drawCylinder() { int hauteur=3+2*taille; if(trou) drawBoule(); GLUquadricObj *obj; obj = gluNewQuadric(); gluQuadricDrawStyle(obj, GLU_FILL); gluQuadricNormals(obj, GLU_SMOOTH); gluQuadricTexture(obj, GLU_TRUE); glBindTexture(GL_TEXTURE_2D, texture ); // Corps du cylindre gluCylinder(obj, 1., 1., hauteur, 20, 1); // Disque inferieur gluQuadricOrientation(obj, GLU_INSIDE); gluDisk(obj, 0., 1., 20, 1); // Disque superieur glPushMatrix(); glTranslatef(0., 0., hauteur); gluQuadricOrientation(obj, GLU_OUTSIDE); gluDisk(obj, 0., 1., 20, 1); glPopMatrix(); gluDeleteQuadric(obj); }