void ModelerView::draw()
{
    if (!valid())
    {
        glShadeModel( GL_SMOOTH );
        glEnable( GL_DEPTH_TEST );
        glEnable( GL_LIGHTING );
		glEnable( GL_LIGHT0 );
        glEnable( GL_LIGHT1 );
		glEnable( GL_NORMALIZE );
    }

  	glViewport( 0, 0, w(), h() );
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(30.0,float(w())/float(h()),1.0,100.0);
				
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    m_camera->applyViewingTransform();

    glLightfv( GL_LIGHT0, GL_POSITION, lightPosition0 );
    glLightfv( GL_LIGHT0, GL_DIFFUSE, lightDiffuse0 );
    glLightfv( GL_LIGHT1, GL_POSITION, lightPosition1 );
    glLightfv( GL_LIGHT1, GL_DIFFUSE, lightDiffuse1 );

	// If particle system exists, draw it
	ParticleSystem *ps = ModelerApplication::Instance()->GetParticleSystem();
	if (ps != NULL) {
		ps->computeForcesAndUpdateParticles(t);
		ps->drawParticles(t);
	}
}
// We are going to override (is that the right word?) the draw()
// method of ModelerView to draw out MyModel
void MyModel::draw()
{
	// This call takes care of a lot of the nasty projection 
	// matrix stuff.  Unless you want to fudge directly with the 
	// projection matrix, don't bother with this ...

	ModelerView::draw();


	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	ChooseCostume(VAL(COSTUME));

	
		LocateBody(VAL(XPOS), VAL(YPOS), VAL(ZPOS), VAL(ROTATE));
		RotateHead(0, VAL(NECK) + 180, 0);
		int SType = VAL(SLASH_TYPE);
		switch (SType){
		case VERTICAL:
			RotateExcalibur(0.0, 90.0, 2*LOWER_ARM_SLASH*VAL(SLASH) < 40.0 ? 2*LOWER_ARM_SLASH*VAL(SLASH) : 40.0, "yzx");
			RotateRightUpperArm(1.5*VAL(SLASH), 0.0, 0.0);
			RotateRightLowerArm(LOWER_ARM_SLASH*VAL(SLASH), 0.0, 2*LOWER_ARM_SLASH*VAL(SLASH) < 40.0 ? -2*LOWER_ARM_SLASH*VAL(SLASH) : -40.0, "zxy");
			RotateLeftUpperArm(1.5*VAL(SLASH), 0.0, 0.0);
			RotateLeftLowerArm(LOWER_ARM_SLASH*VAL(SLASH), 0.0, 2*LOWER_ARM_SLASH*VAL(SLASH) < 40.0 ? 2*LOWER_ARM_SLASH*VAL(SLASH) : 40.0, "zxy");
			break;
		case STAND:
			RotateExcalibur(VAL(SLASH)>75?-VAL(SLASH)*2+25:-VAL(SLASH)*125.0/75.0, 0.0,VAL(SLASH) < 40.0 ? VAL(SLASH) : 40.0 , "xyz");
			RotateRightUpperArm(1.1*VAL(SLASH), 0.0, 0.0);
			RotateRightLowerArm(0.6*VAL(SLASH), 0.0, VAL(SLASH) < 40.0 ? -VAL(SLASH) : -40.0, "zxy");
			RotateLeftUpperArm(1.1*VAL(SLASH), 0.0, 0.0);
			RotateLeftLowerArm(0.6*VAL(SLASH), 0.0, VAL(SLASH) < 40.0 ? VAL(SLASH) : 40.0, "zxy");
			break;
		case SKEW:
			if (VAL(SLASH) < 45.0){
				RotateExcalibur(0.0, 0.0, 70.0 * VAL(SLASH) / 45.0, "xyz");
				RotateRightUpperArm(90.0*VAL(SLASH) / 45.0, -30.0 * VAL(SLASH) / 45.0, 0.0, "xyz");
				RotateRightLowerArm(110.0*VAL(SLASH) / 45.0, 30.0*VAL(SLASH) / 45.0, 0.0, "xyz");
				RotateLeftUpperArm(90.0*VAL(SLASH) / 45.0, -45.0*VAL(SLASH) / 45.0, 0.0, "xyz");
				RotateLeftLowerArm(65.0*VAL(SLASH) / 45.0, -15.0*VAL(SLASH) / 45.0, 0.0, "xyz");
			}
			else{
				RotateExcalibur(0.0, 90.0*(VAL(SLASH) - 45.0) / 45.0, 70.0 *(1 - (VAL(SLASH) - 45.0) / 45.0), "xyz");
				RotateRightUpperArm(90.0 - 30.0*(VAL(SLASH) - 45.0) / 45.0, -30.0 + 55.0 * (VAL(SLASH) - 45.0) / 45.0, 0.0, "xyz");
				RotateRightLowerArm(110.0 - 110.0*(VAL(SLASH) - 45.0) / 45.0, 30.0 - 30.0*(VAL(SLASH) - 45.0) / 45.0, 0.0, "xyz");
				RotateLeftUpperArm(90.0 - 40.0*(VAL(SLASH) - 45.0) / 45.0, -45.0 + 30.0*(VAL(SLASH) - 45.0) / 45.0, 0.0, "xyz");
				RotateLeftLowerArm(65.0 - 50.0*(VAL(SLASH) - 45.0) / 45.0, -15.0 + 15.0*(VAL(SLASH) - 45.0) / 45.0, 10.0*(VAL(SLASH) - 45.0) / 45.0, "xyz");
				break;
			}
		case SINGLE:
			if (VAL(SLASH) < 45.0){
				RotateExcalibur(0.0, 0.0, 70.0 * VAL(SLASH) / 45.0, "xyz");
				RotateRightUpperArm(90.0*VAL(SLASH) / 45.0, -30.0 * VAL(SLASH) / 45.0, 0.0, "xyz");
				RotateRightLowerArm(110.0*VAL(SLASH) / 45.0, 30.0*VAL(SLASH) / 45.0, 0.0, "xyz");
			}
			else{
				RotateExcalibur(0.0, -90.0*(VAL(SLASH) - 45.0) / 45.0, 70.0 *(1 - (VAL(SLASH) - 45.0) / 45.0), "xyz");
				RotateRightUpperArm(90.0, -30.0 + 75.0 * (VAL(SLASH) - 45.0) / 45.0, 0.0, "xyz");
				RotateRightLowerArm(110.0 - 110.0*(VAL(SLASH) - 45.0) / 45.0, 30.0 + 60.0*(VAL(SLASH) - 45.0) / 45.0, 0.0, "xyz");
			}
				break;
		}
		
		
	treeRoot->RootRender();
	
	if (valid()){
		ParticleSystem *ps = ModelerApplication::Instance()->GetParticleSystem();
		if (ps != NULL) {
			ps->computeForcesAndUpdateParticles(t);
			ps->drawParticles(t);
		}
	}

	endDraw();
}
Example #3
0
// We are going to override (is that the right word?) the draw()
// method of ModelerView to draw out SampleModel
void SampleModel::draw()
{
	// This call takes care of a lot of the nasty projection 
	// matrix stuff.  Unless you want to fudge directly with the 
	// projection matrix, don't bother with this ...
	ModelerView::draw();

	/*************************************************
	**
	**	NOW SAVE THE CURRENT MODELVIEW MATRIX
	**
	**	At this point in execution, the MODELVIEW matrix contains
	**  ONLY the camera transformation.  We need to save this camera
	**  transformation so that we can use it later (for reasons
	**  explained below).
	**
	*****************************************************/
	cameraMatrix = getModelViewMatrix();

	// draw the sample model
	setAmbientColor(.1f, .1f, .1f);

	//glPushMatrix();

	//glPopMatrix();

	glPushMatrix(); // push identity
	glTranslated(VAL(XPOS), VAL(YPOS), VAL(ZPOS)); // values set by the sliders

	if (VAL(NINJATURTLE))
		setDiffuseColor(COLOR_GREEN);
	else
		setDiffuseColor(.940f, .816f, .811f);

	if (animate)
		glRotated(animHeadAngle, 0.0, 1.0, 0.0);
	if (VAL(EYEBANDANA))
		drawEyeBandana();

	if (!VAL(NINJATURTLE))
		setDiffuseColor(.940f, .816f, .811f);
	drawHead();
	
	if (!VAL(NINJATURTLE)) {
		setDiffuseColor(0, 0, 0);
		drawFace();
		setDiffuseColor(.940f, .816f, .811f);
		drawNeck();
	}

	drawUpperTorso();
	drawLowerTorso();

	if (!VAL(NINJATURTLE))
		setDiffuseColor(.940f, .816f, .811f);
	drawRightHandJoint();
	glPushMatrix();
	if (animate)
		glRotated(animUpperArmAngle, 1.0, 0, 0);
	drawUpperRightHand();
	drawLowerRightHand();
	drawRightHand();
	glPopMatrix();


	drawLeftHandJoint();
	glPushMatrix();
	if (animate)
		glRotated(-animUpperArmAngle, 1.0, 0, 0);
	drawUpperLeftHand();
	drawLowerLeftHand();
	drawLeftHand();
	glPopMatrix();

	drawRightLegJoint();
	drawLeftLegJoint();

	drawUpperRightLeg();
	drawLowerRightLeg();
	drawRightFoot();

	drawUpperLeftLeg();
	drawLowerLeftLeg();
	drawLeftFoot();

	if (VAL(NINJATURTLE))
		drawShell();
	else
		drawTail(); // handle the positioning and hierachical modeling of the tail

	if (VAL(METABALLSKIN)) {
		MetaBalls mb;
		mb.setUpGrid();
		mb.setUpMetaballs();
		mb.evalScalarField();
		mb.draw();
	}

	glPopMatrix();

	/***********************************************
	**
	**	NOW WE WILL ACTUALLY BEGIN DRAWING THE MODEL
	**
	**	Draw your model up to the node where you would like
	**	particles to spawn from.
	**
	**  FYI:  As you call glRotate, glScale, or glTranslate,
	**  OpenGL is multiplying new transformations into the
	**  MODELVIEW matrix.
	**
	********************************************/
	// If particle system exists, draw it
	ParticleSystem *ps = ModelerApplication::Instance()->GetParticleSystem();
	if (ps != NULL) {
		ps->computeForcesAndUpdateParticles(t);
		ps->drawParticles(t, m_camera);
	}
	
	/*************************************************
	**
	**	NOW DO ANY CLOSING CODE
	**
	**	Don't forget that animator requires you to call
	**  endDraw().
	**	
	**************************************************/
	endDraw();
}