void Robot::DrawRobot(float xPos, float yPos, float zPos) { glPushMatrix(); glTranslatef(xPos, yPos, zPos); // draw robot at desired coordinates // draw head and torso parts DrawHead(1.0f, 2.0f, 0.0f); DrawTorso(1.5f, 0.0f, 0.0f); // move the left arm away from the torso and rotate it to give "walking" effect glPushMatrix(); glTranslatef(0.0f, -0.5f, 0.0f); glRotatef(armAngles[LEFT], 1.0f, 0.0f, 0.0f); DrawArm(2.5f, 0.0f, -0.5f); glPopMatrix(); // move the right arm away from the torso and rotate it to give "walking" effect glPushMatrix(); glTranslatef(0.0f, -0.5f, 0.0f); glRotatef(armAngles[RIGHT], 1.0f, 0.0f, 0.0f); DrawArm(-1.5f, 0.0f, -0.5f); glPopMatrix(); // move the left leg away from the torso and rotate it to give "walking" effect glPushMatrix(); glTranslatef(0.0f, -0.5f, 0.0f); glRotatef(legAngles[LEFT], 1.0f, 0.0f, 0.0f); DrawLeg(-0.5f, -5.0f, -0.5f); glPopMatrix(); // move the right leg away from the torso and rotate it to give "walking" effect glPushMatrix(); glTranslatef(0.0f, -0.5f, 0.0f); glRotatef(legAngles[RIGHT], 1.0f, 0.0f, 0.0f); DrawLeg(1.5f, -5.0f, -0.5f); glPopMatrix(); glPopMatrix(); // pop back to original coordinate system }
// ************************************************************************** // // ****************************** Manipulators ****************************** // // ************************************************************************** // void Decepticon :: Draw() { glPushMatrix(); glTranslatef(0, transform_position, 0); glRotatef(-bend_angle, -1, 0, 0); glPushMatrix(); glTranslatef(0, -torso_length, 0); DrawBody(); // draw body glPushMatrix(); glTranslatef(0, 10, 20); glPushMatrix(); glTranslatef(0, 10, -20); if (display_mode == GL_POLYGON) { GLfloat mat_ambient[] = {1.0, 0.0, 1.0, 1.0}; GLfloat mat_diffuse[] = {1.0, 0.0, 1.0, 1.0}; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glutSolidTeapot(15); mat_ambient[0] = 0.0; mat_ambient[1] = 0.0; mat_ambient[2] = 1.0; mat_diffuse[0] = 0.0; mat_diffuse[1] = 0.0; mat_diffuse[2] = 0.8; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); } // if statement glPopMatrix(); glRotatef(window_angle, 1, 0, 0); DrawWindow(); // draw window glPopMatrix(); glPushMatrix(); glTranslatef(50, 47.5, 15); glRotatef(left_shoulder_forward_angle, -1, 0, 0); glRotatef(left_shoulder_outward_angle, 0, 0, 1); glTranslatef(0, 0, left_shoulder_back); glRotatef(left_shoulder_rotate, 0, 1, 0); DrawShoulder(); // draw left shoulder glPushMatrix(); glTranslatef(0, 10, 0); glRotatef(left_shoulder_twist_angle, 0, 1, 0); DrawUpperArm(); // draw left upper arm glPushMatrix(); glTranslatef(9, -40, 0); glRotatef(left_elbow_forward_angle, -1, 0, 0); glTranslatef(0, left_lower_arm_retract, 0); DrawLowerArm(); // draw left lower arm glPopMatrix(); glPopMatrix(); glPopMatrix(); glPushMatrix(); glTranslatef(-50, 47.5, 15); glScalef(-1, 1, 1); glRotatef(right_shoulder_forward_angle, 1, 0, 0); glRotatef(right_shoulder_outward_angle, 0, 0, 1); glTranslatef(0, 0, right_shoulder_back); glRotatef(right_shoulder_rotate, 0, 1, 0); DrawShoulder(); // draw right shoulder glPushMatrix(); glTranslatef(0, 10, 0); glRotatef(right_shoulder_twist_angle, 0, 1, 0); DrawUpperArm(); // draw right upper arm glPushMatrix(); glTranslatef(9, -40, 0); glRotatef(right_elbow_forward_angle, 1, 0, 0); glTranslatef(0, right_lower_arm_retract, 0); DrawLowerArm(); // draw right lower arm glPopMatrix(); glPopMatrix(); glPopMatrix(); glTranslatef(0, torso_length, 0); DrawTorso(); // draw torso glPushMatrix(); glTranslatef(0, -15, 0); glRotatef(bend_angle, -1, 0, 0); glRotatef(hips_angle, -1, 0, 0); DrawHips(); // draw hips glPushMatrix(); glTranslatef(0, -12.5, 15); DrawRewind(); DrawFastForward(); DrawPlay(); DrawStop(); DrawPause(); glPushMatrix(); glTranslatef(22.5, -5, -15); glTranslatef(0, left_leg_drop, 0); glRotatef(left_leg_twist_angle, 0, 1, 0); glRotatef(left_leg_forward_angle, -1, 0, 0); glRotatef(left_leg_outward_angle, 0, 0, 1); glTranslatef(0, left_upper_leg_length, 0); DrawUpperLeg(); // draw left upper leg glPushMatrix(); glTranslatef(0, -65, 0); glTranslatef(0, left_lower_leg_length, 0); glRotatef(left_knee_angle, 1, 0, 0); DrawLowerLeg(); // draw left lower leg glTranslatef(0, -70, 5); glRotatef(left_foot_angle, 1, 0, 0); glTranslatef(0, 0, left_foot_retract); DrawFoot(); // draw left foot glPopMatrix(); glPopMatrix(); glPushMatrix(); glTranslatef(-22.5, -5, -15); glTranslatef(0, right_leg_drop, 0); glRotatef(right_leg_twist_angle, 0, -1, 0); glRotatef(right_leg_forward_angle, -1, 0, 0); glRotatef(right_leg_outward_angle, 0, 0, -1); glTranslatef(0, right_upper_leg_length, 0); DrawUpperLeg(); // draw right upper leg glPushMatrix(); glTranslatef(0, -65, 0); glScalef(-1, 1, 1); glTranslatef(0, right_lower_leg_length, 0); glRotatef(right_knee_angle, 1, 0, 0); DrawLowerLeg(); // draw right lower leg glTranslatef(0, -70, 5); glRotatef(right_foot_angle, 1, 0, 0); glTranslatef(0, 0, right_foot_retract); DrawFoot(); // draw right foot glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); glPopMatrix(); } // DrawSoundwave