void Renderer::drawMan() { const Man& man = _gameState.man(); glTranslatef(man.pos().x, man.pos().y, 0.0f); drawLimb(man.leftArm()); drawLimb(man.rightArm()); drawLimb(man.leftLeg()); drawLimb(man.rightLeg()); }
void Frog::draw () { if (animate) for (int i = 0; i < 10; ++i) nextFrame(); glPushMatrix(); glTranslatef(0, 0, pos[2]); float specReflection[] = { 0.5f, 0.9f, 0.5f, 1.0f }; glMaterialfv(GL_FRONT, GL_SPECULAR, specReflection); glMateriali(GL_FRONT, GL_SHININESS, 84); float joint[3]; for (int i = 0; i < 4; ++i) { joint[0] = 0; joint[1] = 0; joint[2] = 0; joint[0] += legs[i].toe[0]; joint[1] += legs[i].toe[1]; joint[2] += legs[i].toe[2]; drawLimb(joint, legs[i].ankle); joint[0] += legs[i].ankle[0]; joint[1] += legs[i].ankle[1]; joint[2] += legs[i].ankle[2]; drawLimb(joint, legs[i].knee); joint[0] += legs[i].knee[0]; joint[1] += legs[i].knee[1]; joint[2] += legs[i].knee[2]; drawLimb(joint, legs[i].hip); } joint[0] += legs[3].hip[0]; joint[1] += legs[3].hip[1]; joint[2] += legs[3].hip[2]; glPopMatrix(); //specReflection = { 0.3f, 0.3f, 0.3f, 1f }; specReflection[0] = 0.1f; specReflection[1] = 0.8f; specReflection[2] = 0.1f; glMaterialfv(GL_FRONT, GL_SPECULAR, specReflection); glMaterialfv(GL_FRONT, GL_DIFFUSE, specReflection); glMateriali(GL_FRONT, GL_SHININESS, 126); Sphere body; glPushMatrix(); glTranslatef(0, joint[1], joint[2] - .7); glTranslatef(0, 0, pos[2]); glRotatef(-20, 1, 0, 0); glScalef(.8, .6, 1.2); body.draw(); glPopMatrix(); glPushMatrix(); glTranslatef(0, .75 + joint[1], .5 + joint[2]); glTranslatef(0, 0, pos[2]); glScalef(.7, .7, .7); body.draw(); glPopMatrix(); }
void QKinectWrapper::drawSkeleton(QPainter *painter) { for(unsigned i=0;i<bodies.size();i++) { drawLimb(painter,bodies[i],QKinect::Head,QKinect::Neck); drawLimb(painter,bodies[i],QKinect::Neck,QKinect::LeftShoulder); drawLimb(painter,bodies[i],QKinect::LeftShoulder,QKinect::LeftElbow); drawLimb(painter,bodies[i],QKinect::LeftElbow,QKinect::LeftHand); drawLimb(painter,bodies[i],QKinect::Neck,QKinect::RightShoulder); drawLimb(painter,bodies[i],QKinect::RightShoulder,QKinect::RightElbow); drawLimb(painter,bodies[i],QKinect::RightElbow,QKinect::RightHand); drawLimb(painter,bodies[i],QKinect::LeftShoulder,QKinect::Torso); drawLimb(painter,bodies[i],QKinect::RightShoulder,QKinect::Torso); drawLimb(painter,bodies[i],QKinect::Torso,QKinect::LeftHip); drawLimb(painter,bodies[i],QKinect::LeftHip,QKinect::LeftKnee); drawLimb(painter,bodies[i],QKinect::LeftKnee,QKinect::LeftFoot); drawLimb(painter,bodies[i],QKinect::Torso,QKinect::RightHip); drawLimb(painter,bodies[i],QKinect::RightHip,QKinect::RightKnee); drawLimb(painter,bodies[i],QKinect::RightKnee,QKinect::RightFoot); drawLimb(painter,bodies[i],QKinect::LeftHip,QKinect::RightHip); } }