void display(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(64.0, aspect, zNear, zFar); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0,0.0,-sdepth); glRotatef(-stheta, 1.0, 0.0, 0.0); glRotatef(sphi, 0.0, 0.0, 1.0); glTranslatef(-(float)((grid+1)/2-1), -(float)((grid+1)/2-1), 0.0); getFaceNorms(); getVertNorms(); switch (displayMode) { case WIREFRAME: drawWireframe(); break; case HIDDENLINE: drawHiddenLine(); break; case FLATSHADED: drawFlatShaded(); break; case SMOOTHSHADED: drawSmoothShaded(); break; case TEXTURED: drawTextured(); break; } if (drawFaceNorms) { getFaceNormSegs(); drawFaceNormals(); } glutSwapBuffers(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
///////////////////////////////////////////////////////// // bang // ///////////////////////////////////////////////////////// void newWave :: bangMess(void) { savepos(); getvelocity(); getposition(); getFaceNorms(); getVertNorms(); getforce(); getdamp(); }