Пример #1
0
void choqueCoche(){
	PV3D* pCoche = escena->coche->mt->getPos();
	for (int i = 0; i < escena->numFarolas; i++){
		Farola* f = escena->farolas[i];
		PV3D* pFarola = f->mt->getPos();
		if((abs(pCoche->getX()-pFarola->getX()) < 6) &&
				(abs(pCoche->getZ()-pFarola->getZ()) < 3) &&
					!f->caida){
			f->mt->rota(90,0,0,1);
			f->caida = true;
			if(i == escena->numFarolas/2)
				glDisable(GL_LIGHT1);
		}
	}
	for (int i = 0; i < escena->numTrees; i++){
			Tree* t = escena->trees[i];
			PV3D* pTree = t->mt->getPos();
			if((abs(pCoche->getX()-pTree->getX()) < 6)
				&& (abs(pCoche->getZ()-pTree->getZ()) < 3) &&
						!t->caido){
				t->mt->rota(90,0,0,1);
				t->caido = true;
			}
		}
//	if(abs(pCoche->getX()) > escena->escenaSize/2
//			|| (abs(pCoche->getZ()) > escena->escenaSize/2)){
//		escena->coche->mt->traslada(new PV3D(0,0,0,1));
//		cam->setLookAt(new PV3D(5,5,5,1), escena->coche->mt->getPos());
//		glutPostRedisplay();
//	}
}
Пример #2
0
Tablero::Tablero(int largo, int alto, int ancho) 
{
	_largo = largo;
	_alto = alto;
	_ancho = ancho;

	_numCubos = _largo * _alto * _ancho;

	for (int i = 0; i < _numCubos; i++) {
		this->addObjeto(new Cubo());
		hijos[i]->color->setColor(0.2, 0.2, 0.2);
	}

	//comienza pintando al principio de la carretara
	PV3D* p = new PV3D(_largo / 2, 0, 1, 1);

	int numCubo = 0;
	for (int x = 0; x < _largo; x++) {
		for (int y = 0; y < _alto; y++) {
			for (int z = 0; z < _ancho; z++) {
				hijos[numCubo]->mt->traslada(p);
				p->setZ(p->getZ()+1);
				numCubo++;
			}
			p->setZ(p->getZ()-_ancho);
			if(_alto > 1)
				p->setY(p->getY()+1);
		}
		if(_alto > 1)
			p->setY(p->getY()-_alto);
		p->setX(p->getX()-1);
	}
}
Пример #3
0
Matr Matr::matrizNBTC(float t){
	//Calcular los valores c, c' y c''
	PV3D aux = PV3D();
	PV3D* c = aux.calculaValorFormula(t);
	PV3D* cc = aux.calculaValorPrimDerivada(t);
	PV3D* ccc = aux.calculaValorSegDerivada(t);
	//Calcular T, B y N
	PV3D* T = aux.calculaT(cc);
	PV3D* B = aux.calculaB(cc, ccc);
	PV3D* N = aux.calculaN();
	//Recorro por columnas
	float data[alto][ancho];
	data[0][0] = N->getX();
	data[1][0] = N->getY();
	data[2][0] = N->getZ();
	data[3][0] = 0;

	data[0][1] = B->getX();
	data[1][1] = B->getY();
	data[2][1] = B->getZ();
	data[3][1] = 0;

	data[0][2] = T->getX();
	data[1][2] = T->getY();
	data[2][2] = T->getZ();
	data[3][2] = 0;

	data[0][3] = c->getX();
	data[1][3] = c->getY();
	data[2][3] = c->getZ();
	data[3][3] = 1;

	return Matr(data);
}
Пример #4
0
PV3D* Malla::calculoVectorNormalPorNewell(Cara C){
	PV3D* n = new PV3D(0, 0, 0, 0);
	for (int i = 0; i < C.getNumeroVertices(); i++){
		PV3D* vertActual = vertice[C.getIndiceVertice(i)];
		PV3D* vertSiguiente = vertice[C.getIndiceVertice((i + 1) % C.getNumeroVertices())];
		n->setX(n->getX() + ((vertActual->getY() - vertSiguiente->getY())*(vertActual->getZ() + vertSiguiente->getZ())));
		n->setY(n->getY() + ((vertActual->getZ() - vertSiguiente->getZ())*(vertActual->getX() + vertSiguiente->getX()))); // Z * X
		n->setZ(n->getZ() + ((vertActual->getX() - vertSiguiente->getX())*(vertActual->getY() + vertSiguiente->getY()))); // X * Y
	}
	return n->normaliza();
}
Пример #5
0
PV3D* Malla::vectorNormalNewell(Cara* c){
	PV3D* n = new PV3D();
	for(int i=0; i<c->getNumVertices(); i++){
		PV3D* vertActual = vertice[c->getIndiceVerticeK(i)];
		PV3D* vertSig = vertice[c->getIndiceVerticeK((i+1) % c->getNumVertices())];

		n->setX(n->getX() + ((vertActual->getY() - vertSig->getY()) * (vertActual->getZ() + vertSig->getZ())));
		n->setY(n->getY() + ((vertActual->getZ() - vertSig->getZ()) * (vertActual->getX() + vertSig->getX())));
		n->setZ(n->getZ() + ((vertActual->getX() - vertSig->getX()) * (vertActual->getY() + vertSig->getY())));
	}
	return n->normaliza();
}
Пример #6
0
void MontanaRusa::crearMalla4(){
	//INICIAR MALLA
	//Tama�os de los arrays
	numVertices = nQ*nPuntosPerfil;
	numCaras = (nQ - 1)*(nPuntosPerfil); // (nQ-1)= num de rodajas
	numNormales = numCaras;			//una normal por cara

	//Creaci�n de los arrays
	vertice = new PV3D*[numVertices];
	normal = new PV3D*[numNormales];
	cara = new Cara*[numCaras];


	//CREAR VERTICES
	//transformar: perfil => cortes
	GLfloat t = 0;
	GLfloat inc = (2)*PI / (nQ - 1);
	for (int i = 0; i < nQ; i++){//numero de cortes
		PV3D* n = vNormal(i*inc); //t = i*inc
		PV3D* b = vBinormal(i*inc);
		PV3D* tg = vTangente(i*inc);
		for (int j = 0; j < nPuntosPerfil; j++){//recorrer perfil i
			GLfloat x = n->getX()*perfil[j]->getX() + b->getX()*perfil[j]->getY() + tg->getX()*perfil[j]->getZ() + curva(t)->getX();
			GLfloat y = n->getY()*perfil[j]->getX() + b->getY()*perfil[j]->getY() + tg->getY()*perfil[j]->getZ() + curva(t)->getY();
			GLfloat z = n->getZ()*perfil[j]->getX() + b->getZ()*perfil[j]->getY() + tg->getZ()*perfil[j]->getZ() + curva(t)->getZ();
			vertice[i* nPuntosPerfil + j] = new PV3D(x, y, z, 1);//vertice j del perfil i
		}
		t += inc;
	}

	//CREAR CARAS Y NORMALES
	int indiceCara = 0;
	for (int i = 0; i<nQ - 1; i++){ //unir el perfil i-�simo con el (i+1)%n-�simo
		for (int j = 0; j<nPuntosPerfil; j++) { //esquina inferior-izquierda de una cara

			int indice = i*nPuntosPerfil + j; //vertice j del perfil i
			VerticeNormal** vn = new VerticeNormal*[4];
			vn[0] = new VerticeNormal(indice, indiceCara);
			vn[1] = new VerticeNormal((indice + nPuntosPerfil) % numVertices, indiceCara);
			vn[2] = new VerticeNormal((indice + 1 + nPuntosPerfil) % numVertices, indiceCara);
			vn[3] = new VerticeNormal(indice + 1, indiceCara);
			cara[indiceCara] = new Cara(4, vn);

			PV3D* n = calculoVectorNormalPorNewell(cara[indiceCara]); //Newell
			normal[indiceCara] = n;
			indiceCara++;
		} //for
	} //for
}
Пример #7
0
void buildSceneObjects()  {
	//Cámara
	PV3D* eye  = new PV3D(eyeX, eyeY, eyeZ, 1);
	PV3D* look = new PV3D(lookX, lookY, lookZ, 0);
	PV3D* up   = new PV3D(upX, upY, upZ, 0);
	cam = new Camara(eye, look, up, xRight, xLeft, yTop, yBot,N,F);

	escena = new Escena(200.0);

	carDir = NONE;
	angleDoor = 0;

	//Farola light position
	PV3D* pFarola = escena->farolas[escena->numFarolas/2]->mt->getPos();
	p1[0] = pFarola->getX(); p1[1] = pFarola->getY()+15; p1[2] = pFarola->getZ(); p1[3] = 1.0;

	//Car Lights Position
	PV3D* luz1 = escena->coche->faro1->mt->getPos();
	p2[0] = luz1->getX()-1;p2[1] = luz1->getY(); p2[2]= luz1->getZ(); p2[3]= 1.0;
	PV3D* luz2 = escena->coche->faro2->mt->getPos();
	p3[0] = luz2->getX()-1;p3[1] = luz2->getY(); p3[2]= luz2->getZ(); p3[3]= 1.0;
	dir2[0] = -1.0; dir2[1] =  0.0; dir2[2] =  0.0;

	cam->setLookAt(new PV3D(0,0,0,0), escena->coche->mt->getPos());
}
Пример #8
0
void buildSceneObjects() {

    //objects
    mr = new MontanaRusa(1,15,90);
    mr1 = new MontanaRusa(0.95,15, 90);
    PV3D * p = mr->curva(0);
    PV3D * v = mr->vTangente(0);
    PV3D * n = mr->vNormal(0);
    // Camera parameters
    GLdouble eyeX = p->getX(), eyeY = p->getY(), eyeZ = p->getZ();//eyeX=100.0, eyeY=100.0, eyeZ=100.0;
    GLdouble lookX = eyeX + v->getX(), lookY = eyeY + v->getY(), lookZ = eyeZ + v->getZ();
    GLdouble upX= n->getX(), upY = n->getY(), upZ = n->getZ();//0, upY=1, upZ=0;
    cam = new Camara(new PV3D(eyeX, eyeY, eyeZ, 1), new PV3D(lookX, lookY, lookZ, 1), new PV3D(upX, upY, upZ, 0));//lookAt & projection


}
Пример #9
0
PV3D* Malla::calculoNormalNewell(Cara* c){
        GLdouble nx = 0.0;
        GLdouble ny = 0.0;
        GLdouble nz = 0.0;
        PV3D* verticeActual = NULL;
        PV3D* verticeSig = NULL;
        int nV = c->getNumVertices();
        for(int i = 0; i < nV;i++){
                verticeActual = vertices[c->getIndice(i)->get_indiceVertice()];
                verticeSig = vertices[c->getIndice((i+1)%nV)->get_indiceVertice()];
                nx += (verticeActual->getY()-verticeSig->getY())*(verticeActual->getZ()+verticeSig->getZ());
                ny += (verticeActual->getZ()-verticeSig->getZ())*(verticeActual->getX()+verticeSig->getX());
                nz += (verticeActual->getX()-verticeSig->getX())*(verticeActual->getY()+verticeSig->getY());
        }
        PV3D* n = new PV3D(nx,ny,nz,0);
        n->normalizar();
        return n;
}
Пример #10
0
void modifCam() {

    //GLdouble eyeX = 100.0, eyeY = 100.0, eyeZ = 100.0;
    //GLdouble lookX = 0.0, lookY = 0.0, lookZ = 0.0;
    //GLdouble upX = 0, upY = 1, upZ = 0;
    PV3D * p = mr->curva(t);
    PV3D * v = mr->vTangente(t);
    PV3D * n = mr->vNormal(t);
    // Camera parameters
    GLdouble eyeX = p->getX(), eyeY = p->getY(), eyeZ = p->getZ();//eyeX=100.0, eyeY=100.0, eyeZ=100.0;
    GLdouble lookX = eyeX + v->getX(), lookY = eyeY + v->getY(), lookZ = eyeZ + v->getZ();
    GLdouble upX = n->getX(), upY = n->getY(), upZ = n->getZ();//0, upY = 1, upZ = 0;

    cout << "Camara ---------------------------------------------" << t << endl;
    cout << "\teye: " << eyeX << " " << eyeY << " " << eyeZ << endl;

    cam->setEyeLookUp(new PV3D(eyeX, eyeY, eyeZ, 1), new PV3D(lookX, lookY, lookZ, 1), new PV3D(upX, upY, upZ, 0));
}
Пример #11
0
void Malla::dibuja(){
	if (this->rotateAngleX != 0 || this->rotateAngleY != 0 || this->rotateAngleZ != 0){
		glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		glRotatef(this->rotateAngleX, 1, 0, 0);
		glRotatef(this->rotateAngleY, 0, 1, 0);
		glRotatef(this->rotateAngleZ, 0, 0, 1);
	}
	 for (int i = 0; i<numCaras; i++) {
		 glLineWidth(1.0);
		 glColor3f(cara[i]->getRed(), cara[i]->getGreen(), cara[i]->getBlue());
		 if (this->displayModel == 1){
			 glBegin(GL_POLYGON);
		 }
		 else if(this->displayModel == 0){
			 glBegin(GL_LINE_LOOP);
		 }
		 for (int j = 0; j < cara[i]->getNumeroVertices(); j++) {
			 int iN = cara[i]->getIndiceNormal(j);
			 int iV = cara[i]->getIndiceVertice(j);
			 
			 glNormal3f(normal[iN]->getX(), normal[iN]->getY(), normal[iN]->getZ());
			 //Si hubiera coordenadas de textura, aquí se suministrarían
			 //las coordenadas de textura del vértice j con glTexCoor2f(…);
			 glVertex3f(vertice[iV]->getX(), vertice[iV]->getY(), vertice[iV]->getZ());
		 }
		 glEnd();

		 if (this->showN){
			 PV3D* centro = getCentroDeCara(*cara[i]);
			 glBegin(GL_LINES);
			 glColor3f(1.0 - cara[i]->getRed(), 1.0 - cara[i]->getGreen(), 1.0 - cara[i]->getBlue());
				 glVertex3f(centro->getX(), centro->getY(), centro->getZ());
				 glVertex3f(centro->getX() + normal[cara[i]->getIndiceNormal(0)]->getX(), 
							centro->getY() + normal[cara[i]->getIndiceNormal(0)]->getY(), 
							centro->getZ() + normal[cara[i]->getIndiceNormal(0)]->getZ());
			 glEnd();
		 }
	 }
	 if (this->rotateAngleX != 0 || this->rotateAngleY != 0 || this->rotateAngleZ != 0){
		 glPopMatrix();
	 }
 }
Пример #12
0
void MontanaRusa::dibujaCoche(){
        GLfloat movimiento = coche->getMovimiento();
        PV3D* T = primeraDerivada(movimiento);
        T->normaliza();
        PV3D* B = primeraDerivada(movimiento)->productoVectorial(segundaDerivada(movimiento));
        B->normaliza();
        PV3D* N = B->productoVectorial(T);
        PV3D* C = funcion(movimiento);

        GLfloat m[] = { N->getX(), N->getY(), N->getZ(), N->isPoint(),
                        B->getX(), B->getY(), B->getZ(), B->isPoint(),
                        T->getX(), T->getY(), T->getZ(), T->isPoint(),
                        C->getX(), C->getY(), C->getZ(), C->isPoint()};

        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
                glMultMatrixf(m);
                coche->dibuja();
        glPopMatrix();
}
Пример #13
0
PV3D Matr::prodVect(PV3D vect){
	float vectArray[4] = {vect.getX(), vect.getY(), vect.getZ(), vect.getPV()};
	float vectResult[4];

	for(int i=0; i<ancho; i++){
		vectResult[i] = 0.0;
		for (int k=0; k<alto; k++){
			vectResult[i] += this->data[i][k] * vectArray[k];
		}
	} 

	return PV3D(vectResult[0], vectResult[1], vectResult[2], vectResult[3]);
}
Пример #14
0
void MontanaRusa::crearMalla3(){
	// |\/|
	// |/\|
	// INICIAR MALLA
	// Tama�os de los arrays

	numCaras = 4*(nQ - 1)*(nPuntosPerfil); // (nQ-1)= num de rodajas
	numNormales = numCaras;			// una normal por cara
	numVertices = nQ*nPuntosPerfil + (nQ - 1)*(nPuntosPerfil);

	// Creaci�n de los arrays
	vertice = new PV3D*[numVertices];
	normal = new PV3D*[numNormales];
	cara = new Cara*[numCaras];

	// CREAR VERTICES ***************************************************************************************
	// transformar: perfil => cortes
	// 1. vertices del poligono
	GLfloat t = 0;
	GLfloat inc = (2)*PI / (nQ - 1);

	for (int i = 0; i < nQ; i++){ // numero de cortes
		PV3D* n = vNormal(t); // t = i*inc
		PV3D* b = vBinormal(t);
		PV3D* tg = vTangente(t);
		for (int j = 0; j < nPuntosPerfil; j++){ // recorrer perfil i
			GLfloat x = n->getX()*perfil[j]->getX() + b->getX()*perfil[j]->getY() + tg->getX()*perfil[j]->getZ() + curva(t)->getX();
			GLfloat y = n->getY()*perfil[j]->getX() + b->getY()*perfil[j]->getY() + tg->getY()*perfil[j]->getZ() + curva(t)->getY();
			GLfloat z = n->getZ()*perfil[j]->getX() + b->getZ()*perfil[j]->getY() + tg->getZ()*perfil[j]->getZ() + curva(t)->getZ();
			vertice[i*2*nPuntosPerfil + j] = new PV3D(x, y, z, 1); // vertice j del perfil i
			if(DEBUG) cout << "perfil " << i << "   >>  " << i * 2 * nPuntosPerfil + j << "\n";
		}
		t += inc;
	}
	// 2.vertices puntos intermedios

	for (int i = 0; i < nQ - 1; i++){
		for (int j = 0; j<nPuntosPerfil; j++) { // interm entre perfil i y i+1,

			int downL = i * 2 * nPuntosPerfil + j;
			int downR = (i + 1) * 2 * nPuntosPerfil + j;
			int upR = (i + 1) * 2 * nPuntosPerfil + (j + 1) % nPuntosPerfil;
			int upL = i * 2 * nPuntosPerfil + (j + 1) % nPuntosPerfil;
			int interm = i * 2 * nPuntosPerfil + nPuntosPerfil +j;

			PV3D** v = new PV3D*[4];
			v[0] = vertice[downL]; // esquina inferior-izquierda de una cara
			v[1] = vertice[downR];
			v[2] = vertice[upR];
			v[3] = vertice[upL];
			if (DEBUG) cout << "intermedio entre los perfiles " << i << " y " << i + 1 << "     " << j << "\n";
			// calcular intermedio[j] entre perfil i y i+1,
			PV3D* p = v[0]->puntoIntermN(v, 5);//puntoInterm4(v[1], v[2], v[3]);
			// guardar
			vertice[interm] = p;

		} // for
	}
	if (DEBUG) cout << "termina los vertices\n";

	// CREAR CARAS Y NORMALES *********************************************************************************
	int indiceCara = 0;
	for (int i = 0; i<nQ - 1; i++){ //unir el perfil i-�simo con el (i+1)-�simo con 4 triangulos
		if (DEBUG) cout << "dibuja triangulos entre perfiles" << i << " y " << i + 1 << "\n";
		for (int j = 0; j<nPuntosPerfil; j++) {

			int downL = i * 2 * nPuntosPerfil + j;
			int downR = (i + 1) * 2 * nPuntosPerfil + j;
			int upR = (i + 1) * 2 * nPuntosPerfil + (j + 1) % nPuntosPerfil;
			int upL = i * 2 * nPuntosPerfil + (j + 1) % nPuntosPerfil;
			int interm = i * 2 * nPuntosPerfil + nPuntosPerfil+j;


			//crear triangulo 0 (^)
			VerticeNormal** vn_0 = new VerticeNormal*[3];
			vn_0[0] = new VerticeNormal(upL, indiceCara);
			vn_0[1] = new VerticeNormal(interm, indiceCara);
			vn_0[2] = new VerticeNormal(upR, indiceCara);
			cara[indiceCara] = new Cara(3, vn_0); // cara
			PV3D* n_0 = calculoVectorNormalPorNewell(cara[indiceCara]); //Newell
			normal[indiceCara] = n_0; //normal
			indiceCara++;
			if (DEBUG) cout << "     T-0\n";

			//crear triangulo 1 (<)
			VerticeNormal** vn_1 = new VerticeNormal*[3];
			vn_1[0] = new VerticeNormal(upL, indiceCara);
			vn_1[1] = new VerticeNormal(downL, indiceCara);
			vn_1[2] = new VerticeNormal(interm, indiceCara);
			cara[indiceCara] = new Cara(3, vn_1);
			PV3D* n_1 = calculoVectorNormalPorNewell(cara[indiceCara]); //Newell
			normal[indiceCara] = n_1;
			indiceCara++;
			if (DEBUG) cout << "     T-1\n";

			//crear triangulo 2 (v)
			VerticeNormal** vn_2 = new VerticeNormal*[3];
			vn_2[0] = new VerticeNormal(downL, indiceCara);
			vn_2[1] = new VerticeNormal(downR, indiceCara);
			vn_2[2] = new VerticeNormal(interm, indiceCara);
			cara[indiceCara] = new Cara(3, vn_2);
			PV3D* n_2 = calculoVectorNormalPorNewell(cara[indiceCara]); //Newell
			normal[indiceCara] = n_2;
			indiceCara++;
			if (DEBUG) cout << "     T-2\n";

			//crear triangulo 3 (>)
			VerticeNormal** vn_3 = new VerticeNormal*[3];
			vn_3[0] = new VerticeNormal(downR, indiceCara);
			vn_3[1] = new VerticeNormal(upR, indiceCara);
			vn_3[2] = new VerticeNormal(interm, indiceCara);
			cara[indiceCara] = new Cara(3, vn_3);
			PV3D* n_3 = calculoVectorNormalPorNewell(cara[indiceCara]); //Newell
			normal[indiceCara] = n_3;
			indiceCara++;
			if (DEBUG) cout << "     T-3\n";
		} //for
	} //for
}
Пример #15
0
void key(unsigned char key, int x, int y){
	float angleLamp;

	bool need_redisplay = true;
	switch (key) {
		case 27:  /* Escape key */
			//continue_in_main_loop = false; // (**)
			//Freeglut's sentence for stopping glut's main loop (*)
			glutLeaveMainLoop (); 
			break;	

		/*case 'a': //Eje X
			angleX += 1.0;
			break;
		case 'z': //Eje X
			angleX -= 1.0;
			break;

		case 's': //Eje Y
			angleY += 1.0;
			break;
		case 'x': //Eje Y
			angleY -= 1.0;
			break;

		case 'd': //Eje Z
			angleZ += 1.0;
			break;
		case 'c': //Eje Z
			angleZ -= 1.0;
			break;*/
		case 'u': //roll
			camera.roll(0.09); //0.09 radianes = 5 grados
			break;
		case 'i':
			camera.roll(-0.09);
			break;

		case 'j': //yaw
			camera.yaw(0.01);
			break;
		case 'k':
			camera.yaw(-0.01);
			break;

		case 'n': //pitch
			camera.pitch(0.01);
			break;
		case 'm':
			camera.pitch(-0.01);
			break;

		case 'e': //Along axis X
			recorridoX = 10.0;
			recorridoY = 0.0;
			recorridoZ = 0.0;
			camera.recorridoEje(recorridoX, recorridoY, recorridoZ);
			break;
		case 'r':
			recorridoX = -10.0;
			recorridoY = 0.0;
			recorridoZ = 0.0;
			camera.recorridoEje(recorridoX, recorridoY, recorridoZ);
			break;

		case 'd': //Along axis Y
			recorridoY = 10.0;
			recorridoX = 0.0;
			recorridoZ = 0.0;
			camera.recorridoEje(recorridoX, recorridoY, recorridoZ);
			break;
		case 'f':
			recorridoY = -10.0;
			recorridoX = 0.0;
			recorridoZ = 0.0;
			camera.recorridoEje(recorridoX, recorridoY, recorridoZ);
			break;

		case 'c': //Along axis Z
			recorridoZ = 10.0;
			recorridoX = 0.0;
			recorridoY = 0.0;
			camera.recorridoEje(recorridoX, recorridoY, recorridoZ);
			break;
		case 'v':
			recorridoZ = -10.0;
			recorridoX = 0.0;
			recorridoY = 0.0;
			camera.recorridoEje(recorridoX, recorridoY, recorridoZ);
			break;

		case 's': //Desplazar
			desplazaY = 2.0; 
			camera.desplazar(0.0, desplazaY, 0.0);
			break;
		case 'x':
			desplazaY = -2.0;
			camera.desplazar(0.0, desplazaY, 0.0);
			break;

		case '1': //Gira X
			//angleGiraX += 0.1;
			camera.giraX(0.1);
			break;

		case '2': //Gira Y
			//angleGiraY += 0.1;
			camera.giraY(0.1);
			break;

		case '3': //Gira Z
			//angleGiraZ += 0.1;
			camera.giraZ(0.1);
			break;

		case '4': //Lateral
			camera.lateral();
			break;

		case '5': //Frontal
			camera.frontal();
			break;

		case '6': //Cenital
			camera.cenital();
			break;

		case '7': //Esquina
			camera.esquina();
			break;

		case 'o': //Ortogonal
			glMatrixMode(GL_PROJECTION);
			glLoadIdentity();
			glOrtho(xLeft, xRight, yBot, yTop, N, F);
			break;
		case 'p': //Perspectiva
			glMatrixMode(GL_PROJECTION);
			glLoadIdentity();
			gluPerspective(45, 1, N, F);
			break;
		case 'l': //Oblicua
			glMatrixMode(GL_PROJECTION);
			glLoadIdentity();
			
			d.normaliza();

			if(d.getZ() != 0.0 && (d.getX() != 0 || d.getY() != 0 || d.getZ() != 1)){
				GLfloat m[16] = {	
						1, 0, 0, 0,
						0, 1, 0, 0,
						0, 0, 1, 0,
						0, 0, 0, 1
					};
				m[8] = -(d.getX()) / d.getZ();
				m[9] = -(d.getY()) / d.getZ();
				m[12] = -N * (d.getX() / d.getZ());
				m[13] = -N * (d.getY() / d.getZ());

				glOrtho(xLeft, xRight, yBot, yTop, N, F);
				glMultMatrixf(m);
			}
			break;

		case 'y': //Trasladar escena
			escena->traslacionEscena(1, 0, 0);
			break;
		case 'h':
			escena->traslacionEscena(-1, 0, 0);
			break;

		case 'g': //Escalacion escena
			escena->escalacionEscena(1, 2, 1);
			break;
		case 'b':
			escena->escalacionEscena(1, 0.5, 1);
			break;

		case '8': //Rotacion escena
			escena->rotacionEscena(2,0,1,0);
			break;
		case '9':
			escena->rotacionEscena(-2,0,1,0);
			break;

		case 't': //Encender/apagar luz ambiente global
			if(globalOn){
				globalOn = false;
				glDisable(GL_LIGHT0);
				glDisable(GL_LIGHT1);
				glDisable(GL_LIGHT2);
				GLfloat amb[] = {0.0,0.0,0.0,1.0};
				glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
			} else {
				globalOn = true;
				glEnable(GL_LIGHT0);
				glEnable(GL_LIGHT1);
				glEnable(GL_LIGHT2);
				GLfloat amb[] = {0.2,0.2,0.2,1.0};
				glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
			}
			break;

		case 'a': //Escalar lámpara
			escena->getHijo(15)->getTAfin()->escalacion(1, 1.1, 1);
			escena->getHijo(15)->getTAfin()->traslacion(0, -1, 0);
			lampHeight *= 1.1;
			angleLamp = calculateLampAngle(0.5, lampHeight);
			glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, angleLamp);
			break;
		case 'z':
			escena->getHijo(15)->getTAfin()->escalacion(1, 0.9, 1);
			escena->getHijo(15)->getTAfin()->traslacion(0, 1, 0);
			lampHeight *= 0.9;
			angleLamp = calculateLampAngle(0.5, lampHeight);
			glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, angleLamp);
			break;

		case 'q': //Encender/apagar lámpara
			if(lamparaOn){
				lamparaOn = false;
				glDisable(GL_LIGHT1);
			} else {
				lamparaOn = true;
				glEnable(GL_LIGHT1);
			}
			break;

		case 'w': // Activar/desactivar luz remota del este
			if(luzRemotaOn){
				luzRemotaOn = false;
				glDisable(GL_LIGHT2);
			} else {
				luzRemotaOn = true;
				glEnable(GL_LIGHT2);
			}
			break;
		
		case '0': // Activar/desactivar niebla
			if(nieblaOn){
				nieblaOn = false;
				glDisable(GL_FOG);
			} else {
				nieblaOn = true;
				glEnable(GL_FOG);
			}
			break;

		default:
			need_redisplay = false;
			break;
	}

	if (need_redisplay)
		glutPostRedisplay();
}