/***********************************************************************/ /***********************************************************************/ /* FreeVR OpenGL tutorial example 8: ex8_shoot.c */ /* FreeVR OpenGL tutorial example 9: ex9_contact.c */ /* Last tested with: FreeVR version 0.6a */ /* Last tested with: FreeVR version 0.6a */ /* Last Modified: September 25, 2007 */ /* Last Modified: December 19, 2006 */ /* URL: http://freevr.org */ /* URL: http://freevr.org */ /***********************************************************************/ /***********************************************************************/ /* This example code demonstrates a VR application program that */ /* This example code demonstrates a VR application program that */ /* has an object with it's own (trivial) behavior. A "delta" */ /* allows the user to select an object by touching it with the wand. */ /* function is used to monitor the change in button state of input */ /* The selected object is highlighted by a black outline. */ /* number 2, to alter the object's immediate behavior (according to */ /* predescribed rules. The direction of the wand sensor is also */ /* used in setting behavior parameters. */ /* */ /* */ /* */ /* */ /* The new features of this example include: */ /* The new features of this example include: */ /* - FreeVR Library functions, variables, and macros: */ /* - FreeVR Library functions, variables, and macros: */ /* * vrGet2switchDelta() */ /* * vrPointGetRWFrom6sensor() */ /* * vrVector type */ /* * VR_X, VR_Y & VR_Z */ /* * vrVectorGetRWFrom6sensorDir() */ /* * VR_X,VR_Y & VR_Z definitions */ /* */ /* */ /* Considerations: */ /* Considerations: */ /* - Objects must be within reach */ /* - Pointer should reflect the region of contact */ /* */ /* */ /* This application uses the files: */ /* This application uses the files: */ /* - shapes.c (Bill Sherman's simple OpenGL shapes) */ /* - shapes.c (Bill Sherman's simple OpenGL shapes) */ /* */ /* */ /* Copyright 2010, William R. Sherman, All Rights Reserved. */ /* Copyright 2010, William R. Sherman, All Rights Reserved. */ /* In particular, the right to republish this file in whole or in */ /* In particular, the right to republish this file in whole or in */ /* part, in any form (including electronic forms) is prohibited */ /* part, in any form (including electronic forms) is prohibited */ /* without written consent of the copyright holder. */ /* without written consent of the copyright holder. */ /***********************************************************************/ /***********************************************************************/ #include <stdio.h> /* needed for printf(), etc. */ #include <stdio.h> /* needed for printf(), etc. */ #include <stdlib.h> /* needed for exit() */ #include <stdlib.h> /* needed for exit() */ #include <signal.h> /* needed for signal() and its arguments */ #include <signal.h> /* needed for signal() and its arguments */ #include <unistd.h> /* not sure why/whether this is needed */ #include <unistd.h> /* not sure why/whether this is needed */ #include <math.h> /* needed for fabs() & copysign() */ #include <math.h> /* needed for fabs() & copysign() */ #include <GL/gl.h> /* needed for all OpenGL functions & values */ #include <GL/gl.h> /* needed for all OpenGL functions & values */ #include "freevr.h" /* needed for FreeVR functions & values */ #include "freevr.h" /* needed for FreeVR functions & values */ #define WAND_SENSOR 1 /* TODO: this should really be based on the c #define WAND_SENSOR 1 /* TODO: this should really be based on the c /* Define some values to adjust the compilation of this example */ #define MAX_OBJECTS 4 /* Define a structure for information about each individual object. */ /* Define a structure for information about each individual object. */ typedef struct { typedef struct { float x, y, z; /* location o float x, y, z; /* location o GLubyte color[3]; /* color of t GLubyte color[3]; /* color of t enum { cube, enum { cube,pyramid,ud_pyramid }shape; /* shape of t sm_cube, pyramid, ud_pyramid, hidden } shape; /* shape of t } ObjectType; } ObjectType; /* Define a structure for holding a database of the virtual world. */ /* Define a structure for holding a database of the virtual world. */ typedef struct { typedef struct { int number_of_objects; /* number of int number_of_objects; /* number of ObjectType object[MAX_OBJECTS]; /* array of o int selected_object; /* currently int ready_to_fire; /* a flag ind ObjectType object[3]; /* array of o vrVector trajectory; /* direction } WorldDataType; } WorldDataType; /**************************************************************************** /**************************************************************************** /* These function declarations are very important -- they will be used as arg /* These function declarations are very important -- they will be used as arg void exit_application(int signal); /* cleanly close down operati void exit_application(int signal); /* cleanly close down operati void init_gfx(); /* initialize the graphics void draw_world(WorldDataType *wd, vrRenderInfo *rendinfo); /* render the void init_world(WorldDataType *wd); /* initialize the world param void update_world(WorldDataType *wd); /* perform the world simulati void init_objects(WorldDataType *wd); /* initalize the objects in t void init_gfx(void); /* initialize the graphics void draw_world(WorldDataType *wd, vrRenderInfo *rendinfo); /* render the void init_world(WorldDataType *wd); /* initialize the world param void update_world(WorldDataType *wd); /* perform the world simulati /***********************************************************************/ /***********************************************************************/ main(int argc, char* argv[]) main(int argc, char* argv[]) { { WorldDataType *wd; WorldDataType *wd; /**********************************/ /**********************************/ /*** initialize FreeVR routines ***/ /*** initialize FreeVR routines ***/ /**********************************/ /**********************************/ signal(SIGINT, SIG_IGN); signal(SIGINT, SIG_IGN); vrConfigure(&argc, argv, NULL); /* allow CLAs to affect confi vrConfigure(&argc, argv, NULL); /* allow CLAs to affect confi vrStart(); vrStart(); signal(SIGINT, exit_application); signal(SIGINT, exit_application); /********************/ /********************/ /* create the world */ /* create the world */ wd = (WorldDataType *)vrShmemAlloc0(sizeof(WorldDataType)); wd = (WorldDataType *)vrShmemAlloc0(sizeof(WorldDataType)); init_world(wd); init_world(wd); /***************************************/ /***************************************/ /* set up the FreeVR library functions */ /* set up the FreeVR library functions */ vrFunctionSetCallback(VRFUNC_DISPLAY_INIT, vrCallbackCreate(init_gfx, vrFunctionSetCallback(VRFUNC_DISPLAY_INIT, vrCallbackCreate(init_gfx, vrFunctionSetCallback(VRFUNC_DISPLAY, vrCallbackCreate(draw_world, 1, vrFunctionSetCallback(VRFUNC_DISPLAY, vrCallbackCreate(draw_world, 1, /********************************************************/ /********************************************************/ /* define the application name, authors, controls, etc. */ /* define the application name, authors, controls, etc. */ vrSystemSetName("FreeVR tutorial: example 8 -- shoot"); vrSystemSetName("example 9 -- contact"); vrSystemSetAuthors("Bill Sherman"); vrSystemSetAuthors("Bill Sherman"); vrSystemSetExtraInfo("An example to demonstrate vectors & objects wit vrSystemSetExtraInfo("An example to demonstrate contact between the p vrSystemSetStatusDescription("Application running fine"); vrSystemSetStatusDescription("Application running fine"); vrInputSet2switchDescription(0, "Terminate the application"); vrInputSet2switchDescription(0, "Terminate the application"); vrInputSet2switchDescription(1, "Raise the green pyramid"); vrInputSet2switchDescription(1, "Raise the green pyramid"); vrInputSet2switchDescription(2, "Press to engage projectile, release vrInputSet2switchDescription(2, "Reset the green pyramid"); vrInputSet2switchDescription(3, "Lower the green pyramid"); vrInputSet2switchDescription(3, "Lower the green pyramid"); vrInputSet2switchDescription(4, "Reset the green pyramid"); vrInputSetValuatorDescription(0, "Move the green pyramid in the Z-pla vrInputSetValuatorDescription(0, "Move the green pyramid in the Z-pla vrInputSetValuatorDescription(1, "Move the green pyramid in the X-pla vrInputSetValuatorDescription(1, "Move the green pyramid in the X-pla vrInputSet6sensorDescription(WAND_SENSOR, "Move a short cyan pointer vrInputSet6sensorDescription(WAND_SENSOR, "Move a short cyan pointer /***************************/ /***************************/ /*** do world simulation ***/ /*** do world simulation ***/ /***************************/ /***************************/ /* run until terminate key is pressed (Escape by default) */ /* run until terminate key is pressed (Escape by default) */ while(!vrGet2switchValue(0)) { while(!vrGet2switchValue(0)) { vrFrame(); vrFrame(); update_world(wd); update_world(wd); } } /*********************/ /*********************/ /*** close up shop ***/ /*** close up shop ***/ /*********************/ /*********************/ exit_application(0); exit_application(0); } } /********************************************************************/ /********************************************************************/ /* exit_application(): clean up anything started by the application */ /* exit_application(): clean up anything started by the application */ /* (forked processes, open files, open sockets, etc.) */ /* (forked processes, open files, open sockets, etc.) */ /********************************************************************/ /********************************************************************/ void exit_application(int signal) void exit_application(int signal) { { vrExit(); vrExit(); exit(0); exit(0); } } /* ----------------8<-----------------8<-----------------8<----------------*/ /* ----------------8<-----------------8<-----------------8<----------------*/ /* In a non-example applicatation, the following would be a separate file. */ /* In a non-example applicatation, the following would be a separate file. */ /**********************************/ /**********************************/ /**********************************/ /**********************************/ /** The World Simulation section **/ /** The World Simulation section **/ /**********************************/ /**********************************/ /**********************************/ /**********************************/ /**************************************************************/ /**************************************************************/ /* init_world(): create the initial conditions of the dynamic */ /* init_world(): create the initial conditions of the dynamic */ /* simulation. */ /* simulation. */ /**************************************************************/ /**************************************************************/ void init_world(WorldDataType *wd) void init_world(WorldDataType *wd) { { /*************************/ /* set world state flags */ wd->ready_to_fire = 0; /***************************/ /* setup the world content */ init_objects(wd); } /***************************************************************/ /* init_objects(): place objects into the world data structure */ /* at some initial positions. */ /***************************************************************/ void init_objects(WorldDataType *wd) { int objnum = 0; int objnum = 0; /* object 1 - a blue cube */ /* object 1 - a blue cube */ wd->object[objnum].shape = cube; wd->object[objnum].shape = cube; wd->object[objnum].color[0] = 100; wd->object[objnum].color[0] = 100; wd->object[objnum].color[1] = 100; wd->object[objnum].color[1] = 100; wd->object[objnum].color[2] = 255; wd->object[objnum].color[2] = 255; wd->object[objnum].x = 0.0; wd->object[objnum].x = 0.0; wd->object[objnum].y = 5.0; wd->object[objnum].y = 5.0; wd->object[objnum].z = -4.0; wd->object[objnum].z = -4.0; objnum++; objnum++; /* object 2 - a red pyramid */ /* object 2 - a red pyramid */ wd->object[objnum].shape = pyramid; wd->object[objnum].shape = pyramid; wd->object[objnum].color[0] = 255; wd->object[objnum].color[0] = 255; wd->object[objnum].color[1] = 100; wd->object[objnum].color[1] = 100; wd->object[objnum].color[2] = 100; wd->object[objnum].color[2] = 100; wd->object[objnum].x = -4.0; wd->object[objnum].x = -4.0; wd->object[objnum].y = 5.0; wd->object[objnum].y = 5.0; wd->object[objnum].z = -4.0; wd->object[objnum].z = -4.0; objnum++; objnum++; /* object 3 - an upside-down green pyramid */ /* object 3 - an upside-down green pyramid */ wd->object[objnum].shape = ud_pyramid; wd->object[objnum].shape = ud_pyramid; wd->object[objnum].color[0] = 100; wd->object[objnum].color[0] = 100; wd->object[objnum].color[1] = 255; wd->object[objnum].color[1] = 255; wd->object[objnum].color[2] = 100; wd->object[objnum].color[2] = 100; wd->object[objnum].x = 4.0; wd->object[objnum].x = 4.0; wd->object[objnum].y = 5.0; wd->object[objnum].y = 5.0; wd->object[objnum].z = -4.0; wd->object[objnum].z = -4.0; objnum++; objnum++; /* object 4 - a small yellow cube, that starts hidden */ wd->object[objnum].shape = hidden; wd->object[objnum].color[0] = 255; wd->object[objnum].color[1] = 255; wd->object[objnum].color[2] = 25; wd->object[objnum].x = 0.0; wd->object[objnum].y = 0.0; wd->object[objnum].z = 0.0; objnum++; wd->number_of_objects = objnum; wd->number_of_objects = objnum; wd->selected_object = -1; /* sanity test */ if (objnum > MAX_OBJECTS) { printf("DANGER: Number of objects (%d), exceeds maximum allow } } } /*********************************************************************/ /*********************************************************************/ /* update_world(): In this version, we handle the possible user */ /* update_world(): In this version, we handle the user interactions. */ /* interaction of aiming and shooting a projectile from the wand. */ /* In this case, simply selecting objects in the world. */ /*********************************************************************/ /*********************************************************************/ void update_world(WorldDataType *wd) void update_world(WorldDataType *wd) { { #define JS_EPSILON 0.125 /* the dead-zone befo #define JS_EPSILON 0.125 /* the dead-zone befo #define MOVE_FACTOR 2.5 /* a movement scale f #define MOVE_FACTOR 2.5 /* a movement scale f static vrTime last_time = -1.0; /* initially set to a static vrTime last_time = -1.0; /* initially set to a vrTime sim_time = vrCurrentSimTime(); /* the current time o vrTime sim_time = vrCurrentSimTime(); /* the current time o vrPoint wand_locpnt; /* current location o vrPoint wand_locpnt; /* current location o #define wand_location wand_locpnt.v #define wand_location wand_locpnt.v double delta_time; /* time since last up double delta_time; /* time since last up double joy_x, joy_y; /* Joystick values */ double joy_x, joy_y; /* Joystick values */ int selected_obj; /* the currently sele int touch_obj = -1; /* the currently touc int objnum; /* for looping throuh int objnum; /* for looping throuh /*****************************************************/ /*****************************************************/ /** Determine delta time from last simulation frame **/ /** Determine delta time from last simulation frame **/ /*****************************************************/ /*****************************************************/ if (last_time == -1.0) if (last_time == -1.0) delta_time = 0.0; delta_time = 0.0; else delta_time = sim_time - last_time; else delta_time = sim_time - last_time; last_time = sim_time; /* now that delta_tim last_time = sim_time; /* now that delta_tim /* skip the update if the delta isn't big enough */ /* skip the update if the delta isn't big enough */ if (delta_time <= 0.0) /* can also choose a non-zero epsilon */ if (delta_time <= 0.0) /* can also choose a non-zero epsilon */ return; return; /**************************/ /**************************/ /* User interface section */ /* User interface section */ /* the first button moves the object up, when initially pressed */ /* the first button moves the object up, when initially pressed */ if (vrGet2switchDelta(1) == 1) { if (vrGet2switchDelta(1) == 1) { wd->object[2].y += 1.0; wd->object[2].y += 1.0; } } /* the second button resets the object's location, when initially pre /* the second button resets the object's location, when initially pre if (vrGet2switchDelta(4) == 1) { if (vrGet2switchDelta(2) == 1) { wd->object[2].x = 4.0; wd->object[2].x = 4.0; wd->object[2].y = 5.0; wd->object[2].y = 5.0; wd->object[2].z = -4.0; wd->object[2].z = -4.0; } } /* the third button moves the object down, when initially pressed */ /* the third button moves the object down, when initially pressed */ if (vrGet2switchDelta(3) == 1) { if (vrGet2switchDelta(3) == 1) { wd->object[2].y -= 1.0; wd->object[2].y -= 1.0; } } /* store input values so they are consistent throughout update routin /* store input values so they are consistent throughout update routin joy_x = vrGetValuatorValue(0); joy_x = vrGetValuatorValue(0); joy_y = vrGetValuatorValue(1); joy_y = vrGetValuatorValue(1); /* now use those values to move the object */ /* now use those values to move the object */ if (fabs(joy_x) > JS_EPSILON) if (fabs(joy_x) > JS_EPSILON) wd->object[2].x += joy_x * delta_time * MOVE_FACTOR; wd->object[2].x += joy_x * delta_time * MOVE_FACTOR; if (fabs(joy_y) > JS_EPSILON) if (fabs(joy_y) > JS_EPSILON) wd->object[2].z -= (joy_y-copysign(JS_EPSILON,joy_y)) * delta wd->object[2].z -= (joy_y-copysign(JS_EPSILON,joy_y)) * delta /**********************************/ /** Handle Manipulation via wand **/ /**********************************/ /****************************/ /**********************************************************/ /** Handle Object Behavior **/ /* check for contact between the wand and all the objects */ /****************************/ switch (vrGet2switchDelta(2)) { /*****************/ case -1: /* just released */ wd->ready_to_fire = 0; vrVectorGetRWFrom6sensorDir(&wd->trajectory, WAND_SENSOR, VRD break; /*************/ vrPointGetRWFrom6sensor(&wand_locpnt, WAND_SENSOR); case 0: /* no change */ if (!wd->ready_to_fire) { for (objnum = 0; objnum < wd->number_of_objects; objnum++) { /* handle flight of shot object */ if ( (wand_location[VR_X] < wd->object[objnum].x + 1.0) wd->object[3].x += wd->trajectory.v[VR_X] * delta_ti && (wand_location[VR_X] > wd->object[objnum].x - 1.0) wd->object[3].y += wd->trajectory.v[VR_Y] * delta_ti && (wand_location[VR_Y] < wd->object[objnum].y + 1.0) wd->object[3].z += wd->trajectory.v[VR_Z] * delta_ti && (wand_location[VR_Y] > wd->object[objnum].y - 1.0) && (wand_location[VR_Z] < wd->object[objnum].z + 1.0) && (wand_location[VR_Z] > wd->object[objnum].z - 1.0) ) { touch_obj = objnum; } } } /* Optionally, some condition could be checked here to reset selected_obj = wd->selected_object; /* the object in hidden, non-fired mode. break; /****************/ case 1: /* just pressed */ vrPointGetRWFrom6sensor(&wand_locpnt, WAND_SENSOR); if (selected_obj != touch_obj) { wd->ready_to_fire = 1; wd->selected_object = touch_obj; wd->object[3].shape = sm_cube; wd->object[3].x = wand_location[VR_X]; wd->object[3].y = wand_location[VR_Y]; wd->object[3].z = wand_location[VR_Z]; break; } } /****************************************************/ /****************************************************/ /* yield to allow other processes access to the CPU */ /* yield to allow other processes access to the CPU */ vrSleep(0); vrSleep(0); } } /* ----------------8<-----------------8<-----------------8<----------------*/ /* ----------------8<-----------------8<-----------------8<----------------*/ /* In a non-example applicatation, the following would be a separate file. */ /* In a non-example applicatation, the following would be a separate file. */ /**************************/ /**************************/ /**************************/ /**************************/ /** The Graphics section **/ /** The Graphics section **/ /**************************/ /**************************/ /**************************/ /**************************/ /* functions from shapes.c */ /* functions from shapes.c */ void draw_floor(); void draw_cube(); void draw_cube(); void draw_pyramid(); void draw_pyramid(); void draw_cube_outline(); void draw_cube_outline(); void draw_pyramid_outline(); void draw_pyramid_outline(); /*********************************************************************/ /*********************************************************************/ /* init_gfx(): initialize general graphics properties (eg. lighting) */ /* init_gfx(): initialize general graphics properties (eg. lighting) */ /*********************************************************************/ /*********************************************************************/ void init_gfx() void init_gfx(void) { { GLfloat location_0[4] = { 0.0, 10.0, 10.0, 1.0 /* 0 = directional, 1 GLfloat location_0[4] = { 0.0, 10.0, 10.0, 1.0 /* 0 = directional, 1 ambient_0[4] = { 0.2, 0.2, 0.2, 1.0 }, ambient_0[4] = { 0.2, 0.2, 0.2, 1.0 }, diffuse_0[4] = { 0.8, 0.8, 0.8, 1.0 }, diffuse_0[4] = { 0.8, 0.8, 0.8, 1.0 }, specular_0[4] = { 0.2, 0.2, 0.2, 1.0 }; specular_0[4] = { 0.2, 0.2, 0.2, 1.0 }; /****************************************/ /****************************************/ /* set the render initialization values */ /* set the render initialization values */ glClearColor(0.0, 0.0, 0.0, 0.0); glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(1.0); glClearDepth(1.0); /********************************************************/ /********************************************************/ /* set the polygon shading/lighting/material parameters */ /* set the polygon shading/lighting/material parameters */ glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHTING); glLightfv(GL_LIGHT0, GL_POSITION, location_0); glLightfv(GL_LIGHT0, GL_POSITION, location_0); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_0); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_0); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular_0); glLightfv(GL_LIGHT0, GL_SPECULAR, specular_0); glEnable(GL_LIGHT0); glEnable(GL_LIGHT0); /* These two lines cause the vertex colors to be used (otherwise all /* These two lines cause the vertex colors to be used (otherwise all glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_COLOR_MATERIAL); glEnable(GL_NORMALIZE); /* this is required when calling glScalef() w glEnable(GL_NORMALIZE); /* this is required when calling glScalef() w /***************************/ /***************************/ /* set the line parameters */ /* set the line parameters */ glEnable(GL_LINE_SMOOTH); glEnable(GL_LINE_SMOOTH); glLineWidth(2.0); glLineWidth(2.0); } } /*******************************************************************/ /*******************************************************************/ /* draw_world(): Now will render how ever many objects are in the */ /* draw_world(): Now will render how ever many objects are in the */ /* world data structure. The color, type (and maybe rotation) */ /* world data structure. The color, type (and maybe rotation) */ /* are all now stored for each object, in addition to location. */ /* are all now stored for each object, in addition to location. */ /* The currently selected object is highlighted by adding a */ /* wireframe outline to the representation. */ /*******************************************************************/ /*******************************************************************/ void draw_world(WorldDataType *wd, vrRenderInfo *rendinfo) void draw_world(WorldDataType *wd, vrRenderInfo *rendinfo) { { static GLfloat location_0[4] = { 0.0, 10.0, 0.0, 1.0 /* 0 = directio static GLfloat location_0[4] = { 0.0, 10.0, 0.0, 1.0 /* 0 = directio static char msg[128]; /* memory for text st static char msg[128]; /* memory for text st int objnum; /* object counter */ int objnum; /* object counter */ ObjectType *object; /* pointer to current /**************************************/ /**************************************/ /* clear the screen -- very important */ /* clear the screen -- very important */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /******************************************************************** /******************************************************************** /* update the light's location -- must be done independently for each /* update the light's location -- must be done independently for each glLightfv(GL_LIGHT0, GL_POSITION, location_0); glLightfv(GL_LIGHT0, GL_POSITION, location_0); /************************************/ /************************************/ /* draw a short pointer at the wand */ /* draw a short pointer at the wand */ glPushMatrix(); glPushMatrix(); glColor3ub(100, 255, 255); /* cyan */ glColor3ub(100, 255, 255); /* cyan */ vrRenderTransform6sensor(rendinfo, WAND_SENSOR); vrRenderTransform6sensor(rendinfo, WAND_SENSOR); glRotatef(-90.0, 1.0, 0.0, 0.0); glRotatef(-90.0, 1.0, 0.0, 0.0); glScalef(0.15, 0.15, 0.15); glScalef(0.15, 0.15, 0.15); glTranslatef(0.0, 1.5, 0.0); glTranslatef(0.0, 1.5, 0.0); draw_pyramid_outline(); draw_pyramid_outline(); glPopMatrix(); glPopMatrix(); /************************/ /************************/ /* draw all the objects */ /* draw all the objects */ draw_floor(); for (objnum = 0; objnum < wd->number_of_objects; objnum++) { for (objnum = 0; objnum < wd->number_of_objects; objnum++) { object = &(wd->object[objnum]); glColor3ubv(object->color); glColor3ubv(wd->object[objnum].color); glPushMatrix(); glPushMatrix(); glTranslatef(object->x, object->y, object->z); glTranslatef(wd->object[objnum].x, wd->object[objnum] switch (object->shape) { switch (wd->object[objnum].shape) { case hidden: /* do nothing */ break; case cube: case cube: draw_cube(); if (objnum == wd->selected_object) break; draw_cube_outline(); case sm_cube: else draw_cube(); glScalef(0.1, 0.1, 0.1); draw_cube(); break; break; case pyramid: case pyramid: draw_pyramid(); if (objnum == wd->selected_object) draw_pyramid_outline(); else draw_pyramid(); break; break; case ud_pyramid: case ud_pyramid: glScalef(1.0, -1.0, 1.0); glScalef(1.0, -1.0, 1.0); draw_pyramid(); if (objnum == wd->selected_object) draw_pyramid_outline(); else draw_pyramid(); break; break; } } glPopMatrix(); glPopMatrix(); } } /*************************************************/ /*************************************************/ /* draw text indicating the location of object 3 */ /* draw text indicating which object is selected */ sprintf(msg, "Green pyramid is at %.2f %.2f %.2f", wd->object[2].x, w if (wd->selected_object < 0) { sprintf(msg, "Object selected: none"); } else { sprintf(msg, "Object selected: %d", wd->selected_object); } glDisable(GL_LIGHTING); /* make the text bright regardless of glDisable(GL_LIGHTING); /* make the text bright regardless of glColor3ub(255, 255, 255); /* white */ glColor3ub(255, 255, 255); /* white */ /* NOTE: 2-D text is best rendered in a fixed location in the world * glPushMatrix(); glPushMatrix(); glTranslatef(-4.0, 7.0, -5.0); /* on the front screen */ glTranslatef(-4.0, 7.0, -5.0); /* on the front screen */ glRasterPos3f(0.0, 0.0, 0.0); /* go to the 3D location */ glRasterPos3f(0.0, 0.0, 0.0); /* go to the 3D location */ vrRenderText(rendinfo, msg); vrRenderText(rendinfo, msg); glPopMatrix(); glPopMatrix(); glEnable(GL_LIGHTING); glEnable(GL_LIGHTING); } }