// *************************************************************************** // * cradle.cc * // * * // * Written by: * // * * // * Marvin McNett, 1999 * // * Department of Mathematics * // * The University of Kansas * // * mcnett@math.ukans.

edu * // *************************************************************************** // // This file uses OpenGL to animate the motion of a Newton's Cradle. // Input files can be generated by the pshake.c program. // // SGI compile: // CC -o cradle -O cradle.cc -lglut -lGLU -lGL -lm -lX11 -lXext -lXmu // // Linux compile: // g++ -o cradle -O cradle.cc -I/usr/X11R6/include/X11 -L/usr/X11R6/lib // -lglut -lMesaGLU -lMesaGL -lm -lX11 -lXext -lXmu lXi // #include <stdlib.h> #include <fstream> #include <GL/glut.h> #define Ball(I,J) ball_pos[(J) + (I)*count] struct R3{ float x; float y; float z; }; // end R3 // define a few globals. There's no way around it with all // the function pointers used by OpenGL. static int spinx = 0, spinz = 0, rotate = 0, origx, origz; static int count, Index, steps, stepIndex = 0, stepsize = 1, outEvery; static int outCount = 0; static R3 *hook_pos, *ball_pos; static float radius; static int animationFlag = 1; ifstream datafile; // define the model colors GLfloat blue[] = {0.1, 0.1, 0.9, 1.}; GLfloat darkred[] = {0.6, 0.1, 0.1, 1.0}; GLfloat red[] = {1.0, 0.0, 0.0, 1.0}; GLfloat lightgray[] = {0.75, 0.75, 0.75, 1.0}; GLfloat gray[] = {0.5, 0.5, 0.5, 1.0}; GLfloat darkgray[] = {0.25, 0.25, 0.25, 1.0}; GLfloat light_position[] = {0.5, 3.0, 2.0, 1.0}; // c - camera position, v - focus, u - upward direction static float cx = 0.0, cy = 6.0, cz = 2.0, vx = 0.0, vy = 0.0, vz = -2.0; static float ux = 0.0, uy = 0.0, uz = 1.0;

// Declare the display lists GLuint ball; void mouse(int button, int state, int x, int z) // Record cursor position in response to mouse button action { switch(button){ case GLUT_LEFT_BUTTON: if (state == GLUT_DOWN) { origx = x; origz = z; rotate = 1; } else { rotate = 0; } break; } } // end mouse void motion(int x, int z) // Rotate the view on mouse event { // calculate rotation angles due to mouse action if(rotate){ // Update the view if mouse button 1 spinz = (spinz + (x - origx))%360; spinx = (spinx + (z - origz))%360; origx = x; origz = z; // tell engine to redisplay glutPostRedisplay(); } } // end motion void keyboard(unsigned char key, int xPos, int yPos) // Respond to keyboard events { switch(key){ case 27: // exit on ESC exit(0); case 43: // move forward on + cy -= 0.5; glLoadIdentity(); gluLookAt(cx, cy, cz, vx, vy, vz, ux, uy, uz); break; case 45: // move backward on cy += 0.5; glLoadIdentity(); gluLookAt(cx, cy, cz, vx, vy, vz, ux, uy, uz); break; case 60: // advance one frame backward on < stepIndex--; if(stepIndex < 0) stepIndex = 0; break; case 62: // advance one frame forward on > stepIndex++; if(stepIndex >= steps)

stepIndex = steps - 1; break; } // You can put in many more for the camera position, // focus point, and upward direction (or whatever else). } // end keyboard void idle(void) // What to do during idle time { if(animationFlag){ stepIndex += stepsize; outCount += stepsize; if(stepIndex >= steps || stepIndex < 0) stepIndex -= stepsize; else if(abs(outCount) > outEvery){ // Update run % cout << stepIndex*100/steps << "%" << endl; outCount = 0; } } // tell the engine to redisplay glutPostRedisplay(); } // end idle void reshape(int w, int h) // What to do on window creation and resize { glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 40.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(cx, cy, cz, vx, vy, vz, ux, uy, uz); } // end reshape void menu(int item) // what actions to take for menu options { int temp; switch(item){ case 0: exit(0); case 1: animationFlag = !animationFlag; break; case 2: stepsize *= -1; break; case 3: stepsize *= 2; break; case 4: temp = stepsize; if(temp /= 2)

stepsize /= 2; break; } } // end menu void drawStick(void) // Draw the stick { // Color the sticks glShadeModel(GL_FLAT); glMaterialfv(GL_FRONT, GL_SPECULAR, darkred); glMaterialfv(GL_FRONT, GL_AMBIENT, red); glMaterialfv(GL_FRONT, GL_DIFFUSE, darkred); glBegin(GL_LINES); glVertex3f(hook_pos[Index].x, hook_pos[Index].y, hook_pos[Index].z); glVertex3f(Ball(stepIndex, Index).x, Ball(stepIndex, Index).y, Ball(stepInde x, Index).z); glEnd(); } // end drawStick void display(void) // The main display routine { // Clear frame and buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Push initial position onto the stack glPushMatrix(); // Rotate initial matrix in response to mouse action glRotatef((GLfloat) spinx, 1.0, 0.0, 0.0); glRotatef((GLfloat) spinz, 0.0, 0.0, 1.0); // Draw the balls and sticks for(Index = 0; Index < count; ++Index){ glPushMatrix(); drawStick(); glTranslatef(Ball(stepIndex, Index).x, Ball(stepIndex, Index).y, Ball(stepIn dex, Index).z); glCallList(ball); glPopMatrix(); } // pop back to initial position glPopMatrix(); // flush the command list glFinish(); // Swap buffers glutSwapBuffers(); } // end display void // // // { displayLists(void) This creates the necessary display lists. There is not one for the sticks because these are drawn dynamically by drawStick()

// Create the ball list ball = glGenLists(1); glNewList(ball, GL_COMPILE); glShadeModel(GL_SMOOTH); glMaterialfv(GL_FRONT, GL_SPECULAR, lightgray); glMaterialfv(GL_FRONT, GL_AMBIENT, darkgray); glMaterialfv(GL_FRONT, GL_DIFFUSE, blue); if(radius > 0.5) glutSolidSphere(radius, 20, 20); //glutSolidCube(radius); // Try cubes for fun else glutSolidSphere(radius, 15, 15); //glutSolidCube(radius); // Try cubes for fun glEndList(); } // end displayLists void init(void) // Initialize the problem { // set background to black glClearColor(0.0, 0.0, 0.0, 0.0); // set shininess of objects glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0); // Set lighting glLightfv(GL_LIGHT0, glLightfv(GL_LIGHT0, glLightfv(GL_LIGHT0, glLightfv(GL_LIGHT0, GL_SPECULAR, lightgray); GL_DIFFUSE, gray); GL_AMBIENT, darkgray); GL_POSITION, light_position); few others // // // // Test to see which objects are in front of others Enable skipping of drawing specified face Here, don't waste time drawing the back of object Set linewidth to 3. Default is 1

// Enable lighting and a glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glLineWidth(3.f);

// Create the display lists (one for the balls) displayLists(); } // end init void gridRead() // This funstion reads in the configuration of the Newtons cradle. // The first line of the file should contain the number of pendula // and ball width. { ifstream infile; infile.open("setup.dat"); if(!infile){ cerr << "Setup file could not be opened." << endl; exit(1); } infile >> count >> radius; // allocate space

hook_pos = new R3[count]; cout << count << " balls" << endl; for(int i = 0; i < count; ++i){ infile >> hook_pos[i].x >> hook_pos[i].y >> hook_pos[i].z; } infile.close(); } // end gridRead void positionRead() // This funstion reads in the configuration of the Newtons cradle. // The first line of the file should contain the number of pendula // and ball width. { float x; // open position data file stream datafile.open("positions.dat"); if(!datafile){ cerr << "Positions infile could not be opened." << endl; exit(1); } // First, count the number of steps taken while(!datafile.eof()){ ++steps; for(int i = 0; i < count; ++ i){ datafile >> x >> x >> x; } } --steps; datafile.close(); datafile.open("positions.dat"); if(!datafile){ cerr << "Position infile could not be opened second time." << endl; exit(1); } cout << steps << " time steps" << endl; outEvery = steps/100; // Allocate space ball_pos = new R3[count*steps]; for(int i = 0; i< steps; ++i) for(int j = 0; j < count; ++j) datafile >> Ball(i,j).x >> Ball(i,j).y >> Ball(i,j).z; // Close the datafile datafile.close(); } // end positionRead int main(int argc, char** argv) { // Read in grid for hooks gridRead(); // Read in body positions

positionRead(); glutInit(&argc, argv); // initialize glut // Initialize display for double buffering, rgba mode, and // depth calculations glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); // Size the window glutInitWindowSize(450, 450); // Position the window glutInitWindowPosition(150, 150); // Create and title the window glutCreateWindow("Newton's Cradle"); // Initialize problem init(); // Let us now begin glutDisplayFunc(display); // Reshape when window size is changed glutReshapeFunc(reshape); // Do something while idle glutIdleFunc(idle); // Create a menu glutCreateMenu(menu); // Add some options to the menu glutAddMenuEntry("Toggle animation", 1); glutAddMenuEntry("Reverse motion", 2); glutAddMenuEntry("Faster", 3); glutAddMenuEntry("Slower", 4); glutAddMenuEntry("Exit", 0); // Tell how to open menu glutAttachMenu(GLUT_MIDDLE_BUTTON); // Tell openGL what to do on mouse button events glutMouseFunc(mouse); // Tell openGL what to do on mouse movement events glutMotionFunc(motion); // Tell openGL what to do on keyboard events glutKeyboardFunc(keyboard); // Go into infinite execution loop glutMainLoop(); return 0; } // end main 1999-05-24

Sign up to vote on this title
UsefulNot useful