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main1.cpp
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#include <iostream>
#include <GL/glut.h>
#include <GL/gl.h>
#include <glm/glm.hpp>
#include <vector>
#include <math.h>
using namespace glm;
using namespace std;
int angleZ = 0,angleX = 0;
class Face
{
public:
vec3 v1,v2,v3;
Face(vec3 v1,vec3 v2,vec3 v3);
};
class Tetraedo
{
public:
Face *f[4];
Tetraedo(vec3 v0,vec3 v1,vec3 v2);
};
Face::Face(vec3 v1,vec3 v2,vec3 v3)
{
this->v1 = v1;
this->v2 = v2;
this->v3 = v3;
}
Tetraedo::Tetraedo(vec3 v0, vec3 v1, vec3 v2)
{
float l = fabs(v0[0] - v1[0]);
float h = (l *sqrt(3.0))/4.0;
float a = (l *sqrt(6.0))/3.0;
vec3 v3 = vec3(0.0f, h + a, 0.0f);
////v0 , v1 , v2
this->f[0] = new Face(v0,v1,v2);
////v0 , v2 , v3 .
this->f[1] = new Face(v0,v2,v3);
////v0 , v1 , v3;
this->f[2] = new Face(v0,v1,v3);
//// v3,v2,v1;
this->f[3] = new Face(v3,v2,v1);
}
void myinit()
{
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
gluOrtho2D(-5.0,5.0,-5.0,5.0);
glMatrixMode(GL_MODELVIEW);
}
void reshape(GLsizei width, GLsizei height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void spkeyboard(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_RIGHT:
angleZ += 1;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
angleZ -= 1;
if(angleZ<1) angleZ=1;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
angleX += 1;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
angleX -= 1;
if(angleX<1) angleX=1;
glutPostRedisplay();
break;
default:
break;
}
}
void tetaedro ()
{
vec3 v0 = vec3(0.0, -0.25, 0.5 );
vec3 v1 = vec3( 0.5, -0.25, -0.25 );
vec3 v2 = vec3(-0.5, -0.25, -0.25 );
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glPushMatrix();
mat4 Rz = mat4(1.0);
//rotacao eixo X
Rz[1] = vec4(0.0, cos(angleX), -sin(angleX), 0.0);
Rz[2] = vec4( 0.0, sin(angleX), cos(angleX), 0.0);
//Rz[0] = vec4(cos(angleX), -sin(angleX), 0.0, 0.0);
//Rz[1] = vec4(sin(angleX), cos(angleX), 0.0, 0.0);
Tetraedo *t = new Tetraedo(v0,v1,v2);
//glRotatef(angleX,1.0f,0.0f,0.0f);
//glRotatef(angleZ,0.0f,0.0f,1.0f);
glMultMatrixf((GLfloat*)&Rz);
glBegin(GL_LINE_LOOP);
for(int i = 0; i < 4; i++)
{
glColor3f(1.0,1.0,1.0);
glVertex3f(t->f[i]->v1.x,t->f[i]->v1.y,t->f[i]->v1.z);
glVertex3f(t->f[i]->v2.x,t->f[i]->v2.y,t->f[i]->v2.z);
glVertex3f(t->f[i]->v3.x,t->f[i]->v3.y,t->f[i]->v3.z);
}
glEnd();
glFlush();
glPopMatrix();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glutInitWindowSize(700,700);
glutInitWindowPosition(0,0);
glutCreateWindow("TETRAEDRO");
myinit();
glutDisplayFunc(tetaedro);
glutReshapeFunc(reshape);
glutSpecialFunc(spkeyboard);
glutMainLoop();
return 0;
}