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main.cpp
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main.cpp
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#include <bits/stdc++.h>
#include <windows.h>
#include <glut.h>
#define pi (2*acos(0.0))
using namespace std;
struct point
{
double x,y,z;
point() {z=0;}
};
ostream & operator << (ostream & stream, const point& p)
{
stream << p.x << " " << p.y;
return stream;
}
// type defines
typedef vector <point> vp;
typedef vector <vp> vvp;
// variables
double cameraHeight;
double cameraAngle;
int drawgrid;
int drawaxes;
double radius, slices, stacks;
vvp points;
ifstream inputFile;
// functions
void drawAxes()
{
if(drawaxes==1)
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);{
glVertex3f( 100,0,0);
glVertex3f(-100,0,0);
glVertex3f(0,-100,0);
glVertex3f(0, 100,0);
glVertex3f(0,0, 100);
glVertex3f(0,0,-100);
}glEnd();
}
}
void drawGrid()
{
int i;
if(drawgrid==1)
{
glColor3f(0.6, 0.6, 0.6); //grey
glBegin(GL_LINES);{
for(i=-8;i<=8;i++){
if(i==0)
continue; //SKIP the MAIN axes
//lines parallel to Y-axis
glVertex3f(i*10, -90, 0);
glVertex3f(i*10, 90, 0);
//lines parallel to X-axis
glVertex3f(-90, i*10, 0);
glVertex3f( 90, i*10, 0);
}
}glEnd();
}
}
void drawSphere(double radius,int slices,int stacks)
{
struct point points[100][100];
int i,j;
double h,r;
//generate points
for(i=0;i<=stacks;i++)
{
h=radius*sin(((double)i/(double)stacks)*(pi/2));
r=radius*cos(((double)i/(double)stacks)*(pi/2));
for(j=0;j<=slices;j++)
{
points[i][j].x=r*cos(((double)j/(double)slices)*2*pi);
points[i][j].y=r*sin(((double)j/(double)slices)*2*pi);
points[i][j].z=h;
}
}
//draw quads using generated points
for(i=0;i<stacks;i++)
{
glColor3f((double)i/(double)stacks,(double)i/(double)stacks,(double)i/(double)stacks);
for(j=0;j<slices;j++)
{
glBegin(GL_QUADS);{
//upper hemisphere
glVertex3f(points[i][j].x,points[i][j].y,points[i][j].z);
glVertex3f(points[i][j+1].x,points[i][j+1].y,points[i][j+1].z);
glVertex3f(points[i+1][j+1].x,points[i+1][j+1].y,points[i+1][j+1].z);
glVertex3f(points[i+1][j].x,points[i+1][j].y,points[i+1][j].z);
//lower hemisphere
glVertex3f(points[i][j].x,points[i][j].y,-points[i][j].z);
glVertex3f(points[i][j+1].x,points[i][j+1].y,-points[i][j+1].z);
glVertex3f(points[i+1][j+1].x,points[i+1][j+1].y,-points[i+1][j+1].z);
glVertex3f(points[i+1][j].x,points[i+1][j].y,-points[i+1][j].z);
}glEnd();
}
}
}
void delaunayTriangulationSimulation()
{
for(size_t i=0;i<points.size();++i) {
for(size_t j=0;j<points[i].size();++j) {
glPushMatrix();
{
glTranslated(points[i][j].x, points[i][j].y, 0);
//drawSphere(radius, slices, stacks);
glutSolidSphere(radius, slices, stacks);
}
glPopMatrix();
}
}
for(size_t i=0;i<points.size();++i) {
glBegin(GL_LINES);
{
glVertex3d(points[i][0].x, points[i][0].y, 0);
glVertex3d(points[i][1].x, points[i][1].y, 0);
}
glEnd();
}
/*
glColor3f(1,0,0);
drawSquare(20);
glRotatef(angle,0,0,1);
glTranslatef(110,0,0);
glRotatef(2*angle,0,0,1);
glColor3f(0,1,0);
drawSquare(15);
glPushMatrix();
{
glRotatef(angle,0,0,1);
glTranslatef(60,0,0);
glRotatef(2*angle,0,0,1);
glColor3f(0,0,1);
drawSquare(10);
}
glPopMatrix();
glRotatef(3*angle,0,0,1);
glTranslatef(40,0,0);
glRotatef(4*angle,0,0,1);
glColor3f(1,1,0);
drawSquare(5);
*/
}
void inputFromFile()
{
inputFile.open("inputDelaunay.txt");
while (!inputFile.eof()) {
vp temp;
temp.assign(2, point());
inputFile >> temp[0].x >> temp[0].y >> temp[1].x >> temp[1].y;
points.push_back(temp);
}
for(int i=0;i<points.size();++i) {
cout << points[i][0] << " " << points[i][1] << "\n";
}
}
void keyboardListener(unsigned char key, int x,int y){
switch(key){
case '1':
drawgrid=1-drawgrid;
break;
default:
break;
}
}
void specialKeyListener(int key, int x,int y){
switch(key){
case GLUT_KEY_DOWN: //down arrow key
cameraHeight -= 3.0;
break;
case GLUT_KEY_UP: // up arrow key
cameraHeight += 3.0;
break;
case GLUT_KEY_RIGHT:
cameraAngle += 0.03;
break;
case GLUT_KEY_LEFT:
cameraAngle -= 0.03;
break;
case GLUT_KEY_PAGE_UP:
break;
case GLUT_KEY_PAGE_DOWN:
break;
case GLUT_KEY_INSERT:
break;
case GLUT_KEY_HOME:
break;
case GLUT_KEY_END:
break;
default:
break;
}
}
void mouseListener(int button, int state, int x, int y){ //x, y is the x-y of the screen (2D)
switch(button){
case GLUT_LEFT_BUTTON:
if(state == GLUT_DOWN){ // 2 times?? in ONE click? -- solution is checking DOWN or UP
drawaxes=1-drawaxes;
}
break;
case GLUT_RIGHT_BUTTON:
//........
break;
case GLUT_MIDDLE_BUTTON:
//........
break;
default:
break;
}
}
void display(){
//clear the display
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0,0,0,0); //color black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/********************
/ set-up camera here
********************/
//load the correct matrix -- MODEL-VIEW matrix
glMatrixMode(GL_MODELVIEW);
//initialize the matrix
glLoadIdentity();
//now give three info
//1. where is the camera (viewer)?
//2. where is the camera looking?
//3. Which direction is the camera's UP direction?
//gluLookAt(100,100,100, 0,0,0, 0,0,1);
//gluLookAt(200*cos(cameraAngle), 200*sin(cameraAngle), cameraHeight, 0,0,0, 0,0,1);
gluLookAt(0,0,50, 0,0,0, 0,1,0);
//again select MODEL-VIEW
glMatrixMode(GL_MODELVIEW);
/****************************
/ Add your objects from here
****************************/
//add objects
drawAxes();
drawGrid();
//glColor3f(1,0,0);
//drawSquare(10);
delaunayTriangulationSimulation();
//drawCircle(30,24);
//drawCone(20,50,24);
//drawSphere(30,24,20);
//ADD this line in the end --- if you use double buffer (i.e. GL_DOUBLE)
glutSwapBuffers();
}
void animate(){
//codes for any changes in Models, Camera
glutPostRedisplay();
}
void init(){
//codes for initialization
drawgrid=0;
drawaxes=1;
cameraHeight=150.0;
cameraAngle=1.0;
radius = 0.5;
slices = 50;
stacks = 30;
//clear the screen
glClearColor(0,0,0,0);
/************************
/ set-up projection here
************************/
//load the PROJECTION matrix
glMatrixMode(GL_PROJECTION);
//initialize the matrix
glLoadIdentity();
//give PERSPECTIVE parameters
gluPerspective(80, 1, 1, 1000.0);
//field of view in the Y (vertically)
//aspect ratio that determines the field of view in the X direction (horizontally)
//near distance
//far distance
}
int main(int argc, char **argv){
inputFromFile();
glutInit(&argc,argv);
glutInitWindowSize(600, 600);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB); //Depth, Double buffer, RGB color
glutCreateWindow("Delaunay Triangulation Simulation");
init();
glEnable(GL_DEPTH_TEST); //enable Depth Testing
glutDisplayFunc(display); //display callback function
glutIdleFunc(animate); //what you want to do in the idle time (when no drawing is occuring)
glutKeyboardFunc(keyboardListener);
glutSpecialFunc(specialKeyListener);
glutMouseFunc(mouseListener);
glutMainLoop(); //The main loop of OpenGL
return 0;
}