Une version améliorée de la freeFly.
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@ -2,11 +2,6 @@
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#define _TRIANGLE_HH_
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#include "all_includes.hh"
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struct Vertexf {
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float x;
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float y;
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float z;
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};
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class Triangle {
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public:
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56
vertex.cpp
56
vertex.cpp
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@ -16,6 +16,14 @@ Vertex operator-(const Vertex& u, const Vertex& v) {
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return Vertex(u.x - v.x, u.y - v.y, u.z - v.z);
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}
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Vertex operator+(const Vertex& u, const Vertexf& v) {
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return Vertex(u.x + v.x, u.y + v.y, u.z + v.z);
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}
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Vertex operator-(const Vertex& u, const Vertexf& v) {
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return Vertex(u.x - v.x, u.y - v.y, u.z - v.z);
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}
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Vertex operator-(const Vertex& v) {
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return Vertex(-v.x, -v.y, -v.z);
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}
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@ -36,3 +44,51 @@ Vertex Vertex::fromSpherical(float r, float xAngle, float yAngle) {
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r * std::cos(xAngle / 180 * 3.14159)
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);
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}
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Vertexf::Vertexf() {}
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Vertexf::Vertexf(float x, float y, float z): x(x), y(y), z(z) {}
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std::ostream& operator<<(std::ostream& os, const Vertexf& v) {
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return os << "(" << v.x << "," << v.y << "," << v.z << ")";
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}
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Vertexf operator+(const Vertexf& u, const Vertexf& v) {
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return Vertexf(u.x + v.x, u.y + v.y, u.z + v.z);
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}
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Vertexf operator-(const Vertexf& u, const Vertex& v) {
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return Vertexf(u.x - v.x, u.y - v.y, u.z - v.z);
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}
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Vertexf operator+(const Vertexf& u, const Vertex& v) {
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return Vertexf(u.x + v.x, u.y + v.y, u.z + v.z);
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}
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Vertexf operator-(const Vertexf& u, const Vertexf& v) {
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return Vertexf(u.x - v.x, u.y - v.y, u.z - v.z);
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}
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Vertexf operator-(const Vertexf& v) {
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return Vertexf(-v.x, -v.y, -v.z);
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}
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Vertexf operator*(const Vertexf& v, const int n) {
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return Vertexf(v.x * n, v.y * n, v.z * n);
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}
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Vertexf operator/(const Vertexf& v, const int n) {
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return Vertexf(v.x / n, v.y / n, v.z / n);
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}
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Vertexf Vertexf::fromSpherical(float r, float xAngle, float yAngle) {
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// http://electron9.phys.utk.edu/vectors/3dcoordinates.htm
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return Vertexf(
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r * std::sin(xAngle / 180 * 3.14159) * std::cos(yAngle / 180 * 3.14159),
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r * std::sin(xAngle / 180 * 3.14159) * std::sin(yAngle / 180 * 3.14159),
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r * std::cos(xAngle / 180 * 3.14159)
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);
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}
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33
vertex.hh
33
vertex.hh
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@ -2,23 +2,50 @@
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#define _VERTEX_HH_
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#include "all_includes.hh"
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class Vertexf;
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class Vertex {
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public:
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public:
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int x;
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int y;
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int z;
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public:
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public:
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Vertex();
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Vertex(int x, int y, int z);
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static Vertex fromSpherical(float r, float xAngle, float yAngle);
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public:
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public:
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friend std::ostream& operator<<(std::ostream& os, const Vertex& v);
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friend Vertex operator+(const Vertex& u, const Vertex& v);
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friend Vertex operator-(const Vertex& u, const Vertex& v);
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friend Vertex operator-(const Vertex& v);
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friend Vertex operator*(const Vertex& v, const int n);
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friend Vertex operator/(const Vertex& v, const int n);
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friend Vertex operator+(const Vertex& u, const Vertexf& v);
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friend Vertex operator-(const Vertex& u, const Vertexf& v);
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};
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class Vertexf {
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public:
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float x;
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float y;
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float z;
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public:
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Vertexf();
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Vertexf(float x, float y, float z);
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static Vertexf fromSpherical(float r, float xAngle, float yAngle);
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public:
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friend std::ostream& operator<<(std::ostream& os, const Vertex& v);
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friend Vertexf operator+(const Vertexf& u, const Vertexf& v);
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friend Vertexf operator-(const Vertexf& u, const Vertexf& v);
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friend Vertexf operator-(const Vertexf& v);
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friend Vertexf operator*(const Vertexf& v, const int n);
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friend Vertexf operator/(const Vertexf& v, const int n);
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friend Vertexf operator+(const Vertexf& u, const Vertex& v);
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friend Vertexf operator-(const Vertexf& u, const Vertex& v);
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};
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#endif
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99
view.cpp
99
view.cpp
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@ -1,7 +1,6 @@
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#include "all_includes.hh"
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View::View(Chose* root) : root(root), cameraCenter(127,14,128), xAngle(44), yAngle(101), moveDist(4), mouseSensitivity(0.4) {
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cameraSight = cameraCenter + Vertex::fromSpherical(100, yAngle, xAngle);
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View::View(Chose* root) : root(root), camera(Camera(Vertexf(127,14,128),44,101,40,0.6)) {
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initWindow();
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mainLoop();
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}
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@ -73,14 +72,15 @@ void View::displayAxes() {
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glEnable(GL_LIGHTING);
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}
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void View::renderScene() {
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void View::renderScene(int lastTime, int currentTime) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ;
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cameraSight = cameraCenter + Vertex::fromSpherical(100, yAngle, xAngle);
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gluLookAt(cameraCenter.x,cameraCenter.y,cameraCenter.z, cameraSight.x, cameraSight.y, cameraSight.z,0,0,1);
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camera.animation(currentTime-lastTime);
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camera.setCamera();
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setLight();
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displayAxes();
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root->display();
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SDL_WM_GrabInput(SDL_GRAB_ON);
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SDL_ShowCursor(SDL_DISABLE);
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int lastTime = SDL_GetTicks() - 30;
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int currentTime = 0;
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while (continuer) {
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lastTime = currentTime;
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currentTime = SDL_GetTicks();
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while ( SDL_PollEvent(&event) ) {
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switch(event.type) {
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case SDL_QUIT:
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continuer = 0;
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break;
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case SDL_KEYDOWN:
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switch(event.key.keysym.sym) {
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case SDL_KEYUP:
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camera.keyboard(event.key);
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/*switch(event.key.keysym.sym) {
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case SDLK_DOWN:
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cameraCenter = cameraCenter - Vertex::fromSpherical(moveDist, yAngle, xAngle);
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break;
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@ -133,16 +139,11 @@ void View::mainLoop() {
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std::cout << "Camera = " << cameraCenter << " xAngle = " << xAngle << " yAngle = " << yAngle << std::endl;
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}
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break;
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}
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}*/
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break;
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case SDL_MOUSEMOTION:
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xAngle -= event.motion.xrel*mouseSensitivity;
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yAngle += event.motion.yrel*mouseSensitivity;
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if(yAngle > 179)
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yAngle = 179;
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else if(yAngle < 1)
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yAngle = 1;
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camera.mouseMotion(event.motion);
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break;
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default:
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}
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}
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renderScene();
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renderScene(lastTime,currentTime);
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}
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SDL_Quit();
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}
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Camera::Camera(Vertexf pos, float xA, float yA, int moveSensitivity, float mouseSensitivity) {
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cameraCenter = pos;
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xAngle = xA;
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yAngle = yA;
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cameraSight = cameraCenter + Vertexf::fromSpherical(100,yA,xA);
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moveDist = moveSensitivity;
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this->mouseSensitivity = mouseSensitivity;
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}
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void Camera::setCamera() {
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cameraSight = cameraCenter + Vertexf::fromSpherical(100, yAngle, xAngle);
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gluLookAt(cameraCenter.x,cameraCenter.y,cameraCenter.z, cameraSight.x, cameraSight.y, cameraSight.z,0,0,1);
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}
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void Camera::mouseMotion(const SDL_MouseMotionEvent &event) {
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xAngle -= event.xrel*mouseSensitivity;
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yAngle += event.yrel*mouseSensitivity;
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if(yAngle > 179)
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yAngle = 179;
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else if(yAngle < 1)
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yAngle = 1;
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}
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void Camera::keyboard(const SDL_KeyboardEvent &eventKey) {
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switch(eventKey.keysym.sym) {
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case SDLK_UP:
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up = (eventKey.type == SDL_KEYDOWN);
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break;
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case SDLK_DOWN:
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down = (eventKey.type == SDL_KEYDOWN);
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break;
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case SDLK_LEFT:
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left = (eventKey.type == SDL_KEYDOWN);
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break;
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case SDLK_RIGHT:
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right = (eventKey.type == SDL_KEYDOWN);
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break;
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case SDLK_PAGEUP:
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pageUp = (eventKey.type == SDL_KEYDOWN);
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break;
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case SDLK_PAGEDOWN:
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pageDown = (eventKey.type == SDL_KEYDOWN);
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break;
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case SDLK_ESCAPE:
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exit(0);
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break;
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default :
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break;
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}
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}
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void Camera::animation(int elapsedTime) {
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float diff = ((float)(elapsedTime+1)/1000.)*(float)moveDist;
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if(up)
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cameraCenter = cameraCenter + Vertexf::fromSpherical(diff, yAngle, xAngle);
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if(down)
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cameraCenter = cameraCenter - Vertexf::fromSpherical(diff, yAngle, xAngle);
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if(left)
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cameraCenter = cameraCenter - Vertexf::fromSpherical(diff, 90, xAngle - 90);
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if(right)
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cameraCenter = cameraCenter + Vertexf::fromSpherical(diff, 90, xAngle - 90);
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if(pageUp)
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cameraCenter = cameraCenter - Vertexf::fromSpherical(diff, yAngle + 90, xAngle);
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if(pageDown)
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cameraCenter = cameraCenter + Vertexf::fromSpherical(diff, yAngle + 90, xAngle);
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}
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55
view.hh
55
view.hh
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// Calcul correct des normales dans triangle.cpp
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// Prendre en compte tous les évènements X en attente avant de relancer le rendu.
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class Camera;
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class View {
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class Camera {
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private:
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Chose* root;
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static const int windowWidth = 1024;
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static const int windowHeight = 768;
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Vertex cameraCenter;
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Vertex cameraSight;
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Vertexf cameraCenter;
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Vertexf cameraSight;
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float xAngle;
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float yAngle;
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int moveDist;
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float mouseSensitivity;
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bool up;
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bool down;
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bool left;
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bool right;
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bool pageUp;
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bool pageDown;
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public:
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Camera(Vertexf pos, float xA, float yA, int moveSensitivity, float mouseSensitivity);
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void setCamera();
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void mouseMotion(const SDL_MouseMotionEvent &event);
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void keyboard(const SDL_KeyboardEvent &event);
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void animation(int elapsedTime);
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};
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class View {
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private:
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Chose* root;
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Camera camera;
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static const int windowWidth = 1024;
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static const int windowHeight = 768;
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public:
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View(Chose* root);
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void initWindow();
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void mainLoop();
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void renderScene();
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void renderScene(int lastTime, int currentTime);
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void displayAxes();
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static void setColor(unsigned char r, unsigned char g, unsigned char b);
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void setLight();
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};
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class Camera {
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private:
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Vertex cameraCenter;
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Vertex cameraSight;
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float xAngle;
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float yAngle;
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int moveDist;
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float mouseSensitivity;
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public:
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Camera(Vertex pos, float xA, float yA, int moveSensitivity, float mouseSensitivity);
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void setCamera() const;
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void mouseMotion(const SDL_MouseMotionEvent &event);
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void keyboard(const SDL_KeyboardEvent &event);
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void animation() const;
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};
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#endif
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