172 lines
4.7 KiB
C++
172 lines
4.7 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Walt Disney Studios
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising
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from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must
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not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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*/
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#include <iostream>
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#ifdef WIN32//for glut.h
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#include <windows.h>
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#endif
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//think different
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#if defined(__APPLE__) && !defined (VMDMESA)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <GLUT/glut.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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void wire_cube()
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{
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static GLuint dlist = 0;
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if(glIsList(dlist)) {
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glCallList(dlist);
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} else {
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dlist = glGenLists(1);
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glNewList(dlist, GL_COMPILE_AND_EXECUTE);
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glBegin(GL_LINE_STRIP);
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glVertex3f(-0.5f, -0.5, 0.5);
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glVertex3f(0.5f, -0.5, 0.5);
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glVertex3f(0.5f, 0.5, 0.5);
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glVertex3f(-0.5f, 0.5, 0.5);
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glVertex3f(-0.5f, -0.5, 0.5);
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glEnd();
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glBegin(GL_LINE_STRIP);
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glVertex3f(-0.5f, -0.5, -0.5);
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glVertex3f(0.5f, -0.5, -0.5);
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glVertex3f(0.5f, 0.5, -0.5);
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glVertex3f(-0.5f, 0.5, -0.5);
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glVertex3f(-0.5f, -0.5, -0.5);
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glEnd();
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glBegin(GL_LINES);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glEnd();
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glEndList();
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}
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}
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void solid_cube()
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{
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static GLuint dlist = 0;
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if(glIsList(dlist)) {
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glCallList(dlist);
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} else {
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dlist = glGenLists(1);
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glNewList(dlist, GL_COMPILE_AND_EXECUTE);
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glBegin(GL_QUADS);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glNormal3f(0.0f, 1.0f, 0.0f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glNormal3f(1.0f, 0.0f, 0.0f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glNormal3f(0.0f, -1.0f, 0.0f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glNormal3f(1.0f, 0.0f, 0.0f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glNormal3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-0.5f, -0.5f, 0.5f);
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glVertex3f(0.5f, -0.5f, 0.5f);
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glVertex3f(0.5f, 0.5f, 0.5f);
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glVertex3f(-0.5f, 0.5f, 0.5f);
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glNormal3f(0.0f, 0.0f, -1.0f);
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glVertex3f(0.5f, -0.5f, -0.5f);
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glVertex3f(-0.5f, -0.5f, -0.5f);
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glVertex3f(-0.5f, 0.5f, -0.5f);
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glVertex3f(0.5f, 0.5f, -0.5f);
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glEnd();
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glEndList();
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}
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}
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void wire_sphere()
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{
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static GLuint dlist = 0;
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if(glIsList(dlist)) {
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glCallList(dlist);
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} else {
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GLUquadricObj* quadric = gluNewQuadric();
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gluQuadricDrawStyle(quadric, GLU_LINE);
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dlist = glGenLists(1);
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glNewList(dlist, GL_COMPILE_AND_EXECUTE);
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gluSphere(quadric, 1.0, 10, 10);
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glEndList();
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gluDeleteQuadric(quadric);
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}
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}
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void solid_sphere()
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{
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static GLuint dlist = 0;
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if(glIsList(dlist)) {
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glCallList(dlist);
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} else {
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GLUquadricObj* quadric = gluNewQuadric();
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gluQuadricDrawStyle(quadric, GLU_FILL);
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dlist = glGenLists(1);
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glNewList(dlist, GL_COMPILE_AND_EXECUTE);
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gluSphere(quadric, 1.0, 10, 10);
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glEndList();
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gluDeleteQuadric(quadric);
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}
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}
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