#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <freeglut.h> // Include the GLUT header file
static GLint anum = 0 ;
static GLfloat angles[5] = {30, 50, 80, 25, 90 } ;
static GLfloat final = 0 ;
static int direction = 1;
static float step = 0.05 ;
static GLfloat Ltheta1 = 0;
static float Ltheta2 = 0;
static float Ltheta3 = 0;
static float Rtheta1 = 0;
static float Rtheta2 = 0;
static float Rtheta3 = 0;
static float Mtheta1 = 0;
static float Mtheta2 = 0;
static float Mtheta3 = 0;
static float Itheta1 = 0;
static float Itheta2 = 0;
static float Itheta3 = 0;
void drawmodel (void) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Clear the background of our <a title="window" href="http://www.swiftless.com/tutorials/opengl/window.html">window</a> to red
glClear(GL_COLOR_BUFFER_BIT); //Clear the colour buffer (more buffers later on)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // Load the Identity Matrix to reset our drawing locations
glTranslatef(0.0f, -5.0f, -10.0f);
// glutWireCube(2.0f); // Render the primitive
//glRotatef(30, 0.0, 1.0, 0.0 );
//glScalef(2.0, 1.0, 1.0);
/********************************* Palm Region as a cuboid *************************************/
// Front face of the cube
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_QUADS); // It will take the vertices in order
glVertex3f(-3.0f, 3.0f, 1.0f);
glVertex3f(2.5f, 3.0f, 1.0f);
glVertex3f(2.5f, -2.5f, 1.0f);
glVertex3f(-3.0f, -2.5f, 1.0f);
glEnd();
// Back face of the cube
glEnable(GL_CULL_FACE);
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_QUADS); // It will take the vertices in order
glVertex3f(-3.0f, 3.0f, -1.0f);
glVertex3f(2.5f, 3.0f, -1.0f);
glVertex3f(2.5f, -2.5f, -1.0f);
glVertex3f(-3.0f, -2.5f, -1.0f);
glEnd();
glDisable(GL_CULL_FACE);
// Top face of the cube
glColor3f(0.0, 0.0, 1.0);
glBegin(GL_QUADS); // It will take the vertices in order
glVertex3f(-3.0f, 3.0f, 1.0f);
glVertex3f(2.5f, 3.0f, 1.0f);
glVertex3f(2.5f, 3.0f, -1.0f);
glVertex3f(-3.0f, 3.0f, -1.0f);
glEnd();
// Bottom face of the cube
glEnable(GL_CULL_FACE);
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_QUADS); // It will take the vertices in order
glVertex3f(2.5f, -2.5f, 1.0f);
glVertex3f(-3.0f, -2.5f, 1.0f);
glVertex3f(-3.0f, -2.5f, -1.0f);
glVertex3f(2.5f, -2.5f, -1.0f);
glEnd();
glDisable(GL_CULL_FACE);
// Left side face of the cube
//glEnable(GL_CULL_FACE);
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_QUADS); // It will take the vertices in order
glVertex3f(-3.0f, -2.5f, 1.0f);
glVertex3f(-3.0f, -2.5f, -1.0f);
glVertex3f(-3.0f, 3.0f, -1.0f);
glVertex3f(-3.0f, 3.0f, 1.0f);
glEnd();
//glDisable(GL_CULL_FACE);
// Right side face of the cube
glEnable(GL_CULL_FACE);
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_QUADS); // It will take the vertices in order
glVertex3f(2.5f, 3.0f, 1.0f);
glVertex3f(2.5f, -2.5f, 1.0f);
glVertex3f(2.5f, -2.5f, -1.0f);
glVertex3f(2.5f, 3.0f, -1.0f);
glEnd();
glDisable(GL_CULL_FACE);
/******************************** Palm is completed *************************/
/*********************** We are trying to model fingers as cylinders ****************************/
// Little Finger ----------------------------
// P-M cylinder
glColor3f(0.3, 0.5, 0.7);
glPushMatrix();
GLUquadricObj *lpm = gluNewQuadric();
glTranslatef(-2.5, 3, 0);
glRotatef(-(90-Ltheta1), 1, 0, 0);
//glRotatef(-10, 0, 1, 0);
gluCylinder(lpm, 0.5, 0.4, 1.0, 10, 10);
gluDeleteQuadric(lpm);
glPopMatrix();
// D-P cylinder
glColor3f(0.7, 0.5, 0.3);
glPushMatrix();
GLUquadricObj *ldp = gluNewQuadric();
glTranslatef(-2.5, (3+cos((float)(Ltheta1)*22/(7*180))), sin((float)(Ltheta1)*22/(7*180)));
glRotatef( -(90-Ltheta1-Ltheta2), 1, 0, 0);
//glRotatef(-10, 0, 1, 0);
gluCylinder(ldp, 0.4, 0.3, 1.0, 10, 10);
gluDeleteQuadric(ldp);
glPopMatrix();
// T-D cylinder
glColor3f(0.7, 0.7, 0.7);
glPushMatrix();
GLUquadricObj *ltd = gluNewQuadric();
glTranslatef(-2.5, (3+cos((float)(Ltheta1)*22/(7*180))+cos((float)(Ltheta1+Ltheta2)*22/(7*180))), (sin((float)(Ltheta1)*22/(7*180))+sin((float)(Ltheta1+Ltheta2)*22/(7*180))));
glRotatef( -(90-Ltheta1-Ltheta2-Ltheta3), 1, 0, 0);
// glRotatef(-10, 0, 1, 0);
gluCylinder(ltd, 0.3, 0.2, 1.0, 10, 10);
gluDeleteQuadric(ltd);
glPopMatrix();
//-------------------------------------------------------------
//Ring Finger ----------------------------
// P-M cylinder
glColor3f(0.3, 0.5, 0.7);
glPushMatrix();
GLUquadricObj *rpm = gluNewQuadric();
glTranslatef(-1, 3, 0);
glRotatef(-(90-Rtheta1), 1, 0, 0);
gluCylinder(rpm, 0.5, 0.4, 1.5, 10, 10);
gluDeleteQuadric(rpm);
glPopMatrix();
// D-P cylinder
glColor3f(0.7, 0.5, 0.3);
glPushMatrix();
GLUquadricObj *rdp = gluNewQuadric();
glTranslatef(-1, (3 + 1.5*cos((float)Rtheta1*22/(7*180))) , 1.5*sin((float)Rtheta1*22/(7*180)));
glRotatef(-(90-Rtheta1-Rtheta2), 1, 0, 0);
gluCylinder(rdp, 0.4, 0.3, 1.5, 10, 10);
gluDeleteQuadric(rdp);
glPopMatrix();
// T-D cylinder
glColor3f(0.7, 0.7, 0.7);
glPushMatrix();
GLUquadricObj *rtd = gluNewQuadric();
glTranslatef(-1, (3 + 1.5*cos((float)Rtheta1*22/(7*180)) + 1.5*cos((float)(Rtheta1+Rtheta2)*22/(7*180))), (1.5*sin((float)Rtheta1*22/(7*180)) + 1.5*sin((float)(Rtheta1+Rtheta2)*22/(7*180)) ));
glRotatef(-(90-Rtheta1-Rtheta2-Rtheta3), 1, 0, 0);
gluCylinder(rtd, 0.3, 0.2, 1.5, 10, 10);
gluDeleteQuadric(rtd);
glPopMatrix();
//-------------------------------------------------------------
//Middle Finger ----------------------------
// P-M cylinder
glColor3f(0.3, 0.5, 0.7);
glPushMatrix();
GLUquadricObj *mpm = gluNewQuadric();
glTranslatef(0.5, 3, 0);
glRotatef(-(90-Mtheta1), 1, 0, 0);
gluCylinder(mpm, 0.5, 0.4, 1.75, 10, 10);
gluDeleteQuadric(mpm);
glPopMatrix();
// D-P cylinder
glColor3f(0.7, 0.5, 0.3);
glPushMatrix();
GLUquadricObj *mdp = gluNewQuadric();
glTranslatef(0.5, (3 + 1.75*cos((float)Mtheta1*22/(7*180))) , 1.75*sin((float)Mtheta1*22/(7*180)));
glRotatef(-(90-Mtheta1-Mtheta2), 1, 0, 0);
gluCylinder(mdp, 0.4, 0.3, 1.75, 10, 10);
gluDeleteQuadric(mdp);
glPopMatrix();
// T-D cylinder
glColor3f(0.7, 0.7, 0.7);
glPushMatrix();
GLUquadricObj *mtd = gluNewQuadric();
glTranslatef(0.5,(3 + 1.75*cos((float)Mtheta1*22/(7*180)) + 1.75*cos((float)(Mtheta1+Mtheta2)*22/(7*180))), (1.75*sin((float)Rtheta1*22/(7*180)) + 1.75*sin((float)(Mtheta1+Mtheta2)*22/(7*180)) ));
glRotatef(-(90-Mtheta1-Mtheta2-Mtheta3), 1, 0, 0);
gluCylinder(mtd, 0.3, 0.2, 1.75, 10, 10);
gluDeleteQuadric(mtd);
glPopMatrix();
/* glColor3f(1, 1, 1);
glPushMatrix();
GLUquadricObj *mtdisk = gluNewQuadric();
gluDisk( mtdisk, 0, 1, 20, 20 );
gluDeleteQuadric(mtdisk);
glPopMatrix(); */
//-------------------------------------------------------------
//Index Finger ----------------------------
// P-M cylinder
glColor3f(0.3, 0.5, 0.7);
glPushMatrix();
GLUquadricObj *ipm = gluNewQuadric();
glTranslatef(2, 3, 0);
glRotatef(-(90-Itheta1), 1, 0, 0);
gluCylinder(ipm, 0.5, 0.4, 1.35, 10, 10);
gluDeleteQuadric(ipm);
glPopMatrix();
// D-P cylinder
glColor3f(0.7, 0.5, 0.3);
glPushMatrix();
GLUquadricObj *idp = gluNewQuadric();
glTranslatef(2, (3 + 1.35*cos((float)Itheta1*22/(7*180))) , 1.35*sin((float)Itheta1*22/(7*180)));
glRotatef(-(90-Itheta1-Itheta2), 1, 0, 0);
gluCylinder(idp, 0.4, 0.3, 1.35, 10, 10);
gluDeleteQuadric(idp);
glPopMatrix();
// T-D cylinder
glColor3f(0.7, 0.7, 0.7);
glPushMatrix();
GLUquadricObj *itd = gluNewQuadric();
glTranslatef(2, (3 + 1.35*cos((float)Itheta1*22/(7*180)) + 1.35*cos((float)(Itheta1+Itheta2)*22/(7*180))), (1.35*sin((float)Itheta1*22/(7*180)) + 1.35*sin((float)(Itheta1+Itheta2)*22/(7*180)) ));
glRotatef(-(90-Itheta1-Itheta2-Itheta3), 1, 0, 0);
gluCylinder(itd, 0.3, 0.2, 1.35, 10, 10);
gluDeleteQuadric(itd);
glPopMatrix();
//-------------------------------------------------------------
// Thumb Finger
glColor3f(0.3, 0.5, 0.7);
glPushMatrix();
GLUquadricObj *tpm = gluNewQuadric();
glTranslatef(2.5, -1, 0);
glRotatef(90, 0, 1, 0);
gluCylinder(tpm, 0.5, 0.4, 1.25, 10, 10);
gluDeleteQuadric(tpm);
glPopMatrix();
glColor3f(0.7f, 0.5f, 0.3f);
glPushMatrix();
GLUquadricObj *tdp = gluNewQuadric();
glTranslatef(3.75, -1, 0);
glRotatef(-45, 0, 0, 1);
glRotatef(-90, 1, 0, 0);
gluCylinder(tdp, 0.4, 0.3, 1.0, 10, 10);
gluDeleteQuadric(tdp);
glPopMatrix();
glFlush(); // Flush the OpenGL buffers to the window
glutSwapBuffers();
}
void reshape (int width, int height) {
glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window
glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
//gluPerspective(100, (GLfloat)width/(GLsizei)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
glOrtho(-(width/50.0), (width/50.0), -(height/50.0), (height/50.0), 1, 100);
glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly
}
void update (void)
{
if ((Ltheta1 < final) && (direction == 1))
Ltheta1 += step ;
else
if (Ltheta1 > final)
Ltheta1 -= step ;
if ((Ltheta1 == final)&& (anum < 5))
{
final = angles[anum] ;
anum++ ;
if (final < Ltheta1)
direction = -1;
else direction = 1;
}
glutPostRedisplay();
} // update
int main (int argc, char **argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); // Set up a basic display buffer (only single buffered for now)
//glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_CONTINUE_EXECUTION);
glutInitWindowSize (500, 500); // Set the width and height of the window
glutInitWindowPosition (100, 100); // Set the position of the window
glutCreateWindow ("Hand Model"); // Set the title for the window
// Call backs
glutDisplayFunc(drawmodel); // Tell GLUT to use the method "display" for rendering
glutReshapeFunc(reshape); // Tell GLUT to use the method "reshape" for reshaping
glutIdleFunc(update) ;
glutMainLoop(); // Enter GLUT's main loop
}
I am not able to perform animation continuously. It is considering only first able i.e. 30 in my example. But I want the animation as mentioned in the angles[] array. How can I fix this problem? can anyone plz help me…
I have no sufficient time for submission of my project…