#define NUM_SHARK_LIDS 10 #define NUM_SHARK_PUPILS 1 #define SHARK_EYES_Y 7.5*SHARK_SCALE // .295 #define SHARK_EYES_X 28.89*SHARK_SCALE // .26 #define SHARK_EYES_Z 56*SHARK_SCALE // .38 #define SHARK_FINS_X 75*SHARK_SCALE //.65 #define SHARK_FINS_Y -44*SHARK_SCALE//.18 #define SHARK_FINS_Z -15*SHARK_SCALE //.05 #define SHARK_IRIS_X 0*SHARK_SCALE #define SHARK_IRIS_Y 1.67*SHARK_SCALE//.015 #define SHARK_IRIS_Z 5.0*SHARK_SCALE//.08 #define SHARK_PUP_X 0*SHARK_SCALE #define SHARK_PUP_Y 0*SHARK_SCALE #define SHARK_PUP_Z 2.5*SHARK_SCALE //.028 #define SHARK_IRIS_SCALE .10*SHARK_SCALE #define SHARK_PUP_SCALE .08*SHARK_SCALE #define SHARK_FIN_SCALE .9*SHARK_SCALE #define SHARK_EYE_SCALE .7*SHARK_SCALE #define SHARK_LID_SCALE .84*SHARK_SCALE #define SHARK_HEAD_SCALE .58*SHARK_SCALE #define TOP_FIN_X 0*SHARK_SCALE #define TOP_FIN_Y 4*SHARK_SCALE #define TOP_FIN_Z 25*SHARK_SCALE #define BOT_FIN_X 0*SHARK_SCALE #define BOT_FIN_Y 9*SHARK_SCALE #define BOT_FIN_Z -70*SHARK_SCALE #define TOP_FIN_SCALE 2*SHARK_SCALE #define MAX_FIN_ANGLE 90.0 #define MIN_FIN_ANGLE -20.0 char shark_mtl_file[MAX_FILE_LEN] = "dog.mtl"; // the initial dog materials GLint init_shark_mats[NUM_PARTS] = {1, 2, 3, 4, 5, 3, 5, 0, 0, 0}; void draw_shark_pupil(FACE f, PART p) { struct shark_struct* shark=(struct shark_struct*)f->char_struct; glTranslatef(SHARK_IRIS_X, -SHARK_IRIS_Z, SHARK_IRIS_Y); glmSetMat(f->materials, f->mat_indeces[LEFT_IRIS]); glmSetMat(f->materials, f->mat_indeces[RIGHT_IRIS]); glCallList(shark->iris[0]); glTranslatef(SHARK_PUP_X, -SHARK_PUP_Z, SHARK_PUP_Y); glmSetMat(f->materials, f->mat_indeces[PUPIL]); glCallList(shark->pupil[0]); void draw_shark_left_eye(FACE f, BOOL open, int max) { struct shark_struct* shark=(struct shark_struct*)f->char_struct; shark->curr_left_lid=NUM_SHARK_LIDS-1; shark->curr_left_lid = compute_lid(open, shark->curr_left_lid, max); glTranslatef(-SHARK_EYES_X, 0.0, 0.0); glTranslatef(0.0, -f->curr_eye_pop, 0.0); draw_shark_pupil(f, LEFT_IRIS); glmSetMat(f->materials, f->mat_indeces[EYES]); glCallList(shark->eyes[shark->curr_left_eye]); glmSetMat(f->materials, f->mat_indeces[LIDS]); glCallList(shark->lids[shark->curr_left_lid]); void draw_shark_right_eye(FACE f, BOOL open, int max) { struct shark_struct* shark=(struct shark_struct*)f->char_struct; shark->curr_right_lid=NUM_SHARK_LIDS-1; shark->curr_right_lid = compute_lid(open, shark->curr_right_lid, max); glTranslatef(SHARK_EYES_X, 0.0, 0.0); glTranslatef(0.0, -f->curr_eye_pop, 0.0); draw_shark_pupil(f, RIGHT_IRIS); glmSetMat(f->materials, f->mat_indeces[EYES]); glCallList(shark->eyes[shark->curr_right_eye]); glmSetMat(f->materials, f->mat_indeces[LIDS]); glCallList(shark->lids[shark->curr_right_lid]); void shark_eyes(FACE f, GLfloat angle, GLfloat yangle, BOOL left_open, BOOL right_open, DIRECTION dir) struct shark_struct* shark=(struct shark_struct*)f->char_struct; if(dir==CONST) { //then not moving, eyes are gettin sleepy f->eye_count=EYE_TIME*NUM_SHARK_LIDS-1; max_eye=f->eye_count/EYE_TIME; f->curr_eye_pop=f->curr_eye_pop + (MAX_EYE_POP - f->curr_eye_pop)/2; f->curr_eye_pop=f->curr_eye_pop - (f->curr_eye_pop-0)/2; glTranslatef(0, 0, SHARK_EYES_Y); glTranslatef(0, -SHARK_EYES_Z,0); draw_shark_left_eye(f, left_open, max_eye); draw_shark_right_eye(f, right_open, max_eye); void shark_fins(FACE f, DIRECTION dir){ struct shark_struct* shark=(struct shark_struct*)f->char_struct; if(shark->curr_fin < (NUM_FINS-1)) shark->curr_fin_angle = shark->curr_fin_angle+(MAX_FIN_ANGLE-shark->curr_fin_angle)/2; shark->curr_fin_angle = shark->curr_fin_angle+(MIN_FIN_ANGLE-shark->curr_fin_angle)/2; shark->curr_fin_angle = shark->curr_fin_angle+(0-shark->curr_fin_angle)/3; glTranslatef(-SHARK_FINS_X, -SHARK_FINS_Z, SHARK_FINS_Y); glRotatef(MAX_FIN_ANGLE, 0.0, 1.0, 0.0); glRotatef(shark->curr_fin_angle, 0.0, 1.0, 0.0); glmSetMat(f->materials, f->mat_indeces[APPENDAGE]); glCallList(shark->fins[shark->curr_fin]); glTranslatef(SHARK_FINS_X, -SHARK_FINS_Z, SHARK_FINS_Y); glRotatef(MIN_FIN_ANGLE, 0.0, 1.0, 0.0); glRotatef(shark->curr_fin_angle, 0.0, 1.0, 0.0); glCallList(shark->fins[shark->curr_fin]); void draw_back_fins(FACE f){ struct shark_struct* shark=(struct shark_struct*)f->char_struct; glTranslatef(0, fins, TOP_FIN_Y); glRotatef(180, 0.0, 1.0, 0.0); glScalef(.5*TOP_FIN_SCALE,TOP_FIN_SCALE,TOP_FIN_SCALE); glmSetMat(f->materials, f->mat_indeces[APPENDAGE]); glCallList(shark->fins[2]); void draw_shark(FACE f, GLfloat angle, GLfloat yangle, BOOL left_open, BOOL right_open, GLfloat open, DIRECTION dir, OUTPUT_MODE mode){ struct shark_struct* shark; f->crazy_count = CRAZY_COUNT; apply_output_mode(f, &angle, &yangle, &left_open, &right_open, &open, &dir); next_face = NUM_SHARKS - open*NUM_SHARKS - 1; shark = (struct shark_struct*)f->char_struct; if(next_face > shark->curr_face) else if(next_face < shark->curr_face) glRotatef(-90, 1.0, 0.0, 0.0); glRotatef(-yangle, 0.0, 0.0, -1.0); glRotatef(-angle, 0, 1, 0); shark_eyes(f, angle, yangle, left_open, right_open, dir); glmSetMat(f->materials, f->mat_indeces[HEAD]); glCallList(shark->faces[shark->curr_face]); struct shark_struct* shark; f->char_struct = (struct shark_struct*)malloc(sizeof(struct shark_struct)); f->materials = glmMTL(shark_mtl_file); f->mat_indeces=(GLint*)malloc(sizeof(GLint)*NUM_PARTS); //initialize all of the parts to some colors change_materials(f, init_shark_mats, NUM_PARTS); f->eye_count = EYE_TIME*NUM_SHARK_LIDS-1; f->name = strdup("sharky"); f->draw_func = draw_shark; shark = (struct shark_struct*)f->char_struct; printf("\nReading models: "); //initialize the draw lists init_lists(&shark->faces, &shark->m_faces, NUM_SHARKS, f->name, SHARK_HEAD_SCALE); init_lists(&shark->lids, &shark->m_lids, NUM_SHARK_LIDS, "sharkylid", SHARK_LID_SCALE); init_lists(&shark->fins, &shark->m_fins, NUM_FINS, "sharkyfin", SHARK_FIN_SCALE); init_lists(&shark->eyes, &shark->m_eyes, NUM_SHARK_EYES, "sharkyeye", SHARK_EYE_SCALE); init_lists(&shark->pupil, &shark->m_pupil, NUM_SHARK_PUPILS, "sharkypupil", SHARK_PUP_SCALE); init_lists(&shark->iris, &shark->m_iris, NUM_SHARK_IRIS, "sharkyiris", SHARK_IRIS_SCALE); shark->curr_left_lid = 0; shark->curr_right_lid = 0; shark->curr_left_eye = 0; shark->curr_right_eye = 0; shark->curr_fin_angle = 0;