f09e17c3c5
- remove obsolete svn '$Id$' tags from all source files - update .fl files and generated files accordingly - replace 'http://www.fltk.org' URL's with 'https://...' - replace bug report URL 'str.php' with 'bugs.php' - remove trailing whitespace - fix other whitespace errors flagged by Git - add and/or fix missing or wrong standard headers - convert tabs to spaces in all source files The only relevant code changes are in the fluid/ folder where some .fl files and other source files were used to generate the '$Id' headers and footers.
106 lines
3.4 KiB
C
106 lines
3.4 KiB
C
/*
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* fracviewer.h [from agviewer.h (version 1.0)]
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*
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* AGV: a glut viewer. Routines for viewing a 3d scene w/ glut
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*
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* The two view movement modes are POLAR and FLYING. Both move the eye, NOT
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* THE OBJECT. You can never be upside down or twisted (roll) in either mode.
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*
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* A nice addition would be an examiner type trackball mode where you are
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* moving the object and so could see it from any angle. Also less restricted
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* flying and polar modes (fly upside down, do rolls, etc.).
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*
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* Controls for Polar are just left and middle buttons -- for flying it's
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* those plus 0-9 number keys and +/- for speed adjustment.
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*
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* See agv_example.c and agviewer.c for more info. Probably want to make
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* a copy of these and then edit for each program. This isn't meant to be
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* a library, just something to graft onto your own programs.
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*
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* I welcome any feedback or improved versions.
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*
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* Philip Winston - 4/11/95
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* pwinston@hmc.edu
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* http://www.cs.hmc.edu/people/pwinston
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*/
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/*
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* Call agvInit() with glut's current window set to the window in
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* which you want to run the viewer. Right after creating it is fine. It
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* will remember that window for possible later use (see below) and
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* registers mouse, motion, and keyboard handlers for that window (see below).
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*
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* allowidle is 1 or 0 depnding on whether you will let AGV install
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* and uninstall an idle function. 0 means you will not let it (because
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* you will be having your own idle function). In this case it is your
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* responsibility to put a statement like:
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*
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* if (agvMoving)
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* agvMove();
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*
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* at the end of your idle function, to let AGV update the viewpoint if it
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* is moving.
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*
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* If allowidle is 1 it means AGV will install its own idle which
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* will update the viewpoint as needed and send glutPostRedisplay() to the
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* window which was current when agvInit() was called.
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*
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* agvSetIdleAllow changes this value so you can let AGV install its idle
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* when your idle isn't installed.
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*
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*/
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void agvInit(int allowidle);
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void agvSetAllowIdle(int allowidle);
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/*
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* Set which movement mode you are in.
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*/
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typedef enum { FLYING, POLAR } MovementType;
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void agvSwitchMoveMode(int move);
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/*
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* agvViewTransform basically does the appropriate gluLookAt() for the
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* current position. So call it in your display on the projection matrix
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*/
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void agvViewTransform(void);
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/*
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* agvMoving will be set by AGV according to whether it needs you to call
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* agvMove() at the end of your idle function. You only need these if
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* you aren't allowing AGV to do its own idle.
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* (Don't change the value of agvMoving)
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*/
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extern int agvMoving;
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void agvMove(void);
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/*
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* These are the routines AGV registers to deal with mouse and keyboard input.
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* Keyboard input only matters in flying mode, and then only to set speed.
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* Mouse input only uses left two buttons in both modes.
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* These are all registered with agvInit(), but you could register
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* something else which called these, or reregister these as needed
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*/
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void agvHandleButton(int button, int state, int x, int y);
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void agvHandleMotion(int x, int y);
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void agvHandleKeys(unsigned char key, int x, int y);
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/*
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* Just an extra routine which makes an x-y-z axes (about 10x10x10)
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* which is nice for aligning things and debugging. Pass it an available
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* displaylist number.
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*/
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void agvMakeAxesList(int displaylist);
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void ncrossprod(float v1[3], float v2[3], float cp[3]);
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