fltk/test/fracviewer.h

106 lines
3.4 KiB
C

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