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| #define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
// glaux to simplify drawing simple objects.
#include <gl/glaux.h>
/*
This class provides is the base of all implementations concerning
the robotarm. Instantiate this class and you'll have a fully oparational robotarm.
All internal implementation issues (like internal collision detection and response
are handled in this class. For external implementation isseus, access funtions are provided
*/
class CArmEngine {
public:
CArmEngine(); // constructor
CArmEngine(GLfloat,GLfloat,GLfloat,GLfloat); // constructor
void update(GLfloat); // update the states of the arm
void draw(); // draw the arm
void adjustBaseRotateSpeed(GLfloat);
void adjustMember1RotateSpeed(GLfloat);
void adjustMember2RotateSpeed(GLfloat);
void adjustMember3RotateSpeed(GLfloat);
private:
GLfloat baseAngle; // the angle of rotation of the base, value: {0 < 360}
GLfloat member1Angle; // the angle of rotation of member one, value: {0 < 360}
GLfloat member2Angle; // the angle of rotation of member two, value: {0 < 360}
GLfloat member3Angle; // the angle of rotation of member three, value: {0 < 360}
GLfloat baseRotateSpeed; // the amount of rotation of the base in degrees per second
GLfloat member1RotateSpeed; // the ammount of rotation of member one in degrees per second
GLfloat member2RotateSpeed; // the amount of rotation of member two in degrees per second
GLfloat member3RotateSpeed; // the amount of rotation of member three in degrees per second
};
// The constructor sets all variables to their initial values
CArmEngine::CArmEngine(GLfloat angleBase, GLfloat angleOne, GLfloat angleTwo, GLfloat angleThree)
{
baseAngle = angleBase;
member1Angle = angleOne;
member2Angle = angleTwo;
member3Angle = angleThree;
baseRotateSpeed = 0;
member1RotateSpeed = 0;
member2RotateSpeed = 0;
member3RotateSpeed = 0;
}
CArmEngine::CArmEngine()
{
baseAngle = 0.0f;
member1Angle = 0.0f;
member2Angle = 0.0f;
member3Angle = 0.0f;
baseRotateSpeed = 0;
member1RotateSpeed = 0;
member2RotateSpeed = 0;
member3RotateSpeed = 0;
}
void CArmEngine::update(float deltaTime)
{
baseAngle += deltaTime * baseRotateSpeed;
// check if bounds are not crossed
// do some sin, cos & tan stuff to check.
// if bounds are crossed, reset to touch
member1Angle += deltaTime * member1RotateSpeed;
if (member1Angle > 45.0f)
{
member1Angle = 45.0f;
member1RotateSpeed = 0;
}
if (member1Angle < -45.0f)
{
member1Angle = -45.0f;
member1RotateSpeed = 0;
}
// check if bounds are not crossed
// do some sin, cos & tan stuff to check.
// if bounds are crossed, reset to touch
member2Angle += deltaTime * member2RotateSpeed;
if (member2Angle > 135.0f)
{
member2Angle = 135.0f;
member2RotateSpeed = 0;
}
if (member2Angle < 0.0f)
{
member2Angle = 0.0f;
member2RotateSpeed = 0;
}
// check if bounds are not crossed
// do some sin, cos & tan stuff to check.
// if bounds are crossed, reset to touch
member3Angle += deltaTime * member3RotateSpeed;
if (member3Angle > 135.0f)
{
member3Angle = 135.0f;
member3RotateSpeed = 0;
}
if (member3Angle < 0.0f)
{
member3Angle = 0.0f;
member3RotateSpeed = 0;
}
// check if bounds are not crossed
// do some sin, cos & tan stuff to check.
// if bounds are crossed, reset to touch
}
void CArmEngine::draw()
{
// save current matrix
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// rotate around base
glRotatef( baseAngle, 0.0f, 1.0f, 0.0f);
// draw base
glPushMatrix();
glTranslatef( 0.0f, 0.125f, 0.0f);
glColor3f( 0.5f, 0.2f, 0.8f);
auxSolidBox( 1.0, 0.25,1.0);
glPopMatrix();
// move to next joint
glTranslatef( 0.0f, 0.25f, 0.0f);
// rotate around this joint
glRotatef( member1Angle, 0.0f, 0.0f, 1.0f);
// draw member 1
glPushMatrix();
glTranslatef( 0.0f, 1.0f, 0.0f);
glColor3f( 0.5f, 0.4f, 0.6f);
auxSolidBox(0.5, 2.0, 0.5);
glPopMatrix();
// move to next joint
glTranslatef( 0.0f, 2.0f, 0.0f);
// rotate around this joint
glRotatef( member2Angle, 0.0f, 0.0f, 1.0f);
// draw member 2
glPushMatrix();
glTranslatef( 0.0f, 1.0f, 0.0f);
glColor3f( 0.5f, 0.6f, 0.4f);
auxSolidBox(0.5, 2.0, 0.5);
glPopMatrix();
// move to next joint
glTranslatef( 0.0f, 2.0f, 0.0f);
// rotate around this joint
glRotatef( member3Angle, 0.0f, 0.0f, 1.0f);
// draw member 3
glPushMatrix();
glTranslatef( 0.0f, 1.0f, 0.0f);
glColor3f( 0.5f, 0.8f, 0.2f);
auxSolidBox(0.5, 2.0, 0.5);
glPopMatrix();
// move to next joint
glTranslatef( 0.0f, 2.0f, 0.0f);
// rotate around this joint
glRotatef( 0.0f, 0.0f, 0.0f, 1.0f);
// draw graber
glPushMatrix();
glTranslatef( 0.0f, 0.5f, 0.0f);
glColor3f( 0.5f, 1.0f, 0.0f);
auxSolidBox(1.0, 1.0, 1.0);
glPopMatrix();
// restore current matrix
glPopMatrix();
}
void CArmEngine::adjustBaseRotateSpeed(GLfloat amount)
{
baseRotateSpeed += amount;
if (baseRotateSpeed > 45.0f)
{
baseRotateSpeed = 45.0f;
}
if (baseRotateSpeed < -45.0f)
{
baseRotateSpeed = -45.0f;
}
}
void CArmEngine::adjustMember1RotateSpeed(GLfloat amount)
{
member1RotateSpeed += amount;
member1RotateSpeed += amount;
if (member1RotateSpeed > 45.0f)
{
member1RotateSpeed = 45.0f;
}
if (member1RotateSpeed < -45.0f)
{
member1RotateSpeed = -45.0f;
}
}
void CArmEngine::adjustMember2RotateSpeed(GLfloat amount)
{
member2RotateSpeed += amount;
member2RotateSpeed += amount;
if (member2RotateSpeed > 45.0f)
{
member2RotateSpeed = 45.0f;
}
if (member2RotateSpeed < -45.0f)
{
member2RotateSpeed = -45.0f;
}
}
void CArmEngine::adjustMember3RotateSpeed(GLfloat amount)
{
member3RotateSpeed += amount;
member3RotateSpeed += amount;
if (member3RotateSpeed > 45.0f)
{
member3RotateSpeed = 45.0f;
}
if (member3RotateSpeed < -45.0f)
{
member3RotateSpeed = -45.0f;
}
} |