Allow to draw frame and ball, small refactor
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f83b778323
commit
b01e00497d
253
src/gl_draw.c
253
src/gl_draw.c
@ -57,6 +57,10 @@
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#define NEAR_CLIPPING_PLANE 1.0f
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#define CAMERA_ANGLE 60.0f
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/*
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* globals
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*/
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int year;
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int yearabs = 365;
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int day;
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@ -64,11 +68,18 @@ int dayabs = 30;
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HE_obj *obj;
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bool show_normals = false;
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bool shademodel = true;
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bool draw_frame = false;
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float ball_speed = 1.0f;
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/*
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* static function declaration
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*/
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static void draw_bez(HE_obj const * const obj, float step_factor_inc);
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static void draw_bez(const bez_curv *bez, float step_factor_inc);
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static void draw_bez_frame(const bez_curv *bez,
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float pos);
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static void draw_ball(const bez_curv *bez,
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const float pos);
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static void draw_obj(int32_t const myxrot,
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int32_t const myyrot,
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int32_t const myzrot,
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@ -192,9 +203,8 @@ static void draw_vertices(HE_obj const * const obj,
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glPopMatrix();
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}
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static void draw_bez(HE_obj const * const obj, float step_factor_inc)
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static void draw_bez(const bez_curv *bez, float step_factor_inc)
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{
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uint32_t i = 0;
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static float line_width = 2;
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static float point_size = 10;
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static float step_factor = 0.1;
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@ -209,112 +219,137 @@ static void draw_bez(HE_obj const * const obj, float step_factor_inc)
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glPointSize(point_size);
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glColor3f(1.0, 0.0, 0.0);
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while (i < obj->bzc) { /* for all bezier curves */
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vector *v1 = NULL,
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*v2 = NULL;
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vector *v1 = NULL,
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*v2 = NULL;
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/*
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* draw frame
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*/
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glBegin(GL_LINE_STRIP);
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for (uint32_t j = 0; j <= bez->deg; j++) {
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glVertex3f(bez->vec[j].x,
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bez->vec[j].y,
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bez->vec[j].z);
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}
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glEnd();
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/*
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* draw control points
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*/
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glBegin(GL_POINTS);
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for (uint32_t j = 0; j <= bez->deg; j++) {
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glVertex3f(bez->vec[j].x,
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bez->vec[j].y,
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bez->vec[j].z);
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}
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glEnd();
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glBegin(GL_LINES);
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/*
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* line segments: first line
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*/
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v1 = calculate_bezier_point(bez, step_factor);
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glVertex3f(bez->vec[0].x,
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bez->vec[0].y,
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bez->vec[0].z);
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glVertex3f(v1->x,
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v1->y,
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v1->z);
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for (float k = step_factor; k < 1 - step_factor; k += step_factor) {
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free(v1);
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free(v2);
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v1 = calculate_bezier_point(bez, k);
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v2 = calculate_bezier_point(bez, k +
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step_factor);
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/*
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* draw frame
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* line segments: middle lines
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*/
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glBegin(GL_LINE_STRIP);
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for (uint32_t j = 0; j <= obj->bez_curves[i].deg; j++) {
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glVertex3f(obj->bez_curves[i].vec[j].x,
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obj->bez_curves[i].vec[j].y,
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obj->bez_curves[i].vec[j].z);
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}
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glEnd();
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/*
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* draw control points
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*/
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glBegin(GL_POINTS);
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for (uint32_t j = 0; j <= obj->bez_curves[i].deg; j++) {
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glVertex3f(obj->bez_curves[i].vec[j].x,
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obj->bez_curves[i].vec[j].y,
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obj->bez_curves[i].vec[j].z);
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}
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glEnd();
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glBegin(GL_LINES);
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/*
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* line segments: first line
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*/
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v1 = calculate_bezier_point(&(obj->bez_curves[i]), step_factor);
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glVertex3f(obj->bez_curves[i].vec[0].x,
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obj->bez_curves[i].vec[0].y,
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obj->bez_curves[i].vec[0].z);
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glVertex3f(v1->x,
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v1->y,
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v1->z);
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for (float k = step_factor; k < 1 - step_factor; k += step_factor) {
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free(v1);
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free(v2);
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v1 = calculate_bezier_point(&(obj->bez_curves[i]), k);
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v2 = calculate_bezier_point(&(obj->bez_curves[i]), k +
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step_factor);
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/*
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* line segments: middle lines
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*/
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glVertex3f(v1->x,
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v1->y,
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v1->z);
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glVertex3f(v2->x,
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v2->y,
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v2->z);
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}
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/*
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* line segments: last line
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*/
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glVertex3f(v2->x,
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v2->y,
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v2->z);
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glVertex3f(obj->bez_curves[i].vec[obj->bez_curves[i].deg].x,
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obj->bez_curves[i].vec[obj->bez_curves[i].deg].y,
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obj->bez_curves[i].vec[obj->bez_curves[i].deg].z);
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}
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/*
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* line segments: last line
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*/
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glVertex3f(v2->x,
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v2->y,
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v2->z);
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glVertex3f(bez->vec[bez->deg].x,
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bez->vec[bez->deg].y,
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bez->vec[bez->deg].z);
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free(v1);
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free(v2);
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glEnd();
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{
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const float ball_pos = 0.2;
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bez_curv cur_bez = obj->bez_curves[i];
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bez_curv next_bez = { NULL, 0 };
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while ((get_reduced_bez_curv(&cur_bez, &next_bez, ball_pos))) {
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glPopMatrix();
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}
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glBegin(GL_LINES);
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/**
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* Draw the bezier frame of the given bezier curve
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* which will cut the curve at the given position.
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*
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* @param bez the bezier curve to draw the frame of
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* @param pos the position where the curve and the frame
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* will cut
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*/
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static void draw_bez_frame(const bez_curv *bez,
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float pos)
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{
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bez_curv cur_bez = *bez;
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bez_curv next_bez = { NULL, 0 };
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for (uint32_t j = 0; j < next_bez.deg; j++) {
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glVertex3f(next_bez.vec[j].x,
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next_bez.vec[j].y,
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next_bez.vec[j].z);
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glVertex3f(next_bez.vec[j + 1].x,
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next_bez.vec[j + 1].y,
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next_bez.vec[j + 1].z);
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}
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while ((get_reduced_bez_curv(&cur_bez, &next_bez, pos))) {
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/* don't free the original one! */
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if (cur_bez.deg < obj->bez_curves[i].deg)
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free(cur_bez.vec);
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cur_bez = next_bez;
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glBegin(GL_LINES);
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glEnd();
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}
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free(cur_bez.vec);
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for (uint32_t j = 0; j < next_bez.deg; j++) {
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glVertex3f(next_bez.vec[j].x,
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next_bez.vec[j].y,
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next_bez.vec[j].z);
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glVertex3f(next_bez.vec[j + 1].x,
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next_bez.vec[j + 1].y,
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next_bez.vec[j + 1].z);
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}
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i++;
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/* don't free the original one! */
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if (cur_bez.deg < bez->deg)
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free(cur_bez.vec);
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cur_bez = next_bez;
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glEnd();
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}
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free(cur_bez.vec);
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}
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/**
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* Draws a ball on the bezier curve at the given position.
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*
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* @param bez the bezier curve to draw the ball on
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* @param pos the position of the ball
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*/
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static void draw_ball(const bez_curv *bez,
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const float pos)
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{
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const float ball_pos = pos;
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glPushMatrix();
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vector *point = calculate_bezier_point(bez,
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ball_pos);
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glTranslatef(point->x, point->y, point->z);
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glutWireSphere(0.02f, 100, 100);
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glPopMatrix();
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}
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@ -335,6 +370,18 @@ static void draw_obj(int32_t const myxrot,
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static int32_t xrot = 0,
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yrot = 0,
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zrot = 0;
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static float ball_inc = 0;
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static bool ball_to_right = true;
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if (ball_inc > 0.98)
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ball_to_right = false;
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else if (ball_inc < 0.02)
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ball_to_right = true;
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if (ball_to_right)
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ball_inc += 0.01f * ball_speed;
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else
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ball_inc -= 0.01f * ball_speed;
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vector center_vert;
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@ -370,8 +417,12 @@ static void draw_obj(int32_t const myxrot,
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draw_vertices(obj, false);
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}
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if (obj->bzc != 0)
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draw_bez(obj, bez_inc);
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if (obj->bzc != 0) {
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draw_bez(&(obj->bez_curves[0]), bez_inc);
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draw_ball(&(obj->bez_curves[0]), ball_inc);
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if(draw_frame)
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draw_bez_frame(&(obj->bez_curves[0]), ball_inc);
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}
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glPopMatrix();
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}
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@ -684,13 +735,13 @@ void animate()
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void keyboard(unsigned char key, int x, int y)
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{
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switch (key) {
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case 'b':
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if (glIsEnabled(GL_CULL_FACE))
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glDisable(GL_CULL_FACE);
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else
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glEnable(GL_CULL_FACE);
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glutPostRedisplay();
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break;
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/* case 'b': */
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/* if (glIsEnabled(GL_CULL_FACE)) */
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/* glDisable(GL_CULL_FACE); */
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/* else */
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/* glEnable(GL_CULL_FACE); */
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/* glutPostRedisplay(); */
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/* break; */
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case 't':
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dayabs += 15;
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glutPostRedisplay();
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@ -745,14 +796,26 @@ void keyboard(unsigned char key, int x, int y)
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}
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glutPostRedisplay();
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break;
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case 'k':
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case 'b':
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draw_obj(0, 0, 0, 0.02);
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glutPostRedisplay();
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break;
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case 'K':
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case 'B':
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draw_obj(0, 0, 0, -0.02);
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glutPostRedisplay();
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break;
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case 'k':
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ball_speed += 0.2f;
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glutPostRedisplay();
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break;
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case 'K':
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ball_speed -= 0.2f;
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glutPostRedisplay();
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break;
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case 'f':
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draw_frame = !draw_frame;
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glutPostRedisplay();
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break;
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/* case 'k': */
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/* draw_normals(obj, 0.01f); */
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