
/* Interactive Figure Program from Chapter 8 using cylinders (quadrics) */
/* Style similar to robot program but here we must traverse tree to display */
/* Cylinders are displayed as filled and light/material properties */
/* are set as in sphere approximation program */

#include <GL/glut.h>

#define TORSO_HEIGHT 5.0
#define UPPER_ARM_HEIGHT 3.0
#define LOWER_ARM_HEIGHT 2.0
#define UPPER_LEG_RADIUS  0.5
#define LOWER_LEG_RADIUS  0.5
#define LOWER_LEG_HEIGHT 2.0
#define UPPER_LEG_HEIGHT 3.0
#define UPPER_LEG_RADIUS  0.5
#define TORSO_RADIUS 1.0
#define UPPER_ARM_RADIUS  0.5
#define LOWER_ARM_RADIUS  0.5
#define HEAD_HEIGHT 1.5
#define HEAD_RADIUS 1.0

typedef float point[3];

static GLfloat theta[11] = {0.0,0.0,0.0,0.0,0.0,0.0,0.0,
            180.0,0.0,180.0,0.0}; /* initial joint angles */
static GLint angle = 2;

GLUquadricObj *t, *h, *lua, *lla, *rua, *rla, *lll, *rll, *rul, *lul;

double size=1.0;

void torso()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(t,TORSO_RADIUS, TORSO_RADIUS, TORSO_HEIGHT,10,10);
   glPopMatrix();
}

void head()
{
   glPushMatrix();
   glTranslatef(0.0, 0.5*HEAD_HEIGHT,0.0);
   glScalef(HEAD_RADIUS, HEAD_HEIGHT, HEAD_RADIUS);
   gluSphere(h,1.0,10,10);
   glPopMatrix();
}

void left_upper_arm()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(lua,UPPER_ARM_RADIUS, UPPER_ARM_RADIUS, UPPER_ARM_HEIGHT,10,10);
   glPopMatrix();
}

void left_lower_arm()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(lla,LOWER_ARM_RADIUS, LOWER_ARM_RADIUS, LOWER_ARM_HEIGHT,10,10);
   glPopMatrix();
}

void right_upper_arm()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(rua,UPPER_ARM_RADIUS, UPPER_ARM_RADIUS, UPPER_ARM_HEIGHT,10,10);
   glPopMatrix();
}

void right_lower_arm()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(rla,LOWER_ARM_RADIUS, LOWER_ARM_RADIUS, LOWER_ARM_HEIGHT,10,10);
   glPopMatrix();
}

void left_upper_leg()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(lul,UPPER_LEG_RADIUS, UPPER_LEG_RADIUS, UPPER_LEG_HEIGHT,10,10);
   glPopMatrix();
}

void left_lower_leg()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(lll,LOWER_LEG_RADIUS, LOWER_LEG_RADIUS, LOWER_LEG_HEIGHT,10,10);
   glPopMatrix();
}

void right_upper_leg()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(rul,UPPER_LEG_RADIUS, UPPER_LEG_RADIUS, UPPER_LEG_HEIGHT,10,10);
   glPopMatrix();
}

void right_lower_leg()
{
   glPushMatrix();
   glRotatef(-90.0, 1.0, 0.0, 0.0);
   gluCylinder(rll,LOWER_LEG_RADIUS, LOWER_LEG_RADIUS, LOWER_LEG_HEIGHT,10,10);
   glPopMatrix();
}

void 
display(void)
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glColor3f(1.0, 0.0, 0.0);

    glRotatef(theta[0], 0.0, 1.0, 0.0);
    torso();
    glPushMatrix();

    glTranslatef(0.0, TORSO_HEIGHT+0.5*HEAD_HEIGHT, 0.0);
    glRotatef(theta[1], 1.0, 0.0, 0.0);
    glRotatef(theta[2], 0.0, 1.0, 0.0);
    glTranslatef(0.0, -0.5*HEAD_HEIGHT, 0.0);
    head();

    glPopMatrix();
    glPushMatrix();
    glTranslatef(-(TORSO_RADIUS+UPPER_ARM_RADIUS), 0.9*TORSO_HEIGHT, 0.0);
    glRotatef(theta[3], 1.0, 0.0, 0.0);
    left_upper_arm();

    glTranslatef(0.0, UPPER_ARM_HEIGHT, 0.0);
    glRotatef(theta[4], 1.0, 0.0, 0.0);
    left_lower_arm();

    glPopMatrix();
    glPushMatrix();
    glTranslatef(TORSO_RADIUS+UPPER_ARM_RADIUS, 0.9*TORSO_HEIGHT, 0.0);
    glRotatef(theta[5], 1.0, 0.0, 0.0);
    right_upper_arm();

    glTranslatef(0.0, UPPER_ARM_HEIGHT, 0.0);
    glRotatef(theta[6], 1.0, 0.0, 0.0);
    right_lower_arm();

    glPopMatrix();
    glPushMatrix();
    glTranslatef(-(TORSO_RADIUS+UPPER_LEG_RADIUS), 0.1*UPPER_LEG_HEIGHT, 0.0);
    glRotatef(theta[7], 1.0, 0.0, 0.0);
    left_upper_leg();

    glTranslatef(0.0, UPPER_LEG_HEIGHT, 0.0);
    glRotatef(theta[8], 1.0, 0.0, 0.0);
    left_lower_leg();

    glPopMatrix();
    glPushMatrix();
    glTranslatef(TORSO_RADIUS+UPPER_LEG_RADIUS, 0.1*UPPER_LEG_HEIGHT, 0.0);
    glRotatef(theta[9], 1.0, 0.0, 0.0);
    right_upper_leg();

    glTranslatef(0.0, UPPER_LEG_HEIGHT, 0.0);
    glRotatef(theta[10], 1.0, 0.0, 0.0);
    right_lower_leg();

    glPopMatrix();
    glFlush();
    glutSwapBuffers();
}



void mouse(int btn, int state, int x, int y)
{
	if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) 
        {
        theta[angle] += 5.0;
        if( theta[angle] > 360.0 ) theta[angle] -= 360.0;
        }
	if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) 
        {
        theta[angle] -= 5.0;
        if( theta[angle] < 360.0 ) theta[angle] += 360.0;
        }
        display();
}

void menu(int id)
{
   if(id <11 ) angle=id;
   if(id ==11 ) exit(0);
}

void 
myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (w <= h)
        glOrtho(-10.0, 10.0, -10.0 * (GLfloat) h / (GLfloat) w,
            10.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
    else
        glOrtho(-10.0 * (GLfloat) w / (GLfloat) h,
            10.0 * (GLfloat) w / (GLfloat) h, 0.0, 10.0, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

void myinit()
{
        GLfloat mat_specular[]={1.0, 1.0, 1.0, 1.0};
        GLfloat mat_diffuse[]={1.0, 1.0, 1.0, 1.0};
        GLfloat mat_ambient[]={1.0, 1.0, 1.0, 1.0};
        GLfloat mat_shininess={100.0};
        GLfloat light_ambient[]={0.0, 0.0, 0.0, 1.0};
        GLfloat light_diffuse[]={1.0, 0.0, 0.0, 1.0};
        GLfloat light_specular[]={1.0, 1.0, 1.0, 1.0};
        GLfloat light_position[]={10.0, 10.0, 10.0, 0.0};

        glLightfv(GL_LIGHT0, GL_POSITION, light_position);
        glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
        glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

        glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
        glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
        glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
        glMaterialf(GL_FRONT, GL_SHININESS, mat_shininess);

        glShadeModel(GL_SMOOTH);
        glEnable(GL_LIGHTING); 
        glEnable(GL_LIGHT0);
        glDepthFunc(GL_LEQUAL);
        glEnable(GL_DEPTH_TEST); 

        glClearColor(1.0, 1.0, 1.0, 1.0);
        glColor3f(1.0, 0.0, 0.0);

/* allocate quadrics with filled drawing style */

        h=gluNewQuadric();
        gluQuadricDrawStyle(h, GLU_FILL);
        t=gluNewQuadric();
        gluQuadricDrawStyle(t, GLU_FILL);
        lua=gluNewQuadric();
        gluQuadricDrawStyle(lua, GLU_FILL);
        lla=gluNewQuadric();
        gluQuadricDrawStyle(lla, GLU_FILL);
        rua=gluNewQuadric();
        gluQuadricDrawStyle(rua, GLU_FILL);
        rla=gluNewQuadric();
        gluQuadricDrawStyle(rla, GLU_FILL);
        lul=gluNewQuadric();
        gluQuadricDrawStyle(lul, GLU_FILL);
        lll=gluNewQuadric();
        gluQuadricDrawStyle(lll, GLU_FILL);
        rul=gluNewQuadric();
        gluQuadricDrawStyle(rul, GLU_FILL);
        rll=gluNewQuadric();
        gluQuadricDrawStyle(rll, GLU_FILL);
}

void main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(500, 500);
    glutCreateWindow("robot");
    myinit();
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);

    glutCreateMenu(menu);
    glutAddMenuEntry("torso", 0);
    glutAddMenuEntry("head1", 1);
    glutAddMenuEntry("head2", 2);
    glutAddMenuEntry("right_upper_arm", 3);
    glutAddMenuEntry("right_lower_arm", 4);
    glutAddMenuEntry("left_upper_arm", 5);
    glutAddMenuEntry("left_lower_arm", 6);
    glutAddMenuEntry("right_upper_leg", 7);
    glutAddMenuEntry("right_lower_leg", 8);
    glutAddMenuEntry("left_upper_leg", 9);
    glutAddMenuEntry("left_lower_leg", 10);
    glutAddMenuEntry("quit", 11);
    glutAttachMenu(GLUT_MIDDLE_BUTTON);

    glutMainLoop();
}
