Fondamentalement, je dessine un cube 3D, je peux le faire tourner mais je veux pouvoir le toucher et savoir où sur la surface de mon cube l'utilisateur a touché. J'utilise pour configurer, générer et tourner. Il est basé sur le code Molecules et NeHe tutorial # 5.Comment implémenter la vérification de jet de rayon AABB sur l'iPhone
Toute aide, liens, tutoriels et code seraient grandement appréciés. J'ai beaucoup d'expérience en développement, mais rien de bien sur OpenGL et 3D.
//
// GLViewController.h
// NeHe Lesson 05
//
// Created by Jeff LaMarche on 12/12/08.
// Copyright Jeff LaMarche Consulting 2008. All rights reserved.
//
#import "GLViewController.h"
#import "GLView.h"
@implementation GLViewController
- (void)drawBox
{
static const GLfloat cubeVertices[] = {
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f
};
static const GLubyte cubeNumberOfIndices = 36;
const GLubyte cubeVertexFaces[] = {
0, 1, 5, // Half of top face
0, 5, 4, // Other half of top face
4, 6, 5, // Half of front face
4, 6, 7, // Other half of front face
0, 1, 2, // Half of back face
0, 3, 2, // Other half of back face
1, 2, 5, // Half of right face
2, 5, 6, // Other half of right face
0, 3, 4, // Half of left face
7, 4, 3, // Other half of left face
3, 6, 2, // Half of bottom face
6, 7, 3, // Other half of bottom face
};
const GLubyte cubeFaceColors[] = {
0, 255, 0, 255,
255, 125, 0, 255,
255, 0, 0, 255,
255, 255, 0, 255,
0, 0, 255, 255,
255, 0, 255, 255
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, cubeVertices);
int colorIndex = 0;
for(int i = 0; i < cubeNumberOfIndices; i += 3)
{
glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]);
int face = (i/3.0);
if (face%2 != 0.0)
colorIndex+=4;
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
//move this to a data model later!
- (GLfixed)floatToFixed:(GLfloat)aValue;
{
return (GLfixed) (aValue * 65536.0f);
}
- (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view;
{
glMatrixMode(GL_MODELVIEW);
GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0,
-25149, 26775,-54274, 0,
-40303, 36435, 36650, 0,
0, 0, 0, 65536 };
/*
GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 65536 };
*/
//glLoadIdentity();
//glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f);
// Reset rotation system
if (isFirstDrawing)
{
//glLoadIdentity();
glMultMatrixx(currentModelViewMatrix);
[self configureLighting];
isFirstDrawing = NO;
}
// Scale the view to fit current multitouch scaling
GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor];
glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor);
// Perform incremental rotation based on current angles in X and Y
glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix);
GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation);
glRotatex([self floatToFixed:totalRotation],
(GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]),
(GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]),
(GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8])
);
// Translate the model by the accumulated amount
glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix);
float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0]/65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1]/65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2]/65536.0f, 2.0f));
xTranslation = xTranslation/(currentScaleFactor * currentScaleFactor);
yTranslation = yTranslation/(currentScaleFactor * currentScaleFactor);
// Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that
glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0]/65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4]/65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8]/65536.0f);
// Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that
glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1]/65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5]/65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9]/65536.0f);
// Black background, with depth buffer enabled
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[self drawBox];
}
- (void)configureLighting;
{
const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535};
const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535};
const GLfixed matAmbient[] = {65535, 65535, 65535, 65535};
const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535};
const GLfixed lightPosition[] = {30535, -30535, 0, 0};
const GLfixed lightShininess = 20;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient);
glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse);
glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess);
glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightxv(GL_LIGHT0, GL_POSITION, lightPosition);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);
}
-(void)setupView:(GLView*)view
{
const GLfloat zNear = 0.1,
zFar = 1000.0,
fieldOfView = 60.0;
GLfloat size;
glMatrixMode(GL_PROJECTION);
glEnable(GL_DEPTH_TEST);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView)/2.0);
CGRect rect = view.bounds;
glFrustumf(-size, size, -size/(rect.size.width/rect.size.height), size/
(rect.size.width/rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glScissor(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 0.0f, -6.0f);
isFirstDrawing = YES;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
- (void)dealloc
{
[super dealloc];
}
@end