Made a rather good looking cow :D

This commit is contained in:
Rusty Striker 2023-07-30 20:27:08 +03:00
parent 02117f4354
commit eac3583e8a
3 changed files with 104 additions and 44 deletions

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@ -6,20 +6,7 @@ Code here is published under the [AGPL-v3](https://www.gnu.org/licenses/agpl-3.0
# TODO # TODO
- Add menu - partially done
- Adjust ambient light
- Allow changing the move/rotation speed(or just a multiplier) - Allow changing the move/rotation speed(or just a multiplier)
- Create a cow - IM SO BAD AT IT IM SO SORRY COWS
- Head
- Tail
- Body
- Legs
- Ears
- Nose
- Eyes
- Allow user control of the cow
- Tail
- Legs? (optional)
- Change camera position to be cow point of view - DONE, need to do the sub thing - Change camera position to be cow point of view - DONE, need to do the sub thing
- Add popping-floating text of funny cow thoughts - Add popping-floating text of funny cow thoughts
- Add multiple objects(that is not the cow)(is grass an object?) - Add multiple objects(that is not the cow)(is grass an object?)

129
cow.c
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@ -6,8 +6,10 @@
#include <math.h> #include <math.h>
#include <stdio.h> #include <stdio.h>
vec3 headRot = { -30.0, 0.0, 0.0 }; vec3 headRot = { 0.0, 0.0, 0.0 };
const vec3 headLimit = { 90.0, 90.0 ,90.0 }; const vec3 headLimit = { 30.0, 30.0, 45.0 };
vec3 tailRot = { 0.0, 0.0, 0.0 };
const vec3 tailLimit = { 90.0, 90.0, 0.0 };
vec3 cowPos = { 0.0, 6.0, 0.0 }; vec3 cowPos = { 0.0, 6.0, 0.0 };
float cowRot = 0.0; // rotation along the Y axis float cowRot = 0.0; // rotation along the Y axis
@ -26,6 +28,12 @@ float addAndWrapRot(float rot, float add) {
else if(rot < -180.0) { rot += 360.0; } else if(rot < -180.0) { rot += 360.0; }
return rot; return rot;
} }
float addAndLimitRot(float rot, float add, float limit) {
rot += add;
if(rot > limit) { rot = limit; }
else if(rot < -limit) { rot = -limit; }
return rot;
}
void cowMove(char c) { void cowMove(char c) {
// check for rotations // check for rotations
@ -42,9 +50,14 @@ void cowMove(char c) {
} }
void cowHead(char c) { void cowHead(char c) {
headRot.z = addAndWrapRot(headRot.z, ((c == 'e') - (c == 'q')) * COW_ROT_SPEED); headRot.z = addAndLimitRot(headRot.z, ((c == 'e') - (c == 'q')) * COW_ROT_SPEED, headLimit.z);
headRot.y = addAndWrapRot(headRot.y, ((c == 'a') - (c == 'd')) * COW_ROT_SPEED); headRot.y = addAndLimitRot(headRot.y, ((c == 'a') - (c == 'd')) * COW_ROT_SPEED, headLimit.y);
headRot.x = addAndWrapRot(headRot.x, ((c == 's') - (c == 'w')) * COW_ROT_SPEED); headRot.x = addAndLimitRot(headRot.x, ((c == 's') - (c == 'w')) * COW_ROT_SPEED, headLimit.x);
glutPostRedisplay();
}
void cowTail(char c) {
tailRot.y = addAndLimitRot(tailRot.y, ((c == 'a') - (c == 'd')) * COW_ROT_SPEED, tailLimit.y);
tailRot.x = addAndLimitRot(tailRot.x, ((c == 's') - (c == 'w')) * COW_ROT_SPEED, tailLimit.x);
glutPostRedisplay(); glutPostRedisplay();
} }
@ -55,45 +68,101 @@ void drawCow(char cowsPOV) {
// Main cow position - as center of cow body // Main cow position - as center of cow body
glTranslatef(cowPos.x, cowPos.y, cowPos.z); glTranslatef(cowPos.x, cowPos.y, cowPos.z);
glRotatef(cowRot, 0.0, 1.0, 0.0); glRotatef(cowRot, 0.0, 1.0, 0.0);
glScalef(2.0, 2.0, 2.0); // general cow scale, as i blocked it in blender and it was mostly normalized
// Draw cow body // Draw cow body
glPushMatrix(); // cow body scale glPushMatrix(); // cow body scale
glColor3f(0.8,0.4,0.11); glColor3f(0.8,0.4,0.11);
glScalef(1.0, 1.0, 1.5); glScalef(1.2, 1.2, 2.3);
glutSolidSphere(4.0, 16, 16); glutSolidSphere(1.0, 16, 16);
glPopMatrix(); // cow body scale glPopMatrix(); // cow body scale
if(!cowsPOV) { if(!cowsPOV) {
// head // head
glPushMatrix(); // head center glPushMatrix(); // head center
glTranslatef(0.0, 1.0, 5.0); glTranslatef(0.0, 1.0, 1.8);
glRotatef(headRot.y, 0.0, 1.0, 0.0); glRotatef(headRot.y, 0.0, 1.0, 0.0);
glRotatef(headRot.x, 1.0, 0.0, 0.0); glRotatef(headRot.x, 1.0, 0.0, 0.0);
glTranslatef(0.0, 0.0, 1.0); // glTranslatef(0.0, 0.0, 1.0);
glRotatef(headRot.z, 0.0, 0.0 ,1.0); glRotatef(headRot.z, 0.0, 0.0 ,1.0);
glutSolidSphere(2.0, 16, 16); glPushMatrix(); // head sphere 1
vec3 ePos = vec3_new(0.7, 0.8, 1.3); glScalef(0.6, 0.4, 0.7);
vec3 pPos = vec3_new(0.0, 0.2, 0.5); glutSolidSphere(1.0, 8, 8);
glPopMatrix(); // head sphere 1
glPushMatrix(); // head sphere 2
glTranslatef(0.0, 0.3, -0.3);
glScalef(0.6, 0.45, 0.75);
glutSolidSphere(1.0, 8, 8);
glPopMatrix();
// eyes :)
glColor3f(0.0,0.0,0.0); // Eyes black as night
glPushMatrix(); // eye 1 glPushMatrix(); // eye 1
glTranslatef(ePos.x, ePos.y, ePos.z); glTranslatef(-0.3, 0.5, 0.0);
glColor3f(1.0, 1.0, 1.0); glScalef(0.17, 0.17, 0.17);
glutSolidSphere(0.5, 8, 8); glutSolidSphere(1.0, 8, 8);
glPushMatrix(); // pupil 1
glTranslatef(pPos.x, pPos.y, pPos.z);
glColor3f(0.0, 0.0, 0.0);
glutSolidSphere(0.1, 8, 8);
glPopMatrix(); // pupil 1
glPopMatrix(); // eye 1 glPopMatrix(); // eye 1
glPushMatrix(); // eye 2 glPushMatrix(); // eye 2
glTranslatef(-ePos.x, ePos.y, ePos.z); glTranslatef(0.3, 0.5, 0.0);
glColor3f(1.0, 1.0, 1.0); glScalef(0.17, 0.17, 0.17);
glutSolidSphere(0.5, 8, 8); glutSolidSphere(1.0, 8, 8);
glPushMatrix(); // pupil 2
glTranslatef(pPos.x, pPos.y, pPos.z);
glColor3f(0.0, 0.0, 0.0);
glutSolidSphere(0.1, 8, 8);
glPopMatrix(); // pupil 2
glPopMatrix(); // eye 2 glPopMatrix(); // eye 2
glColor3f(0.8,0.4,0.11); // go back to the normal cow color
// EARS! they look like little pancakes to the side of the head
glPushMatrix(); // ear 1
glTranslatef(-0.7, 0.5, -0.4);
glScalef(0.3, 0.18, 0.07);
glutSolidSphere(1.0, 8, 8);
glPopMatrix(); // ear 1
glPushMatrix(); // ear 2
glTranslatef(0.7, 0.5, -0.4);
glScalef(0.3, 0.18, 0.07);
glutSolidSphere(1.0, 8, 8);
glPopMatrix(); // ear 2
// Add a little teapon earing :D
glPushMatrix();
glColor3f(1.0, 1.0, 1.0);
glTranslatef(-0.8, 0.19, -0.4);
glRotatef(146.0, 0.0, 1.0, 0.0);
glRotatef(-90.0, 1.0, 0.0, 0.0);
glRotatef(90.0, 0.0, 1.0, 0.0);
glCullFace(GL_FRONT); // for some reason, teapot normals are backwards to all other
glutSolidTeapot(0.17);
glCullFace(GL_BACK);
glPopMatrix(); // teapot!
glPushMatrix(); // little nose
glColor3f(0.9, 0.3, 0.4);
glTranslatef(0.0, 0.1, 0.6);
glScalef(0.3, 0.15, 0.14);
glutSolidSphere(1.0, 8, 8);
glPopMatrix(); // little nose
glPopMatrix(); // head center glPopMatrix(); // head center
} }
// tins
glColor3f(0.9, 0.3, 0.4);
glPushMatrix(); // TINS!
glTranslatef(0.0, -1.0, -0.58);
glScalef(0.7, 0.4, 0.7);
glutSolidSphere(1.0, 8, 8);
glPopMatrix(); // Thins!
glColor3f(0.8,0.4,0.11); // go back to the normal cow color
vec3 legs[] = {
vec3_new(1.0, 0.0, 1.0), vec3_new(-1.0, 0.0, 1.0),
vec3_new(1.0, 0.0, -1.0), vec3_new(-1.0, 0.0, -1.0)
};
for(int i = 0; i < 4; i += 1) {
glPushMatrix();
glTranslatef(0.5 * legs[i].x, -1.2, 1.4 * legs[i].z);
glScalef(0.4, 1.2, 0.4);
glutSolidSphere(1.0, 8, 8);
glPopMatrix();
}
// now a tail
glPushMatrix(); // tail
glTranslatef(0.0, 0.0, -2.2); // connection point to the cow
glRotatef(tailRot.y, 0.0 ,1.0, 0.0);
glRotatef(tailRot.x, 1.0, 0.0, 0.0);
glTranslatef(0.0, -0.83, 0.0);
glScalef(0.2, 1.0, 0.2);
glutSolidSphere(1.0, 8, 8);
glPopMatrix(); // Tails(from sonic the hedgehog)
glPopMatrix(); // cow pos glPopMatrix(); // cow pos
glColor3f(1.0, 1.0, 1.0); glColor3f(1.0, 1.0, 1.0);
glDisable(GL_COLOR_MATERIAL); glDisable(GL_COLOR_MATERIAL);
@ -105,6 +174,10 @@ void onCowKeyboardInput(char key) {
break; break;
case COW_CONTROL_HEAD: case COW_CONTROL_HEAD:
cowHead(key); cowHead(key);
break;
case COW_CONTROL_TAIL:
cowTail(key);
break;
default: default:
break; break;
} }

View file

@ -271,8 +271,8 @@ void mouseMotionEvent(int x, int y) {
moveY.y = 0; moveY.y = 0;
} }
camCenter = vec3_add(camCenter, vec3_mult(moveX, (lastMouseX - x))); camCenter = vec3_add(camCenter, vec3_mult(moveX, (lastMouseX - x) * 0.5));
camCenter = vec3_add(camCenter, vec3_mult(moveY, (y - lastMouseY))); camCenter = vec3_add(camCenter, vec3_mult(moveY, (y - lastMouseY) * 0.5));
} }
lastMouseX = x; lastMouseY = y; lastMouseX = x; lastMouseY = y;
glutPostRedisplay(); glutPostRedisplay();