Sources/Main/Classes/OpenGLRotateModels.m

//---------------------------------------------------------------------------
//
//  File: OpenGLRotateModels.m
//
//  Abstract: Utility toolKit for rotatting models
//           
//  Disclaimer: IMPORTANT:  This Apple software is supplied to you by Apple
//  Computer, Inc. ("Apple") in consideration of your agreement to the
//  following terms, and your use, installation, modification or
//  redistribution of this Apple software constitutes acceptance of these
//  terms.  If you do not agree with these terms, please do not use,
//  install, modify or redistribute this Apple software.
//  
//  In consideration of your agreement to abide by the following terms, and
//  subject to these terms, Apple grants you a personal, non-exclusive
//  license, under Apple's copyrights in this original Apple software (the
//  "Apple Software"), to use, reproduce, modify and redistribute the Apple
//  Software, with or without modifications, in source and/or binary forms;
//  provided that if you redistribute the Apple Software in its entirety and
//  without modifications, you must retain this notice and the following
//  text and disclaimers in all such redistributions of the Apple Software. 
//  Neither the name, trademarks, service marks or logos of Apple Computer,
//  Inc. may be used to endorse or promote products derived from the Apple
//  Software without specific prior written permission from Apple.  Except
//  as expressly stated in this notice, no other rights or licenses, express
//  or implied, are granted by Apple herein, including but not limited to
//  any patent rights that may be infringed by your derivative works or by
//  other works in which the Apple Software may be incorporated.
//  
//  The Apple Software is provided by Apple on an "AS IS" basis.  APPLE
//  MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION
//  THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS
//  FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND
//  OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
//  
//  IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL
//  OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
//  SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
//  INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION,
//  MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED
//  AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE),
//  STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE
//  POSSIBILITY OF SUCH DAMAGE.
// 
//  Copyright (c) 2008 Apple Inc., All rights reserved.
//
//---------------------------------------------------------------------------
 
//------------------------------------------------------------------------
 
#import "OpenGLModelTypes.h"
#import "OpenGLRotateModels.h"
 
//------------------------------------------------------------------------
 
//------------------------------------------------------------------------
 
@implementation OpenGLRotateModels
 
//------------------------------------------------------------------------
 
- (id) init
{
    self = [super init];
    
    // Instantiate a Stanford Bunny model as a display list
    
    modelIsBunny = [[OpenGLBunnyModel alloc] initWithModelType:modelTypeSolid modelRange:1];
 
    // Instantiate a torus (a surface having genus one) as a display list
    
    modelIsTorus = [[OpenGLTorusModel alloc] initWithModelType:modelTypeSolid
                                                    modelRange:1
                                                    innerRadii:0.05
                                                    outerRadii:0.9 
                                                    sidesCount:64 
                                                    ringsCount:64];
 
    return  self;
} // init
 
//------------------------------------------------------------------------
 
- (void) dealloc
{
    // Delete the models
    
    [modelIsBunny dealloc];
    [modelIsTorus dealloc];
 
    // Notify the superclass
    
    [super dealloc];
} // dealloc
 
//------------------------------------------------------------------------
 
#pragma mark -- Rotating the models --
 
//------------------------------------------------------------------------
 
- (void) rotateSolidBunny
{
    glPushMatrix( );
    
        glRotatef( -angle, 0.0f, 1.0f, 0.25f );
        
        [modelIsBunny callList];
        
    glPopMatrix( );
} // rotateSolidBunny
 
//------------------------------------------------------------------------
 
- (void) rotateSolidTorus:(GLfloat)theAngle
{
    glPushMatrix( );
    
        glRotatef( theAngle, 0.0f, 1.0f, 0.5f );
        
        [modelIsTorus callList];
        
    glPopMatrix( );
} // rotateSolidTorus
 
//------------------------------------------------------------------------
 
- (void) rotateSolidTori
{
    [self rotateSolidTorus:(  2.25f * angle )];
    [self rotateSolidTorus:( -1.5f  * angle )];
    [self rotateSolidTorus:(  1.75f * angle )];
} // rotateSolidTori
 
//------------------------------------------------------------------------
 
- (void) rotateModels
{
    [self rotateSolidBunny];
    [self rotateSolidTori];
} // RotateModels
 
//------------------------------------------------------------------------
//
// We'll animate our models here.
//
//------------------------------------------------------------------------
 
- (void) rotate
{
    angle += 0.5f;
 
    [self rotateModels];
} // rotate
 
//------------------------------------------------------------------------
 
@end
 
//------------------------------------------------------------------------
 
//------------------------------------------------------------------------