從先前提到的windows資料夾中 打開Transformation
照著圖中,右鍵點選AI Capone
變成
調整位置並點選下右鍵,swap
他可以修改中心點位置
用openGL
產生茶壺 打光
向右移動
自動旋轉
加入滑鼠,手動旋轉
程式碼變成
#include<GL/glut.h>
float angle=0,oldX=0,oldY=0;
void display()
{
{
GLfloat pos[]={0,0,-1,0};
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
}
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);///version3 :rotating on handle
glTranslatef(0.5,0,0);///version2 :ON THE RIGHT
glutSolidTeapot(0.3);
glPopMatrix();
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer,0);
//angle++;
glutPostRedisplay();
}
void mouse(int button,int state,int x,int y)
{
if(state==GLUT_DOWN) {oldX=x; oldY=y;}
}
void motion(int x,int y)
{
angle+=(x -oldX);
oldX=x;
}
int main (int argc,char **argv)
{
glutInit(&argc,argv);
glutCreateWindow("02160820 TRT 3D");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
#include<GL/glut.h>
float angle=0,oldX=0,oldY=0;
void drawArm()
{
glPushMatrix();
glScalef(0.5,0.25,0.25);
glutSolidCube(1);
glPopMatrix();
}
void drawBody()
{
glPushMatrix();
glTranslatef(0,-0.5,0);
glRotatef(-90,1,0,0);
glutSolidCone(0.3,0.8,30,30);
glPopMatrix();
}
void display()
{
{
GLfloat pos[]={0,0,-1,0};
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
}
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);///version3 :rotating on handle
glTranslatef(0.5,0,0);///version2 :ON THE RIGHT
glutSolidTeapot(0.3);
glPopMatrix();
glFlush();
}
void timer(int t)
{
glutTimerFunc(20, timer,0);
//angle++;
glutPostRedisplay();
}
void mouse(int button,int state,int x,int y)
{
if(state==GLUT_DOWN) {oldX=x; oldY=y;}
}
void motion(int x,int y)
{
angle+=(x -oldX);
oldX=x;
}
int main (int argc,char **argv)
{
glutInit(&argc,argv);
glutCreateWindow("02160820 TRT 3D");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
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