一開始先知道xyz的概念
先做出一個會繞著茶壺把柄轉的茶壺 (加上打光)
#include <GL/glut.h>
float angle=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);
glTranslatef(0.5,0,0);
glutSolidTeapot(0.3);
glPopMatrix();
glFlush();
}
void timer (int t)
{
glutTimerFunc(20,timer,0);
angle++;
glutPostRedisplay();
}
int main (int argc,char **argv)
{
glutInit(&argc,argv);
glutCreateWindow("TRT 3D");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMainLoop();
}
接下來不要利用timer來控制旋轉
改用滑鼠來控制旋轉
#include <GL/glut.h>
float angle=0;
int 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);
glTranslatef(0.5,0,0);
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("TRT 3D");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
ps.有一個軟體很有趣,按Ctrl+t可以讓視窗一直都放在最上層
叫做AlwaysOnTopMaker
再來是在中間加入一個茶壺
另一個茶壺掛在中間的茶壺嘴巴上
就像關節一樣
#include <GL/glut.h>
float angle=0;
int oldX,oldY;
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();
glTranslatef(0.45,0.14,0);
glRotatef(angle,0,0,1);
glTranslatef(0.45,-0.1,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSolidTeapot(0.3);
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("TRT 3D");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
中間來個小考
最後來用形狀來做出像關節的樣子
程式碼如圖 (有註解)
#include <GL/glut.h>
float angle=0 , oldX , oldY;;
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();
glTranslatef(0.15,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
//glutSolidTeapot(0.3);
drawArm();
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
//glutSolidTeapot(0.3);
glPushMatrix();
glTranslatef(-0.15,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
//glutSolidTeapot(0.3);
drawArm();
glPushMatrix();
glTranslatef(-0.25,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
drawBody();
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("TRT 3D");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
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