今天老師教了我們如何做關節的旋轉
示範的時候是用了一個茶壺的身體
跟另一個茶壺去往右與往上移動到茶壺身體的右上方
就像是它的手 然後再另用 translate 跟 rotate 的程式碼去旋轉它
今天教得跟期末作業有很大的關係
#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();
glTranslatef(0.6,0.2,0);
glRotatef(angle,0,0,1);
glTranslatef(0.3,0,0);
glutSolidTeapot(0.3);
glPopMatrix();
glutSolidTeapot(0.3);
glFlush();
}
void timer(int t)
{
glutTimerFunc(20,timer,t+1);
angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMainLoop();
}
改用一個CUBE來做測試
#include <GL/glut.h>
float angle=0;
void drawBody()
{
glPushMatrix();
glScalef(1,0.5,0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm()
{
glPushMatrix();
glScalef(0.6,0.3,0.3);
glutSolidCube(1);
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(0.5,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.3,0,0);
drawArm();
glPopMatrix();
drawBody();
glFlush();
}
void timer(int t)
{
glutTimerFunc(20,timer,t+1);
angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMainLoop();
}
加入了另一個手的關節
變成了兩截式 而且左右都各有一雙手臂
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();
glPushMatrix();
glTranslatef(-0.25,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
最後一步加入了滑鼠移動的程式碼
可用滑鼠拖曳的方式讓手臂來轉動 !!!
void motion(int x,int y)
{
angle -=y -oldY;
oldY=y; oldX=x;
}
void mouse(int button,int state, int x, int y){
if(state==GLUT_DOWN) { oldX=x; oldY=x; }
}
void timer(int t)
{
glutTimerFunc(20,timer,t+1);
//angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
總結程式碼
#include <GL/glut.h>
float angle=0, oldX=0, oldY=0;
void drawBody()
{
glPushMatrix();
glScalef(1,0.5,0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm()
{
glPushMatrix();
glScalef(0.6,0.3,0.3);
glutSolidCube(1);
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(0.5,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();
glPushMatrix();
glTranslatef(-0.25,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
drawArm();
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
}
void motion(int x,int y)
{
angle -=y -oldY;
oldY=y; oldX=x;
}
void mouse(int button,int state, int x, int y){
if(state==GLUT_DOWN) { oldX=x; oldY=x; }
}
void timer(int t)
{
glutTimerFunc(20,timer,t+1);
//angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20,timer,0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
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