點選Transformation,則會出現汽車圖形
在車子處點選右鍵並選擇Al Capone,就會出現人樣
人~
調整(角度,0,0,1)
調整(角度,0,0,1)
會看到以人的鈕扣為中心轉動
右鍵Swap,則R跟T會交換
調整T部分的x軸
以畫面中心為中心做轉動
劃出茶壺並加上Light變成3D
茶壺做旋轉
#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);///把樓下這團東西在中間坐旋轉
glTranslatef(0.3,0,0);///把它往右移,壺柄在中間
glutSolidTeapot(0.3);///這是茶壺
glPopMatrix();
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();
}
#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);///最後一步,把樓下的"會對壺柄作旋轉的東西"再移到右上,掛上去
glRotatef(angle,0,0,1);///把下面整團,都對中間坐旋轉
glTranslatef(0.3,0,0);///這是把他往右移,壺柄在中間
glutSolidTeapot(0.3);///這是個茶壺
glPopMatrix();
glutSolidTeapot(0.3);///bady
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();
}
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);///最後一步,把樓下的"會對Arm Joint作旋轉的東西"再移到右上掛上
glRotatef(angle,0,0,1);///下面的東西做旋轉
glTranslatef(0.3,0,0);///這是把他往右移
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();
}
滑鼠能控制
#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(0.3,0,0);
drawArm();
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=y;}
}
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();
}
再加出一個關節
#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(0.3,0,0);
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=y;}
}
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();
}
#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);
-----------------這部分再做兩邊手臂----------------
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();
--做左手,同樣數值改正負號
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=y;}
}
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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