以鈕扣為中心旋轉
移動後人物一樣以鈕扣中心旋轉按右鍵選擇Swap後,選轉軸以螢幕中心旋轉
開啟CodeBlocks GLUT專案
#include <GL/glut.h>
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);
glutSolidTeapot(0.3);
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutMainLoop();
}
關節觀念
設定 關節設定(先將茶壺建出,再將茶壺移動至適當位置成茶壺中心點,再設定旋轉,最後將茶壺關節部分移動到其位置)
#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);///ver4
glRotatef(angle, 0,0,1);///ver3
glTranslatef(0.3, 0, 0);///ver2
glutSolidTeapot(0.3);///ver1
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();
}
做出手臂(關節) TRT(Translate,Rotate,Translate)
#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);///ver4
glRotatef(angle, 0,0,1);///ver3
glTranslatef(0.3, 0, 0);///ver2
drawArm();///ver1
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();
}
利用滑鼠控制手臂
做出兩個手臂
#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();///right hand
glTranslatef(0.5, 0, 0);///ver4
glRotatef(angle, 0,0,1);///ver3
glTranslatef(0.25, 0, 0);///ver2
drawArm();///ver1
glPushMatrix();
glTranslatef(0.25, 0, 0);///ver4
glRotatef(angle, 0,0,1);///ver3
glTranslatef(0.25, 0, 0);///ver2
drawArm();///ver1
glPopMatrix();
glPopMatrix();
glPushMatrix();///left hand
glTranslatef(-0.5, 0, 0);///ver4
glRotatef(-angle, 0,0,1);///ver3
glTranslatef(-0.25, 0, 0);///ver2
drawArm();///ver1
glPushMatrix();
glTranslatef(-0.25, 0, 0);///ver4
glRotatef(-angle, 0,0,1);///ver3
glTranslatef(-0.25, 0, 0);///ver2
drawArm();///ver1
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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