week04
開啟fb,點擊連結
下載data、win32、glut32,將他們3個解壓縮,把glut32和data(資料夾裡的data資料夾),拉到windows裡。
點windows裡的Transformation就可以開裡這個畫面。
glRotatef(角度、x軸、y軸、z軸)
要用安培右手來判斷物體轉的軸向!!!!!
*大拇指是軸的方向
假設x軸變1。
拇指方向就是x軸方向(拇指往上),剩下四隻手指為轉動方向。
使用不同軸向,轉動方向也會不同。
轉動嘞~~~~~~
上面的六個圖案會隨著滑鼠轉動來旋轉!!!!!
(只能x軸轉動)
程式碼:
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
static int slices = 16;
static int stacks = 16;
/* GLUT callback Handlers */
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
float myAngle=0;///讓我們的變數的宣告為0
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = myAngle;///把角度塞進去
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(-2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(-2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
}
glutPostRedisplay();
}
static void idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
void motion(int x,int y)///TODO:mouse motion現在動到哪嘞?
{
myAngle=x;///TODO:我的角度,就是x的值
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
///glutMouseFunc(mouse);
glutMotionFunc(motion);///TODO:加了mouse motion函式,可捉mouse的動態
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
#include <GL/glut.h>
float myAngle=0;///宣告角度變數
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清畫面
glPushMatrix();
glRotatef(myAngle,0,0,1);///對z軸,做旋轉
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void motion(int x,int y)
{
myAngle = x;///我的角度,等下拿來用
display();///每次做動作,就重新清理畫面一次
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week04 rotate");
glutMotionFunc(motion);///加motion函式
glutDisplayFunc(display);
glutMainLoop();
}
*這個程式碼,每轉動一次就會回到原點,不能接著轉!!!!
可以接著旋轉的茶壺:
#include <GL/glut.h>
float myAngle=0;///宣告角度變數
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///清畫面
glPushMatrix();
glRotatef(myAngle,0,0,1);///對z軸,做旋轉
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int oldx=0;/// (0)宣告變數
void mouse(int button,int state,int x,int y)
{
if(state==GLUT_DOWN) oldx = x;///(1) 按下去時,要記一下你原本位置!!!!!
}
void motion(int x,int y)
{///笑話: 把大象放到冰箱裡 /// (1)把冰箱打開 (2)把大象放進去 (3)把冰箱門關起來
myAngle += (x-oldx);/// (2)你加了多少度?
oldx = x;/// (3)關門
display();///每次做動作,就重新清理畫面一次
}///Q: 如何在Maya裡,把3D模型轉動? (1) mouse按下去 (2) mouse動 (3) mouse放開
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week04 rotate");
glutMotionFunc(motion);///加motion函式
glutMouseFunc(mouse);/// (2)
glutDisplayFunc(display);
glutMainLoop();
}
*可以轉一下,放開,再轉








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