框框係數可以改變他們的大小
接下來我們要試著讓方塊旋轉
程式碼:
#include <Gl/glut.h>
void upper_arm()
{
glPushMatrix();
glScalef(1,0.3,0.3);
glutSolidCube(0.5);
glPopMatrix();
}
float angle=0;///Do
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);///對z軸旋轉///Do
upper_arm();///用函式呼叫自己寫的程式
glPopMatrix();
angle++; ///Do
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week09");
glutIdleFunc(display);///Do
glutDisplayFunc(display);
glutMainLoop();
}
再來我們要試著讓方塊對著一個點旋轉
#include <Gl/glut.h>
void upper_arm()
{
glPushMatrix();
glScalef(1,0.3,0.3);
glutSolidCube(0.5);
glPopMatrix();
}
float angle=0;///Do
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);///對z軸旋轉///Do
glTranslatef(0.25,0,0);///Do2
upper_arm();///用函式呼叫自己寫的程式
glPopMatrix();
angle++; ///Do
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE| GLUT_DEPTH);
glutCreateWindow("week09");
glutIdleFunc(display);///Do
glutDisplayFunc(display);
glutMainLoop();
}
本周重點T - R - T
#include <GL/glut.h>
void upper_arm()
{
glPushMatrix(); ///備份
glScalef(1, 0.3 , 0.3); ///y,z變1/3
glutSolidCube(0.5);
glPopMatrix(); ///還原
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); ///備份
glTranslatef(0.5, 0.5, 0); ///Todo3: 把轉動的手放到右上角
glRotatef(angle, 0, 0, 1); ///對Z軸做旋轉 ///對正中心做轉動
glTranslatef(0.25,0,0); ///把旋轉中心放到畫面中間
upper_arm(); ///呼叫自己寫的程式
glPopMatrix(); ///還原
angle++;
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMainLoop();
}
#include <GL/glut.h>
void arm()
{
glPushMatrix(); ///備份
glScalef(1, 0.3 , 0.3); ///y,z變1/3
glutSolidCube(0.5);
glPopMatrix(); ///還原
}
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); ///右手
glTranslatef(0.2, 0, 0);
glRotatef(angle, 0, 0, 1);
glTranslatef(0.25,0,0);
glColor3f(1,0,0);
arm();
glPushMatrix(); ///關節
glTranslatef(0.25, 0, 0);
glRotatef(angle, 0, 0, 1);
glTranslatef(0.25,0,0);
glColor3f(1,1,0);
arm();
glPopMatrix();
glPopMatrix(); ///還原
glPushMatrix(); ///左手
glTranslatef(-0.2, 0, 0);
glRotatef(-angle, 0, 0, 1);
glTranslatef(-0.25,0,0);
glColor3f(1,0,0);
arm();
glPushMatrix(); ///關節
glTranslatef(-0.25, 0, 0);
glRotatef(-angle, 0, 0, 1);
glTranslatef(-0.25,0,0);
glColor3f(1,1,0);
arm();
glPopMatrix();
glPopMatrix(); ///還原
///手臂到一定的角度會停止
angle+=dx;
if(angle>60) dx=-1;
if(angle<10) dx=1;
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
glutIdleFunc(display);
glutDisplayFunc(display);
glutMainLoop();
}









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