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c++ - Opengl/Glut - 使倾斜变得平滑

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:20:48 25 4
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简而言之,我被要求在 OpenGL 中制作这个草图。我附上了到目前为止所做的截图。

我的问题是如何让这 4 个水平方向保持倾斜。我编写了使这 4 条水平线旋转 的代码(使用nm 键来旋转这 4 条水平线围绕中心)但我被要求同时倾斜旋转 .

我想我需要使用模数运算符,但当角度超过某个点,如 10(例如角度 % 10)时,它会跳回 0,导致棍子突然移动。另外,如何让棍子的底部保持在一个位置,让棍子的末端倾斜(我的意思是上下移动),这样倾斜就很自然了,不像旋转。

有什么提示可以使倾斜变得平滑吗?我走在正确的轨道上吗?

sketch screen-shot

#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>

#define PI 3.14159265

static GLfloat lpos[] = { 0.0, 5.0, 4.0, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat gray[] = { 0.5, 0.5, 0.5, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat green[] = { 0.0, 1.0, 0.0, 1.0 };
static GLfloat blue[] = { 0.0, 0.0, 1.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static GLfloat magenta[] = { 1.0, 0.0, 1.0, 1.0 };
static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
static GLfloat darkcyan[] = { 0.0, 0.4, 0.4, 1.0 };
static GLfloat lightgreen[] = { 0.5,1.0,0.5,1.0 };
static float alpha = 0.0;
static float beta = PI / 6.0;
static float zoom = 15.0;
static bool lightSource = true;

float numberOfTriangles = 1;
static GLdouble cpos[3];
bool showNormalVectors = false;


static double xPointer, yPointer, zPointer;
static double fenceHeight = -0.5;
static int angle = 0;


void writemessage()
{
printf("HW-3 - Computer Graphics - Professor Suzuki\n");
printf("Seyedamirhossein Hesamian\n\n");

printf(" X => x++ <= Move light source in direction of +X\n");
printf(" Y => y++ <= Move light source in direction of +Y\n");
printf(" Z => z++ <= Move light source in direction of +Z\n");
printf("\n");
printf("^X => x-- <= Move light source in direction of -X\n");
printf("^Y => y-- <= Move light source in direction of -Y\n");
printf("^Z => z-- <= Move light source in direction of -Z\n");
printf("\n");
printf(" ^ => Move camera up\n");
printf(" > => Move camera right\n");
printf(" < => Move camera left\n");
printf(" down arrow => Move camera down\n");
printf("\n");
printf(" t => More Twist\n");
printf(" f => Less Twist\n");
printf("\n");
printf(" q => More Propeller\n");
printf(" f => Less Propeller\n");
printf("\n");
printf(" e => More Triangles\n");
printf(" d => Less Triangles\n");
printf("\n");
printf(" 0 => Toggling light source\n");
printf("\n");
printf(" r => Rotates Propeller\n");
printf("\n");
printf(" n => Toggle to show Normal Vectors\n");
printf("\n");
printf(" s => Toggle to show Inside Triangles\n");
printf("\n");
printf(" w => Toggle to show wire frame mode\n");
printf("\n");
printf(" You can not move the light source when the light source is off !!!");
}

void doGlTranslatef(){
glTranslatef(xPointer, yPointer, zPointer);
}
void releaseGlTranslatef(){
glTranslatef(-xPointer, -yPointer, -zPointer);
}

void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)w / (GLfloat)h, 0.01, 20.0);
glMatrixMode(GL_MODELVIEW);
}

void DrawSticksArroundYard(){
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, black);

GLUquadricObj *quadObj;

// Right-Line
xPointer = 4.8;
yPointer = 1.0 + fenceHeight;
zPointer = -5.0;
doGlTranslatef();
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
releaseGlTranslatef();

// Left-Line
xPointer = -4.8;
yPointer = 1.0 + fenceHeight;
zPointer = -5.0;
doGlTranslatef();
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
releaseGlTranslatef();

// Back-Line
xPointer = -4.8;
yPointer = 1.0 + fenceHeight;
zPointer = -5.0;
doGlTranslatef();
glRotatef(90, 0, 1, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
glRotatef(-90, 0, 1, 0);
releaseGlTranslatef();

// Front-Line
xPointer = 4.8;
yPointer = 1.0 + fenceHeight;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 0, 1, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
glRotatef(90, 0, 1, 0);
releaseGlTranslatef();


// Pin-Front-Right
xPointer = 4.8;
yPointer = 0.0;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();


// Pin-Front-Left
xPointer = -4.8;
yPointer = 0.0;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();


// Pin-Back-Left
xPointer = -4.8;
yPointer = 0.0;
zPointer = -5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();


// Pin-Back-Right
xPointer = 4.8;
yPointer = 0.0;
zPointer = -5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();


// Pin-Back-Center
xPointer = 0.0;
yPointer = 0.0;
zPointer = -5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();


// Pin-Front-Center
xPointer = 0.0;
yPointer = 0.0;
zPointer = 5.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();


// Pin-Right-Center
xPointer = 4.8;
yPointer = 0.0;
zPointer = 0.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();


// Pin-Left-Center
xPointer = -4.8;
yPointer = 0.0;
zPointer = 0.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
}

void DrawYardFloor(){
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, lightgreen);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, lightgreen);
glBegin(GL_POLYGON);
glNormal3f(0, 1, 0);
glVertex3f(-5.3, -0.005, -5.3);
glVertex3f(-5.3, -0.005, 5.3);
glVertex3f(5.3, -0.005, 5.3);
glVertex3f(5.3, -0.005, -5.3);
glEnd();
}

void DrawCenterPin(){
xPointer = 0.0;
yPointer = 0.0;
zPointer = 0.0;
doGlTranslatef();
glRotatef(-90, 1, 0, 0);
GLUquadricObj *quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.2, 0.2, 3, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
}


void DrawHorizontalStickNum(){
xPointer = 0.0;
yPointer = 2.9;
zPointer = -3.0;
doGlTranslatef();
GLUquadricObj *quadObj = gluNewQuadric();
gluCylinder(quadObj, 0.1, 0.1, 3, 10, 10);
releaseGlTranslatef();
glEnd();
}



void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
cpos[0] = zoom * cos(beta) * sin(alpha);
cpos[1] = zoom * sin(beta);
cpos[2] = zoom * cos(beta) * cos(alpha);
gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
if (lightSource == true){
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glMaterialfv(GL_FRONT, GL_EMISSION, white);
glPushMatrix();
glTranslatef(lpos[0], lpos[1], lpos[2]);
glutSolidSphere(0.1, 10, 8);
glPopMatrix();
glMaterialfv(GL_FRONT, GL_EMISSION, black);
}

DrawYardFloor();
DrawSticksArroundYard();
DrawCenterPin();

// We can use N and M to rotate the sticks arround the center pin
glRotatef(angle, 0, 1, 0);
for (int i = 0; i < 4; i++){
glPushMatrix();
glRotatef(i * 360 / 4, 0, 1, 0);

// For tilting the sticks
//glRotatef(angle % 10, 1, 1, 0);

DrawHorizontalStickNum();

//glRotatef(angle % 10, 1, 1, 0);

glPopMatrix();
}
glRotatef(angle, 0, 1, 0);

glutSwapBuffers();
glFlush();
}


void keyboard(unsigned char key, int x, int y)
{
static int polygonmode[2];

switch (key) {
case 27:
exit(0);
break;
case 'x':
if (lightSource == true)
lpos[0] = lpos[0] + 0.2;
glutPostRedisplay();
break;
case 'X':
if (lightSource == true)
lpos[0] = lpos[0] - 0.2;
glutPostRedisplay();
break;
case 'y':
if (lightSource == true)
lpos[1] = lpos[1] + 0.2;
glutPostRedisplay();
break;
case 'Y':
if (lightSource == true)
lpos[1] = lpos[1] - 0.2;
glutPostRedisplay();
break;
case 'z':
if (lightSource == true)
lpos[2] = lpos[2] + 0.2;
glutPostRedisplay();
break;
case 'Z':
if (lightSource == true)
lpos[2] = lpos[2] - 0.2;
glutPostRedisplay();
break;

case '+':
if (zoom != 1.5)zoom = zoom - 0.5;
glutPostRedisplay();
break;
case '-':
if (zoom != 17)zoom = zoom + 0.5;
glutPostRedisplay();
break;
case '0':
if (lightSource == true){
glDisable(GL_LIGHT0);
lightSource = false;
}
else{
glEnable(GL_LIGHT0);
lightSource = true;
}
glutPostRedisplay();
break;

case 'e':
if(fenceHeight<2)
fenceHeight += 0.5;
glutPostRedisplay();
break;
case 'd':
if (fenceHeight > -0.5)
fenceHeight -= 0.5;
glutPostRedisplay();
break;

case 'w':
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
if (polygonmode[0] == GL_FILL)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glutPostRedisplay();
break;
case 'n':
angle++;
glutPostRedisplay();
break;
case 'm':
angle--;
glutPostRedisplay();
break;
default:
break;
}
}


void specialkey(GLint key, int x, int y)
{
switch (key) {
case GLUT_KEY_RIGHT:
alpha = alpha + PI / 180;
if (alpha > 2 * PI) alpha = alpha - 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
alpha = alpha - PI / 180;
if (alpha < 0) alpha = alpha + 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
if (beta < 0.45*PI) beta = beta + PI / 180;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
if (beta > -0.05*PI) beta = beta - PI / 180;
glutPostRedisplay();
break;
default:
break;
}
}


int main(int argc, char** argv)
{
writemessage();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1200, 800);
glutInitWindowPosition(0, 0);
glutCreateWindow(argv[0]);

glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);

/* initially GL_FILL mode (default), later GL_LINE to show wireframe */
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHT0);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 10.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);

glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(specialkey);

glutMainLoop();
return 0;
}

最佳答案

归根结底,这是将很多矩阵拼接在一起,实现不同的效果。使用模运算符是完全没有必要的,它是不断跳回起点的来源。当您想要生成重复模式时,可以使用模数运算符...例如旋转 10 度并在 0 度重新开始,这就是它在那里所做的。

key 正在使用右 vector 旋转。围绕 vector <0, 1, 0> 旋转就是围绕垂直向上和向下的 Y 轴旋转,这将导致圆柱体看起来像是在原地旋转。围绕 <1, 0, 0> 旋转将围绕 X 轴旋转,这是平坦的。这样做会导致气缸向前或向后旋转,或倾斜。根据您应用矩阵变换的顺序,您可以使用绕 X 轴的旋转来向前或向后倾斜圆柱体,然后再绕 Y 轴旋转以将圆柱体旋转到位。

关于c++ - Opengl/Glut - 使倾斜变得平滑,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26624214/

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