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C++ - 创建几何体

转载 作者:太空宇宙 更新时间:2023-11-04 13:07:40 24 4
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我在大学接到了一项任务,负责编译提供给我们的代码并识别:

  • 已使用的 OpenGL 图元类型。
  • 已经创建了多少原语。
  • 创建了多少个顶点。
  • 网格的属性。

提供给我们的代码应该创建一个立方体,但实际上并没有。我已经仔细查看了几个小时,但无法弄清楚原因。

我认为可能是因为“createCube()”在 main 中根本没有被提及,所以我添加了“scene = createCube();”然而,起初这给了我一个错误,createCube() 尚未定义。经过几个小时的困惑,尽管仍然没有立方体,但我不再收到此错误。我只是得到一个空窗口。

它不起作用并不重要,因为我可以在没有看到立方体的情况下回答问题,但是作业的下一部分是创建一个四面体而不是立方体,为此我需要代码可以工作.

如果有人能看到我遗漏的内容,我们将不胜感激。

// Geometry
//
// This tutorial supports learning
// about assembling a scene in a scene graph
// using transformation cores

// headers for OpenSG configuration and GLUT
#include <OpenSG/OSGGLUT.h>
#include <OpenSG/OSGConfig.h>
#include <OpenSG/OSGSimpleGeometry.h>
#include <OpenSG/OSGGLUTWindow.h>
#include <OpenSG/OSGSimpleSceneManager.h>
#include <OpenSG/OSGSceneFileHandler.h>
#include <OpenSG/OSGGeoProperties.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>

// Simple Scene manager for accesing cameras and geometry
OSG::SimpleSceneManagerRefPtr mgr;

int setupGLUT(int *argc, char *argv[]);

int main(int argc, char **argv)
{

// initialise OpenSG
OSG::osgInit(argc, argv);

// initialise GLUT
int winid = setupGLUT(&argc, argv);

{
// create a OSGGLUT window
OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
gwin->setGlutId(winid);
gwin->init();


//read the file which will be passed as an argument
OSG::NodeRefPtr scene = OSG::Node::create();
OSG::NodeRefPtr createCube = OSG::Node::create();
scene = createCube;

//commit all changes to OpenSG
OSG::commitChanges();

// create the SimpleSceneManager helper
mgr = OSG::SimpleSceneManager::create();

// tell the manager what to manage
mgr->setWindow(gwin);
mgr->setRoot(scene);
// show the whole scene
mgr->showAll();
}
// GLUT main loop
glutMainLoop();
return 0;
}

//
// GLUT callback functions
//

// redraw the window
void display(void)
{
mgr->redraw();
}

// react to size changes
void reshape(int w, int h)
{
mgr->resize(w, h);
glutPostRedisplay();
}

// react to mouse button presses
void mouse(int button, int state, int x, int y)
{
if (!state)
mgr->mouseButtonPress(button, x, y);

glutPostRedisplay();
}

// react to mouse motions with pressed buttons
void motion(int x, int y)
{
mgr->mouseMove(x, y);
glutPostRedisplay();
}

// react to keys
void keyboard(unsigned char k, int x, int y)
{
switch (k)
{
case 'e':
{
// clean up global variables
mgr = NULL;

OSG::osgExit();
exit(0);
}
break;
case 's':
{
mgr->setStatistics(!mgr->getStatistics());
}
break;
}
}

// setup the GLUT library which handles the windows for us
int setupGLUT(int *argc, char *argv[])
{
glutInit(argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);

int winid = glutCreateWindow("05 Transformations Tutorial");

glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);

return winid;
}
OSG::NodeRefPtr createCube()
{
//create a node to hold the geometry
OSG::NodeRefPtr geonode = OSG::Node::create();

//create a geometry
OSG::GeometryRefPtr geo = OSG::Geometry::create();

//The primitive types.
//OpenGL provides us with several different types of shapes that we can draw
//(e.g. GL_LINES, GL_POLYGON, GL_QUADS, GL_TRIANGLES)
//we need to specify the type of geometry we want to use
//lets start by using only triangles (although different types can be freely mixed)
OSG::GeoUInt8PropertyRefPtr type = OSG::GeoUInt8Property::create();
//MODIFY HERE
type->addValue(GL_TRIANGLES);

//The primitive lengths.
//These define the number of vertices to be passed to OpenGL for each primitive.
//Thus there have to be at least as many entries as in the types property.
//in the case of the cube we are using 12 triangles which each have 3 vertices (12 X 3 = 36)
OSG::GeoUInt32PropertyRefPtr lens = OSG::GeoUInt32Property::create();
//MODIFY HERE
lens->addValue(36);


// The vertices.
OSG::GeoPnt3fPropertyRefPtr pnts = OSG::GeoPnt3fProperty::create();
//MODIFY HERE with positions of your geometry
pnts->addValue(OSG::Pnt3f(-0.5, 0.5, 0.5));
pnts->addValue(OSG::Pnt3f(0.5, 0.5, 0.5));
pnts->addValue(OSG::Pnt3f(0.5, -0.5, 0.5));
pnts->addValue(OSG::Pnt3f(-0.5, -0.5, 0.5));
pnts->addValue(OSG::Pnt3f(-0.5, 0.5, -0.5));
pnts->addValue(OSG::Pnt3f(0.5, 0.5, -0.5));
pnts->addValue(OSG::Pnt3f(0.5, -0.5, -0.5));
pnts->addValue(OSG::Pnt3f(-0.5, -0.5, -0.5));

// The normals.
//These are used for lighting calculations and have to point away from the
//surface. Normals are standard vectors.
OSG::GeoVec3fPropertyRefPtr norms = OSG::GeoVec3fProperty::create();
norms->push_back(OSG::Vec3f(0, 0, 1));
norms->push_back(OSG::Vec3f(1, 0, 0));
norms->push_back(OSG::Vec3f(0, 0, -1));
norms->push_back(OSG::Vec3f(-1, 0, 0));
norms->push_back(OSG::Vec3f(0, 1, 0));
norms->push_back(OSG::Vec3f(0, -1, 0));

// The colours.
// GeoColor3fProperty stores all color values that will be used
OSG::GeoColor3fPropertyRecPtr colors = OSG::GeoColor3fProperty::create();
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));
colors->addValue(OSG::Color3f(0, 0, 1));

// The indices.
// in order not to replicate the same positions all the time,
// use index number of the position
OSG::GeoUInt32PropertyRefPtr indices = OSG::GeoUInt32Property::create();

//face 1: front
//face 1 - triangle 1
indices->addValue(0);
indices->addValue(2);
indices->addValue(1);
//face 1 - triangle 2
indices->addValue(0);
indices->addValue(3);
indices->addValue(2);


//face 2: right
//face 2 - triangle 1
indices->addValue(1);
indices->addValue(2);
indices->addValue(6);
//face 3 - triangle 2
indices->addValue(1);
indices->addValue(6);
indices->addValue(5);


//face 3: back
//face 3 - triangle 1
indices->addValue(5);
indices->addValue(6);
indices->addValue(7);
//face 3 - triangle 2
indices->addValue(5);
indices->addValue(7);
indices->addValue(4);


//face 4: left
//face 4 - triangle 1
indices->addValue(4);
indices->addValue(7);
indices->addValue(3);
//face 4 - triangle 2
indices->addValue(4);
indices->addValue(3);
indices->addValue(0);

//face 5: top
//face 5 - triangle 1
indices->addValue(4);
indices->addValue(1);
indices->addValue(5);
//face 5 - triangle 2
indices->addValue(4);
indices->addValue(0);
indices->addValue(1);

//face 6: bottom
//face 6 - triangle 1
indices->addValue(2);
indices->addValue(3);
indices->addValue(7);
//face 6 - triangle 2
indices->addValue(2);
indices->addValue(7);
indices->addValue(6);


// The indices for colours and normals
// as normals are different for each side of the cube, we use a special index for this property
OSG::GeoUInt32PropertyRefPtr indicesnormpos = OSG::GeoUInt32Property::create();
//face 1: front
//face 1 - triangle 1
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);
//face 1 - triangle 2
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);
indicesnormpos->addValue(0);


//face 2: right
//face 2 - triangle 1
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);
//face 3 - triangle 2
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);
indicesnormpos->addValue(1);


//face 3: back
//face 3 - triangle 1
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);
//face 3 - triangle 2
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);
indicesnormpos->addValue(2);


//face 4: left
//face 4 - triangle 1
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);
//face 4 - triangle 2
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);
indicesnormpos->addValue(3);

//face 5: top
//face 5 - triangle 1
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);
//face 5 - triangle 2
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);
indicesnormpos->addValue(4);

//face 6: bottom
//face 6 - triangle 1
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);
//face 6 - triangle 2
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);
indicesnormpos->addValue(5);

// Put it all together into a Geometry NodeCore.
geo->setTypes(type);
geo->setLengths(lens);

geo->setProperty(pnts, OSG::Geometry::PositionsIndex);
geo->setIndex(indices, OSG::Geometry::PositionsIndex);

geo->setProperty(norms, OSG::Geometry::NormalsIndex);
geo->setIndex(indicesnormpos, OSG::Geometry::NormalsIndex);

geo->setProperty(colors, OSG::Geometry::ColorsIndex);
geo->setIndex(indicesnormpos, OSG::Geometry::ColorsIndex);

// if you were not using any indexing you will simply use:
//geo->setTypes (type);
//geo->setLengths (lens);
//geo->setPositions (pnts);
//geo->setNormals (norms);
//geo->setColors (colors);

geonode->setCore(geo);

return geonode;

}

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