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c++ - 使用 C++ 在 OpenGL 中使用键盘移动 3d 形状

转载 作者:行者123 更新时间:2023-12-01 14:47:38 25 4
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我正在尝试使用箭头和向上翻页、向下翻页键将金字塔和立方体“分别”移动到前后、上下和左右两侧,但我无法做到,没有任何拖曳形状正在移动我的两个问题是:我如何选择我想要移动的这些形状之一,为什么它们都没有移动?
谢谢。

#include <GL/glut.h>
float xmove = 0, ymove = 0, zmove = 0;
float degree = 0;
float xscale = 1, yscale = 1, zscale = 1;
void right(void)
{
glLoadIdentity();//koordinat sistemimizetkilenmesin
xmove += 0.1;
}
void left(void)
{
glLoadIdentity();
xmove -= 0.1;
}
void up(void)
{
glLoadIdentity();
ymove += 0.1;
}
void down(void)
{
glLoadIdentity();
ymove -= 0.1;
}
void front(void)
{
glLoadIdentity();
zmove -= 0.1;
}
void back(void)
{
glLoadIdentity();
zmove += 0.1;
}
void keyboard(int button, int x, int y)
{
switch (button)
{
case GLUT_KEY_LEFT:left(); break;
case GLUT_KEY_RIGHT:right(); break;
case GLUT_KEY_UP:up(); break;
case GLUT_KEY_DOWN:down(); break;
case GLUT_KEY_PAGE_UP:front(); break;
case GLUT_KEY_PAGE_DOWN:back(); break;
glutPostRedisplay();
}
}
void Settings()
{
glClearColor(1,1,1,0);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST);
}
void polygons(void)
{
glColor3f(1.0, 0.0, 0.0);
glRotatef(degree, 0.0, 1.0, 0.0);
glScalef(xscale, yscale, zscale);
glTranslatef(1.5, 0.0, -8.0);
glBegin(GL_TRIANGLES);//pyramid
// fronat face
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(1.0f, -1.0f, 1.0f);
// down face
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(1.0f, -1.0f, -1.0f);
//back
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(1.0f, -1.0f, -1.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(-1.0f, -1.0f, -1.0f);
//left
glColor3f(1.0f, 0.0f, 0.0f); //reed
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(-1.0f, -1.0f, -1.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(-1.0f, -1.0f, 1.0f);
glEnd();
glLoadIdentity();
glTranslatef(-1.5, 0.0, -8.0);
glBegin(GL_QUADS); //cubic
glColor3f(1.0f, 0.0f, 1.0f); //pink
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
//down face
glColor3f(1.0f, 0.5f, 0.0f); //orange
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
//front face
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
//back
glColor3f(1.0f, 1.0f, 0.0f); //yellow
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);

//left
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
//right
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glEnd();
}
void DrawingFunction()//painting
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
polygons();
glutSwapBuffers();
}
void AppearanceAdjustment(int x, int y)
{
int aspect = x / y;
glViewport(0, 0, x, y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45,aspect,0.1,20);

}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE);
glutInitWindowPosition(50, 50);
glutInitWindowSize(800, 600);
glutCreateWindow("3d shapes");
glutDisplayFunc(DrawingFunction);
glutReshapeFunc(AppearanceAdjustment);
glutSpecialFunc(keyboard);
Settings();
glutMainLoop();
return 0;
}

最佳答案

glLoadIdentity()必须在 DrawingFunction 中调用:

void DrawingFunction()//painting
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // <----
gluLookAt(0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
polygons();
glutSwapBuffers();
}

添加偏移量数组和对象编号:

int object = 0;
float xmove[]{ 0, 0 };
float ymove[]{ 0, 0 };
float zmove[]{ 0, 0 };

添加对象选择按钮并更改所选对象的偏移量。 glutPostRedisplay()必须在 switch 语句之后执行:

void keyboard(int button, int x, int y)
{
switch (button)
{
case GLUT_KEY_F1: object = 0; break;
case GLUT_KEY_F2: object = 1; break;
case GLUT_KEY_LEFT: xmove[object] -= 0.1; break;
case GLUT_KEY_RIGHT: xmove[object] += 0.1; break;
case GLUT_KEY_DOWN: ymove[object] -= 0.1; break;
case GLUT_KEY_UP: ymove[object] += 0.1; break;
case GLUT_KEY_PAGE_UP: zmove[object] -= 0.1; break;
case GLUT_KEY_PAGE_DOWN: zmove[object] += 0.1; break;
}
glutPostRedisplay();
}

您必须通过 glTranslatef(xmove[i], ymove[i], zmove[i]) 来翻译对象对象.我建议使用 glPushMatrix / glPopMatrix :

void polygons(void)
{
glPushMatrix();

glColor3f(1.0, 0.0, 0.0);
glRotatef(degree, 0.0, 1.0, 0.0);
glScalef(xscale, yscale, zscale);
glTranslatef(1.5, 0.0, -8.0);

glTranslatef(xmove[0], ymove[0], zmove[0]); // <--- translate pyramid

// draw pyramid
glBegin(GL_TRIANGLES);//pyramid
// [...]
glEnd();

glTranslatef(-1.5, 0.0, -8.0);
glTranslatef(xmove[1], ymove[1], zmove[1]); // <--- translate cube

glBegin(GL_QUADS); //cubic
// [...]
glEnd();

glPopMatrix();
}

示例代码:

int object = 0;
float xmove[]{ 0, 0 };
float ymove[]{ 0, 0 };
float zmove[]{ 0, 0 };

float degree = 0;
float xscale = 1, yscale = 1, zscale = 1;

void keyboard(int button, int x, int y)
{
switch (button)
{
case GLUT_KEY_F1: object = 0; break;
case GLUT_KEY_F2: object = 1; break;
case GLUT_KEY_LEFT: xmove[object] -= 0.1; break;
case GLUT_KEY_RIGHT: xmove[object] += 0.1; break;
case GLUT_KEY_DOWN: ymove[object] -= 0.1; break;
case GLUT_KEY_UP: ymove[object] += 0.1; break;
case GLUT_KEY_PAGE_UP: zmove[object] -= 0.1; break;
case GLUT_KEY_PAGE_DOWN: zmove[object] += 0.1; break;
}
glutPostRedisplay();
}

void Settings()
{
glClearColor(1,1,1,0);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST);
}

void polygons(void)
{
glPushMatrix();

glColor3f(1.0, 0.0, 0.0);
glRotatef(degree, 0.0, 1.0, 0.0);
glScalef(xscale, yscale, zscale);
glTranslatef(1.5, 0.0, -8.0);

glTranslatef(xmove[0], ymove[0], zmove[0]); // <--- translate pyramid

glBegin(GL_TRIANGLES);//pyramid
// fronat face
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(1.0f, -1.0f, 1.0f);
// down face
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(1.0f, -1.0f, -1.0f);
//back
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(1.0f, -1.0f, -1.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(-1.0f, -1.0f, -1.0f);
//left
glColor3f(1.0f, 0.0f, 0.0f); //reed
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(-1.0f, -1.0f, -1.0f);
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(-1.0f, -1.0f, 1.0f);
glEnd();

glPopMatrix();
glPushMatrix();


glTranslatef(-1.5, 0.0, -8.0);
glTranslatef(xmove[1], ymove[1], zmove[1]); // <--- translate cube


glBegin(GL_QUADS); //cubic
glColor3f(1.0f, 0.0f, 1.0f); //pink
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
//down face
glColor3f(1.0f, 0.5f, 0.0f); //orange
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
//front face
glColor3f(0.0f, 0.0f, 1.0f); //blue
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
//back
glColor3f(1.0f, 1.0f, 0.0f); //yellow
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);

//left
glColor3f(1.0f, 0.0f, 0.0f); //red
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
//right
glColor3f(0.0f, 1.0f, 0.0f); //green
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glEnd();

glPopMatrix();
}

void DrawingFunction()//painting
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
polygons();
glutSwapBuffers();
}

void AppearanceAdjustment(int x, int y)
{
int aspect = x / y;
glViewport(0, 0, x, y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45,aspect,0.1,20);
}

int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE);
glutInitWindowPosition(50, 50);
glutInitWindowSize(800, 600);
glutCreateWindow("3d shapes");
glutDisplayFunc(DrawingFunction);
glutReshapeFunc(AppearanceAdjustment);
glutSpecialFunc(keyboard);
Settings();
glutMainLoop();
return 0;
}

关于c++ - 使用 C++ 在 OpenGL 中使用键盘移动 3d 形状,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62309716/

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