机械版CG 实验3 变换参考实例

#include <GL/glut.h>
#include <stdlib.h>
static int shoulder = 0, elbow = 0;//shoulder
:肩部角度,elbow 肘部角度 

void init(void)

{

       glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

       glShadeModel(GL_FLAT);

} 

void display(void)
{

       glClear(GL_COLOR_BUFFER_BIT);

       glPushMatrix();//把当前的变换矩阵压入OpenGL内部栈中,用以保存当前矩阵

       //画机器人的上臂

       glTranslatef(-1.0f, 0.0f, 0.0f);//用平移矩阵乘当前矩阵,格式为:glTranslatef(x,y,z)

       glRotatef((GLfloat) shoulder, 0.0f, 0.0f, 1.0f);//用旋转矩阵乘当前矩阵,格式为glRotatef (角度,x,y,z),这里是绕Z轴旋转

       glTranslatef(1.0f, 0.0f, 0.0f);//再用平移矩阵乘当前矩阵,注意顺序

       glPushMatrix();//变换矩阵压栈

       glScalef(2.0f, 0.4f, 1.0f);//用缩放矩阵乘以当前矩阵,格式为glScalef(x缩放比例,y缩放比例,z缩放比例)

       glutWireCube(1.0f);//glut库函数,画一个三维的Cube,参数为边长

       glPopMatrix();//弹栈,现在矩阵恢复到使用缩放前的样子

       //画机器人的前臂,请注意平移矩阵和旋转矩阵的变化

       glTranslatef(1.0f, 0.0f, 0.0f);

       glRotatef((GLfloat) elbow, 0.0f, 0.0f, 1.0f);

       glTranslatef(1.0f, 0.0f, 0.0f);

       glPushMatrix();

       glScalef(2.0f, 0.4f, 1.0f);

       glutWireCube(1.0f);

       glPopMatrix();

       glPopMatrix();

       glFlush();

}

 

void reshape (int width, int height)

{

       glViewport(0, 0, width, height);

       glMatrixMode(GL_PROJECTION);

       glLoadIdentity();

       gluPerspective(65.0f, (GLfloat)width/(GLfloat)height, 1.0f, 20.0f);//建立一个透视投影视图体,格式为:gluPerspective(视域的角度,宽高比,视点到近裁剪面的距离(总为正),视点到远裁剪面的距离(总为正))

       glMatrixMode(GL_MODELVIEW);

       glLoadIdentity();

       glTranslatef(0.0f, 0.0f, -5.0f);//用平移矩阵乘当前矩阵,注意,这会将所有绘制过程中绘制的物体平移

}

 

void keyboard(unsigned char key, int x, int y)

{

       switch (key)

       {

              case 'a'://处理四个按键,改变旋转角度,转动手臂

                     shoulder = (shoulder + 5) % 360;

                     glutPostRedisplay();//重画

                     break;

              case 'd':

                     shoulder = (shoulder - 5) % 360;

                     glutPostRedisplay();

                     break;

              case 'q':

                     elbow = (elbow + 5) % 360;

                     glutPostRedisplay();

                     break;

              case 'e':

                     elbow = (elbow - 5) % 360;

                     glutPostRedisplay();

                     break;

              case 'x':

                     exit(0);

                     break;

              default:

                     break;

   }

}

 

int main(int argc, char** argv)

{

       glutInit(&argc, argv);

       glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);

       glutInitWindowSize(500, 500);

       glutInitWindowPosition(100, 100);

       glutCreateWindow("Transform");

       init();

       glutDisplayFunc(display);

       glutReshapeFunc(reshape);

       glutKeyboardFunc(keyboard);

       glutMainLoop();

       return 0;

}

这个例子涉及了三维的造型,出现了许多新函数。 

display()中用到了glPushMatrix()glPopMatrix(),事实上glPushMatrix()可以理解为建立一个局部坐标系,glPopMatrix()恢复全局坐标系,它们可以嵌套使用。这两个函数会很频繁的用到。glutWireCube()画的是一个线框的Cube,这样的函数还有
void glutWireSphere(GLdouble radius, GLint slices, GLint stacks);

void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks);

void glutWireCone(GLdouble base, GLdouble height, GLint slices, GLint stacks);

void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks);

void glutWireCube(GLdouble size);

void glutSolidCube(GLdouble size);

void glutWireTorus(GLdouble innerRadius, GLdouble outerRadius, GLint sides, GLint rings);

void glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius, GLint sides, GLint rings);

……

上面的例子里用glTranslatef (0.0, 0.0, -5.0)模拟了视点的变换,其实这一句可以放到display()中,效果是一样的,由于display()是不断被调用的,所以你的视点被不断改变.还有一个方法可以改变视点,函数

    gluLookAt(eye_x, eye_y, eye_z, centerx, centery, centerz, upx, upy, upz) 

参数:

eyex, eyey, eyez  

指定视点的位置 

centerx, centery, centerz   

指定参考点(“目光”的焦点) 

upx, upy, upz         

指定向上向量的方向
声明:本例部分来自《OpenGL编程指南》一书的示例,由于该书的旧版(第一版,1994年)已经流传于网络,希望没有触及到版权问题。)

原文地址:https://www.cnblogs.com/opengl/p/939228.html