我正试图为我的openGL类项目绘制一个9点的圆圈,问题是什么?我的老师没有教过我们如何用圆圈做任何事情。他给了我们关于如何“绘制”三角形的代码,并告诉我们找到正常圆的顶点和中心点的公式。但从来没有一次涉及如何使用它们进行编码,尤其是他希望我们这样做的方式。他告诉我们使用
class GLintPoint {
public:
GLint x, y;
};
然后我们可以将它们命名为A,B,C然后找到顶点说a = B - A.我假设这将是a.x = B.x - A.x并且为什么相同,但我不确定。他不得不离开去做一件医疗用品(我假设做手术)所以我不能问他,而且他仍然应该在本周末到期。
他离开前给了我们这段代码。
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#include "canvas.h"
const int screenWidth = 640;
const int screenHeight = 480;
Canvas cvs(screenWidth, screenHeight, "Relative Drawing Example", 1);
class GLintPoint {
public:
GLint x, y;
};
#define NUM 3
static GLintPoint List[NUM];
// myInit
void myInit(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glColor3f(0.0f, 0.0f, 0.0f);
glPointSize(1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, (GLdouble )screenWidth, 0.0, (GLdouble)screenHeight);
}
// myDisplay
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
void mykey(unsigned char key, int x, int y)
{
if (key == 'Q' || key == 'q') exit(0);
}
// draw arc
void draw_arc(GLdouble cx, GLdouble cy, GLdouble r, GLdouble startAngle,
GLdouble sweepAngle)
{
glBegin(GL_LINE_STRIP);
for (GLdouble t = startAngle; t < startAngle+sweepAngle; t += 0.001)
{
GLdouble x = cx + r*cos(DEG2RAD*t);
GLdouble y = cy + r*sin(DEG2RAD*t);
glVertex2d(x, y);
}
glEnd();
}
// myMouse
void myMouse(int button, int state, int x, int y)
{
static int last = -1;
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN && last < (NUM -1))
{
List[++last].x = x;
List[ last].y = screenHeight - y;
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_LINE_STRIP);
for (int i = 0; i <= last; i++) {
if(last <=0){
cvs.moveTo(List[i].x, List[i].y);
}
else
cvs.lineTo(List[i].x, List[i].y);
}
int i = 0;
cvs.lineTo(List[i].x, List[i].y);
glEnd();
glFlush();
}
else if(button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)
last = -1;
GLintPoint a.x =
}
// main
int main(int argc, char ** argv)
{
//glutInit(&argc, argv);
//glutInitDisplayMode(GLUT_SINGLE| GLUT_RGB);
//glutInitWindowSize(screenWidth, screenHeight);
//glutInitWindowPosition(100, 150);
//glutCreateWindow("case study 4.2");
glutDisplayFunc(myDisplay);
glutMouseFunc(myMouse);
glutKeyboardFunc(mykey);
myInit();
glutMainLoop();
return 0;
}
和
#include <math.h>
// define some ascii key names
#define GLUT_KEY_ESC 27
// Keeps track of a single point ( turtle position )
class Point2d {
public:
Point2d() { x = y = 0.0f; }
Point2d( float xx, float yy ) { x = xx; y = yy; }
void set( float xx, float yy ) { x = xx; y = yy; }
void setX( float xx ) { x = xx; }
void setY( float yy ) { y = yy; }
float getX() { return x; }
float getY() { return y; }
void draw( void ) { glBegin( GL_POINTS );
glVertex2f( (GLfloat)x, (GLfloat)y );
glEnd();
}
private:
float x, y;
};
//Data type for an array of points
class Point2dArray {
static const int MAX_NUM = 100;
public:
int num;
Point2d pt[MAX_NUM];
};
class IntRect {
public:
IntRect() { l = 0; r = 100; b = 0; t = 100; }
IntRect( int left, int right, int bottom, int top )
{ l = left; r = right; b = bottom; t = top; }
void set( int left, int right, int bottom, int top )
{ l = left; r = right; b = bottom; t = top; }
void draw( void ) { glRecti( l, b, r, t ); }
int getL() { return l; }
int getR() { return r; }
int getT() { return t; }
int getB() { return b; }
private:
int l, r, b, t;
};
class RealRect {
public:
RealRect() { l = 0; r = 100; b = 0; t = 100; }
RealRect( float left, float right, float bottom, float top )
{ l = left; r = right; b = bottom; t = top; }
void set( float left, float right, float bottom, float top )
{ l = left; r = right; b = bottom; t = top; }
void draw( void ) { glRectf( l, b, r, t ); }
float ratio( void ) { return (r - l)/(t - b); }
float getL() { return l; }
float getR() { return r; }
float getT() { return t; }
float getB() { return b; }
private:
float l, r, b, t;
};
class Canvas {
public:
Canvas( int width, int height, char* windowTitle, int buffer );
void setWindow( float l, float r, float b, float t );
void setViewport( int w, int h );
void autoSetWindow(void);
float getWindowAspectRatio( void );
void lineTo( float x, float y );
void lineTo( Point2d p );
void moveTo( float x, float y );
void moveTo( Point2d p );
void turnTo( float angle );
void turn( float angle );
void forward( float dist, int visible );
int getWinId(void);
void initCT(void);
void scale2D(double, double);
void translate2D(double, double);
void rotate2D(double);
private:
Point2d CP;
float CD;
IntRect viewport;
RealRect window;
int winId;
float delx, dely;
char code1, code2;
char formCode(Point2d p);
void chopLine(Point2d &p, char c);
int clipSegment(Point2d &p1, Point2d &p2);
};
Canvas::Canvas( int width, int height, char* windowTitle, int buffer = 1 ) {
char* argv[1];
char dummyString[1];
argv[0] = dummyString;
int argc = 1;
glutInit( &argc, argv );
glutInitDisplayMode( ((buffer == 1) ? GLUT_SINGLE : GLUT_DOUBLE) | GLUT_RGB );
glutInitWindowSize( width, height );
glutInitWindowPosition( (1024 - width) / 2, (768 - height) / 2 );
winId = glutCreateWindow( windowTitle );
setWindow( 1000.0f, -1000.0f, 1000.0f, -1000.0f );
CP.set( 0.0f, 0.0f );
CD = 0.0f;
}
int Canvas::getWinId(void)
{
return winId;
}
float Canvas::getWindowAspectRatio(void)
{
return (window.getR() - window.getL())/(window.getT() - window.getB());
}
void Canvas::setWindow( float l, float r, float b, float t ) {
window.set( l, r, b, t );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( (GLdouble) l, (GLdouble) r, (GLdouble) b, (GLdouble) t );
}
void Canvas::autoSetWindow(void) {
float l = window.getL();
float r = window.getR();
float b = window.getB();
float t = window.getT();
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( (GLdouble) l, (GLdouble) r, (GLdouble) b, (GLdouble) t);
}
void Canvas::setViewport( GLsizei width, GLsizei height) {
float aspectRatio = getWindowAspectRatio();
GLint l, b;
GLsizei w, h;
if ((float) width / (float) height >= aspectRatio) {
l = (GLint) ((width - height * aspectRatio)/2.0);
b = 0;
w = (GLsizei) (height * aspectRatio);
h = height;
}
else {
l = 0;
b = (int) ((height - width / aspectRatio)/2.0);
w = width;
h = (GLsizei) (width / aspectRatio);
}
glViewport( l, b, w, h );
}
void Canvas::lineTo( float x, float y ) {
glBegin( GL_LINES );
glVertex2f( (GLfloat) CP.getX(), (GLfloat) CP.getY() );
glVertex2f( (GLfloat) x, (GLfloat) y );
glEnd();
CP.set( x, y );
glFlush();
}
void Canvas::lineTo( Point2d p ) {
glBegin( GL_LINES );
glVertex2f( (GLfloat) CP.getX(), (GLfloat) CP.getY() );
glVertex2f( (GLfloat) p.getX(), (GLfloat) p.getY() );
glEnd();
CP.set( p.getX(), p.getY() );
glFlush();
}
void Canvas::moveTo( float x, float y ) {
CP.set( x, y );
}
void Canvas::moveTo( Point2d p ) {
CP.set( p.getX(), p.getY() );
}
void Canvas::turn(float angle) {
CD += angle;
}
void Canvas::turnTo(float angle) {
CD = angle;
}
void Canvas::forward( float dist, int visible ) {
const float RadPerDeg=0.017453393;
float x = CP.getX()+dist*cos(RadPerDeg*CD);
float y = CP.getY()+dist*sin(RadPerDeg*CD);
float l = window.getL();
float r = window.getR();
float b = window.getB();
float t = window.getT();
l = (x < l)?x:l;
r = (x > r)?x:r;
b = (y < b)?y:b;
t = (y > t)?y:t;
window.set(l, r, b, t);
if (visible)
lineTo(x, y);
else
moveTo(x, y);
}
这些公式。就像他给我的那张纸一样写的 a = B -A b = C - B. c - A - C
c = A = 1/2((a + ((b(dot product) c)/(matrix of a (dotproduct)c)) * (matrix of a))
r = (magnitude of a)/2 squareroot(((b(dot product) c)/(matrix of a (dotproduct)c))^2 + 1)
我讨厌问,但我知道当我在我的脑海中时,任何人都可以对他要求我做的事情做出正面或反面吗?或者,任何人都可以引导我朝着如何制作9个圆圈的方向前进吗?它的价值是我最终成绩的10%,所以我不是要求代码只是复制/粘贴“wtf do do do?”就是我要问的。
答案 0 :(得分:1)
你无法在OpenGL中绘制曲线,只能绘制多边形。因此,如果有人让我在OpenGL中绘制一个九点圆,我会认为它们是指一个有9个边的多边形,其中每个点沿着圆的周长均匀分布。