我听取了关于openGL和旋转的帮助。这是我的代码:
#include <math.h>
#include <GL/glut.h>
float transZ=50;
float rotateA=0;
float rotateAspeed=0.0;
void cube (float dimX, float dimY, float dimZ)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0,dimY/2,0);
glScalef(dimX/2, dimY/2, dimZ/2);
glBegin(GL_QUADS);
glColor3f(0.0, 1.0, 0.0); // Color Green - TOP
glVertex3f(1.0, 1.0, 1.0); // TOP-RIGHT-NEAR
glVertex3f(-1.0, 1.0, 1.0); // TOP-LEFT-NEAR
glVertex3f(-1.0, 1.0, -1.0); //TOP-LEFT-FAR
glVertex3f(1.0, 1.0, -1.0); // TOP-RIGHT-FAR
glColor3f(1.0, 0.0, 0.0); // Color RED - Bottom
glVertex3f(1.0, -1.0, 1.0); //BOTTOM-RIGHT-NEAR
glVertex3f(-1.0, -1.0, 1.0); //BOTTOM-LEFT-NEAR
glVertex3f(-1.0, -1.0, -1.0); //BOTTOM-LEFT-FAR
glVertex3f(1.0, -1.0, -1.0); //BOTTOM-RIGHT-FAR
glColor3f(1.0, 1.0, 0.0); // Color Yellow - Back
glVertex3f(1.0, 1.0, -1.0); //TOP-RIGHT-FAR
glVertex3f(-1.0, 1.0, -1.0); //TOP-LEFT-FAR
glVertex3f(-1.0, -1.0, -1.0); //BOTTOM-LEFT-FAR
glVertex3f(1.0, -1.0, -1.0); //BOTTOM-RIGHT-FAR
glColor3f(0.0, 0.0, 1.0); //Color Blue - RIGHT
glVertex3f(1.0, 1.0, 1.0); //TOP-FRONT-NEAR
glVertex3f(1.0, 1.0, -1.0); //TOP-BACK-FAR
glVertex3f(1.0, -1.0, -1.0); //BOTTOM-BACK-FAR
glVertex3f(1.0, -1.0, 1.0); //BOTTOM-FRONT-NEAR
glColor3f(1.0, 0.5, 0.0); //Color Orange - Left
glVertex3f(-1.0, 1.0, 1.0); //TOP-FRONT-NEAR
glVertex3f(-1.0, 1.0, -1.0); //TOP-BACK-FAR
glVertex3f(-1.0, -1.0, -1.0);//BOTTOM-BACK-FAR
glVertex3f(-1.0, -1.0, 1.0); //BOTTOM-FRONT-NEAR
glEnd();
glPopMatrix();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(transZ*cos(rotateA),10,transZ*sin(rotateA), 0,10,0, 0,1,0);
cube(30,30,30);
glFlush();
glutSwapBuffers();
}
void init (void)
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1, 1000);
glEnable(GL_DEPTH_TEST);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
case 'S':
transZ+=1.0f;
glutPostRedisplay();
break;
case 'W':
transZ-=1.0f;
if (transZ<0) transZ=0;
glutPostRedisplay();
break;
case 's':
transZ+=0.5f;
glutPostRedisplay();
break;
case 'w':
transZ-=0.5f;
if (transZ<0) transZ=0;
glutPostRedisplay();
break;
case 'A':
rotateAspeed+=0.001f;
glutPostRedisplay();
break;
case 'a':
rotateAspeed+=0.001f;
glutPostRedisplay();
break;
case 'D':
rotateAspeed-=0.001f;
glutPostRedisplay();
break;
case 'd':
rotateAspeed-=0.001f;
glutPostRedisplay();
break;
}
}
void idle(void)
{
rotateA=rotateA + rotateAspeed;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow ("Cube");
init ();
glutDisplayFunc(display);
glutIdleFunc(idle);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
当我按A或D时,立方体水平旋转但我需要制作,当我按下时,例如J立方体开始垂直旋转。有关如何做到这一点的任何帮助吗?
答案 0 :(得分:1)
您需要查看glRotate
以及如何在openGL中完成转换。然后通过三个角度(称为Euler angles)或使用quaternions或其他合适的旋转表示来参数化旋转。从这里转换将正确旋转立方体,它可能如下所示:
glPushMatrix()
glRotatef(alpha, 1, 0, 0); //rotate alpha around the x axis
glRotatef(beta, 0, 1, 0); //rotate beta around the y axis
glRotatef(gamma, 0, 0, 1); //rotate gamma around the z axis
//dram my cube
glPopMatrix();