Opengl / Glut - 使倾斜变得平滑

时间:2014-10-29 06:47:54

标签: c++ opengl glut

简而言之,我被要求在OpenGL中制作这个草图。我附上了截至目前为止所做的截图。

我的问题是 ,如何将这4个水平支架设为 倾斜 。我编写了代码,使那些4个horizental行 旋转 (使用nm键旋转中心周围的四根棍子但是我我被要求同时 倾斜 旋转 。< / p>

我认为我需要使用模数运算符,但是当角度通过某个点(如10(例如角度%10))时,它会跳回到0会导致棒突然移动。另外,如何使杆的底座保持在一个位置并使杆的末端倾斜(我的意思是上下移动),因此倾斜是自然的而不是像旋转一样。

任何提示倾斜光滑的提示?我在正确的轨道上吗?

sketch screen-shot

#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>

#define PI 3.14159265

static GLfloat lpos[] = { 0.0, 5.0, 4.0, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat gray[] = { 0.5, 0.5, 0.5, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat green[] = { 0.0, 1.0, 0.0, 1.0 };
static GLfloat blue[] = { 0.0, 0.0, 1.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static GLfloat magenta[] = { 1.0, 0.0, 1.0, 1.0 };
static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
static GLfloat darkcyan[] = { 0.0, 0.4, 0.4, 1.0 };
static GLfloat lightgreen[] = { 0.5,1.0,0.5,1.0 };
static float alpha = 0.0;
static float beta = PI / 6.0;
static float zoom = 15.0;
static bool lightSource = true;

float numberOfTriangles = 1;
static GLdouble cpos[3];
bool showNormalVectors = false;


static double xPointer, yPointer, zPointer;
static double fenceHeight = -0.5;
static int angle = 0;


void writemessage()
{
    printf("HW-3 - Computer Graphics - Professor Suzuki\n");
    printf("Seyedamirhossein Hesamian\n\n");

    printf(" X => x++ <= Move light source in direction of +X\n");
    printf(" Y => y++ <= Move light source in direction of +Y\n");
    printf(" Z => z++ <= Move light source in direction of +Z\n");
    printf("\n");
    printf("^X => x-- <= Move light source in direction of -X\n");
    printf("^Y => y-- <= Move light source in direction of -Y\n");
    printf("^Z => z-- <= Move light source in direction of -Z\n");
    printf("\n");
    printf(" ^ => Move camera up\n");
    printf(" > => Move camera right\n");
    printf(" < => Move camera left\n");
    printf(" down arrow => Move camera down\n");
    printf("\n");
    printf(" t => More Twist\n");
    printf(" f => Less Twist\n");
    printf("\n");
    printf(" q => More Propeller\n");
    printf(" f => Less Propeller\n");
    printf("\n");
    printf(" e => More Triangles\n");
    printf(" d => Less Triangles\n");
    printf("\n");
    printf(" 0 => Toggling light source\n");
    printf("\n");
    printf(" r => Rotates Propeller\n");
    printf("\n");
    printf(" n => Toggle to show Normal Vectors\n");
    printf("\n");
    printf(" s => Toggle to show Inside Triangles\n");
    printf("\n");
    printf(" w => Toggle to show wire frame mode\n");
    printf("\n");
    printf(" You can not move the light source when the light source is off !!!");
}

void doGlTranslatef(){
    glTranslatef(xPointer, yPointer, zPointer);
}
void releaseGlTranslatef(){
    glTranslatef(-xPointer, -yPointer, -zPointer);
}

void reshape(int w, int h)
{
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0, (GLfloat)w / (GLfloat)h, 0.01, 20.0);
    glMatrixMode(GL_MODELVIEW);
}

void DrawSticksArroundYard(){
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, black);

    GLUquadricObj *quadObj;

    // Right-Line
    xPointer = 4.8;
    yPointer = 1.0 + fenceHeight;
    zPointer = -5.0;
    doGlTranslatef();
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
    releaseGlTranslatef();

    // Left-Line
    xPointer = -4.8;
    yPointer = 1.0 + fenceHeight;
    zPointer = -5.0;
    doGlTranslatef();
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
    releaseGlTranslatef();

    // Back-Line
    xPointer = -4.8;
    yPointer = 1.0 + fenceHeight;
    zPointer = -5.0;
    doGlTranslatef();
    glRotatef(90, 0, 1, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
    glRotatef(-90, 0, 1, 0);
    releaseGlTranslatef();

    // Front-Line
    xPointer = 4.8;
    yPointer = 1.0 + fenceHeight;
    zPointer = 5.0;
    doGlTranslatef();
    glRotatef(-90, 0, 1, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
    glRotatef(90, 0, 1, 0);
    releaseGlTranslatef();


    // Pin-Front-Right
    xPointer = 4.8;
    yPointer = 0.0;
    zPointer = 5.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();


    // Pin-Front-Left
    xPointer = -4.8;
    yPointer = 0.0;
    zPointer = 5.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();


    // Pin-Back-Left
    xPointer = -4.8;
    yPointer = 0.0;
    zPointer = -5.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();


    // Pin-Back-Right
    xPointer = 4.8;
    yPointer = 0.0;
    zPointer = -5.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();


    // Pin-Back-Center
    xPointer = 0.0;
    yPointer = 0.0;
    zPointer = -5.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();


    // Pin-Front-Center
    xPointer = 0.0;
    yPointer = 0.0;
    zPointer = 5.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();


    // Pin-Right-Center
    xPointer = 4.8;
    yPointer = 0.0;
    zPointer = 0.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();


    // Pin-Left-Center
    xPointer = -4.8;
    yPointer = 0.0;
    zPointer = 0.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();
}

void DrawYardFloor(){
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, lightgreen);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, lightgreen);
    glBegin(GL_POLYGON);
    glNormal3f(0, 1, 0);
    glVertex3f(-5.3, -0.005, -5.3);
    glVertex3f(-5.3, -0.005, 5.3);
    glVertex3f(5.3, -0.005, 5.3);
    glVertex3f(5.3, -0.005, -5.3);
    glEnd();
}

void DrawCenterPin(){
    xPointer = 0.0;
    yPointer = 0.0;
    zPointer = 0.0;
    doGlTranslatef();
    glRotatef(-90, 1, 0, 0);
    GLUquadricObj *quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.2, 0.2, 3, 10, 10);
    glRotatef(90, 1, 0, 0);
    releaseGlTranslatef();
}


void DrawHorizontalStickNum(){
    xPointer = 0.0;
    yPointer = 2.9;
    zPointer = -3.0;
    doGlTranslatef();
    GLUquadricObj *quadObj = gluNewQuadric();
    gluCylinder(quadObj, 0.1, 0.1, 3, 10, 10);
    releaseGlTranslatef();
    glEnd();
}



void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
    cpos[0] = zoom * cos(beta) * sin(alpha);
    cpos[1] = zoom * sin(beta);
    cpos[2] = zoom * cos(beta) * cos(alpha);
    gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    if (lightSource == true){
        glLightfv(GL_LIGHT0, GL_POSITION, lpos);
        glMaterialfv(GL_FRONT, GL_EMISSION, white);
        glPushMatrix();
        glTranslatef(lpos[0], lpos[1], lpos[2]);
        glutSolidSphere(0.1, 10, 8);
        glPopMatrix();
        glMaterialfv(GL_FRONT, GL_EMISSION, black);
    }

    DrawYardFloor();
    DrawSticksArroundYard();
    DrawCenterPin();

    //  We can use N and M to rotate the sticks arround the center pin
    glRotatef(angle, 0, 1, 0);
    for (int i = 0; i < 4; i++){
        glPushMatrix();
        glRotatef(i * 360 / 4, 0, 1, 0);

        // For tilting the sticks
        //glRotatef(angle % 10, 1, 1, 0);

        DrawHorizontalStickNum();

        //glRotatef(angle % 10, 1, 1, 0);

        glPopMatrix();
    }
    glRotatef(angle, 0, 1, 0);

    glutSwapBuffers();
    glFlush();
}


void keyboard(unsigned char key, int x, int y)
{
    static int polygonmode[2];

    switch (key) {
    case 27:
        exit(0);
        break;
    case 'x':
        if (lightSource == true)
            lpos[0] = lpos[0] + 0.2;
        glutPostRedisplay();
        break;
    case 'X':
        if (lightSource == true)
            lpos[0] = lpos[0] - 0.2;
        glutPostRedisplay();
        break;
    case 'y':
        if (lightSource == true)
            lpos[1] = lpos[1] + 0.2;
        glutPostRedisplay();
        break;
    case 'Y':
        if (lightSource == true)
            lpos[1] = lpos[1] - 0.2;
        glutPostRedisplay();
        break;
    case 'z':
        if (lightSource == true)
            lpos[2] = lpos[2] + 0.2;
        glutPostRedisplay();
        break;
    case 'Z':
        if (lightSource == true)
            lpos[2] = lpos[2] - 0.2;
        glutPostRedisplay();
        break;

    case '+':
        if (zoom != 1.5)zoom = zoom - 0.5;
        glutPostRedisplay();
        break;
    case '-':
        if (zoom != 17)zoom = zoom + 0.5;
        glutPostRedisplay();
        break;
    case '0':
        if (lightSource == true){
            glDisable(GL_LIGHT0);
            lightSource = false;
        }
        else{
            glEnable(GL_LIGHT0);
            lightSource = true;
        }
        glutPostRedisplay();
        break;

    case 'e':
        if(fenceHeight<2)
            fenceHeight += 0.5;
        glutPostRedisplay();
        break;
    case 'd':
        if (fenceHeight > -0.5)
        fenceHeight -= 0.5;
        glutPostRedisplay();
        break;

    case 'w':
        glGetIntegerv(GL_POLYGON_MODE, polygonmode);
        if (polygonmode[0] == GL_FILL)
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        glutPostRedisplay();
        break;
    case 'n':
        angle++;
        glutPostRedisplay();
        break;
    case 'm':
        angle--;
        glutPostRedisplay();
        break;
    default:
        break;
    }
}


void specialkey(GLint key, int x, int y)
{
    switch (key) {
    case GLUT_KEY_RIGHT:
        alpha = alpha + PI / 180;
        if (alpha > 2 * PI) alpha = alpha - 2 * PI;
        glutPostRedisplay();
        break;
    case GLUT_KEY_LEFT:
        alpha = alpha - PI / 180;
        if (alpha < 0) alpha = alpha + 2 * PI;
        glutPostRedisplay();
        break;
    case GLUT_KEY_UP:
        if (beta < 0.45*PI) beta = beta + PI / 180;
        glutPostRedisplay();
        break;
    case GLUT_KEY_DOWN:
        if (beta > -0.05*PI) beta = beta - PI / 180;
        glutPostRedisplay();
        break;
    default:
        break;
    }
}


int main(int argc, char** argv)
{
    writemessage();
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(1200, 800);
    glutInitWindowPosition(0, 0);
    glutCreateWindow(argv[0]);

    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);

    /* initially GL_FILL mode (default), later GL_LINE to show wireframe */
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

    glEnable(GL_LIGHTING);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
    glEnable(GL_LIGHT0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0.0, 5.0, 10.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);

    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutSpecialFunc(specialkey);

    glutMainLoop();
    return 0;
}

1 个答案:

答案 0 :(得分:1)

最后,这是很多连接矩阵,以实现不同的效果。使用模数运算符是完全没必要的,并且棒的来源不断地跳回到开始。当您想要生成重复模式时使用模数运算符...例如旋转10度并重新开始0度,这就是它在那里做的。

关键是使用右矢量旋转。围绕向量&lt; 0,1,0&gt;旋转。围绕Y轴旋转,这是直线上下,这将导致圆柱体看起来像是在旋转到位。旋转&lt; 1,0,0&gt;将围绕X轴旋转,这是平坦的。这样做会导致气缸向前或向后旋转或倾斜。根据您应用矩阵变换的顺序,您可以围绕X轴旋转以向前或向后倾斜圆柱体,然后绕Y轴旋转另一个旋转圆柱体。