我被要求做一个非常简单的Carousel。我做了一个中心杆,我有4个水平杆,波动(-45到+45度)。当所有4个水平杆同时以相同的角度波动时,一切都很好,但我想让那些水平杆在给定时间处于不同的角度,一切都表现得很奇怪,那些 水平棍棒上下跳跃而不是平稳的波动 。
我想知道解决这个问题的诀窍是什么?
这是我试图做的(在DrawHorizontalStick()
函数中),这是行不通的:
if (id % 4 == 0)
glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 *
sin(radian_angle_in_range), 0.0);
else if (id % 4 == 1)
glVertex3f(3.0 * cos(radian_angle_in_range + (PI / 12)), 7.0 + 3.0 *
sin(radian_angle_in_range + (PI / 12)), 0.0);
else if (id % 4 == 2)
glVertex3f(3.0 * cos(radian_angle_in_range + (2 * PI / 12)), 7.0 + 3.0 *
sin(radian_angle_in_range + (2 * PI / 12)), 0.0);
else if (id % 4 == 3)
glVertex3f(3.0 * cos(radian_angle_in_range + (3 * PI / 12)), 7.0 + 3.0 *
sin(radian_angle_in_range + (3 * PI / 12)), 0.0);
基本上添加了
完整的源代码:
#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 = 25.0;
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;
static double radian_angle = 0.0;
static int inRangeAngle = 0;
static double radian_angle_in_range = 0.0;
static int id = 0;
void writemessage()
{
}
void degreeToRadian(){
radian_angle = ((float)angle / 180) * PI;
}
void pre_cursor(){
if ((angle % 360 >= 0 && angle % 360 <= 45) || (angle % 360 >= 135 && angle % 360 <= 225) || (angle % 360 >= 315 && angle % 360 <= 360))
inRangeAngle = 1.0*angle;
}
void degreeToRadianInRange(){
radian_angle_in_range = ((float)inRangeAngle / 180) * PI;
}
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, 50.0);
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, 7, 10, 10);
glRotatef(90, 1, 0, 0);
releaseGlTranslatef();
}
void DrawHorizontalStick(){
glLineWidth(10);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(0.0, 7.0, 0.0);
glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range), 0.0);
//if (id % 4 == 0)
// glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range), 0.0);
//else if (id % 4 == 1)
// glVertex3f(3.0 * cos(radian_angle_in_range + (PI / 12)), 7.0 + 3.0 * sin(radian_angle_in_range + (PI / 12)), 0.0);
//else if (id % 4 == 2)
// glVertex3f(3.0 * cos(radian_angle_in_range + (2 * PI / 12)), 7.0 + 3.0 * sin(radian_angle_in_range + (2 * PI / 12)), 0.0);
//else if (id % 4 == 3)
// glVertex3f(3.0 * cos(radian_angle_in_range + (3 * PI / 12)), 7.0 + 3.0 * sin(radian_angle_in_range + (3 * PI / 12)), 0.0);
glEnd();
}
void DrawVerticalStick(){
glLineWidth(4);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range), 0.0);
glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range) - 0.5, 0.0);
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();
glRotatef(angle, 0, 1, 0);
for (int i = 0; i < 4; i++){
glPushMatrix();
glRotatef(i * 360 / 4, 0, 1, 0);
DrawHorizontalStick();
// DrawVerticalStick();
// DrawCabin();
glPopMatrix();
id++;
}
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 != 30)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++;
degreeToRadian();
pre_cursor();
degreeToRadianInRange();
glutPostRedisplay();
break;
case 'm':
angle--;
degreeToRadian();
pre_cursor();
degreeToRadianInRange();
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;
}
截图:
答案 0 :(得分:1)
定义一个定期调用的函数update
。
void update(int x)
{
radian_angle_in_range += 1.0; // change this angle according to your need
glutPostRedisplay();
// reregister the timer
glutTimerFunc(TIME_IN_MILLISECONDS, update, 1);
}
在main
注册第一个回调之前的glutMainLoop();
函数
glutTimerFunc(TIME_IN_MILLISECONDS, update, 1);
关于glutTimerFunc:
https://www.opengl.org/resources/libraries/glut/spec3/node64.html