如何在pygame和pyopengl中独立旋转2个对象

时间:2018-11-05 15:18:07

标签: python opengl pygame coordinate-transformation pyopengl

我尝试独立旋转2个对象,但是当我运行代码时,两个对象都沿相同方向旋转,请在此处输入代码

  

在这里我保存矩阵并在立方体下旋转一个正方形

def rotate_square():
    glColor3f(1,1,1)
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()
    glRotatef(45,0,1,0)
    glBegin(GL_LINES)
    glVertex3fv(v1);
    glVertex3fv(v2);
    glVertex3fv(v1);
    glVertex3fv(v3);
    glVertex3fv(v3);
    glVertex3fv(v4);
    glVertex3fv(v2);
    glVertex3fv(v4);
    glEnd()
    glPopMatrix()
  

主要功能

def main():
    pygame.init()
    screen = pygame.display.set_mode(SCREEN_SIZE, DOUBLEBUF|OPENGL)
    resize(*SCREEN_SIZE)
    print(glGetString(GL_VERSION))
    gluLookAt(0, 0, -6, 0, 0, 0, 0, 1, 0)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
  

旋转立方体

        glRotatef(1,0,1,0)
        glutWireCube(2)
        rotate_square()
        pygame.display.flip()
        pygame.time.wait(10)

1 个答案:

答案 0 :(得分:2)

请注意,自几十年来,不赞成使用glBegin / glEnd序列绘制每个顶点光模型的固定功能管线矩阵堆栈和固定功能管线。 阅读有关Fixed Function Pipeline的信息,并参阅Vertex SpecificationShader了解最新的渲染方式。

无论如何,通常通过模型矩阵来变换对象,然后通过视图矩阵和投影矩阵来变换场景。
可悲的是,在已弃用的OpenGL固定功能流水线中,模型矩阵和视图矩阵是连接在一起的,因此无法轻易地分别处理。

您必须通过每个对象自己的模型矩阵对其进行变换,以使其独立旋转。创建4 * 4矩阵并通过单位矩阵对其进行初始化:

model1 = [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]]
model2 = [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]]

要处理模型矩阵,请通过glLoadMatrix将它们放到矩阵堆栈中。然后对其进行操作,最后通过glGetFloatv(GL_MODELVIEW_MATRIX)将结果变红:

glPushMatrix()
glLoadMatrixf(model1)
glRotatef(1,0,1,0)
model1 = glGetFloatv(GL_MODELVIEW_MATRIX)
glPopMatrix()

如果必须应用模型矩阵,可以将其乘以glMultMatrix

glPushMatrix()
glMultMatrixf(model1)
glutWireCube(2)
glPopMatrix()

最终的cde可能如下所示:

model1 = [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]]
model2 = [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]]

def rotate_square():
    global model2

    glPushMatrix()
    glLoadMatrixf(model2)
    glRotatef(5,0,1,0)
    model2 = glGetFloatv(GL_MODELVIEW_MATRIX)
    glPopMatrix()

    glColor3f(1,1,1)

    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()
    glMultMatrixf(model2)
    glBegin(GL_LINES)
    glVertex3fv(v1);
    glVertex3fv(v2);
    glVertex3fv(v1);
    glVertex3fv(v3);
    glVertex3fv(v3);
    glVertex3fv(v4);
    glVertex3fv(v2);
    glVertex3fv(v4);
    glEnd()
    glPopMatrix()

def main():
    global model1

    .....

    while True:

        .....

        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadMatrixf(model1)
        glRotatef(1,0,1,0)
        model1 = glGetFloatv(GL_MODELVIEW_MATRIX)
        glPopMatrix()

        glPushMatrix()
        glMultMatrixf(model1)
        glutWireCube(2)
        glPopMatrix()

        rotate_square()

        pygame.display.flip()
        pygame.time.wait(10)