#include <GL/glut.h>
float angle=45 , oldx=0;
void mouse(int button , int state , int x ,int y)
{
oldx=x;
}
void motion (int x, int y)
{
angle+=(x-oldx); ///每次轉換要減去原本角度
oldx=x;///舊的變新的
glutPostRedisplay();///請glut重新re display
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);
glRectf( 0.3,0.5, -0.3,-0.5);
glPushMatrix();
glTranslatef(0.3,0.4,0);///
glRotatef(angle,0,0,1);///旋轉 對Z軸轉
glTranslatef(-0.3,-0.4,0);///把手臂選轉中心放世界中心
glColor3f(1,0,0);
glRectf(0.3,0.5,0.7,0.3);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("week13_rect_TRT");
glutMouseFunc(mouse);
glutMotionFunc(motion);///motion用
glutDisplayFunc(display);
glutMainLoop();
新增一個左手
#include <GL/glut.h>
float angle=0,oldX=0;
void mouse(int Button, int state, int x, int y){
oldX= x;
}
void motion(int x,int y){
angle += (x-oldX);
oldX = x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///白色
glRectf(0.3,0.5,-0.3,-0.5); ///身體
glPushMatrix();
glTranslatef(0.3,0.4,0); ///把手臂放回身體
glRotatef(angle,0,0,1); ///旋轉
glTranslatef(-0.3,-0.4,0); ///手臂的旋轉中心
glColor3f(1,0,0);
glRectf(0.3,0.5,0.7,0.3);
glPushMatrix();
glTranslatef(0.7,0.4,0); ///把手臂放回身體
glRotatef(angle,0,0,1); ///旋轉
glTranslatef(-0.7,-0.4,0); ///手臂的旋轉中心
glColor3f(0,1,0);
glRectf(0.7,0.5,1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,0.4,0); ///把手臂放回身體
glRotatef(angle,0,0,1); ///旋轉
glTranslatef(0.3,-0.4,0); ///手臂的旋轉中心
glColor3f(1,0,0);
glRectf(-0.3,0.5,-0.7,0.3);
glPushMatrix();
glTranslatef(-0.7,0.4,0); ///把手臂放回身體
glRotatef(angle,0,0,1); ///旋轉
glTranslatef(0.7,-0.4,0); ///手臂的旋轉中心
glColor3f(0,1,0);
glRectf(-0.7,0.5,-1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600,600);
glutCreateWindow("week13 rect TRT");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
更改角度
#include <GL/glut.h>
float angle[20],oldX=0;
int angleID=0;
void mouse(int Button, int state, int x, int y){
oldX= x;
}
void keyboard (unsigned char key,int x,int y){
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
}
void motion(int x,int y){
angle[angleID] += (x-oldX);
oldX = x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///白色
glRectf(0.3,0.5,-0.3,-0.5); ///身體
glPushMatrix();
glTranslatef(0.3,0.4,0); ///把手臂放回身體
glRotatef(angle[0],0,0,1); ///旋轉
glTranslatef(-0.3,-0.4,0); ///手臂的旋轉中心
glColor3f(1,0,0);
glRectf(0.3,0.5,0.7,0.3);
glPushMatrix();
glTranslatef(0.7,0.4,0); ///把手臂放回身體
glRotatef(angle[1],0,0,1); ///旋轉
glTranslatef(-0.7,-0.4,0); ///手臂的旋轉中心
glColor3f(0,1,0);
glRectf(0.7,0.5,1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3,0.4,0); ///把手臂放回身體
glRotatef(angle[2],0,0,1); ///旋轉
glTranslatef(0.3,-0.4,0); ///手臂的旋轉中心
glColor3f(1,0,0);
glRectf(-0.3,0.5,-0.7,0.3);
glPushMatrix();
glTranslatef(-0.7,0.4,0); ///把手臂放回身體
glRotatef(angle[3],0,0,1); ///旋轉
glTranslatef(0.7,-0.4,0); ///手臂的旋轉中心
glColor3f(0,1,0);
glRectf(-0.7,0.5,-1,0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600,600);
glutCreateWindow("week13 rect TRT");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
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