加入一顆球
發現要加上面的球,已經不是以(0,0)來做,而是右邊那顆球的座標
再加上下左右,程式會很沒有條理
上下加入後,就整齊多了
右邊有錯的程式碼,錯在會繞著座標(0,0)旋轉
小腿機器人
#include <GL/glut.h>
float angleX =0,angle2 =0;
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleX+=5;
if(key=='2') angleX-=5;
if(key=='3') angle2+=5;
if(key=='4') angle2-=5;
glutPostRedisplay();//請電腦重新畫一次畫面
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPushMatrix(); //頭
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPushMatrix(); //右邊肩膀
glTranslatef(0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix(); //右邊手臂
glRotatef(angle2,0,0,1);
glTranslatef(0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix(); // 左邊肩膀
glTranslatef(-0.4,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix(); //左邊手臂
glRotatef(-angle2,0,0,1);
glTranslatef(-0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix(); // 腰
glTranslatef(0,-0.3,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix(); // 右腳
glTranslatef(0.2,-0.4,0);
glutSolidSphere(0.15,30,30);
glPushMatrix(); //右邊小腿
glRotatef(angle2,1,0,0);
glTranslatef(0,-0.2,0);
glScalef(0.15,0.6,0.15);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix(); // 左腳
glTranslatef(-0.2,-0.4,0);
glutSolidSphere(0.15,30,30);
glPushMatrix(); //左邊小腿
glRotatef(-angle2,1,0,0);
glTranslatef(0,-0.2,0);
glScalef(0.15,0.6,0.15);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
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