#include <math.h>
float angleX =0,angle2=0,angle3=0,angle4=0,angle5=0,angle6=0,angle7=0;
float eyeX=0.3,eyeY=0.2,eyeZ=0.4,objX=0,objY=0,objZ=0,upX=0,upY=1,upZ=0;
void timerRotateShow(int t);
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleX+=5;
if(key=='2') angleX-=5;
if(key=='3')
{
if(angle2<=100)angle2+=5;
}
if(key=='4')
{
if(angle2>=-110)angle2-=5;
}
if(key=='5')
{
if(angle3<=100)angle3+=5;
}
if(key=='6')
{
if(angle3>=-110)angle3-=5;
}
if(key=='7')
{
if(angle4<=90)angle4+=5;
}
if(key=='8')
{
if(angle4>=-50)angle4-=5;
}
if(key=='q')
{
if(angle5<=90)angle5+=5;
}
if(key=='w')
{
if(angle5>=-50)angle5-=5;
}
if(key=='e')
{
if(angle6<=0)angle6+=5;
}
if(key=='r')
{
if(angle6>=-50)angle6-=5;
}
if(key=='t')
{
if(angle7<=0)angle7+=5;
}
if(key=='y')
{
if(angle7>=-50)angle7-=5;
}
if(key==' ')
{
eyeX-=0.02;
eyeY-=0.02;
}
else if(key=='o')
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2, -2,2, -10,10);
glMatrixMode(GL_MODELVIEW);//垂直正交投影
}
else if(key=='k')
{
glutTimerFunc(0,timerRotateShow,0);
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
void timerRotateShow(int t)
{
glutTimerFunc(30,timerRotateShow,t+1);
eyeX=cos(t/100.0*3.1415);
eyeZ=sin(t/100.0*3.1415);
eyeY-=0.005;
glutPostRedisplay();
}
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();
gluLookAt( eyeX, eyeY, eyeZ, objX, objY, objZ, upX, upY, upZ);
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glPushMatrix();//右手臂
glTranslatef(0.5,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle2,0,0,1);
glTranslatef(0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//左手臂
glTranslatef(-0.5,0,0);
glutSolidSphere(0.2,30,30);
glPushMatrix();
glRotatef(angle3,0,0,1);
glTranslatef(-0.2,0,0);
glScalef(0.4,0.2,0.2);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//右肩
glTranslatef(0.5,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();//左肩
glTranslatef(-0.5,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();//左大腿
glRotatef(angle4, 1,0,0);
glTranslatef(0.15,-0.4,0);
glScalef(0.2,0.5,0.2);
glutSolidCube(1);
glPushMatrix();//左小腿
glTranslatef(0,-0.1,0);
glRotatef(angle6, 1,0,0);
glTranslatef(0,-0.8,0);
glScalef(0.6,1,0.5);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//右大腿
glRotatef(angle5, 1,0,0);
glTranslatef(-0.15,-0.4,0);
glScalef(0.2,0.5,0.2);
glutSolidCube(1);
glPushMatrix();//右小腿
glTranslatef(0,-0.1,0);
glRotatef(angle7, 1,0,0);
glTranslatef(0,-0.8,0);
glScalef(0.6,1,0.5);
glutSolidCube(1);
glPopMatrix();
glPopMatrix();
glPushMatrix();//頭
glTranslatef(0,0.5,0);
glutSolidSphere(0.3,30,30);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("01160315_robot");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}
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