3.將freeglut.dll放入資料夾
4.成功執行
作業二:
1.移動茶壺
程式碼:
#include <GL/glut.h>
float rotl=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(rotl,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
rotl=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
功轉與自轉
程式碼:
#include <GL/glut.h>
float rotl=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.2);
glRotatef(rotl,0,0,1);///公轉
glTranslatef(0.6,0,0);
glRotatef(rotl*4,0,0,1);///自轉
glutSolidTeapot(0.2);
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
rotl=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
作業三:作機器人
1.先做出機器人模型
程式碼:
#include <GL/glut.h>
float rotl=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutWireCube(0.2);///body
glPushMatrix();
glTranslatef(0,0.15,0);
glutWireCube(0.1);///head
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,0,0);
glutWireCube(0.1);///right upper arm
glTranslatef(0.1,0,0);
glutWireCube(0.1);///right lower arm
glTranslatef(0.1,0,0);
glutWireCube(0.1);///hand
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15,0,0);
glutWireCube(-0.1);///left upper arm
glTranslatef(-0.1,0,0);
glutWireCube(-0.1);///left lower arm
glTranslatef(-0.1,0,0);
glutWireCube(-0.1);///hand
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
rotl=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
2.加入關節,讓手臂移動(T-R-T)
程式碼:
#include <GL/glut.h>
float rotl=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutWireCube(0.2);///body
glPushMatrix();
glTranslatef(0,0.15,0);
glutWireCube(0.1);///head
glPopMatrix();
glPushMatrix();
///glTranslatef(0.15,0,0);
glTranslatef(0.10,0.05,0);
glRotatef(rotl,0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);///right upper arm
glTranslatef(0.05,0,0);
glRotatef(rotl,0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);///right lower arm
glTranslatef(0.05,0,0);
glRotatef(rotl,0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);///hand
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15,0.05,0);
glutWireCube(-0.1);///left upper arm
glTranslatef(-0.1,0,0);
glutWireCube(-0.1);///left lower arm
glTranslatef(-0.1,0,0);
glutWireCube(-0.1);///hand
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
rotl=x;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}













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