[OpenGL]课后案例11:用虚拟跟踪球实现立方体旋转程序

//A.11  用虚拟跟踪球实现立方体旋转程序
/* Rotating cube demo with trackball */
#include <math.h>
#include <GL/glut.h>
#include<stdlib.h>
#define bool int
#define false 0
#define true 1
#define M_PI 3.14
int  winWidth, winHeight;
float  angle = 0.0, axis[3], trans[3];
bool  trackingMouse = false;
bool redrawContinue = false;
bool   trackballMove = false;
/* Draw the cube */
GLfloat vertices[][3] = {
    {-1.0,-1.0,-1.0}, {1.0,-1.0,-1.0}, {1.0,1.0,-1.0},
    {-1.0,1.0,-1.0},  
    {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}
};
GLfloat colors[][3] = {
    {0.0,0.0,0.0}, {1.0,0.0,0.0}, {1.0,1.0,0.0}, {0.0,1.0,0.0},
    {0.0,0.0,1.0}, {1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}
};
void polygon(int a, int b, int c , int d, int face)
{
    /* draw a polygon via list of vertices */
    glBegin(GL_POLYGON);
    glColor3fv(colors[a]);
    glVertex3fv(vertices[a]);
    glVertex3fv(vertices[b]);
    glVertex3fv(vertices[c]);
    glVertex3fv(vertices[d]);
    glEnd();
}
void colorcube(void)
{
    /* map vertices to faces */
    polygon(1,0,3,2,0);
    polygon(3,7,6,2,1);
    polygon(7,3,0,4,2);
    polygon(2,6,5,1,3);
    polygon(4,5,6,7,4);
    polygon(5,4,0,1,5);
}
/* These functions implement a simple trackball-like motion control */
float lastPos[3] = {0.0F, 0.0F, 0.0F};
int curx, cury;
int startX, startY;
void trackball_ptov(int x, int y, int width, int height, float v[3])
{
    float d, a;
    /* project x,y onto a hemisphere centered within width, height */
    v[0] = (2.0F*x - width) / width;
    v[1] = (height - 2.0F*y) / height;
    d = (float) sqrt(v[0]*v[0] + v[1]*v[1]);
    v[2] = (float) cos((M_PI/2.0F) * ((d < 1.0F) ? d : 1.0F));
    a = 1.0F / (float) sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
    v[0] *= a;
    v[1] *= a;
    v[2] *= a;
}
void mouseMotion(int x, int y)
{
    float curPos[3], dx, dy, dz;
    trackball_ptov(x, y, winWidth, winHeight, curPos);
    if(trackingMouse)
    {
        dx = curPos[0] - lastPos[0];
        dy = curPos[1] - lastPos[1];
        dz = curPos[2] - lastPos[2];
        if (dx || dy || dz) {
            angle = 90.0F * sqrt(dx*dx + dy*dy + dz*dz);
            axis[0] = lastPos[1]*curPos[2] - lastPos[2]*curPos[1];
            axis[1] = lastPos[2]*curPos[0] - lastPos[0]*curPos[2];
            axis[2] = lastPos[0]*curPos[1] - lastPos[1]*curPos[0];
            lastPos[0] = curPos[0];
            lastPos[1] = curPos[1];
            lastPos[2] = curPos[2];
        }
    }
    glutPostRedisplay();
}
void startMotion(int x, int y)
{
    trackingMouse = true;
    redrawContinue = false;
    startX = x; startY = y;
    curx = x; cury = y;
    trackball_ptov(x, y, winWidth, winHeight, lastPos);
    trackballMove=true;
}
void stopMotion(int x, int y)
{
    trackingMouse = false;
    if (startX != x || startY != y) {
        redrawContinue = true;
    } else {
        angle = 0.0F;
        redrawContinue = false;
        trackballMove = false;
    }
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    /* view transform */
    if (trackballMove)
    {
        glRotatef(angle, axis[0], axis[1], axis[2]);
    }
    colorcube();
    glutSwapBuffers();
}
void mouseButton(int button, int state, int x, int y)
{
    if(button==GLUT_RIGHT_BUTTON) exit(0);
    if(button==GLUT_LEFT_BUTTON) switch(state)
    {
    case GLUT_DOWN:
        y=winHeight-y;
        startMotion(x,y);
        break;
    case GLUT_UP:
        stopMotion(x,y);
        break;
    }
}
void myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    winWidth = w;
    winHeight = h;
}

void spinCube()
{
    if (redrawContinue) glutPostRedisplay();
}
int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(500, 500);

    glutCreateWindow("colorcube");
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutIdleFunc(spinCube);
    glutMouseFunc(mouseButton);
    glutMotionFunc(mouseMotion);
    glEnable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 2.0);
    glMatrixMode(GL_MODELVIEW);
    glutMainLoop();
}


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