【读书笔记】translate和rotate

开启深度测试

void RenderScene()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(0, 300, 0, 0, 1, 0, 0, 0, -1);

	glTranslatef(100, 0, 0.0);
	glRotated(Rot, 0, 1.0, 0);
	glBegin(GL_QUADS);  //以下面都是参考世界坐标
	glColor3f(0.0f,1.0f,0.0f);			// 顶:绿色
	glVertex3f( 40.0f, 40.0f,-40.0f);glVertex3f(-40.0f, 40.0f,-40.0f);glVertex3f(-40.0f, 40.0f, 40.0f);glVertex3f( 40.0f, 40.0f, 40.0f);	
	glColor3f(1.0f,0.0f,0.0f);			//底:红
	glVertex3f( 40.0f,-40.0f, 40.0f);glVertex3f(-40.0f,-40.0f, 40.0f);glVertex3f(-40.0f,-40.0f,-40.0f);glVertex3f( 40.0f,-40.0f,-40.0f);
	glColor3f(0.0f,0.0f,1.0f);			//前:蓝
	glVertex3f( 40.0f, 40.0f, 40.0f);glVertex3f(-40.0f, 40.0f, 40.0f);glVertex3f(-40.0f,-40.0f, 40.0f);glVertex3f( 40.0f,-40.0f, 40.0f);			
	glColor3f(1.0f,1.0f,1.0f);			//后:白
	glVertex3f( 40.0f,-40.0f,-40.0f);glVertex3f(-40.0f,-40.0f,-40.0f);glVertex3f(-40.0f, 40.0f,-40.0f);glVertex3f( 40.0f, 40.0f,-40.0f);		
	glColor3f(1.0f,1.0f,0.0f);			//左:黄
	glVertex3f(-40.0f, 40.0f, 40.0f);glVertex3f(-40.0f, 40.0f,-40.0f);glVertex3f(-40.0f,-40.0f,-40.0f);glVertex3f(-40.0f,-40.0f, 40.0f);			
	glColor3f(1.0f,0.0f,1.0f);			//右:罗兰
	glVertex3f( 40.0f, 40.0f,-40.0f);glVertex3f( 40.0f, 40.0f, 40.0f);glVertex3f( 40.0f,-40.0f, 40.0f);glVertex3f( 40.0f,-40.0f,-40.0f);
	glEnd();

	Rot += 10.0f;
	if (Rot >360.0f)
		Rot = 0.0f;

	glutSwapBuffers();
}


LoadIdentity后,世界与局部坐标系重合。glTranslate先将物体的局部坐标系原点移至局部坐标系的(100,0,0 )处(该处也是世界坐标系的(100,0,0)处),然后局部坐标系 绕 局部坐标系的y轴旋转Rot度数。(这里物体和局部坐标系的关系始终都是)最后得到的结果应该是:

具体步骤如下:

 

 

将代码中Trans和Rotate换个位置(即先Rot,再Trans)。之后得到的结果是:物体的局部坐标系 先绕 局部坐标系的y轴转,然后局部系原点移至局部系(100,0,0)处。最后的结果:

具体步骤如下:

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