2014年5月1日 星期四

11


#include <GL/glut.h>
float angleX=0;
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angleX, 0,1,0);
glutSolidTeapot(0.3);
glTranslatef(0.6,0,0);
glutSolidSphere(0.2,30,30);
glTranslatef(-1.2,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
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); 
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glutMainLoop();
}

glPushMatrix();
glRotatef(angleX, 0,1,0);
glutWireTeapot(0.3);
glPushMatrix();
glTranslatef(0.6,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.6,0,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.4,0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glPopMatrix();




#include <GL/glut.h>
float angleX=0;
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();
   glTranslatef(0.5,0,0);
   glutSolidSphere(0.2,30,30);
   glTranslatef(0.3,0,0);
   glScalef(1.2,0.8,1);
   glutSolidCube(0.3);
  glPopMatrix();
  
  glPushMatrix();
   glTranslatef(-0.5,0,0);
   glutSolidSphere(0.2,30,30);
   glTranslatef(-0.3,0,0);
   glScalef(1.2,0.8,1);
   glutSolidCube(0.3);
  glPopMatrix();
  
  glPushMatrix();
   glTranslatef(0,0.4,0);
   glutSolidSphere(0.2,30,30);
   glTranslatef(0,0.3,0);
   glScalef(0.8,1.2,1);
   glutSolidCube(0.3);
  glPopMatrix();
glPopMatrix();

 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
 if(key=='a') angleX+=3;
 if(key=='b') angleX-=3;
 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); 
}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week11");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myLight();
 glutMainLoop();
}

**

機器人手臂轉動
#include <GL/glut.h>
float angleX=0,anglel=0;
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glutWireTeapot(0.3); //茶壺

  glPushMatrix();
   glTranslatef(0.5,0,0);
   glutSolidSphere(0.2,30,30);//左邊球
    glPushMatrix();
    glRotatef(anglel,0,0,1);
   glTranslatef(0.3,0,0);
   glScalef(1.2,0.8,1);
   glutSolidCube(0.3);
  glPopMatrix();
  glPopMatrix();//裡面的移動 不影響外面

  glPushMatrix();
   glTranslatef(-0.5,0,0);
   glutSolidSphere(0.2,30,30);//左邊球
   glPushMatrix();
       glRotatef(anglel,0,0,1);
   glTranslatef(-0.3,0,0);
   glScalef(1.2,0.8,1);
   glutSolidCube(0.3);
  glPopMatrix();
  glPopMatrix();

  glPushMatrix();
   glTranslatef(0,0.4,0);
   glutSolidSphere(0.2,30,30);//上面球

  glPopMatrix();
glPopMatrix();

 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
 if(key=='a') angleX+=3;
 if(key=='b') angleX-=3;
 if(key=='1')anglel+=3;
 if(key=='2')anglel-=3;
 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);
}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week11");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myLight();
 glutMainLoop();
}

讓四肢都可以轉動

#include <GL/glut.h>
float angleX=0,anglel=0;
void display()
{
 glEnable(GL_DEPTH_TEST);
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
  glRotatef(angleX, 0,1,0);
  glutWireTeapot(0.3); //茶壺
  
  glPushMatrix();
   glTranslatef(0.5,0,0);
   glutSolidSphere(0.2,30,30);//左邊球
    glPushMatrix();
    glRotatef(anglel,0,0,1);
   glTranslatef(0.3,0,0);
   glScalef(1.2,0.8,1);
   glutSolidCube(0.3);
  glPopMatrix();
  glPopMatrix();//裡面的移動 不影響外面
  
  glPushMatrix();
   glTranslatef(-0.5,0,0);
   glutSolidSphere(0.2,30,30);//左邊球
   glPushMatrix();
       glRotatef(anglel,0,0,1);
   glTranslatef(-0.3,0,0);
   glScalef(1.2,0.8,1);
   glutSolidCube(0.3);
  glPopMatrix();
  glPopMatrix();
  
  glPushMatrix();
   glTranslatef(0,0.4,0);
   glutSolidSphere(0.2,30,30);//上面球

  glPopMatrix();
glPopMatrix();



 glPushMatrix();//left foot
   glTranslatef(-0.2,-0.4,0);
   glRotatef(anglel, 0,-1,0);
   glutSolidSphere(0.2,30,30);
   glPushMatrix();
    glRotatef(anglel, 0,0,-1);
    glTranslatef(0,-0.3,0);
    glScalef(0.8,1.2,1);
    glutSolidCube(0.3);
   glPopMatrix();
  glPopMatrix();
  
  glPushMatrix();//right foot
   glTranslatef(0.2,-0.4,0);
   glRotatef(anglel, 0,1,0);
   glutSolidSphere(0.2,30,30);
   glPushMatrix();
    glRotatef(anglel, 0,0,1);
    glTranslatef(0,-0.3,0);
    glScalef(0.8,1.2,1);
    glutSolidCube(0.3);
   glPopMatrix();
  glPopMatrix();


 glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
 if(key=='a') angleX+=3;
 if(key=='b') angleX-=3;
 if(key=='1')anglel+=3;
 if(key=='2')anglel-=3;
 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); 
}
int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week11");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 myLight();
 glutMainLoop();
}


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