?? trackball.c
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/* trackball.c */
/* E. Angel, Interactive Computer Graphics */
/* A Top-Down Approach with OpenGL, Third Edition */
/* Addison-Wesley Longman, 2003 */
/* Rotating cube demo with trackball*/#include <math.h>#include <GL/glut.h>#define bool int#define false 0#define true 1
#define M_PI 3.14159int 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]); glColor3fv(colors[b]); glVertex3fv(vertices[b]); glColor3fv(colors[c]); glVertex3fv(vertices[c]); glColor3fv(colors[d]); 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;voidtrackball_ptov(int x, int y, int width, int height, float v[3]){ float d, a; /* project x,y onto a hemi-sphere 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;}voidmouseMotion(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();}voidstartMotion(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;}voidstopMotion(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();}voidmain(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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