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car_testcamera_v3.cpp
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174 lines (142 loc) · 4.15 KB
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#include <stdlib.h>
#include <GL/glut.h>
GLfloat CarBodySize = 10.0;
GLfloat CarWheelSize = 3.5;
GLfloat CarWheelAngle = 0.0;
GLfloat CarBodyAngle = 0.0;
bool MotionPlay = false;
void DrawAxis(void){ // a little tool for drawing local axis
glBegin(GL_LINES);
glColor3ub(255,0,0); //X-Axis
glVertex3f(0,0,0); glVertex3f(30,0,0);
glColor3ub(0,255,0); //Y-Axis
glVertex3f(0,0,0); glVertex3f(0,30,0);
glColor3ub(0,0,255); //Z-Axis
glVertex3f(0,0,0); glVertex3f(0,0,30);
glEnd();
}
void DrawCar(void)
{
//車身
//glRotatef(CarBodyAngle, 0.0, 1.0, 0.0);
//glTranslatef(20.0, 0.0, 0.0);
glColor3ub(150,0,0);
glPushMatrix();
glScalef(1.0, 0.5, 1.0);
glutSolidCube(CarBodySize);
glPopMatrix();
glPushMatrix(); //記錄世界座標系
//4個車輪之一
//---------------------------------
glPushMatrix(); //記錄車身的座標系
glColor3ub(150,100,0);
glTranslatef(CarBodySize*0.5+CarWheelSize*0.5, 0.0, CarBodySize*0.5-CarWheelSize*0.25);
glPushMatrix();
glRotatef(CarBodyAngle,1.0,0.0,0.0);
glPushMatrix();
glScalef(0.5, 1.0, 1.0);
glutSolidSphere(CarWheelSize, 15.0, 15.0);
glPopMatrix();
glTranslatef(0,CarWheelSize,0);
glColor3ub(0,100,0);
glutSolidSphere(CarWheelSize*0.1, 5.0, 5.0);
glPopMatrix();
glPopMatrix(); //跳回車身的座標系
glPushMatrix(); //記錄車身的座標系
glColor3ub(150,100,0);
glTranslatef(CarBodySize*0.5+CarWheelSize*0.5, 0.0, -CarBodySize*0.5+CarWheelSize*0.25);
glPushMatrix();
glPushMatrix();
glScalef(0.5, 1.0, 1.0);
glRotatef(CarBodyAngle,1.0,0.0,0.0);
glutSolidSphere(CarWheelSize, 15.0, 15.0);
glPopMatrix();
glTranslatef(0,CarWheelSize,0);
glColor3ub(0,100,0);
glutSolidSphere(CarWheelSize*0.1, 5.0, 5.0);
glPopMatrix();
glPopMatrix(); //跳回車身的座標系
glPopMatrix();
}
void display(void)
{
glEnable(GL_COLOR_MATERIAL);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0, 0.0, -50.0);
//glRotatef(CarWheelAngle, 0.0, 1.0, 0.0); //攝影機反向(CW)自轉
//gluLookAt(0.0, 50.0, 50.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
////gluLookAt(0.0, 0.0, 50.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); //把攝影機放在Z=50
//glTranslatef(0.0, 0.0, -50.0); //與把世界位移-50相同
gluLookAt(0.0, 50.0, 50.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); //把攝影機放在(0,50,50)
//glRotatef(45.0, 1.0, 0.0, 0.0); //攝影機旋轉
//glTranslatef(0.0, -50.0, -50.0);
////gluLookAt(50.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); //用攝影機看側面
//glTranslatef(0.0, 0.0, -50.0); //與把世界位移-50 (把攝影機往後移50)
//glRotatef(-90, 0.0, 1.0, 0.0); //世界自轉 (攝影機繞著原點反向-CW旋轉)
DrawAxis();
DrawCar();
glFlush();
glutSwapBuffers();
}
void myMotion(int _value)
{
if(MotionPlay == true)
{
CarWheelAngle+=2;
CarBodyAngle--;
glutPostRedisplay();
glutTimerFunc(10, myMotion, 1);
}
}
void keys(unsigned char key, int x, int y)
{
if(key == 'p') //MotionPlay = MotionPlay ? false : true;
if(MotionPlay == false){
MotionPlay = true;
glutTimerFunc(10, myMotion, 1);
}
else
MotionPlay = false;
display();
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(float)w/(float)h, 0.1 ,500.0f);
glMatrixMode(GL_MODELVIEW);
}
void initLight(void)
{
GLfloat ambientLight[] = { 0.6f, 0.6f, 0.6f, 1.0f };
GLfloat diffuseLight[] = { 0.6f, 0.6f, 0.6f, 1.0f };
GLfloat specular[] = { 0.5f, 0.5f, 0.5f, 1.0f};
GLfloat Lposition[] = {0.0f, 100.0f, 0.0f, 1.0f}; //set to point light source
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
glLightfv(GL_LIGHT0,GL_POSITION,Lposition);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);
glClearColor(0.5,0.5,0.5,1.0);
}
void
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow("racing car");
initLight();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutKeyboardFunc(keys);
glutMainLoop();
}