3D Rotation using OpenGL in C++
3D Roataion in OpenGL in C++
Code Updated : 25/07/2014 @ 06:16 AM
There are small changes occur...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 | #include <windows.h> #include <gl/Gl.h> #include <gl/glut.h> #include <cmath> typedef struct{float x;float y;}Point2D; typedef struct{float x;float y;float z;}Point3D; Point3D A,B,C,D,E,F,G,H; Point2D Projected_A,Projected_B,Projected_C,Projected_D,Projected_E,Projected_F,Projected_G,Projected_H; GLfloat v_list[8][3]; GLint f_list[6][4]; void init(void) { v_list[0][0] = 100; v_list[0][1] = 100; v_list[0][2] = 100; v_list[1][0] = 300; v_list[1][1] = 100; v_list[1][2] = 100; v_list[2][0] = 300; v_list[2][1] = 300; v_list[2][2] = 100; v_list[3][0] = 100; v_list[3][1] = 300; v_list[3][2] = 100; v_list[4][0] = 100; v_list[4][1] = 100; v_list[4][2] = 300; v_list[5][0] = 300; v_list[5][1] = 100; v_list[5][2] = 300; v_list[6][0] = 300; v_list[6][1] = 300; v_list[6][2] = 300; v_list[7][0] = 100; v_list[7][1] = 300; v_list[7][2] = 300; } void rotatebox_x(float deg_x){ float ang = deg_x * 3.14159265359 / 180.0; for (int i = 0; i <= 7; i++) { v_list[i][0] = v_list[i][0]; v_list[i][2] = v_list[i][2]*cos(ang) - v_list[i][1]*sin(ang); v_list[i][1] = v_list[i][2]*sin(ang) + v_list[i][1]*cos(ang); } glutPostRedisplay(); } void rotatebox_y(float deg_y){ float ang = deg_y * 3.14159265359 / 180.0; for (int i = 0; i <= 7; i++) { v_list[i][1] = v_list[i][1]; v_list[i][0] = v_list[i][0]*cos(ang) - v_list[i][2]*sin(ang); v_list[i][2] = v_list[i][0]*sin(ang) + v_list[i][2]*cos(ang); } glutPostRedisplay(); } Point2D Project_ortho(float x, float y, float z){ Point2D p0; p0.x = x ; p0.y = y ; return p0; } void drawBox(Point2D A, Point2D B, Point2D C, Point2D D, Point2D E, Point2D F, Point2D G, Point2D H) { glPointSize(1.0); glBegin(GL_LINE_LOOP); glVertex2i(A.x, A.y); glVertex2i(B.x, B.y); glVertex2i(C.x, C.y); glVertex2i(D.x, D.y); glEnd(); glBegin(GL_LINE_LOOP); glVertex2i(E.x, E.y); glVertex2i(F.x, F.y); glVertex2i(G.x, G.y); glVertex2i(H.x, H.y); glEnd(); glBegin(GL_LINES); glVertex2i(A.x, A.y); glVertex2i(E.x, E.y); glVertex2i(B.x, B.y); glVertex2i(F.x, F.y); glVertex2i(C.x, C.y); glVertex2i(G.x, G.y); glVertex2i(D.x, D.y); glVertex2i(H.x, H.y); glEnd(); glFlush(); } void draw_Cube(){ Projected_A = Project_ortho(v_list[0][0],v_list[0][1],v_list[0][1]); Projected_B = Project_ortho(v_list[1][0],v_list[1][1],v_list[1][1]); Projected_C = Project_ortho(v_list[2][0],v_list[2][1],v_list[2][1]); Projected_D = Project_ortho(v_list[3][0],v_list[3][1],v_list[3][1]); Projected_E = Project_ortho(v_list[4][0],v_list[4][1],v_list[4][1]); Projected_F = Project_ortho(v_list[5][0],v_list[5][1],v_list[5][1]); Projected_G = Project_ortho(v_list[6][0],v_list[6][1],v_list[6][1]); Projected_H = Project_ortho(v_list[7][0],v_list[7][1],v_list[7][1]); drawBox(Projected_A,Projected_B,Projected_C,Projected_D,Projected_E,Projected_F,Projected_G,Projected_H); } void myDisplay() { glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0f, 0.0f, 0.0f); draw_Cube(); } void keyboard(unsigned char key, int x, int y) { if (key == 'q' || key == 'Q') exit(EXIT_SUCCESS); } void special(int key, int, int) { switch (key) { case GLUT_KEY_LEFT: rotatebox_y(-1); break; case GLUT_KEY_RIGHT: rotatebox_y(1);break; case GLUT_KEY_UP: rotatebox_x(-1);break; case GLUT_KEY_DOWN: rotatebox_x(1);break; default: return; } } int main( int argc, char ** argv ) { glutInit( &argc, argv ); glutInitWindowPosition( 0, 0 ); glutInitWindowSize( 800, 600 ); glutCreateWindow( "3D Transformations" ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluOrtho2D( 0, 800, 0, 600 ); glViewport(0, 0, 800, 600); init(); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutDisplayFunc( myDisplay ); glutMainLoop(); return( 0 ); } |
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