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Opengl___Educoder三维造型作业

1:简单实体构建(可运行代码VS)

// 提示:在合适的地方修改或添加代码
#include <GL/glut.h>
#include<stdio.h>
#include<iostream>

using namespace std;
// 评测代码所用头文件-结束
// 请在此添加你的代码
/********** Begin ********/
GLfloat points1[4][3] = { {-1,0,1},{1,0,1},{0,0,-0.7},{0,1.7,0} };
GLfloat Colors1[4][3] = { {0,1,0},{1,0,0},{1,1,0},{0,0,1} };
int vertice1[4][3] = { {0,1,2},{1,2,3},{0,2,3},{0,1,3} };
/********** End **********/
void InitGL(GLvoid)
{
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_COLOR_MATERIAL);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void Create()                //创建三棱锥
{
    glBegin(GL_TRIANGLES);
    for (int i = 0; i < 4; i++)
    {
        glColor3fv(Colors1[i]);
        for (int j = 0; j < 3; j++)
        {
            int VtxId = vertice1[i][j];
            glVertex3fv(points1[VtxId]);
        }
    }
    glEnd();
}
void display(void)
{    //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    // 请在此添加你的代码
    /********** Begin ********/

    glPushMatrix();
    glTranslatef(0, 0.2f, -3.0f);
    glRotatef(95, 1, 0, 0);
    /********** End **********/
    Create(); 	              //三棱锥
    glPopMatrix();
    glutSwapBuffers();
    glFlush();
}
void reshape(int width, int height)
{
    if (height == 0)
        height = 1;
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

int main(int argc, char* argv[])
{

    glutInit(&argc, argv);
    glutInitWindowPosition(100, 100);
    glutInitWindowSize(400, 400);
    glutCreateWindow("几何变换示例");
    InitGL();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutMainLoop();

    return 0;
}

2:机器人

// 提示:在合适的地方修改或添加代码
#include <GL/glut.h>
#include<stdio.h>
#include<iostream>

using namespace std;

GLint winWidth = 500, winHeight = 500; 	      //设置初始化窗口大小

/*观察坐标系参数设置*/
GLfloat x0 = 2.0, yy = 2.0, z0 = 5.0;	   //设置观察坐标系原点 
GLfloat xref = 0.0, yref = 0.0, zref = 0.0;	//设置观察坐标系参考点(视点) 
GLfloat Vx = 0.0, Vy = 1.0, Vz = 0.0;	   //设置观察坐标系向上向量(y轴) 

/*观察体参数设置 */
GLfloat xwMin = -1.0, ywMin = -1.0, xwMax = 1.0, ywMax = 1.0;//设置裁剪窗口坐标范围
GLfloat dnear = 1.5, dfar = 20.0;	      //设置远、近裁剪面深度范围

void init(void)
{
    glClearColor(0.0, 0.0, 0.0, 0.0);
}
void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT);

    glLoadIdentity();
    /*观察变换*/
    gluLookAt(x0, yy, z0, xref, yref, zref, Vx, Vy, Vz);        //指定三维观察参数

   // gluLookAt(2, 2, 5, 0, 0, 0, 0, 1, 0);
    // 请在此添加你的代码
    /********** Begin ********/
    glClearColor(0, 0, 0, 0);
    //glutSolidCube(0.5);
    glPushMatrix();
    glColor3f(1, 1, 1);
    glTranslatef(0, 1.4f, 0);
    glScalef(0.5, 0.7, 0.5);
    glutSolidCube(0.5);
    glPopMatrix();

    glPushMatrix();
    glColor3f(1, 0.5, 0.2);
    glTranslatef(0, 1.9f, 0);
    glScalef(1.5, 1.5, 0.5);
    glutSolidCube(0.5);
    glPopMatrix();

    glPushMatrix();
    glColor3f(1, 0,0);
    glTranslatef(0, 0.25f, 0);
    glScalef(4, 4, 0.5);
    glutSolidCube(0.5);
    glPopMatrix();

    glPushMatrix();
    glColor3f(1, 1, 0);
    glTranslatef(-1.25f, 0.5f, 0);
    glScalef(1, 3, 0.5);
    glutSolidCube(0.5);
    glPopMatrix();
    glPushMatrix();
    glColor3f(1, 1, 0);
    glTranslatef(1.25f, 0.5f, 0);
    glScalef(1, 3, 0.5);
    glutSolidCube(0.5);
    glPopMatrix();


    glPushMatrix();
    glColor3f(0.5, 0.5, 1.5);
    glTranslatef(-0.5f, -1.5f, 0);
    glScalef(1, 3, 0.5);
    glutSolidCube(0.5);
    glPopMatrix();
    glPushMatrix();
    glColor3f(0.5, 0.5, 1.5);
    glTranslatef(0.5f, -1.5f, 0);
    glScalef(1, 3, 0.5);
    glutSolidCube(0.5);
    glPopMatrix();

    glPushMatrix();
    glColor3f(1, 0.5, 0.2);
    glTranslatef(-1.25f, -0.5f, 0);
    glScalef(1, 1.5, 1);
    glutSolidSphere(0.25,50,50);
    glPopMatrix();
    glPushMatrix();
    glColor3f(1, 0.5, 0.2);
    glTranslatef(1.25f, -0.5f, 0);
    glScalef(1, 1.5, 1);
    GLUquadricObj* sphere;  //定义二次曲面对象
    sphere = gluNewQuadric();  //生成二次曲面对象
    gluSphere(sphere,0.25, 50, 50);
    glPopMatrix();



    /********** End **********/
    glFlush();
}

void reshape(GLint newWidth, GLint newHeight)
{
    /*视口变换*/
    glViewport(0, 0, newWidth, newHeight);	//定义视口大小

    /*投影变换*/
    glMatrixMode(GL_PROJECTION);

    glLoadIdentity();

    /*透视投影,设置透视观察体*/
    glFrustum(xwMin, xwMax, ywMin, ywMax, dnear, dfar);

    /*模型变换*/
    glMatrixMode(GL_MODELVIEW);

    winWidth = newWidth;
    winHeight = newHeight;
}
int main(int argc, char* argv[])
{

    glutInit(&argc, argv);
    glutInitWindowPosition(100, 100);
    glutInitWindowSize(500, 500);        //设置初始化窗口大小
    glutCreateWindow("三维观察");
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutMainLoop();




    return 0;
}

3:B样条线的绘制

#include<GL/glut.h>
struct Point
{
	int x, y;
};

Point bz[11], bspt[11];     //bz为Bezier曲线,bspt为B样条曲线

int nInput;
//Bezier曲线控制点
Point pt[4] = { { 50, 100}, { 140,300},{250, 320}, {290, 120} };
//B样条曲线控制点
/**********请在此处添加你的代码*******/
 /************** Begin ************/
Point pt2[4] = { {450,100},{540,300},{650,320},{690,120} };
/*************** end **************/

void CalcBZPoints()                              //Bezier曲线算法
{
	float a0, a1, a2, a3, b0, b1, b2, b3;
	a0 = pt[0].x;
	a1 = -3 * pt[0].x + 3 * pt[1].x;
	a2 = 3 * pt[0].x - 6 * pt[1].x + 3 * pt[2].x;
	a3 = -pt[0].x + 3 * pt[1].x - 3 * pt[2].x + pt[3].x;
	b0 = pt[0].y;
	b1 = -3 * pt[0].y + 3 * pt[1].y;
	b2 = 3 * pt[0].y - 6 * pt[1].y + 3 * pt[2].y;
	b3 = -pt[0].y + 3 * pt[1].y - 3 * pt[2].y + pt[3].y;

	float t = 0;
	float dt = 0.01;
	for (int i = 0; t < 1.1; t += 0.1, i++)
	{
		bz[i].x = a0 + a1 * t + a2 * t * t + a3 * t * t * t;
		bz[i].y = b0 + b1 * t + b2 * t * t + b3 * t * t * t;
	}
}


void CalcBSPoints()                          //B样条曲线
{
	/**********请在此处添加你的代码*******/
	 /************** Begin ************/
	float a0, a1, a2, a3, b0, b1, b2, b3;

	float t = 0;
	float dt = 0.01;
	
	for (int i = 0; t < 1.1; t += 0.1, i++)
	{
		float T = t;
		a0 = (-T * T * T + 3 * T * T - 3 * T + 1) / 6.0;
		a1 = (3 * T * T * T - 6 * T * T + 4) / 6.0;
		a2 = (-3 * T * T * T + 3 * T * T + 3 * T + 1) / 6.0;
		a3 = (T * T * T) / 6.0;
		bspt[i].x = pt2[0].x * a0 + pt2[1].x * a1 + pt2[2].x * a2 + pt2[3].x * a3;
		bspt[i].y = pt2[0].y * a0 + pt2[1].y * a1 + pt2[2].y * a2 + pt2[3].y * a3;
	}
}
/************* end ************/
void ControlPoint()
{
	glPointSize(2);
	for (int i = 0; i < 4; i++)
	{
		glBegin(GL_POINTS);
		glColor3f(1.0f, 0.0f, 0.0f);
		glVertex2i(pt[i].x, pt[i].y);
		glEnd();

	}
}

void PolylineGL(Point* pt, int num)
{
	glBegin(GL_LINE_STRIP);
	for (int i = 0; i < num; i++)
	{
		glColor3f(0.0f, 1.0f, 0.0f);
		glVertex2i(pt[i].x, pt[i].y);
	}
	glEnd();
}
void PolylineGL1(Point* pt, int num)
{
	glBegin(GL_LINE_STRIP);
	for (int i = 0; i < num; i++)
	{
		glColor3f(1.0f, 1.0f, 1.0f);
		glVertex2i(pt[i].x, pt[i].y);
	}
	glEnd();
}

void display()
{
	glClear(GL_COLOR_BUFFER_BIT);
	glColor3f(1.0f, 1.0f, 1.0f);

	ControlPoint();              //画4个控制点

	PolylineGL1(pt, 4);           //画4个点之间的线段

	CalcBZPoints();

	PolylineGL(bz, 11);

	PolylineGL1(pt2, 4);

	CalcBSPoints();

	PolylineGL(bspt, 11);

	glFlush();
}

void init()
{
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_SMOOTH);
}

void reshape(int w, int h)
{
	glViewport(0, 0, (GLsizei)w, (GLsizei)h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0.0, (GLdouble)w, 0.0, (GLdouble)h);
}




int main(int argc, char* argv[])
{

	glutInit(&argc, argv);
	glutInitWindowPosition(100, 100);
	glutInitWindowSize(800, 400);        //设置初始化窗口大小
	glutCreateWindow("三维观察");
	init();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	glutMainLoop();


}
posted @ 2022-11-28 20:21  lxp_blog  阅读(62)  评论(0编辑  收藏  举报