Transformasion
安培右手定理
右手大拇指是軸
物件會往手掌方向旋轉
讓茶壺旋轉
#include <GL/glut.h>
float myAngle=0;
void motion(int x,int y)
{
myAngle = x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(myAngle,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week04");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
因為旋轉不會從上一次旋轉結束的位置開始,所以稍微修改一下
#include <GL/glut.h>
float myAngle=0,oldX=0;
void motion(int x,int y)
{
myAngle += (x-oldX);
oldX=x;
glutPostRedisplay();
}
void mouse(int button,int state,int x,int y)
{
oldX=x;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(myAngle,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week04");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutMainLoop();
}


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