建立一個新的貝殼專案
在build設freeglut include & freeglut lib


輸入5個咒語

先做2個茶壺
程式碼:
#include <GL/glut.h>
void display()
{
glPushMatrix();
glutSolidTeapot(0.3); //茶壺1號機
glTranslatef(0.5, 0, 0);
glutSolidTeapot(0.3); //茶壺2號機
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMainLoop();
}
程式碼:
#include <GL/glut.h>
float rot1=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);
glRotatef(rot1,0,0,1);
glTranslatef(0.5,0,0);
glRotatef(rot1,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)
{
rot1=x;
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
如下旋轉茶壺的公轉和自轉
然後加程式碼做關節可以轉動
結果如下
做機器人的關節
程式碼:
#include <GL/glut.h>
float rot1=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glPushMatrix();
glutWireCube(0.3);///body
glPushMatrix();
glTranslatef(0,0.2,0);
glutWireCube(0.1);///head
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,0.1,0);
glutWireCube(0.1);///upper arm
glTranslatef(0.1,0,0);
glutWireCube(0.1);///lower arm
glTranslatef(0.1,0,0);
glutWireCube(0.1);///right head
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0.1,0);
glutWireCube(0.1);///upper arm
glTranslatef(-0.1,0,0);
glutWireCube(0.1);///lower arm
glTranslatef(-0.1,0,0);
glutWireCube(0.1);///right head
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void motion(int x,int y)
{
rot1=x;
glutPostRedisplay();
}
int main(int argc,char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}
然後加上關節可動
程式碼:
#include <GL/glut.h>
float rot1=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutWireCube(0.3);
glPushMatrix();
glTranslatef(0,0.2,0);
glutWireCube(0.1);
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,0.1,0);
glRotatef(rot1,0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);
glTranslatef(0.05,0,0);
glRotatef(rot1,0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);
glTranslatef(0.05,0,0);
glRotatef(rot1,0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15,0.1,0);
glRotatef(-rot1,0,0,1);
glTranslatef(-0.05,0,0);
glutWireCube(0.1);
glTranslatef(-0.05,0,0);
glRotatef(-rot1,0,0,1);
glTranslatef(-0.05,0,0);
glutWireCube(0.1);
glTranslatef(-0.05,0,0);
glRotatef(-rot1,0,0,1);
glTranslatef(-0.05,0,0);
glutWireCube(0.1);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void motion(int x,int y)
{
rot1=x;
glutPostRedisplay();
}
int main (int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}






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