如标题中所述:我想创建一个10齿的3D齿轮,该齿轮绕其中心旋转(就像齿轮一样)。齿轮具有方齿,为简单起见,齿之间具有平整的侧面-此齿轮上没有弯曲。
嵌齿轮的哪一侧看起来像的可视化。请注意,角度并非100%完美。
如上图所示,每个嵌齿轮齿必须是8面多边形,而齿之间的每个单面都必须是4面多边形。但是,现在,牙齿图执行以下操作:
s
在x,y,z方向上缩放,并使用0
或0.5
作为顶点坐标)。 完全可重现的示例:
import java.awt.Dimension;
import javax.swing.JFrame;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.awt.GLJPanel;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.FPSAnimator;
public class SpinCog3D implements GLEventListener {
JFrame jf;
GLJPanel gljpanel;
Dimension dim = new Dimension(800, 600);
FPSAnimator animator;
float rotation;
float speed;
// set up the OpenGL Panel within a JFrame
public SpinCog3D() {
jf = new JFrame();
gljpanel = new GLJPanel();
gljpanel.addGLEventListener(this);
gljpanel.requestFocusInWindow();
jf.getContentPane().add(gljpanel);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.setVisible(true);
jf.setPreferredSize(dim);
jf.pack();
animator = new FPSAnimator(gljpanel, 20);
rotation = 0.0f;
speed = 0.1f;
animator.start();
}
public static void main(String[] args) {
new SpinCog3D();
}
public void init(GLAutoDrawable dr) {
GL2 gl2 = dr.getGL().getGL2();
GLU glu = new GLU();
gl2.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
gl2.glEnable(GL2.GL_DEPTH_TEST);
gl2.glMatrixMode(GL2.GL_PROJECTION);
gl2.glLoadIdentity();
glu.gluPerspective(60.0, 1.0, 100.0, 800.0);
}
public void display(GLAutoDrawable dr) {
GL2 gl2 = dr.getGL().getGL2();
GLU glu = new GLU();
gl2.glMatrixMode(GL2.GL_MODELVIEW);
gl2.glLoadIdentity();
glu.gluLookAt(0.0, 200.0, 500.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl2.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
// Draw 1 Cog Tooth + 1 Side
drawTooth(gl2, 100.0, 1.0f, 0.0f, 0.0f, 0.0, 0.0, 1.0, 0.0, 0);
drawSide(gl2, 100.0, 0.0f, 1.0f, 0.0f, 0.0, 0.0, 1.0, 0.0, 10);
// Draw Floor
sideRotatedColorScaledFloor(gl2, 300.0, 0.0f, 0.0f, 0.0f, 90.0, 1.0, 0.0, 0.0, 0.0);
gl2.glFlush();
rotation += speed;
if (rotation > 360.9f)
rotation = 0.0f;
}
// draw a single side with a set color and orientation
private void drawTooth(GL2 gl2, double s, float r, float g, float b, double a, double ax, double ay,
double az, double zoffset) {
gl2.glPushMatrix();
gl2.glRotated(a, ax, ay, az);
gl2.glColor3f(r, g, b);
gl2.glTranslated(0.0, 0.0, zoffset);
gl2.glScaled(s, s, s);
tooth(gl2);
gl2.glPopMatrix();
}
private void drawSide(GL2 gl2, double s, float r, float g, float b, double a, double ax, double ay,
double az, double zoffset) {
gl2.glPushMatrix();
gl2.glRotated(a, ax, ay, az);
gl2.glColor3f(r, g, b);
gl2.glTranslated(0.0, 0.0, zoffset);
gl2.glScaled(s, s, s);
side(gl2);
gl2.glPopMatrix();
}
private void sideRotatedColorScaledFloor(GL2 gl2, double s, float r, float g, float b, double a, double ax, double ay,
double az, double zoffset) {
gl2.glPushMatrix();
gl2.glRotated(a, ax, ay, az);
gl2.glColor3f(r, g, b);
gl2.glTranslated(0.0, 0.0, zoffset);
gl2.glScaled(s, s, s);
side(gl2);
gl2.glPopMatrix();
}
private void tooth(GL2 gl2) {
gl2.glBegin(GL2.GL_POLYGON);
gl2.glVertex3d(-0.5, -0.5, 0.0);
gl2.glVertex3d(-0.5, 0.5, 0.0);
gl2.glVertex3d(0.5, 0.5, 0.0);
gl2.glVertex3d(0.5, -0.5, 0.0);
gl2.glVertex3d(-0.5, -0.5, 0.5);
gl2.glVertex3d(-0.5, 0.5, 0.5);
gl2.glVertex3d(0.5, 0.5, 0.5);
gl2.glVertex3d(0.5, -0.5, 0.5);
gl2.glEnd();
}
private void side(GL2 gl2) {
gl2.glBegin(GL2.GL_POLYGON);
gl2.glVertex3d(-0.5, -0.5, 0.0);
gl2.glVertex3d(-0.5, 0.5, 0.0);
gl2.glVertex3d(0.5, 0.5, 0.0);
gl2.glVertex3d(0.5, -0.5, 0.0);
gl2.glEnd();
}
}
是的,我知道
glBegin()
和glEnd()
自从一开始就被弃用,但这不是重点。如何使我的牙齿正确刷牙并使其与侧面正确对齐? 最佳答案
牙齿画做各种奇怪的事情...
这不是很好的问题描述。我敢打赌,当您使用硬编码形状而不对齿轮的实际尺寸进行任何校正时,您的网格有很多缝隙和重叠。就像必须有多大的牙齿才能适合它们的n
才能完全覆盖整个圆圈...
如何利用参数圆方程呢?
我认为那可以摆脱矩阵混乱,甚至更简单。
因此,我将齿轮简单地划分为三角形切片,每个切片中的边缘点很少。因此,将它们与QUAD
连接起来,并将其放入完成所有切片的for
循环中。
我不是用JAVA编写代码,而是这里的一个使用旧GL api的小型C++示例,没有花哨的C++东西,因此您应该可以轻松移植此代码:
void glCog(float r0,float r1,float r2,float w,int n) // shaft/inner/outer radiuses, width, tooths
{
int i;
float a,da,x,y,c,s;
float p[6][3],q[6][3]; // slice points
// set z for slice points
a=-0.5*w; for (i=0;i<3;i++){ p[i][2]=a; q[i][2]=a; }
a=+0.5*w; for (i=3;i<6;i++){ p[i][2]=a; q[i][2]=a; }
// init first slice
q[0][0]= r0; q[5][0]= r0;
q[0][1]=0.0; q[5][1]=0.0;
q[1][0]= r1; q[4][0]= r1;
q[1][1]=0.0; q[4][1]=0.0;
q[2][0]= r2; q[3][0]= r2;
q[2][1]=0.0; q[3][1]=0.0;
// divide circle to 2*n slices
da=2.0*M_PI/float(4*n);
glBegin(GL_QUADS);
for (a=0.0,i=0;i<=n;i++)
{
// points on circles at angle a
c=cos(a); s=sin(a); a+=da;
x=r0*c; y=r0*s; p[0][0]=x; p[5][0]=x;
p[0][1]=y; p[5][1]=y;
x=r1*c; y=r1*s; p[1][0]=x; p[4][0]=x;
p[1][1]=y; p[4][1]=y;
x=r2*c; y=r2*s; p[2][0]=x; p[3][0]=x;
p[2][1]=y; p[3][1]=y;
// render tooth
c=cos(a); s=sin(a); a+=da;
glNormal3f(0.0,0.0,-1.0); // -Z base
glVertex3fv(p[0]);
glVertex3fv(p[2]);
glVertex3fv(q[2]);
glVertex3fv(q[0]);
glNormal3f(0.0,0.0,+1.0); // +Z base
glVertex3fv(p[3]);
glVertex3fv(p[5]);
glVertex3fv(q[5]);
glVertex3fv(q[3]);
glNormal3f(-c,-s,0.0); // shaft circumference side
glVertex3fv(p[5]);
glVertex3fv(p[0]);
glVertex3fv(q[0]);
glVertex3fv(q[5]);
glNormal3f(c,s,0.0); // outter circumference side
glVertex3fv(p[2]);
glVertex3fv(p[3]);
glVertex3fv(q[3]);
glVertex3fv(q[2]);
glNormal3f(-s,c,0.0);
glVertex3fv(p[4]);
glVertex3fv(p[3]);
glVertex3fv(p[2]);
glVertex3fv(p[1]);
glNormal3f(s,-c,0.0);
glVertex3fv(q[1]);
glVertex3fv(q[2]);
glVertex3fv(q[3]);
glVertex3fv(q[4]);
// points on circles at angle a
c=cos(a); s=sin(a); a+=da;
x=r0*c; y=r0*s; q[0][0]=x; q[5][0]=x;
q[0][1]=y; q[5][1]=y;
x=r1*c; y=r1*s; q[1][0]=x; q[4][0]=x;
q[1][1]=y; q[4][1]=y;
x=r2*c; y=r2*s; q[2][0]=x; q[3][0]=x;
q[2][1]=y; q[3][1]=y;
// render gap
c=cos(a); s=sin(a); a+=da;
glNormal3f(0.0,0.0,-1.0); // -Z base
glVertex3fv(q[0]);
glVertex3fv(q[1]);
glVertex3fv(p[1]);
glVertex3fv(p[0]);
glNormal3f(0.0,0.0,+1.0); // +Z base
glVertex3fv(q[4]);
glVertex3fv(q[5]);
glVertex3fv(p[5]);
glVertex3fv(p[4]);
glNormal3f(-c,-s,0.0); // shaft circumference side
glVertex3fv(q[5]);
glVertex3fv(q[0]);
glVertex3fv(p[0]);
glVertex3fv(p[5]);
glNormal3f(c,s,0.0); // outter circumference side
glVertex3fv(q[1]);
glVertex3fv(q[4]);
glVertex3fv(p[4]);
glVertex3fv(p[1]);
}
glEnd();
}
在这里预览
glCog(0.1,0.5,0.6,0.1,10);
:在这里预览
glCog(0.2,0.5,0.52,0.2,50);
:但是请注意,牙齿并非完全矩形。齿越少,误差越大。如果要使牙齿具有完全矩形的形状,则需要平移最外面的点而不是旋转(或校正计算它们的角度)
使用翻译来解决这个问题:
void glCog(float r0,float r1,float r2,float w,int n) // shaft/inner/outer radiuses, width, tooths
{
int i,j;
float a,da,dr,x,y,c,s;
float p[6][3],q[6][3]; // slice points
// divide circle to 2*n slices
da=2.0*M_PI/float(4*n);
dr=r2-r1;
// set z for slice points
a=-0.5*w; for (i=0;i<3;i++){ p[i][2]=a; q[i][2]=a; }
a=+0.5*w; for (i=3;i<6;i++){ p[i][2]=a; q[i][2]=a; }
// init first slice
q[0][0]= r0; q[5][0]= r0;
q[0][1]=0.0; q[5][1]=0.0;
q[1][0]= r1; q[4][0]= r1;
q[1][1]=0.0; q[4][1]=0.0;
x=r1+dr*cos(-da); y=dr*sin(-da);
q[2][0]= x; q[3][0]= x;
q[2][1]= y; q[3][1]= y;
glBegin(GL_QUADS);
for (a=0.0,i=0;i<=n;i++)
{
// points on circles at angle a
c=cos(a); s=sin(a);
x=r0*c; y=r0*s; p[0][0]=x; p[5][0]=x;
p[0][1]=y; p[5][1]=y;
x=r1*c; y=r1*s; p[1][0]=x; p[4][0]=x;
p[1][1]=y; p[4][1]=y;
c=cos(a-da); s=sin(a-da); a+=da;
x+=dr*c;y+=dr*s;p[2][0]=x; p[3][0]=x;
p[2][1]=y; p[3][1]=y;
c=cos(a); s=sin(a); a+=da;
// render tooth
glNormal3f(0.0,0.0,-1.0); // -Z base
glVertex3fv(p[0]);
glVertex3fv(p[1]);
glVertex3fv(q[1]);
glVertex3fv(q[0]);
glVertex3fv(p[1]);
glVertex3fv(p[2]);
glVertex3fv(q[2]);
glVertex3fv(q[1]);
glNormal3f(0.0,0.0,+1.0); // +Z base
glVertex3fv(p[3]);
glVertex3fv(p[4]);
glVertex3fv(q[4]);
glVertex3fv(q[3]);
glVertex3fv(p[4]);
glVertex3fv(p[5]);
glVertex3fv(q[5]);
glVertex3fv(q[4]);
glNormal3f(-c,-s,0.0); // shaft circumference side
glVertex3fv(p[5]);
glVertex3fv(p[0]);
glVertex3fv(q[0]);
glVertex3fv(q[5]);
glNormal3f(c,s,0.0); // outter circumference side
glVertex3fv(p[2]);
glVertex3fv(p[3]);
glVertex3fv(q[3]);
glVertex3fv(q[2]);
glNormal3f(-s,c,0.0);
glVertex3fv(p[4]);
glVertex3fv(p[3]);
glVertex3fv(p[2]);
glVertex3fv(p[1]);
glNormal3f(s,-c,0.0);
glVertex3fv(q[1]);
glVertex3fv(q[2]);
glVertex3fv(q[3]);
glVertex3fv(q[4]);
// points on circles at angle a
c=cos(a); s=sin(a);;
x=r0*c; y=r0*s; q[0][0]=x; q[5][0]=x;
q[0][1]=y; q[5][1]=y;
x=r1*c; y=r1*s; q[1][0]=x; q[4][0]=x;
q[1][1]=y; q[4][1]=y;
c=cos(a+da); s=sin(a+da); a+=da;
x+=dr*c;y+=dr*s;q[2][0]=x; q[3][0]=x;
q[2][1]=y; q[3][1]=y;
c=cos(a); s=sin(a); a+=da;
// render gap
glNormal3f(0.0,0.0,-1.0); // -Z base
glVertex3fv(q[0]);
glVertex3fv(q[1]);
glVertex3fv(p[1]);
glVertex3fv(p[0]);
glNormal3f(0.0,0.0,+1.0); // +Z base
glVertex3fv(q[4]);
glVertex3fv(q[5]);
glVertex3fv(p[5]);
glVertex3fv(p[4]);
glNormal3f(-c,-s,0.0); // shaft circumference side
glVertex3fv(q[5]);
glVertex3fv(q[0]);
glVertex3fv(p[0]);
glVertex3fv(p[5]);
glNormal3f(c,s,0.0); // outter circumference side
glVertex3fv(q[1]);
glVertex3fv(q[4]);
glVertex3fv(p[4]);
glVertex3fv(p[1]);
}
glEnd();
}
所以只是点
p[2],q[2],p[3],q[3]
稍有变化,并且必须用更多的QUADS来完成基本面以补偿...在这里预览
glCog(0.2,0.5,0.6,0.2,10);
:关于java - 在OpenGL中绘制绕Y轴旋转的齿轮,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/57918291/