我被要求做一个非常简单的Carousel。我做了一个中心杆,并且有4个水平摇杆(波动范围为-45至+45度)。当所有4个水平摇杆同时以相同的角度波动时,一切都很好,但是我想使这些水平摇杆在给定的时间处于不同的角度,一切都表现得很奇怪,并且水平摇杆会上下跳跃而不是平稳波动

我想知道的是解决这个问题的诀窍是什么?

这是我试图做的(在DrawHorizontalStick()函数中),效果不好:

if (id % 4 == 0)
    glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 *
        sin(radian_angle_in_range), 0.0);

else if (id % 4 == 1)
    glVertex3f(3.0 * cos(radian_angle_in_range + (PI / 12)), 7.0 + 3.0 *
        sin(radian_angle_in_range + (PI / 12)), 0.0);

else if (id % 4 == 2)
    glVertex3f(3.0 * cos(radian_angle_in_range + (2 * PI / 12)), 7.0 + 3.0 *
        sin(radian_angle_in_range + (2 * PI / 12)), 0.0);

else if (id % 4 == 3)
    glVertex3f(3.0 * cos(radian_angle_in_range + (3 * PI / 12)), 7.0 + 3.0 *
         sin(radian_angle_in_range + (3 * PI / 12)), 0.0);

本质上增加了
  • 相对于第一根棍子的角度0度
  • 与第二根棍子的角度15度
  • 与第三根棍子的角度30度
  • 与第四根棍子的角度45度

  • 完整的源代码:
    #include <GL/glut.h>
    #include <math.h>
    #include <stdio.h>
    #include <stdlib.h>
    
    #define PI 3.14159265
    
    static GLfloat lpos[] = { 0.0, 5.0, 4.0, 1.0 };
    static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
    static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
    static GLfloat gray[] = { 0.5, 0.5, 0.5, 1.0 };
    static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
    static GLfloat green[] = { 0.0, 1.0, 0.0, 1.0 };
    static GLfloat blue[] = { 0.0, 0.0, 1.0, 1.0 };
    static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
    static GLfloat magenta[] = { 1.0, 0.0, 1.0, 1.0 };
    static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
    static GLfloat darkcyan[] = { 0.0, 0.4, 0.4, 1.0 };
    static GLfloat lightgreen[] = { 0.5, 1.0, 0.5, 1.0 };
    static float alpha = 0.0;
    static float beta = PI / 6.0;
    static float zoom = 25.0;
    static bool lightSource = true;
    
    float numberOfTriangles = 1;
    static GLdouble cpos[3];
    bool showNormalVectors = false;
    
    
    static double xPointer, yPointer, zPointer;
    static double fenceHeight = -0.5;
    static int angle = 0;
    static double radian_angle = 0.0;
    static int inRangeAngle = 0;
    static double radian_angle_in_range = 0.0;
    static int id = 0;
    
    void writemessage()
    {
    }
    
    void degreeToRadian(){
        radian_angle = ((float)angle / 180) * PI;
    }
    
    
    void pre_cursor(){
        if ((angle % 360 >= 0 && angle % 360 <= 45) || (angle % 360 >= 135 && angle % 360 <= 225) || (angle % 360 >= 315 && angle % 360 <= 360))
            inRangeAngle = 1.0*angle;
    }
    
    void degreeToRadianInRange(){
        radian_angle_in_range = ((float)inRangeAngle / 180) * PI;
    }
    
    void doGlTranslatef(){
        glTranslatef(xPointer, yPointer, zPointer);
    }
    void releaseGlTranslatef(){
        glTranslatef(-xPointer, -yPointer, -zPointer);
    }
    
    void reshape(int w, int h)
    {
        glViewport(0, 0, (GLsizei)w, (GLsizei)h);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45.0, (GLfloat)w / (GLfloat)h, 0.01, 50.0);
        glMatrixMode(GL_MODELVIEW);
    }
    
    void DrawSticksArroundYard(){
        glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
        glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, black);
        GLUquadricObj *quadObj;
        // Right-Line
        xPointer = 4.8;
        yPointer = 1.0 + fenceHeight;
        zPointer = -5.0;
        doGlTranslatef();
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
        releaseGlTranslatef();
        // Left-Line
        xPointer = -4.8;
        yPointer = 1.0 + fenceHeight;
        zPointer = -5.0;
        doGlTranslatef();
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.1, 0.1, 10, 10, 10);
        releaseGlTranslatef();
        // Back-Line
        xPointer = -4.8;
        yPointer = 1.0 + fenceHeight;
        zPointer = -5.0;
        doGlTranslatef();
        glRotatef(90, 0, 1, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
        glRotatef(-90, 0, 1, 0);
        releaseGlTranslatef();
        // Front-Line
        xPointer = 4.8;
        yPointer = 1.0 + fenceHeight;
        zPointer = 5.0;
        doGlTranslatef();
        glRotatef(-90, 0, 1, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.1, 0.1, 9.6, 10, 10);
        glRotatef(90, 0, 1, 0);
        releaseGlTranslatef();
        // Pin-Front-Right
        xPointer = 4.8;
        yPointer = 0.0;
        zPointer = 5.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
        // Pin-Front-Left
        xPointer = -4.8;
        yPointer = 0.0;
        zPointer = 5.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
        // Pin-Back-Left
        xPointer = -4.8;
        yPointer = 0.0;
        zPointer = -5.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
        // Pin-Back-Right
        xPointer = 4.8;
        yPointer = 0.0;
        zPointer = -5.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
        // Pin-Back-Center
        xPointer = 0.0;
        yPointer = 0.0;
        zPointer = -5.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
        // Pin-Front-Center
        xPointer = 0.0;
        yPointer = 0.0;
        zPointer = 5.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
        // Pin-Right-Center
        xPointer = 4.8;
        yPointer = 0.0;
        zPointer = 0.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
        // Pin-Left-Center
        xPointer = -4.8;
        yPointer = 0.0;
        zPointer = 0.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.1, 1.3 + fenceHeight, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
    }
    
    void DrawYardFloor(){
        glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, lightgreen);
        glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, lightgreen);
        glBegin(GL_POLYGON);
        glNormal3f(0, 1, 0);
        glVertex3f(-5.3, -0.005, -5.3);
        glVertex3f(-5.3, -0.005, 5.3);
        glVertex3f(5.3, -0.005, 5.3);
        glVertex3f(5.3, -0.005, -5.3);
        glEnd();
    }
    
    void DrawCenterPin(){
        xPointer = 0.0;
        yPointer = 0.0;
        zPointer = 0.0;
        doGlTranslatef();
        glRotatef(-90, 1, 0, 0);
        GLUquadricObj *quadObj = gluNewQuadric();
        gluCylinder(quadObj, 0.2, 0.2, 7, 10, 10);
        glRotatef(90, 1, 0, 0);
        releaseGlTranslatef();
    }
    
    
    
    void DrawHorizontalStick(){
        glLineWidth(10);
        glColor3f(1.0, 0.0, 0.0);
        glBegin(GL_LINES);
        glVertex3f(0.0, 7.0, 0.0);
        glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range), 0.0);
    
        //if (id % 4 == 0)
        //  glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range), 0.0);
        //else if (id % 4 == 1)
        //  glVertex3f(3.0 * cos(radian_angle_in_range + (PI / 12)), 7.0 + 3.0 * sin(radian_angle_in_range + (PI / 12)), 0.0);
        //else if (id % 4 == 2)
        //  glVertex3f(3.0 * cos(radian_angle_in_range + (2 * PI / 12)), 7.0 + 3.0 * sin(radian_angle_in_range + (2 * PI / 12)), 0.0);
        //else if (id % 4 == 3)
        //  glVertex3f(3.0 * cos(radian_angle_in_range + (3 * PI / 12)), 7.0 + 3.0 * sin(radian_angle_in_range + (3 * PI / 12)), 0.0);
    
        glEnd();
    }
    
    void DrawVerticalStick(){
        glLineWidth(4);
        glColor3f(1.0, 0.0, 0.0);
        glBegin(GL_LINES);
        glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range), 0.0);
        glVertex3f(3.0 * cos(radian_angle_in_range), 7.0 + 3.0 * sin(radian_angle_in_range) - 0.5, 0.0);
        glEnd();
    }
    
    void display(void)
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glLoadIdentity();
    
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
        cpos[0] = zoom * cos(beta) * sin(alpha);
        cpos[1] = zoom * sin(beta);
        cpos[2] = zoom * cos(beta) * cos(alpha);
        gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
        if (lightSource == true){
            glLightfv(GL_LIGHT0, GL_POSITION, lpos);
            glMaterialfv(GL_FRONT, GL_EMISSION, white);
            glPushMatrix();
            glTranslatef(lpos[0], lpos[1], lpos[2]);
            glutSolidSphere(0.1, 10, 8);
            glPopMatrix();
            glMaterialfv(GL_FRONT, GL_EMISSION, black);
        }
    
        DrawYardFloor();
        DrawSticksArroundYard();
        DrawCenterPin();
    
        glRotatef(angle, 0, 1, 0);
        for (int i = 0; i < 4; i++){
            glPushMatrix();
            glRotatef(i * 360 / 4, 0, 1, 0);
    
            DrawHorizontalStick();
            // DrawVerticalStick();
            // DrawCabin();
    
            glPopMatrix();
            id++;
        }
        glRotatef(-angle, 0, 1, 0);
    
    
        glutSwapBuffers();
        glFlush();
    }
    
    
    void keyboard(unsigned char key, int x, int y)
    {
        static int polygonmode[2];
    
        switch (key) {
        case 27:
            exit(0);
            break;
        case 'x':
            if (lightSource == true)
                lpos[0] = lpos[0] + 0.2;
            glutPostRedisplay();
            break;
        case 'X':
            if (lightSource == true)
                lpos[0] = lpos[0] - 0.2;
            glutPostRedisplay();
            break;
        case 'y':
            if (lightSource == true)
                lpos[1] = lpos[1] + 0.2;
            glutPostRedisplay();
            break;
        case 'Y':
            if (lightSource == true)
                lpos[1] = lpos[1] - 0.2;
            glutPostRedisplay();
            break;
        case 'z':
            if (lightSource == true)
                lpos[2] = lpos[2] + 0.2;
            glutPostRedisplay();
            break;
        case 'Z':
            if (lightSource == true)
                lpos[2] = lpos[2] - 0.2;
            glutPostRedisplay();
            break;
    
        case '+':
            if (zoom != 1.5)zoom = zoom - 0.5;
            glutPostRedisplay();
            break;
        case '-':
            if (zoom != 30)zoom = zoom + 0.5;
            glutPostRedisplay();
            break;
        case '0':
            if (lightSource == true){
                glDisable(GL_LIGHT0);
                lightSource = false;
            }
            else{
                glEnable(GL_LIGHT0);
                lightSource = true;
            }
            glutPostRedisplay();
            break;
    
        case 'e':
            if (fenceHeight < 2)
                fenceHeight += 0.5;
            glutPostRedisplay();
            break;
        case 'd':
            if (fenceHeight > -0.5)
                fenceHeight -= 0.5;
            glutPostRedisplay();
            break;
    
        case 'w':
            glGetIntegerv(GL_POLYGON_MODE, polygonmode);
            if (polygonmode[0] == GL_FILL)
                glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
            else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
            glutPostRedisplay();
            break;
        case 'n':
            angle++;
            degreeToRadian();
            pre_cursor();
            degreeToRadianInRange();
            glutPostRedisplay();
            break;
        case 'm':
            angle--;
            degreeToRadian();
            pre_cursor();
            degreeToRadianInRange();
            glutPostRedisplay();
            break;
        default:
            break;
        }
    }
    
    
    void specialkey(GLint key, int x, int y)
    {
        switch (key) {
        case GLUT_KEY_RIGHT:
            alpha = alpha + PI / 180;
            if (alpha > 2 * PI) alpha = alpha - 2 * PI;
            glutPostRedisplay();
            break;
        case GLUT_KEY_LEFT:
            alpha = alpha - PI / 180;
            if (alpha < 0) alpha = alpha + 2 * PI;
            glutPostRedisplay();
            break;
        case GLUT_KEY_UP:
            if (beta < 0.45*PI) beta = beta + PI / 180;
            glutPostRedisplay();
            break;
        case GLUT_KEY_DOWN:
            if (beta > -0.05*PI) beta = beta - PI / 180;
            glutPostRedisplay();
            break;
        default:
            break;
        }
    }
    
    
    int main(int argc, char** argv)
    {
        writemessage();
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
        glutInitWindowSize(1200, 800);
        glutInitWindowPosition(0, 0);
        glutCreateWindow(argv[0]);
    
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glEnable(GL_DEPTH_TEST);
        glShadeModel(GL_SMOOTH);
    
        /* initially GL_FILL mode (default), later GL_LINE to show wireframe */
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    
        glEnable(GL_LIGHTING);
        glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
        glEnable(GL_LIGHT0);
    
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        gluLookAt(0.0, 5.0, 10.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);
    
        glutDisplayFunc(display);
        glutReshapeFunc(reshape);
        glutKeyboardFunc(keyboard);
        glutSpecialFunc(specialkey);
    
        glutMainLoop();
        return 0;
    }
    

    屏幕截图:

    最佳答案

    定义一个函数update,它将被定期调用。

    void update(int x)
    {
        radian_angle_in_range += 1.0; // change this angle according to your need
        glutPostRedisplay();
    
        // reregister the timer
        glutTimerFunc(TIME_IN_MILLISECONDS, update, 1);
    }
    

    main之前的glutMainLoop();函数中注册第一个回调
    glutTimerFunc(TIME_IN_MILLISECONDS, update, 1);
    

    关于glutTimerFunc:

    https://www.opengl.org/resources/libraries/glut/spec3/node64.html

    09-10 06:44