本文实例为大家分享了opengl实现任意两点间画圆柱体的具体代码,供大家参考,具体内容如下
1、问题提出
两点间画线简单:
glBegin(GL_LINES); //注意是LINES不是LINE,这个错误一定要注意。
glVertexf(x1, y1, z1);
glVertexf(x2, y2, z2);
glEnd();
画线函数不会影响opengl的矩阵堆栈。
但是很多时候线条效果会比较差,比如我要做一个骨骼动画,关节点间的骨头用线条太难看,即使使用glLineWidth设置线宽,视觉效果还是一塌糊涂。还有利用分形绘制3D树的时候,树干用线条(宽线条)绘制效果也不佳。所以此时需要实现一个函数,3D空间中任意两点间用几何体绘制,我下面介绍一种思路。
2、原理介绍
要在A(x1,y1,z1), B(x2,y2,z2)之间绘制圆柱体,首先在原点处,沿着Y轴方向完成几何体绘制,然后旋转到AB向量方向,最后平移到A点处。关键在旋转矩阵的计算,使用向量叉乘:AB向量和Y轴单位向量叉乘计算出右手side向量,然后side单位化,side和AB叉乘计算出最终的up方向。
代码如下:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
|
void RenderBone( float x0, float y0, float z0, float x1, float y1, float z1 ) { GLdouble dir_x = x1 - x0; GLdouble dir_y = y1 - y0; GLdouble dir_z = z1 - z0; GLdouble bone_length = sqrt ( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z ); static GLUquadricObj * quad_obj = NULL; if ( quad_obj == NULL ) quad_obj = gluNewQuadric(); gluQuadricDrawStyle( quad_obj, GLU_FILL ); gluQuadricNormals( quad_obj, GLU_SMOOTH ); glPushMatrix(); // 平移到起始点 glTranslated( x0, y0, z0 ); // 计算长度 double length; length = sqrt ( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z ); if ( length < 0.0001 ) { dir_x = 0.0; dir_y = 0.0; dir_z = 1.0; length = 1.0; } dir_x /= length; dir_y /= length; dir_z /= length; GLdouble up_x, up_y, up_z; up_x = 0.0; up_y = 1.0; up_z = 0.0; double side_x, side_y, side_z; side_x = up_y * dir_z - up_z * dir_y; side_y = up_z * dir_x - up_x * dir_z; side_z = up_x * dir_y - up_y * dir_x; length = sqrt ( side_x*side_x + side_y*side_y + side_z*side_z ); if ( length < 0.0001 ) { side_x = 1.0; side_y = 0.0; side_z = 0.0; length = 1.0; } side_x /= length; side_y /= length; side_z /= length; up_x = dir_y * side_z - dir_z * side_y; up_y = dir_z * side_x - dir_x * side_z; up_z = dir_x * side_y - dir_y * side_x; // 计算变换矩阵 GLdouble m[16] = { side_x, side_y, side_z, 0.0, up_x, up_y, up_z, 0.0, dir_x, dir_y, dir_z, 0.0, 0.0, 0.0, 0.0, 1.0 }; glMultMatrixd( m ); // 圆柱体参数 GLdouble radius= 20; // 半径 GLdouble slices = 8.0; // 段数 GLdouble stack = 3.0; // 递归次数 gluCylinder( quad_obj, radius, radius, bone_length, slices, stack ); glPopMatrix(); } |
上面的代码绘制圆柱体使用了glu几何库,如果绘制其他几何体:比如四棱锥,或其它几何体,只需要修改下面的框架:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
|
void RenderBone( float x0, float y0, float z0, float x1, float y1, float z1 ) { GLdouble dir_x = x1 - x0; GLdouble dir_y = y1 - y0; GLdouble dir_z = z1 - z0; GLdouble bone_length = sqrt ( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z ); glPushMatrix(); // 平移到起始点 glTranslated( x0, y0, z0 ); // 计算长度 double length; length = sqrt ( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z ); if ( length < 0.0001 ) { dir_x = 0.0; dir_y = 0.0; dir_z = 1.0; length = 1.0; } dir_x /= length; dir_y /= length; dir_z /= length; GLdouble up_x, up_y, up_z; up_x = 0.0; up_y = 1.0; up_z = 0.0; double side_x, side_y, side_z; side_x = up_y * dir_z - up_z * dir_y; side_y = up_z * dir_x - up_x * dir_z; side_z = up_x * dir_y - up_y * dir_x; length = sqrt ( side_x*side_x + side_y*side_y + side_z*side_z ); if ( length < 0.0001 ) { side_x = 1.0; side_y = 0.0; side_z = 0.0; length = 1.0; } side_x /= length; side_y /= length; side_z /= length; up_x = dir_y * side_z - dir_z * side_y; up_y = dir_z * side_x - dir_x * side_z; up_z = dir_x * side_y - dir_y * side_x; // 计算变换矩阵 GLdouble m[16] = { side_x, side_y, side_z, 0.0, up_x, up_y, up_z, 0.0, dir_x, dir_y, dir_z, 0.0, 0.0, 0.0, 0.0, 1.0 }; glMultMatrixd( m ); // 原点处向Y轴方向绘制几何体 renderGeometryInYAxis(); glPopMatrix(); } |
注意上面的renderGeometryInYAxis();必须是在Y轴上绘制几何体。
3、测试代码:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
#include <gl/glut.h> #include <cstdio> #include <cstdlib> #include <cmath> void init( void ); void reshape( int w, int h); void display( void ); void RenderBone( float x0, float y0, float z0, float x1, float y1, float z1 ); int main( int argc, char ** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize (500, 500); glutInitWindowPosition (100, 100); glutCreateWindow( "Sphere" ); init (); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); return 0; } void init ( void ) { glClearColor (0.0, 0.0, 0.0, 0.0); glClearDepth(1); glShadeModel(GL_SMOOTH); GLfloat _ambient[]={1.0,1.0,1.0,1.0}; GLfloat _diffuse[]={1.0,1.0,0.0,1.0}; GLfloat _specular[]={1.0,1.0,1.0,1.0}; GLfloat _position[]={200,200,200,0}; glLightfv(GL_LIGHT0,GL_AMBIENT,_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,_specular); glLightfv(GL_LIGHT0,GL_POSITION,_position); glEnable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); } void reshape( int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 500, 0.0, 500, -500, 500); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void display( void ) { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); { RenderBone(100, 100, 100, 200, 300, 500); } glPopMatrix(); glFlush(); glutPostRedisplay(); } void RenderBone( float x0, float y0, float z0, float x1, float y1, float z1 ) { GLdouble dir_x = x1 - x0; GLdouble dir_y = y1 - y0; GLdouble dir_z = z1 - z0; GLdouble bone_length = sqrt ( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z ); static GLUquadricObj * quad_obj = NULL; if ( quad_obj == NULL ) quad_obj = gluNewQuadric(); gluQuadricDrawStyle( quad_obj, GLU_FILL ); gluQuadricNormals( quad_obj, GLU_SMOOTH ); glPushMatrix(); // 平移到起始点 glTranslated( x0, y0, z0 ); // 计算长度 double length; length = sqrt ( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z ); if ( length < 0.0001 ) { dir_x = 0.0; dir_y = 0.0; dir_z = 1.0; length = 1.0; } dir_x /= length; dir_y /= length; dir_z /= length; GLdouble up_x, up_y, up_z; up_x = 0.0; up_y = 1.0; up_z = 0.0; double side_x, side_y, side_z; side_x = up_y * dir_z - up_z * dir_y; side_y = up_z * dir_x - up_x * dir_z; side_z = up_x * dir_y - up_y * dir_x; length = sqrt ( side_x*side_x + side_y*side_y + side_z*side_z ); if ( length < 0.0001 ) { side_x = 1.0; side_y = 0.0; side_z = 0.0; length = 1.0; } side_x /= length; side_y /= length; side_z /= length; up_x = dir_y * side_z - dir_z * side_y; up_y = dir_z * side_x - dir_x * side_z; up_z = dir_x * side_y - dir_y * side_x; // 计算变换矩阵 GLdouble m[16] = { side_x, side_y, side_z, 0.0, up_x, up_y, up_z, 0.0, dir_x, dir_y, dir_z, 0.0, 0.0, 0.0, 0.0, 1.0 }; glMultMatrixd( m ); // 圆柱体参数 GLdouble radius= 20; // 半径 GLdouble slices = 8.0; // 段数 GLdouble stack = 3.0; // 递归次数 gluCylinder( quad_obj, radius, radius, bone_length, slices, stack ); glPopMatrix(); } |
最终效果图:
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/taiyang1987912/article/details/80776974