C++ 创建三维立方体和反弹球
我正在用OpenGL编写一个程序,我正在绘制一个简单的3D立方体,我想添加弹跳球,使它们在立方体的墙壁内弹跳,我尝试添加一个ball类和以下代码:C++ 创建三维立方体和反弹球,c++,opengl,C++,Opengl,我正在用OpenGL编写一个程序,我正在绘制一个简单的3D立方体,我想添加弹跳球,使它们在立方体的墙壁内弹跳,我尝试添加一个ball类和以下代码: GLfloat WHITE[] = {1, 1, 1}; GLfloat RED[] = {1, 0, 0}; GLfloat GREEN[] = {0, 1, 0}; GLfloat MAGENTA[] = {0, 0, 1}; class Ball { double radius; GLfloat* color; double
GLfloat WHITE[] = {1, 1, 1};
GLfloat RED[] = {1, 0, 0};
GLfloat GREEN[] = {0, 1, 0};
GLfloat MAGENTA[] = {0, 0, 1};
class Ball {
double radius;
GLfloat* color;
double maximumHeight;
double x;
double y;
double z;
int direction;
public:
Ball(double r, GLfloat* c, double h, double x, double z):
radius(r), color(c), maximumHeight(h), direction(-1),
y(h), x(x), z(z) {
}
void update() {
y += direction * 0.05;
if (y > maximumHeight) {
y = maximumHeight; direction = -1;
} else if (y < radius) {
y = radius; direction = 1;
}
glPushMatrix();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
glTranslated(x, y, z);
glutSolidSphere(radius, 30, 30);
glPopMatrix();
}
};
Ball balls[] = {
Ball(0.5, GREEN, 7, 6, 1),
Ball(0.5, MAGENTA, 6, 3, 4),
Ball(0.5, WHITE, 5, 1, 7)
};
:
GL_AMBIENT
:参数包含四个整数值或浮点值
GL_DIFFUSE
:参数包含四个整数值或浮点值
GL\u AMBIENT\u和\u DIFFUSE
:相当于使用相同的参数值调用glMaterial
两次,一次调用GL\u AMBIENT
,一次调用GL\u DIFFUSE
编辑:
#include <GL/glut.h>
// http://eigen.tuxfamily.org
#include <Eigen/Core>
using namespace Eigen;
struct PointMass
{
PointMass() : pos(0,0,0), vel(0,0,0) {}
PointMass( const Vector3f& pos )
: pos( pos )
, vel( 0, 0, 0 )
{}
void Integrate( float dt )
{
// "gravity" force vector
Vector3f g( 0, 0, -2 );
// semi-implicit euler
vel = vel + g * dt;
pos = pos + vel * dt;
// collision detection/response
if( pos.z() < 0 )
{
pos.z() = -pos.z();
vel.z() = -vel.z();
}
}
Vector3f pos;
Vector3f vel;
};
GLfloat WHITE[] = {1, 1, 1, 1};
GLfloat RED[] = {1, 0, 0, 1};
GLfloat GREEN[] = {0, 1, 0, 1};
GLfloat MAGENTA[] = {0, 0, 1, 1};
class Ball
{
double radius;
GLfloat* color;
PointMass pm;
public:
Ball(double r, GLfloat* c, const Vector3f& pos )
: radius(r)
, color(c)
, pm( pos )
{ }
void Integrate( float dt )
{
pm.Integrate( dt );
}
void Draw()
{
glPushMatrix();
glColor4fv( color );
glTranslatef( pm.pos.x(), pm.pos.y(), pm.pos.z() );
glutSolidSphere(radius, 30, 30);
glPopMatrix();
}
};
Ball balls[] =
{
Ball( 0.1, GREEN, Vector3f( 1, 1, 2 ) ),
Ball( 0.1, MAGENTA, Vector3f( -1, 1, 1 ) ),
Ball( 0.1, WHITE, Vector3f( 0, -1, 1.5 ) ),
};
double rotate_x = 55;
double rotate_z = 25;
void display()
{
static int last = glutGet(GLUT_ELAPSED_TIME);
int cur = glutGet(GLUT_ELAPSED_TIME);
float dt = ( cur - last ) / 1000.0f;
last = cur;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective( 60, w / h, 0.1, 100 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0, 0, -5 );
glRotatef( -rotate_x, 1.0, 0.0, 0.0 );
glRotatef( -rotate_z, 0.0, 0.0, 1.0 );
// ground
glBegin(GL_QUADS);
glColor3f( 1.0, 0.0, 0.0 );
glVertex2f( -2, -2 );
glColor3f( 0.0, 1.0, 0.0 );
glVertex2f( 2, -2 );
glColor3f( 0.0, 0.0, 1.0 );
glVertex2f( 2, 2 );
glColor3f( 1.0, 0.0, 1.0 );
glVertex2f( -2, 2 );
glEnd();
for (int i = 0; i < sizeof balls / sizeof(Ball); i++)
{
balls[i].Integrate( dt );
balls[i].Draw();
}
glutSwapBuffers();
}
void specialKeys( int key, int x, int y )
{
if (key == GLUT_KEY_RIGHT)
rotate_z += 5;
if (key == GLUT_KEY_LEFT)
rotate_z -= 5;
if (key == GLUT_KEY_UP)
rotate_x += 5;
if (key == GLUT_KEY_DOWN)
rotate_x -= 5;
}
void timer( int extra )
{
// run display() every 16ms or so
glutTimerFunc( 16, timer, 0 );
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("Awesome Cube");
glEnable(GL_DEPTH_TEST);
glutDisplayFunc(display);
glutSpecialFunc(specialKeys);
glutTimerFunc( 0, timer, 0 );
glutMainLoop();
return 0;
}
#包括
// http://eigen.tuxfamily.org
#包括
使用名称空间特征;
结构点质量
{
PointMass():pos(0,0,0),vel(0,0,0){
点质量(常数矢量3F和位置)
:pos(pos)
,水平(0,0,0)
{}
虚积分(浮点dt)
{
//“重力”力矢量
向量3g(0,0,-2);
//半隐式欧拉
vel=vel+g*dt;
pos=pos+vel*dt;
//碰撞检测/响应
如果(位置z()<0)
{
位置z()=-位置z();
vel.z()=-vel.z();
}
}
向量3f-pos;
向量3f级;
};
GLfloat-WHITE[]={1,1,1,1};
GLfloat RED[]={1,0,0,1};
GLfloat绿色[]={0,1,0,1};
GLfloat洋红[]={0,0,1,1};
班级舞会
{
双半径;
GLfloat*颜色;
点质量pm;
公众:
球(双r、GLfloat*c、常数矢量3F和位置)
:半径(r)
,颜色(c)
,下午(pos)
{ }
虚积分(浮点dt)
{
积分(dt);
}
作废提款()
{
glPushMatrix();
glColor4fv(颜色);
glTranslatef(pm.pos.x(),pm.pos.y(),pm.pos.z());
实心球体(半径30,30);
glPopMatrix();
}
};
球[]=
{
球(0.1,绿色,矢量3F(1,1,2)),
球(0.1,品红色,矢量3F(-1,1,1)),
球(0.1,白色,向量3F(0,-1,1.5)),
};
双旋转_x=55;
双旋转_z=25;
无效显示()
{
静态int last=glutGet(GLUT\u经过的时间);
int cur=glutGet(GLUT经过的时间);
浮动dt=(当前-最后)/1000.0f;
last=cur;
glClear(GL_颜色_缓冲_位| GL_深度_缓冲_位);
glMatrixMode(GL_投影);
glLoadIdentity();
双w=glutGet(GLUT\U窗口\U宽度);
双h=glutGet(GLUT\U窗口\U高度);
谷氨酰胺(60,w/h,0.1100);
glMatrixMode(GLU模型视图);
glLoadIdentity();
glTranslatef(0,0,-5);
glRotatef(-rotate_x,1.0,0.0,0.0);
glRotatef(-rotate_z,0.0,0.0,1.0);
//地面
glBegin(GL_QUADS);
GL3F(1.0,0.0,0.0);
glVertex2f(-2,-2);
GL3F(0.0,1.0,0.0);
glVertex2f(2,-2);
GL3F(0.0,0.0,1.0);
glVertex2f(2,2);
GL3F(1.0,0.0,1.0);
glVertex2f(-2,2);
格伦德();
对于(int i=0;i
我想你错过了你的问题:)对于使用(3d)运动学,nothings甚至不显示弹跳球+1,如果在碰撞检测/响应功能中添加速度衰减,球最终将停止弹跳,如irl:)
void display();
void specialKeys();
double rotate_y=0;
double rotate_x=0;
void display(){
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef( rotate_x, 1.0, 0.0, 0.0 );
glRotatef( rotate_y, 0.0, 1.0, 0.0 );
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.0, 0.0 ); glVertex3f( 0.5, -0.5, -0.5 ); // P1 is red
glColor3f( 0.0, 1.0, 0.0 ); glVertex3f( 0.5, 0.5, -0.5 ); // P2 is green
glColor3f( 0.0, 0.0, 1.0 ); glVertex3f( -0.5, 0.5, -0.5 ); // P3 is blue
glColor3f( 1.0, 0.0, 1.0 ); glVertex3f( -0.5, -0.5, -0.5 ); // P4 is purple
glEnd();
glBegin(GL_POLYGON);
glColor3f( 1.0, 1.0, 1.0 );
glVertex3f( 0.5, -0.5, 0.5 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glVertex3f( -0.5, -0.5, 0.5 );
glEnd();
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.0, 1.0 );
glVertex3f( 0.5, -0.5, -0.5 );
glVertex3f( 0.5, 0.5, -0.5 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( 0.5, -0.5, 0.5 );
glEnd();
glBegin(GL_POLYGON);
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( -0.5, -0.5, 0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glVertex3f( -0.5, 0.5, -0.5 );
glVertex3f( -0.5, -0.5, -0.5 );
glEnd();
glBegin(GL_POLYGON);
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( 0.5, 0.5, -0.5 );
glVertex3f( -0.5, 0.5, -0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glEnd();*/
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( 0.5, -0.5, -0.5 );
glVertex3f( 0.5, -0.5, 0.5 );
glVertex3f( -0.5, -0.5, 0.5 );
glVertex3f( -0.5, -0.5, -0.5 );
glEnd();
glFlush();
glutSwapBuffers();
}
void specialKeys( int key, int x, int y ) {
if (key == GLUT_KEY_RIGHT)
rotate_y += 5;
else if (key == GLUT_KEY_LEFT)
rotate_y -= 5;
else if (key == GLUT_KEY_UP)
rotate_x += 5;
else if (key == GLUT_KEY_DOWN)
rotate_x -= 5;
glutPostRedisplay();
}
int main(int argc, char* argv[]){
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("Awesome Cube");
glEnable(GL_DEPTH_TEST);
glutDisplayFunc(display);
glutSpecialFunc(specialKeys);
glutMainLoop();
return 0;
}
GLfloat WHITE[] = {1, 1, 1};
...
Ball(0.5, WHITE, 5, 1, 7)
...
color(c)
....
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
#include <GL/glut.h>
// http://eigen.tuxfamily.org
#include <Eigen/Core>
using namespace Eigen;
struct PointMass
{
PointMass() : pos(0,0,0), vel(0,0,0) {}
PointMass( const Vector3f& pos )
: pos( pos )
, vel( 0, 0, 0 )
{}
void Integrate( float dt )
{
// "gravity" force vector
Vector3f g( 0, 0, -2 );
// semi-implicit euler
vel = vel + g * dt;
pos = pos + vel * dt;
// collision detection/response
if( pos.z() < 0 )
{
pos.z() = -pos.z();
vel.z() = -vel.z();
}
}
Vector3f pos;
Vector3f vel;
};
GLfloat WHITE[] = {1, 1, 1, 1};
GLfloat RED[] = {1, 0, 0, 1};
GLfloat GREEN[] = {0, 1, 0, 1};
GLfloat MAGENTA[] = {0, 0, 1, 1};
class Ball
{
double radius;
GLfloat* color;
PointMass pm;
public:
Ball(double r, GLfloat* c, const Vector3f& pos )
: radius(r)
, color(c)
, pm( pos )
{ }
void Integrate( float dt )
{
pm.Integrate( dt );
}
void Draw()
{
glPushMatrix();
glColor4fv( color );
glTranslatef( pm.pos.x(), pm.pos.y(), pm.pos.z() );
glutSolidSphere(radius, 30, 30);
glPopMatrix();
}
};
Ball balls[] =
{
Ball( 0.1, GREEN, Vector3f( 1, 1, 2 ) ),
Ball( 0.1, MAGENTA, Vector3f( -1, 1, 1 ) ),
Ball( 0.1, WHITE, Vector3f( 0, -1, 1.5 ) ),
};
double rotate_x = 55;
double rotate_z = 25;
void display()
{
static int last = glutGet(GLUT_ELAPSED_TIME);
int cur = glutGet(GLUT_ELAPSED_TIME);
float dt = ( cur - last ) / 1000.0f;
last = cur;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective( 60, w / h, 0.1, 100 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0, 0, -5 );
glRotatef( -rotate_x, 1.0, 0.0, 0.0 );
glRotatef( -rotate_z, 0.0, 0.0, 1.0 );
// ground
glBegin(GL_QUADS);
glColor3f( 1.0, 0.0, 0.0 );
glVertex2f( -2, -2 );
glColor3f( 0.0, 1.0, 0.0 );
glVertex2f( 2, -2 );
glColor3f( 0.0, 0.0, 1.0 );
glVertex2f( 2, 2 );
glColor3f( 1.0, 0.0, 1.0 );
glVertex2f( -2, 2 );
glEnd();
for (int i = 0; i < sizeof balls / sizeof(Ball); i++)
{
balls[i].Integrate( dt );
balls[i].Draw();
}
glutSwapBuffers();
}
void specialKeys( int key, int x, int y )
{
if (key == GLUT_KEY_RIGHT)
rotate_z += 5;
if (key == GLUT_KEY_LEFT)
rotate_z -= 5;
if (key == GLUT_KEY_UP)
rotate_x += 5;
if (key == GLUT_KEY_DOWN)
rotate_x -= 5;
}
void timer( int extra )
{
// run display() every 16ms or so
glutTimerFunc( 16, timer, 0 );
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("Awesome Cube");
glEnable(GL_DEPTH_TEST);
glutDisplayFunc(display);
glutSpecialFunc(specialKeys);
glutTimerFunc( 0, timer, 0 );
glutMainLoop();
return 0;
}