C++ 要移动一个二维对象而不是另一个
我必须在openGL中制作一个保龄球游戏。这是我目前掌握的代码。它所做的是画一个球,并在按下箭头键时相应地移动 到目前为止,我有球在移动,这很好我想做的是我创建的另一点,该点不应移动。因为,当球到达那个点时,它应该掉下来,或者我要做的事情,障碍物掉下来了 代码是用EclipseIDE编写的C++ 要移动一个二维对象而不是另一个,c++,eclipse,opengl,graphics,glut,C++,Eclipse,Opengl,Graphics,Glut,我必须在openGL中制作一个保龄球游戏。这是我目前掌握的代码。它所做的是画一个球,并在按下箭头键时相应地移动 到目前为止,我有球在移动,这很好我想做的是我创建的另一点,该点不应移动。因为,当球到达那个点时,它应该掉下来,或者我要做的事情,障碍物掉下来了 代码是用EclipseIDE编写的 #include <stdio.h> #include <GL/glut.h> #include <math.h> #include <stdio.h>
#include <stdio.h>
#include <GL/glut.h>
#include <math.h>
#include <stdio.h> /* printf, scanf, puts, NULL */
float posX = 0, posY = -0.1, posZ = 0;
GLfloat rotation = 90.0;
double x, y, angle;
#define PI 3.1415926535898
GLint circle_points = 50;
void reshape(int width, int heigth) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//clip the windows so its shortest side is 2.0
if (width < heigth) {
glOrtho(-2.0, 2.0, -2.0 * (GLfloat) heigth / (GLfloat) width,
2.0 * (GLfloat) heigth / (GLfloat) width, 2.0, 2.0);
} else {
glOrtho(-2.0, 2.0, -2.0 * (GLfloat) width / (GLfloat) heigth,
2.0 * (GLfloat) width / (GLfloat) heigth, 2.0, 2.0);
}
// set viewport to use the entire new window
glViewport(0, 0, width, heigth);
}
void circ() {
glColor3f(0.0, 0.0, 1.0);
glPointSize(11.0);
glBegin(GL_POINTS);
glVertex3f(0.1, 0.1, 0.0);
glEnd();
glBegin(GL_TRIANGLE_FAN);
for (int i = 0; i <= 300; i++) {
angle = 2 * PI * i / 300;
x = cos(angle) / 20;
y = sin(angle) / 20;
glVertex2d(x, y);
}
glEnd();
}
void display() {
//Clear Window
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glTranslatef(posX, posY, posZ);
circ();
glPopMatrix();
glFlush();
}
void init() {
// set clear color to black
glClearColor(1.0, 1.0, 1.0, 0.0);
// set fill color to white
glColor3f(1.0, 1.0, 1.0);
//This is the default view and these statements could be removed
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
}
float move_unit = 0.02f;
void keyboardown(int key, int x, int y) {
switch (key) {
case GLUT_KEY_RIGHT:
posX += move_unit;
break;
case GLUT_KEY_LEFT:
posX -= move_unit;
break;
case GLUT_KEY_UP:
posY += move_unit;
break;
case GLUT_KEY_DOWN:
posY -= move_unit;
break;
default:
break;
}
glutPostRedisplay();
}
int main(int argc, char** argv) {
//initialize mode and open a windows in upper left corner of screen
//Windows tittle is name of program
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(600, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("Practice 1");
glutDisplayFunc(display);
init();
glutSpecialFunc(keyboardown);
glutMainLoop();
}
#包括
#包括
#包括
#include/*printf、scanf、put、NULL*/
浮点posX=0,posY=-0.1,posZ=0;
GLfloat旋转=90.0;
双x,y,角;
#定义PI 3.1415926535898
闪烁圆_点=50;
空洞重塑(内部宽度、内部高度){
glMatrixMode(GL_投影);
glLoadIdentity();
//剪裁窗口,使其最短边为2.0
如果(宽度<高度){
格洛托(-2.0,2.0,-2.0*(GLfloat)高度/(GLfloat)宽度,
2.0*(GLfloat)高度/(GLfloat)宽度,2.0,2.0);
}否则{
格洛托(-2.0,2.0,-2.0*(GLfloat)宽度/(GLfloat)高度,
2.0*(GLfloat)宽度/(GLfloat)高度,2.0,2.0);
}
//将“视口”设置为使用整个新窗口
glViewport(0,0,宽度,高度);
}
无效保监会(){
GL3F(0.0,0.0,1.0);
glPointSize(11.0);
glBegin(总分);
glVertex3f(0.1,0.1,0.0);
格伦德();
glBegin(GLU三角形风扇);
对于(int i=0;i请尝试以下方法:
#include <GL/glut.h>
#include <cmath>
float posX = 0, posY = -0.1, posZ = 0;
GLfloat rotation = 90.0;
double x, y, angle;
#define PI 3.1415926535898
GLint circle_points = 50;
void point()
{
glColor3f(0.0, 0.0, 1.0);
glPointSize(11.0);
glBegin(GL_POINTS);
glVertex3f(0.1, 0.1, 0.0);
glEnd();
}
void circ()
{
glColor3f(0.0, 0.0, 1.0);
glBegin(GL_TRIANGLE_FAN);
for (int i = 0; i <= 300; i++)
{
angle = 2 * PI * i / 300;
x = cos(angle) / 20;
y = sin(angle) / 20;
glVertex2d(x, y);
}
glEnd();
}
void display()
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
point();
glPopMatrix();
glPushMatrix();
glTranslatef(posX, posY, posZ);
circ();
glPopMatrix();
glutSwapBuffers();
}
float move_unit = 0.02f;
void keyboardown(int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_RIGHT:
posX += move_unit;
break;
case GLUT_KEY_LEFT:
posX -= move_unit;
break;
case GLUT_KEY_UP:
posY += move_unit;
break;
case GLUT_KEY_DOWN:
posY -= move_unit;
break;
default:
break;
}
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(600, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("Practice 1");
glutDisplayFunc(display);
glutSpecialFunc(keyboardown);
glutMainLoop();
}
#包括
#包括
浮点posX=0,posY=-0.1,posZ=0;
GLfloat旋转=90.0;
双x,y,角;
#定义PI 3.1415926535898
闪烁圆_点=50;
空位点()
{
GL3F(0.0,0.0,1.0);
glPointSize(11.0);
glBegin(总分);
glVertex3f(0.1,0.1,0.0);
格伦德();
}
无效保监会()
{
GL3F(0.0,0.0,1.0);
glBegin(GLU三角形风扇);
对于(int i=0;i模拟有限状态机的现代图形API。这意味着在绘制调用之前,必须完全配置(或保留默认)图形管道“机器”:
对于许多对象,您可以使用for循环包装所有内容:
for( each_object )
{
SetStates(); // current object's vertex/index buffer, texture, matrices, etc.
Begin();
Draw();
End();
}
效率不高。下一步的改进可能包括:截锥剔除、实例化、顶点缓冲区合并、纹理地图集、绘制调用排序等
BTW,考虑使用顶点缓冲对象(VBOS),而不是<代码>开始/ GLVTEX2D/Eng/EX> >
for( each_object )
{
SetStates(); // current object's vertex/index buffer, texture, matrices, etc.
Begin();
Draw();
End();
}