C++ 隔离;罗盘;从摄影机旋转openGL

C++ 隔离;罗盘;从摄影机旋转openGL,c++,opengl,glut,coordinate-transformation,C++,Opengl,Glut,Coordinate Transformation,我即将完成太阳系动画的原型。(它的效率仍然不如它可能的那样高)。目前我有一个太阳系,土星/天王星/海王星加上海卫一/海王星(海王星的卫星)。该程序允许用户在awsd绕轴旋转相机时为这些行星设置动画。(0,1,0/1,0,0等) 我放了一个原型指南针(字面上是3条线)来指示当前的摄像机方向。Y=白色。X=红色。Z=蓝色。然而,每当相机旋转时,指南针似乎在移动(尽管它并没有真正移动),从而让用户感到困惑。有没有一种方法可以锁定指南针的位置,同时允许它在适当的位置模拟用户的相机旋转 我知道指南针是三维

我即将完成太阳系动画的原型。(它的效率仍然不如它可能的那样高)。目前我有一个太阳系,土星/天王星/海王星加上海卫一/海王星(海王星的卫星)。该程序允许用户在awsd绕轴旋转相机时为这些行星设置动画。(0,1,0/1,0,0等)

我放了一个原型指南针(字面上是3条线)来指示当前的摄像机方向。Y=白色。X=红色。Z=蓝色。然而,每当相机旋转时,指南针似乎在移动(尽管它并没有真正移动),从而让用户感到困惑。有没有一种方法可以锁定指南针的位置,同时允许它在适当的位置模拟用户的相机旋转

我知道指南针是三维空间中的一组三维线,视觉上把它锁定在二维区域是没有意义的,但我希望无论如何都有一个解决方案。谢谢

此外,我还尝试设置指南针的动画,使其模拟摄像机的旋转,以帮助用户了解他/她当前的摄像机方向

display()中绘制/初始化指南针

在“wasd”案例中宣布摄像机旋转

float-triton=0;
浮动变形菌=0;
浮动海王星=0;
浮动土星=0;
浮动天王星=0;
int-sun=0;
内倾角=0;
闪烁buf,sbuf;
void init(void)
{
glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_平滑);
//明星
glNewList(1,GLU编译);
glBegin(总分);
GL3F(1.0,1.0,1.0);
对于(int i=0;i<200;i++){
对于(int j=0;j<300;j++){
如果(((i+j)%2)==0){
glVertex3f(100*i,100*j,0.0);
}
}
}
格伦德();
格伦德利斯();
//材料规格
GLfloat mat_镜面反射[]={0.8,0.8,0.9,0.1};
GLfloat mat_亮度[]={128.0};
GLfloat lightDiffuse[]={1.0,1.0,1.0,0.0};
GLfloat lmodel_环境[]={0.1,0.2,0.7,0.0};
//灯光0已初始化。
GLfloat light0[]={1.0,1.0,1.0,0.1};
GLfloat light_位置[]={1.0,0.5,0.0,-100.0};
//灯光0
glLightfv(GL_LIGHT0,GL_镜面反射,LIGHT0);
glLightfv(GLU灯0、GLU位置、灯位置);
//Mat规范的实施。
GLMATERIALV(GL_前部、GL_漫反射、光漫反射);
GLMATERIALV(GL_前部、GL_镜面反射、mat_镜面反射);
GLMATERIALV(GL_正面、GL_反光、mat_反光);
//物体周围的环境光。
glLightModelfv(GL_灯光_模型_环境光,lmodel_环境光);
//启用照明和深度
glEnable(德国劳埃德大学照明);
glEnable(GL_LIGHT0);
glEnable(GLU深度试验);
//启用抗锯齿线
glEnable(GL_线_光滑);
glEnable(GL_混合物);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_减去GL_SRC_ALPHA);
glHint(GL\u线\u平滑\u提示,GL\u不关心);
glLineWidth(1.5);
}
//动态观察值是任意的
空轨道(void)
{
triton®声波风廓线仪=triton®声波风廓线仪-0.11;
变形菌=变形菌-0.08;
海王星=海王星-0.04;
土星=土星-0.02;
天王星=天王星-0.037;
再发现();
}
无效回溯轨道(无效)
{
triton®声波风廓线仪=triton®声波风廓线仪+0.11;
变形菌=变形菌+0.08;
海王星=海王星+0.04;
土星=土星+0.02;
天王星=天王星+0.037;
再发现();
}
作废显示(作废)
{
glClear(GL_颜色_缓冲_位| GL_深度_缓冲_位);
glEnable(GL_颜色_材料);
glDisable(GLU照明);
//罗盘
glPushMatrix();
glBegin(GL_行);
GL3F(1.0,1.0,1.0);
//Y轴
glVertex3f(-15.0,12.0,0.0);
glVertex3f(-15.0,17.0,0.0);
GL3F(1.0,0.0,0.0);
//X轴
glVertex3f(-12.5,14.5,0.0);
glVertex3f(-17.5,14.5,0.0);
GL3F(0.0,0.0,1.0);
//Z轴
glVertex3f(-15.0,14.5,1.0);
glVertex3f(-15.0,14.5,-1.5);
格伦德();
glPopMatrix();
glEnable(德国劳埃德大学照明);
//太阳
glPushMatrix();
GL3F(1.0,0.35,0.1);
实心球体(2.0100100);
//土星
glPushMatrix();
glRotatef((GLfloat)土星,0.5,0.6,1.0);
GL3F(0.7,0.5,0.3);
glTranslatef(5.0,0.0,0.0);
固体球(0.38100100);
glRotatef(20.0,1.0,0.0,0.0);
固形环(.11,60,2,50);
glPopMatrix();
//天王星
glPushMatrix();
glRotatef((GLfloat)天王星,0.0,1.0,0.0);
GL3F(0.5,0.85,0.9);
glTranslatef(6.5,0.0,0.0);
固体球(0.37100100);
glPopMatrix();
//天王星尽头
//海王星
glPushMatrix();
glRotatef((GLfloat)海王星,0.3,1.0,0.8);
glTranslatef(8.0,0.0,0.0);
GL3F(0.1,0.1,0.3);
实心球体(0.3100100);
//海王星(海卫一)
glPushMatrix();
GL3F(0.85,0.7,0.8);
glRotatef((GLfloat)triton®声波风廓线仪,1.0,1.0,1.0);
glTranslatef(1.0,0.0,0.0);
固体球(0.07100100);
glPopMatrix();//结束Triton®声波风廓线仪
//海王星(海王星)
glPushMatrix();
GL3F(1.0,1.0,1.0);
glRotatef((GLfloat)proteus,0.0,1.0,0.0);
glTranslatef(1.0,0.0,0.0);
固体球(0.04100100);
glPopMatrix();//结束Proteus
glPopMatrix();//结束海王星
glPopMatrix();//结束Sun
glEnable(GL_多样本);
glDisable(GLU照明);
//明星
glMatrixMode(GLU模型视图);
glPushMatrix();
glLoadIdentity();
glPushMatrix();
glMatrixMode(GL_投影);
glPushMatrix();
glLoadIdentity();
//任意正交
格洛托(0,1000,0,1000,0,1000);
glCallList(1);
G
float triton = 0;
float proteus = 0;
float neptune = 0;
float saturn = 0;
float uranus = 0;
int sun = 0;
int angle = 0;
GLint buf, sbuf;

void init(void)
{
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glShadeModel(GL_SMOOTH);

    // Stars 
    glNewList(1, GL_COMPILE);
    glBegin(GL_POINTS);
    glColor3f(1.0, 1.0, 1.0);
    for (int i = 0; i < 200; i++){
        for (int j = 0; j < 300; j++){
            if (((i + j) % 2) == 0){
                glVertex3f(100 * i, 100 * j, 0.0);
            }
        }
    }
    glEnd();
    glEndList();

    // Material Specs
    GLfloat mat_specular[] = { 0.8, 0.8, 0.9, 0.1 };
    GLfloat mat_shininess[] = { 128.0 };
    GLfloat lightDiffuse[] = { 1.0, 1.0, 1.0, 0.0 };
    GLfloat lmodel_ambient[] = { 0.1, 0.2, 0.7, 0.0 };

    // Light 0 Initialized.
    GLfloat light0[] = { 1.0, 1.0, 1.0, 0.1 };
    GLfloat light_position[] = { 1.0, 0.5, 0.0, -100.0 };

    // Light 0
    glLightfv(GL_LIGHT0, GL_SPECULAR, light0);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    // Mat Specs Implmentations.
    glMaterialfv(GL_FRONT, GL_DIFFUSE, lightDiffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

    //Ambient surrounding light on object.
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);

    // Enable Lighting and Depth
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_DEPTH_TEST);
    // Enable AntiAliased Lines

    glEnable(GL_LINE_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
    glLineWidth(1.5);

}
// Orbit values are arbitrary
void orbit(void)
{
    triton = triton - 0.11;
    proteus = proteus - 0.08;
    neptune = neptune - 0.04;
    saturn = saturn - 0.02;
    uranus = uranus - 0.037;
    glutPostRedisplay();
}

void backorbit(void)
{
    triton = triton + 0.11;
    proteus = proteus + 0.08;
    neptune = neptune + 0.04;
    saturn = saturn + 0.02;
    uranus = uranus + 0.037;
    glutPostRedisplay();
}

void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_COLOR_MATERIAL);
    glDisable(GL_LIGHTING);
    // Compass
    glPushMatrix();
        glBegin(GL_LINES);
            glColor3f(1.0, 1.0, 1.0);
            // Y axis
            glVertex3f(-15.0, 12.0, 0.0);
            glVertex3f(-15.0, 17.0, 0.0);
            glColor3f(1.0, 0.0, 0.0);
            // X axis
            glVertex3f(-12.5, 14.5, 0.0);
            glVertex3f(-17.5, 14.5, 0.0);
            glColor3f(0.0, 0.0, 1.0);
            // Z axis
            glVertex3f(-15.0, 14.5, 1.0);
            glVertex3f(-15.0, 14.5, -1.5);
        glEnd();
    glPopMatrix();

    glEnable(GL_LIGHTING);
    // Sun 
    glPushMatrix();
        glColor3f(1.0, 0.35, 0.1);
        glutSolidSphere(2.0, 100, 100);

        // Saturn
        glPushMatrix();
            glRotatef((GLfloat)saturn, 0.5, 0.6, 1.0);
            glColor3f(0.7, 0.5, 0.3);
            glTranslatef(5.0, 0.0, 0.0);
            glutSolidSphere(0.38, 100, 100);
            glRotatef(20.0, 1.0, 0.0, 0.0);
            glutSolidTorus(.11, .60, 2, 50);
        glPopMatrix();

        // Uranus
        glPushMatrix();
            glRotatef((GLfloat)uranus, 0.0, 1.0, 0.0);
            glColor3f(0.5, 0.85, 0.9);
            glTranslatef(6.5, 0.0, 0.0);
            glutSolidSphere(0.37, 100, 100);
        glPopMatrix();
        // End Uranus

        // Neptune 
        glPushMatrix();
            glRotatef((GLfloat)neptune, 0.3, 1.0, 0.8);
            glTranslatef(8.0, 0.0, 0.0);
            glColor3f(0.1, 0.1, 0.3);
            glutSolidSphere(0.3, 100, 100);

            // Neptune(Triton)
            glPushMatrix();
                glColor3f(0.85, 0.7, 0.8);
                glRotatef((GLfloat)triton, 1.0, 1.0, 1.0);
                glTranslatef(1.0, 0.0, 0.0);
                glutSolidSphere(0.07, 100, 100);
            glPopMatrix(); // Ends Triton

            // Neptune(Proteus)
            glPushMatrix();
                glColor3f(1.0, 1.0, 1.0);
                glRotatef((GLfloat)proteus, 0.0, 1.0, 0.0);
                glTranslatef(1.0, 0.0, 0.0);
                glutSolidSphere(0.04, 100, 100);
            glPopMatrix(); // Ends Proteus

        glPopMatrix(); // Ends Neptune

    glPopMatrix(); // Ends Sun

    glEnable(GL_MULTISAMPLE);

    glDisable(GL_LIGHTING);
    // Stars
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
        glLoadIdentity();
        glPushMatrix();
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
                glLoadIdentity();
                // Arbitrary ortho
                glOrtho(0, 1000, 0, 1000, 0, 1000);
                glCallList(1);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
        glPopMatrix();
    glPopMatrix(); 

    glDisable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glFlush();
    glutSwapBuffers();
}

void reshape(int w, int h)
{
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(120.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0); 
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0, 0.0, -11.0); // Find location. 

}
void keyboard(unsigned char key, int x, int y)
{
    switch (key) {
        // Triton + Proteus Orbit. 
    case 'o':
        glutIdleFunc(orbit);
        break;
    case 'p':
        glutIdleFunc(backorbit);
        break;
        // Camera Rotations. 
    case 'd':
        glRotatef(4, 1.0, 0.0, 0.0);
        glutPostRedisplay();
        break;
    case 'a':
        glRotatef(-4, 1.0, 0.0, 0.0);
        glutPostRedisplay();
        break;
    case 'w':
        angle -= 4.0;
        glRotatef(-4.0, 0.0, 1.0, 0.0);
        glutPostRedisplay();
        break;
    case 's':
        glRotatef(4.0, 0.0, 1.0, 0.0);
        glutPostRedisplay();
        break;
        // Stop Orbit.
    case 't':
        glutIdleFunc(NULL);
        break;
        // Reset to Origin (IP)
    case '1':
        angle = 0;
        glutPostRedisplay();
        break;
    case ',':
        glTranslatef(-0.3, 0.0, 0.0);
        glutPostRedisplay();
        break;
    case '.':
        glTranslatef(0.3, 0.0, 0.0);
        glutPostRedisplay();
        break;
        // Exit
    case 27:
        exit(0);
        break;
    default:
        break;
    }
}
int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB | GLUT_MULTISAMPLE);
    glutInitWindowSize(1000, 1000);
    glutInitWindowPosition(100, 100);
    glutCreateWindow("Solar System");
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutMainLoop();
    return 0;
}
glPushMatrix();
GLfloat view_mat[16];
glGetFloatv( GL_MODELVIEW_MATRIX, view_mat );
glLoadIdentity();
glTranslatef( -15.0, 14.5, 0.0 );
glMultMatrixf( view_mat );

    glBegin(GL_LINES);
        glColor3f(1.0, 1.0, 1.0);
        // Y axis
        glVertex3f(0.0, -2.5, 0.0);
        glVertex3f(0.0,  2.5, 0.0);
        glColor3f(1.0, 0.0, 0.0);
        // X axis
        glVertex3f(-2.5, 0.0, 0.0);
        glVertex3f(2.5, 0.0, 0.0);
        glColor3f(0.0, 0.0, 1.0);
        // Z axis
        glVertex3f(-0.0, 0.0, 1.0);
        glVertex3f(-0.0, 0.0, -1.5);
    glEnd();

glPopMatrix();