📄 矩阵堆栈机械手.cpp
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#include<windows.h>
#include<GL\gl.h>
#include<GL\glu.h>
#include<GL\glaux.h>
#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")
void Init(void);
void drawPlane(void);
void CALLBACK elbowAdd(void);
void CALLBACK shoulderAdd(void);
void CALLBACK shoulderSubtract(void);
void CALLBACK Paint(void);
void CALLBACK Resize(GLsizei w,GLsizei h);
static int shoulder=0,elbow=0;
void CALLBACK elbowAdd(void)
{
elbow=(elbow+5)%360;
}
void CALLBACK elbowSubtract(void)
{
elbow=(elbow-5)%360;
}
void CALLBACK shoulderAdd(void)
{
shoulder=(shoulder+5)%360;
}
void CALLBACK shoulderSubtract(void)
{
shoulder=(shoulder-5)%360;
}
void CALLBACK Paint(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0,1.0,1.0);
glPushMatrix();
glTranslatef(-1.0,0.0,0.0);
glRotatef((GLfloat)shoulder,0.0,0.0,1.0);
glTranslatef(1.0,0.0,0.0);
auxWireBox(2.0,0.4,1.0);
glTranslatef(1.0,0.0,0.0);
glRotatef((GLfloat)elbow,0.0,0.0,1.0);
glTranslatef(-1.0,0.0,0.0);
auxWireBox(2.0,0.4,1.0);
glPopMatrix();
glFlush();
}
void Init(void)
{
glShadeModel(GL_FLAT);
}
void CALLBACK Resize(GLsizei w,GLsizei h)
{
if(!h)return;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(65.0,(GLfloat)w/(GLfloat)h,1.0,20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
}
int main(int argc,char** argv)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGB);
auxInitPosition(0,0,400,400);
auxInitWindow("Composite Modeling Transformations");
Init();
auxKeyFunc(AUX_LEFT,shoulderSubtract);
auxKeyFunc(AUX_RIGHT,shoulderAdd);
auxKeyFunc(AUX_UP,elbowAdd);
auxKeyFunc(AUX_DOWN,elbowSubtract);
auxReshapeFunc(Resize);
auxMainLoop(Paint);
return(0);
}
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