📄 3d.c
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/* rolling-ball-gems3.c *//* * Take a 3D graphics object "obj" and the incremental mouse * motion data "(dx,dy,state)" and rotate the object * using the rolling ball algorithm. A generic interactive * graphics interface is assumed that maps onto common protocols * such as Xlib in an obvious way. * * It is assumed that an object "obj" of type "Polyhedron" has * already been drawn once on the display, and that it carries * a 4x4 frame matrix "obj->frame[i][j]" specifying the position * and orientation at which it is to be drawn. * * Make3DRot is assumed to construct a 4x4 rotation matrix from * the angle and axis parameters as shown in the text and in * GGI "Rotation Tools," by M. Pique, p.466. * * Make3DTranslation is assumed to store an (x,y,z) position in a 4x4 * matrix in such a way that it can be extracted by Tx = obj->frame[3][0]; . * * CombineMatrices3D performs a left to right matrix multiplication, * leaving the result in the location specified by the last argument. * * CopyMatrix3D copies a matrix into another. * * Entry: display - generic graphics device specification. * obj - the object (typically a wire frame) to be rotated. * dx,dy - the distance the mouse moved in screen coordinates * since the previous event was processed. * state - state of the mouse such as button presses. * * Exit: Object "obj" erased, rotated, and redrawn. */#include <math.h>#include "defs.h"ModifyObject(display, obj, dx, dy, state) Display *display; Polyhedron *obj; int dx, dy, state;{double Tx, Ty, Tz, n[3], dr, denom, cos_theta, sin_theta; double Matrix3D[4][4], TmpMat[4][4], TransToOrigin[4][4], Rmat[4][4]; static double Radius=100.0; /* Example of interactive method: apply rolling ball to * object's orientation as long as mouse Button1 is * held down. */ if (state == Button1) { /* Obtain current object position from its frame. */ Tx = obj->frame[3][0]; Ty = obj->frame[3][1]; Tz = obj->frame[3][2]; /* Compute the rolling ball axis and angle from the incremental mouse * displacements (dx,dy) and compute corresponding rotation matrix RMat. * See text for full form of Rmat returned by Make3DRot. * NOTE: For window systems using a left-handed screen * coordinate system, the formula (-dy,dx,0) given * in the text for the rotation axis direction must * be changed to (+dy,dx,0) to give the desired effect! * We explicitly use this coordinate system in the example * code because so many systems possess this reversal. */ dr = sqrt((double)(dx*dx + dy*dy)); denom = sqrt(Radius*Radius + dr*dr); cos_theta = Radius/denom; sin_theta = dr/denom; n[0] = (double)(dy)/dr; /* Change sign for right-handed coord system. */ n[1] = (double)(dx)/dr; n[2] = 0.0; Make3DRot(cos_theta, sin_theta, n, Rmat); /* Translate current object frame to origin. */ Make3DTranslation(-Tx, -Ty, -Tz, TransToOrigin); CombineMatrices3D(TransToOrigin, obj->frame, Matrix3D); /* Rotate about origin. */ CombineMatrices3D(Rmat, Matrix3D, TmpMat); /* Translate rotated temporary frame back to original object position. */ Make3DTranslation(Tx, Ty, Tz, TransToOrigin); CombineMatrices3D(TransToOrigin, TmpMat, Matrix3D); /* Erase current object. */ SetFunction(display, ERASE); DrawObject(display, obj); /* Install new frame in object, draw rotated object. */ CopyMatrix3D(Matrix3D, obj->frame); SetFunction(display, DRAW); DrawObject(display, obj); }}
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