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原子电子运行模型
在原子电子运行模型当中运用了模型变换以及栈知识,具体代码如下:
// myOpengl.cpp : Defines the entry point for the console application. // #include "stdafx.h" // simpleGL.cpp : Defines the entry point for the console application. // #include <stdlib.h> #include <GL\glut.h> #include <iostream> using namespace std; void RenderScene() { static GLfloat fElect = 0.0f; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f,0.0f,-100.0f); glColor3f(1.0f,0.0f,0.0f); glutSolidSphere(10.0f,25,25); glPushMatrix(); glColor3f(1.0f,1.0f,0.0f); glRotatef(fElect,0.0f,1.0f,0.0f); glTranslatef(90.0f,0.0f,0.0f); glutSolidSphere(6.0f,25,25); glPopMatrix(); glPushMatrix(); glRotatef(45.0f,0.0f,0.0f,1.0f); glRotatef(fElect,0.0f,1.0f,0.0f); glTranslatef(-70.0f,0.0f,0.0f); glutSolidSphere(6.0f,25,25); glPopMatrix(); glPushMatrix(); glRotatef(-45.0f,0.0f,0.0f,1.0f); glRotatef(fElect,0.0f,1.0f,0.0f); glTranslatef(0.0f,0.0f,60.0f); glutSolidSphere(6.0f,15,15); glPopMatrix(); fElect += 10.0f; if(fElect>360.0) fElect = 0.0f; glutSwapBuffers(); } void ChangeSize(GLsizei w,GLsizei h) { if(h==0) h = 1; GLfloat aspectRatio = (GLfloat)w/(GLfloat)h; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w<h) glOrtho(-100.0,100.0,-100.0/aspectRatio,100.0/aspectRatio,200.0,-200.0); else glOrtho(-100.0*aspectRatio,100.0*aspectRatio,-100.0,100.0,200.0,-200.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void SetupRC() { glClearColor(0.0f,0.0f,0.0f,1.0f); glColor3f(1.0f,0.0f,0.0f); } void TimerFunction(int value) { glutPostRedisplay(); glutTimerFunc(33,TimerFunction,1); } int main(int argc, char *argv[]) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB); glutInitWindowSize(800,600); glutCreateWindow("Simple"); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutTimerFunc(33,TimerFunction,1); //glutSpecialFunc(SpecialKeys); SetupRC(); glutMainLoop(); return 0; }
首先,通过运行这个程序发现glRotatef(angle,0,0,1)函数总是以当前的XOY平面作为旋转的平面的,见代码:
glRotatef(45.0f,0.0f,0.0f,1.0f);
glRotatef(fElect,0.0f,1.0f,0.0f);
glTranslatef(-70.0f,0.0f,0.0f);
glutSolidSphere(6.0f,25,25);
其中第一行决定了旋转的平面为经过45旋转后的XOZ平面,第二行类似。需要注意的是要使电子离开原子核绕原子旋转,必须先使用glRotatef()函数,然后使用glTranslatef()函数。
其次,使用glPushMatrix()函数使得当前缓冲区中的矩阵X被保存到栈中,并且当前缓冲区中的矩阵仍为X。当使用glPopMatrix()函数的时候可以将栈顶的矩阵恢复到缓冲区当中,同时弹出栈顶。
注意到代码当中成对出现的
glPopMatrix();
glPushMatrix();
这也是一种用法,通常将刚弹出的矩阵又保存入栈中,主要就是为了在缓冲区中反复使用的目的。
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原文地址:http://www.cnblogs.com/lxk2010012997/p/4227225.html