我正在实现NURBS曲面。我想要的就是每点击一次鼠标,Y轴上的重量就会减少,所以看起来就像是太阳或其他行星的重量。
#include <stdlib.h>
#include <glut.h>
int PI = 3.145;
int y = 0;在这里,我尝试做同样的事情,但是输出没有变化
void myMouse(int button, int state, int x, int y) {
if (state == GLUT_LEFT_BUTTON && GLUT_DOWN) {
y++;
}
glutPostRedisplay();
}代码在此处继续
GLfloat ctrlpoints[4][4][3] = {
{{-3.5, 1.0, -4.5}, {-0.5, 1.0,-4.5 }, {0.5, 1.0, -4.5 }, {3.5, 1.0,-4.5}},
{{-3.5, 1.0, -0.5}, {-0.5, -2.0 - y,-0.5 }, {0.5, -2.0 - y, -0.5 }, {3.5, 1.0,-0.5}},
{{-3.5, 1.0, 0.5}, {-0.5, 1.0, 0.5 }, {0.5, 1.0, 0.5 }, {3.5, 1.0, 0.5}},
{{-3.5, 1.0, 4.5}, {-0.5, 1.0, 4.5 }, {0.5, 1.0, 4.5 }, {3.5, 1.0, 4.5}}
};
void Sun() {
glPushMatrix();
glTranslatef(0, 1, 0);
glRotatef(2*PI, 1, 0, 0);
glutSolidSphere(0.5, 20, 20);
glPopMatrix();
}
void display(void)
{
int i, j;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(0.0, 1.0, 1.0);
glPushMatrix();
glRotatef(45.0, 1.0, 1.0, 1.0);
for (j = 0; j <= 30; j++) {
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 100; i++)
glEvalCoord2f((GLfloat)i / 100.0, (GLfloat)j / 30.0);
glEnd();
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 100; i++)
glEvalCoord2f((GLfloat)j / 30.0, (GLfloat)i / 100.0);
glEnd();
}
glPopMatrix();
glPushMatrix();
glColor3f(1, 1, 0);
Sun();
glPopMatrix();
glFlush();
}
void init(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &ctrlpoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-5.0, 5.0, -5.0*(GLfloat)h / (GLfloat)w, 5.0*(GLfloat)h / (GLfloat)w, -5.0, 5.0);
else
glOrtho(-5.0*(GLfloat)w / (GLfloat)h, 5.0*(GLfloat)w / (GLfloat)h, -5.0, 5.0, -5.0, 5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(myMouse);
Sun();
glutMainLoop();
return 0;
}这是这段代码的当前硬编码输出,我希望每次单击鼠标按键时,它都会在y轴上递减:

发布于 2018-12-27 00:58:07
ctrlpoints是一个全局变量。一旦它被初始化,它只能通过赋值来更改。对变量y没有神奇的动态依赖关系。
您必须通过赋值来更改ctrlpoints的字段。更改ctrlpoints的内容后,必须重新定义二维赋值器。
当按下鼠标左键时,正确的条件是button == GLUT_LEFT_BUTTON && state == GLUT_DOWN。
注意:由于y是myMouse(int button, int state, int x, int y)函数签名中形式参数的名称,因此y ++ (在myMouse中)不会更改全局变量y的值,但会更改参数y的值。
添加一个函数initMap,并将函数myMouse和init更改为:
void initMap(void)
{
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &ctrlpoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
}
void myMouse(int button, int state, int px, int py)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
ctrlpoints[1][1][1] -= 1.0f;
ctrlpoints[1][2][1] -= 1.0f;
}
initMap();
glutPostRedisplay();
}
void init(void)
{
//glClearColor(1.0, 1.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
initMap();
} 预览:

https://stackoverflow.com/questions/53934033
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