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#include #include #include #include #define GLUT_WHEEL_UP 3 /定义滚轮操作 #define GLUT_WHEEL_DOWN 4 float PI = 3.1415926;float points83 = -1.0,-1.0,-1.0,1.0,-1.0,-1.0, 1.0,1.0,-1.0, -1.0,1.0,-1.0, -1.0,-1.0,1.0, 1.0,-1.0,1.0,1.0,1.0,1.0, -1.0,1.0,1.0; float colors63=0,1,1,0,0,1,1,0,0,1,1,0,0,1,0,1,0,1;int faces64=4,5,6,7,1,2,6,5,0,3,2,1,0,4,7,3,0,1,5,4,2,3,7,6;float x4,y4,z4;float anglex=PI*30/180,angley=PI*30/180,anglez=PI*30/180;float size = 1.0;GLubyte aoyun=/0,1,1,1,0,1,0,0,0,1,1,0,0,0,1,1,0,0,0,1,1,0,0,0,1,1,0,0,0,1,1,0,0,0,1,0,1,1,1,0; 0x00,0x00,0x00,0x00,0x00,0x1E,0x07,0x00, 0x03,0xFE,0x0F,0x80,0x07,0xFF,0x07,0xF0, 0x0F,0xFF,0x83,0xF0,0x0F,0xFF,0xC1,0xF0, 0x0F,0xFF,0xF0,0xF8,0x0F,0xFF,0xF8,0x78, 0x0F,0xF3,0xF8,0x38,0x0F,0x80,0x7C,0x38, 0x0F,0x00,0x38,0x78,0x07,0x04,0x30,0x70, 0x0F,0x0C,0x20,0xF8,0x07,0x0C,0x01,0xF8, 0x07,0x0C,0x03,0xF8,0x00,0x0C,0x0F,0xF8, 0x08,0x18,0x1F,0xF0,0x0E,0x38,0x0F,0xF0, 0x0F,0xF0,0x8F,0xF0,0x0F,0xF0,0x8F,0xF0, 0x0F,0xF0,0x8F,0xF0,0x06,0x00,0x0F,0xF0, 0x04,0x00,0x03,0xF0,0x04,0x00,0x00,0x60, 0x06,0x7F,0xF0,0x00,0x07,0x7E,0x3E,0x00, 0x03,0xFC,0x3F,0x80,0x03,0xFC,0x3F,0x80, 0x01,0xFE,0x7E,0x00,0x00,0xFF,0xF0,0x00, 0x00,0x1F,0x00,0x00,0x00,0x00,0x00,0x00;void Rotationx(float x_,float y_,float z_,int i)/点饶X轴旋转时,改变一个点的坐标xi = x_;yi = y_*cos(anglex) - z_*sin(anglex);zi = y_*sin(anglex) + z_*cos(anglex); void Rotationy(float x_,float y_,float z_,int i)/点饶Y轴旋转时,改变一个点的坐标xi = x_*cos(angley) + z_*sin(angley);yi = y_;zi = z_*cos(angley) - x_*sin(angley);void Rotationz(float x_,float y_,float z_,int i)/点饶Z轴旋转时,改变一个点的坐标xi = x_*cos(anglez) - y_*sin(anglez);yi = x_*sin(anglez) + y_*cos(anglez);zi = z_;void Changex(int a,int b,int c,int d)/一个平面饶X轴旋转时4个点坐标的该改Rotationx(pointsa0,pointsa1,pointsa2,0);Rotationx(pointsb0,pointsb1,pointsb2,1);Rotationx(pointsc0,pointsc1,pointsc2,2);Rotationx(pointsd0,pointsd1,pointsd2,3);void Changey()/一个平面饶Y轴旋转时4个点坐标的该改Rotationy(x0,y0,z0,0);Rotationy(x1,y1,z1,1);Rotationy(x2,y2,z2,2);Rotationy(x3,y3,z3,3);void Changez()/一个平面饶Y轴旋转时4个点坐标的该改Rotationz(x0,y0,z0,0);Rotationz(x1,y1,z1,1);Rotationz(x2,y2,z2,2);Rotationz(x3,y3,z3,3);void init()/初始化 / glEnable(GL_DEPTH_TEST); glClearColor (1.0, 1.0, 1.0, 0.0);void polygon(int i) /画一个平面glEnable (GL_POLYGON_STIPPLE);glPolygonStipple (aoyun);glBegin(GL_POLYGON);glColor3fv(colorsi);glVertex3f(x0*size,y0*size,z0*size); glVertex3f(x1*size,y1*size,z1*size);glVertex3f(x2*size,y2*size,z2*size); glVertex3f(x3*size,y3*size,z3*size);glEnd(); int IsVisible()/判断一个面是否可见float a1=x1-x0;float a2=y1-y0;float a3=z1-z0;float b1=x2-x1;float b2=y2-y1;float b3=z2-z1;/float x=a2*b3-a3*b2;/float y=-(a1*b3-a3*b1);float z=a1*b2-a2*b1;/求出法向量(x,y,z)if(z0)return 1;else return 0;void Draw(void) int a,b,c,d;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); for(int i=0;i6;i+)a = facesi0;b = facesi1;c = facesi2;d = facesi3;Changex(a,b,c,d);Changey();Changez();if(IsVisible()=1)polygon(i);elsecontinue;glutSwapBuffers(); void ChangeWindowsize(int w, int h) glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w = h) glOrtho(-3.0, 3.0, -3.0 * (float) h / (float) w, 3.0 * (float) h / (float) w, -3.0, 3.0);else glOrtho(-3.0 * (float) w / (float) h, 3.0 * (float) w / (float) h, -3.0, 3.0, -3.0, 3.0);glMatrixMode(GL_MODELVIEW); void Changeangle(int key, int x,int y)if (key=GLUT_KEY_DOWN)anglex -= 2.0*PI/180; glutPostRedisplay();if (key=GLUT_KEY_UP)anglex += 2.0*PI/180; glutPostRedisplay();if (key=GLUT_KEY_LEFT)angley -= 2.0*PI/180; glutPostRedisplay();if(key=GLUT_KEY_RIGHT)angley += 2.0*PI/180; glutPostRedisplay();if(key = GLUT_KEY_F1)anglez += 2.0*PI/180;glutPostRedisplay();if(key = GLUT_KEY_F2)anglez -= 2.0*PI/180;glutPostRedisplay();if(key = GLUT_KEY_F3)if(size 0.5)size-=0.02;glutPostRedisplay();void processMouse(int button, int state,int x,int y) if (button = GLUT_LEFT_BUTTON) if(size 0.5)size-=0.02;glutPostRedisplay(); void main (int argc, char *argv) glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE |GLUT_RGB | GLUT_DEPTH);glutInitWindo

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