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概述

本文介绍一下OpenGL下绘制三维物体的基本方法。编译环境:OpenTK, c#。

以下是OpenGL的基本绘图函数:

1. 绘制正方体

View Code

//draw a cube: solid

void DrawCube(Color color, Vector3d refMarker, Vector3d size)

{

List points = new List(); //points

//back points (anti-clockwise)

points.Add(refMarker);

points.Add(new Vector3d(points[0].X + size.X, points[0].Y, points[0].Z));

points.Add(new Vector3d(points[0].X + size.X, points[0].Y + size.Y, points[0].Z));

points.Add(new Vector3d(points[0].X, points[0].Y + size.Y, points[0].Z));

//front points (anti-clockwise)

points.Add(new Vector3d(points[0].X, points[0].Y, points[0].Z + size.Z));

points.Add(new Vector3d(points[1].X, points[1].Y, points[1].Z + size.Z));

points.Add(new Vector3d(points[2].X, points[2].Y, points[2].Z + size.Z));

points.Add(new Vector3d(points[3].X, points[3].Y, points[3].Z + size.Z));

//sequency

int[] seqs = {

0, 1, 2, 3, //back side

4, 5, 6, 7, //front side

0, 4, 7, 3, //left side

1, 5, 6, 2, //right side

0, 4, 5, 1, //bottom side

3, 7, 6, 2 //tope side

};

GL.ShadeModel(ShadingModel.Flat);

GL.Color3(color);

GL.Begin(BeginMode.Quads);

foreach (int seq in seqs)

{

GL.Vertex3(points[seq]);

}

GL.End();

}

2. 圆筒

View Code

void DrawCylinder(Color color, Vector3d refMarker, double radius, double length, int segments = 20, int sides = 20)

{

GL.Color3(color);

GL.ShadeModel(ShadingModel.Flat);

double thetaSegments = 2 * Math.PI / segments;

double thetaSides = 2 * Math.PI / sides;

//bottom

GL.Begin(BeginMode.Polygon);

for (double i = 0; i < segments; i++)

{

Vector3d point = new Vector3d();

point.X = refMarker.X + radius * Math.Cos(thetaSegments * i);

point.Y = refMarker.Y + radius * Math.Sin(thetaSegments * i);

point.Z = refMarker.Z;

GL.Vertex3(point);

}

GL.End();

//top

GL.Begin(BeginMode.Polygon);

for (double i = 0; i < segments; i++)

{

Vector3d point = new Vector3d();

point.X = refMarker.X + radius * Math.Cos(thetaSegments * i);

point.Y = refMarker.Y + radius * Math.Sin(thetaSegments * i);

point.Z = refMarker.Z + length;

GL.Vertex3(point);

}

GL.End();

//side

GL.Begin(BeginMode.QuadStrip);

for (double i = 0; i <= sides; i++)

{

Vector3d point1 = new Vector3d();

point1.X = refMarker.X + radius * Math.Cos(thetaSides * i);

point1.Y = refMarker.Y + radius * Math.Sin(thetaSides * i);

point1.Z = refMarker.Z;

GL.Vertex3(point1);

Vector3d point2 = new Vector3d();

point2.X = refMarker.X + radius * Math.Cos(thetaSides * i);

point2.Y = refMarker.Y + radius * Math.Sin(thetaSides * i);

point2.Z = refMarker.Z + length;

GL.Vertex3(point2);

}

GL.End();

}

3. 球型

View Code

//draw a sphere: solid

void DrawSphere(Color color, Vector3d refMarker, double radius)

{

int longitudes = 20;

int latitudes = 20;

GL.Color3(color);

GL.ShadeModel(ShadingModel.Smooth);

for (double i = 0; i < latitudes; i++)

{

double lat0 = -Math.PI / 2 + Math.PI/latitudes * i ;

double z0 = Math.Sin(lat0) * radius;

double r0 = Math.Abs(Math.Cos(lat0) * radius);

double lat1 = -Math.PI / 2 + Math.PI / latitudes * (i + 1);

double z1 = Math.Sin(lat1) * radius;

double r1 = Math.Abs(Math.Cos(lat1) * radius);

GL.Begin(BeginMode.QuadStrip);

for (double j = 0; j < longitudes; j++)

{

double lng = 2 * Math.PI * j / longitudes;

double x = Math.Cos(lng);

double y = Math.Sin(lng);

Vector3d pt0 = new Vector3d(x * r0 + refMarker.X, y * r0 + refMarker.Y, z0 + refMarker.Z);

GL.Normal3(pt0);

GL.Vertex3(pt0);

Vector3d pt1 = new Vector3d(x * r1 + refMarker.X, y * r1 + refMarker.Y, z1 + refMarker.Z);

GL.Normal3(pt1);

GL.Vertex3(pt1);

}

GL.End();

}

}

4. Marker

View Code

//Draw a marker

void DrawMarker(Color color, Vector3d origin, double size=1)

{

DrawMarkerAxis(color, origin,new Vector3d(size, 0, 0)); //x

DrawMarkerAxis(color, origin, new Vector3d(0, size, 0)); //y

DrawMarkerAxis(color, origin, new Vector3d(0, 0, size)); //z

}voidDrawMarkerAxis(Color color, Vector3d origin, Vector3d size)

{double len1 = 0.1;double len2 = 0.05;

List points = new List();

points.Add(origin);

points.Add(new Vector3d(origin.X + size.X, origin.Y + size.Y, origin.Z+size.Z));

points.Add(new Vector3d(points[1].X * (1 - len1), points[1].Y * (1 - len1), points[1].Z * (1 -len1)));if (size.X != 0)

{

points.Add(new Vector3d(points[2].X, points[2].Y - len2, points[2].Z));

points.Add(new Vector3d(points[2].X, points[2].Y + len2, points[2].Z));

points.Add(new Vector3d(points[2].X, points[2].Y, points[2].Z -len2));

points.Add(new Vector3d(points[2].X, points[2].Y, points[2].Z +len2));

}else if (size.Y != 0)

{

points.Add(new Vector3d(points[2].X - len2, points[2].Y, points[2].Z));

points.Add(new Vector3d(points[2].X + len2, points[2].Y, points[2].Z));

points.Add(new Vector3d(points[2].X, points[2].Y, points[2].Z -len2));

points.Add(new Vector3d(points[2].X, points[2].Y, points[2].Z +len2));

}else{

points.Add(new Vector3d(points[2].X - len2, points[2].Y, points[2].Z));

points.Add(new Vector3d(points[2].X + len2, points[2].Y, points[2].Z));

points.Add(new Vector3d(points[2].X, points[2].Y - len2, points[2].Z));

points.Add(new Vector3d(points[2].X, points[2].Y + len2, points[2].Z));

}

GL.Color3(color);

GL.Begin(BeginMode.Lines);

GL.Vertex3(points[0]);

GL.Vertex3(points[1]);

GL.End();

GL.Begin(BeginMode.LineLoop);

GL.Vertex3(points[1]);

GL.Vertex3(points[3]);

GL.Vertex3(points[4]);

GL.End();

GL.Begin(BeginMode.LineLoop);

GL.Vertex3(points[1]);

GL.Vertex3(points[5]);

GL.Vertex3(points[6]);

GL.End();

}

最后

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