,GL_SPOT_DIRECTION,spotDir);
//画一个光源
glColor3ub(255,0,0);
glTranslatef(lightPos[0],lightPos[1],lightPos[2]);
glutSolidCone(0.3f,0.3f,10,10);
glPushAttrib(GL_LIGHTING_BIT);
glDisable(GL_LIGHTING);
glColor3ub(255,255,0);
glutSolidSphere(0.1f,10.0f,10);
glPopAttrib();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
//随便画一些小东西
void Something()
{
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glTranslatef(0,-3.5f,0);
glutWireSphere(2.0f,50,50);
glutWireTorus(0.3f, 1.0f,50,50);
glutWireCone(0.30f, 1.1f, 20, 20);
glPopMatrix();
}
void renderBitmapString(float x, float y, void *font,char *string)
{
char *c;
glRasterPos2f(x, y);
for (c=string; *c != '\0'; c++) {
glutBitmapCharacter(font, *c);
}
}
void reshape (int w1, int h1)
{
w=w1;
h=h1;
glViewport (0, 0, (GLsizei) w1, (GLsizei) h1);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(65.0, (GLfloat) w1/(GLfloat) h1, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef (0.0, 0.0, -8.0);
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 'w': //向后走
turn1=turn;
forward = forward -0.04*sin((GLfloat)turn1/360*3.14*2);
z=z-0.05*cos((GLfloat)turn1/360*3.14*2);
if(tag==0){
shoulder1 = (shoulder1 + 1);
shoulder2 = (shoulder2 - 1);
if(shoulder1>=0){elbow=elbow-1.2;}
else{elbow=elbow+1.2;}
}
else
{
shoulder1 = (shoulder1 - 1);
shoulder2 = (shoulder2 + 1);
if(shoulder1>=0){elbow=elbow+1.25;}
else{elbow=elbow-1.2;}
}
if(shoulder1>30){
tag=1;
}
if(shoulder1<-30){
tag=0;
}
IsStop=true;
glutPostRedisplay();
break;
case 's': //向前走
turn1=turn;
forward = forward +0.04*sin((GLfloat)turn1/360*3.14*2);
z=z+0.05*cos((GLfloat)turn1/360*3.14*2);
if(tag==0){
shoulder1 = (shoulder1 - 1);
shoulder2 = (shoulder2 + 1);
}
else
{
shoulder1 = (shoulder1 + 1);
shoulder2 = (shoulder2 - 1);
}
if(shoulder1>30){
tag=0;
}
if(shoulder1<-30){
tag=1;
}
IsStop=true;
glutPostRedisplay();
break;
case 'd'://右转
turn = (turn - 5) % 360;
glutPostRedisplay();
IsStop=true;
break;
case 'a'://左转
turn = (turn + 5) % 360;
glutPostRedisplay();
IsStop=true;
break;
case 'l':
shoulder1 = (shoulder1 + 2) % 360;
shoulder2 = (shoulder2 - 4) % 360;
glutPostRedisplay();
IsStop=true;
break;
case 'L':
shoulder1 = (shoulder1 - 5) % 360;
shoulder2 = (shoulder2 + 10) % 360;
glutPostRedisplay();
IsStop=true;
break;
case 'P':
IsStop=false;
break;
case 'p':
IsStop=false;
break;
case 27:
exit(0);
break;
default:
break;
}
}
//设置视觉角度
void setOrthographicProjection()
{
glMatrixMode(GL_PROJECTION);
glPush