I'm having trouble moving these objects in an orderly fashion with openGL.
What I want to do is have each object in each row slowly spin and move the right of the screen, and as it disappears from view it should reappear on the other side as if in a loop.
The idle function worked fine for a single object, but it's not working with the group of objects.
#include <stdlib.h>
#include <GL/glut.h>
GLuint objectList;
GLfloat xRotated, yRotated, zRotated;
GLdouble size = 0.5;
float xpos = 0.0;
float ypos = 0.0;
float zpos = 0.0;
int x = 1;
float r, g, b;
/*
* Initialize depth buffer, projection matrix, light source, and lighting
* model. Do not specify a material property here.
*/
void init(void)
{
GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 };
GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat local_view[] = { 0.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
objectList = glGenLists(1);
glNewList(objectList, GL_COMPILE);
glutSolidTeapot(0.5);
glEndList();
}
/*
* Move object into position. Use 3rd through 12th
* parameters to specify the material property. Draw a teapot.
*/
void renderObject(GLfloat x, GLfloat y,
GLfloat ambr, GLfloat ambg, GLfloat ambb,
GLfloat difr, GLfloat difg, GLfloat difb,
GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
{
GLfloat mat[4];
glPushMatrix();
glTranslatef(x, y, 0.0);
mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;
glMaterialfv(GL_FRONT, GL_AMBIENT, mat);
mat[0] = difr; mat[1] = difg; mat[2] = difb;
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat);
mat[0] = specr; mat[1] = specg; mat[2] = specb;
glMaterialfv(GL_FRONT, GL_SPECULAR, mat);
glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0);
glCallList(objectList);
glPopMatrix();
}
void idle(void) {
//xRotated += 0.01;
yRotated += 0.01;
//zRotated += 0.01;
if (xpos > -1 && x == 1) {
xpos = -15;
ypos = 0;
}
else {
x = 0;
if (xpos <= 15) {
xpos += 0.001;
//ypos += 0.001;
}
else {
xpos = 1;
ypos = 1;
x = 1;
}
}
glutPostRedisplay();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glRotatef(xRotated, 1.0, 0.0, 0.0);
// rotation about Y axis
glRotatef(xRotated, 1.0, 0.0, 0.0);
// rotation about the Z axis
glRotatef(yRotated, 0.0, 1.0, 0.0);
// scale transformation
glScalef(1.0, 1.0, 1.0);
// glut spheres
renderObject(2.0, 11.0, 0.05375, 0.05, 0.06625,
0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3);
renderObject(2.0, 8.0, 0.25, 0.20725, 0.20725,
1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088);
renderObject(2.0, 5.0, 0.1745, 0.01175, 0.01175,
0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
renderObject(6.0, 11.0, 0.25, 0.25, 0.25,
0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6);
renderObject(6.0, 8.0, 0.19125, 0.0735, 0.0225,
0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1);
renderObject(6.0, 5.0, 0.24725, 0.1995, 0.0745,
0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
renderObject(10.0, 11.0, 0.0, 0.0, 0.0,
0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25);
renderObject(10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
0.7, 0.6, 0.6, .25);
renderObject(10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55,
0.70, 0.70, 0.70, .25);
renderObject(14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
0.04, 0.7, 0.04, .078125);
renderObject(14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
0.7, 0.04, 0.04, .078125);
renderObject(14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
0.7, 0.7, 0.7, .078125);
renderObject(18.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,
0.04, 0.7, 0.04, .078125);
renderObject(18.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,
0.7, 0.04, 0.04, .078125);
renderObject(18.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,
0.7, 0.7, 0.7, .078125);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 16.0, 0.0, 16.0*(GLfloat)h / (GLfloat)w,
-10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}
/*
* Main Loop
*/
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(750, 750);
glutInitWindowPosition(50, 50);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
You have to change the order of the instructions. A rotation around the axis of the object is performed, by multiplying the translation matrix by the rotation matrix.
object-matrix = translation-matrix * rotation-matrix
See the documentation of glRotate
which clearly says:
glRotate
produces a rotation of angle degrees around the vectorx
y
z
. The current matrix (seeglMatrixMode
) is multiplied by a rotation matrix with the product replacing the current matrix.
Adapt your code like this:
void renderObject(GLfloat x, GLfloat y,
GLfloat ambr, GLfloat ambg, GLfloat ambb,
GLfloat difr, GLfloat difg, GLfloat difb,
GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
{
glPushMatrix();
glTranslatef(x, y, 0.0); // translation-matrix
glRotatef(yRotated, 0.0, 1.0, 0.0); // multiply by rotation-matrix
glRotatef(xRotated, 1.0, 0.0, 0.0);
.....
}
Note, your rotation is very slightly. Change yRotated += 0.01;
to yRotated += 1.0;
, for debug reasons (the angle is specified in degrees).