用OpenInventor實現的NeHe OpenGL教程-第二十五課

OpenInventor實現的NeHe OpenGL教程-第二十五課

      

 

NeHe教程在這節課中向我們介紹瞭如何從文件加載3D模型,並且平滑的從一個模型變換爲另一個模型。兩個模型之間平滑過渡的算法其實是很簡單的,首先我們要保證兩個模型要有相同數目的頂點,然後我們分別計算每個點從一個模型移動到另外一個模型時,中間的位置數據。我們將這個過程顯示出來就會產生模型平滑過渡的效果。

 

因爲我們的程序採用NeHe提供的3D模型數據,所以我們就直接使用NeHe的代碼來讀取3D模型數據的代碼。本節課程採用的技術都是前面的課程已經介紹過的。我們就不再詳細介紹了。

 

下面的代碼都是拷貝自NeHe教程,主要是用來讀取3D模型數據,具體的解釋請查閱NeHe教程。

typedef struct              // Structure For 3D Points

{

     float    x, y, z;      // X, Y & Z Points

} VERTEX;                   // Called VERTEX

 

typedef struct              // Structure For An Object

{

     int      verts;        // Number Of Vertices For The Object

     VERTEX   *points;      // One Vertice (Vertex x,y & z)

} OBJECT;                   // Called OBJECT

 

int      key = 1;

int      maxver;            // Will Eventually Hold The Maximum Number Of Vertices

OBJECT   morph1,morph2,morph3,morph4,// Our 4 Morphable Objects (morph1,2,3 & 4)

         helper,*sour,*dest;// Helper Object, Source Object, Destination Object

float    xrot = 0,yrot = 0,zrot = 0,      // X, Y & Z Rotation

         xspeed = 0,yspeed = 0,zspeed = 0,// X, Y & Z Spin Speed

         cx = 0,cy = 0,cz = -15;          // X, Y & Z Position

int      step = 0,steps = 100;            // Step Counter And Maximum Number Of Steps

bool morph = FALSE;                       // Default morph To False (Not Morphing)

 

void objallocate(OBJECT *k,int n)         // Allocate Memory For Each Object

{   

// And Defines points

     k->points = (VERTEX*)malloc(sizeof(VERTEX) * n);  

}                                                               

// (3 Points For Each Vertice)

void objfree(OBJECT *k)                    // Frees The Object (Releasing The Memory)

{

     free(k->points);                     // Frees Points

}

 

void readstr(FILE *f,char *string)        // Reads A String From File (f)

{

     do                                  

     {

         fgets(string, 255, f);           // Gets A String Of 255 Chars Max From f (File)

     } while ((string[0] == '/') || (string[0] == '/n'));// Until End Of Line Is Reached

}

 

void objload(char *name,OBJECT *k)        // Loads Object From File (name)

{

     int      ver;                        // Will Hold Vertice Count

     float    rx,ry,rz;                   // Hold Vertex X, Y & Z Position

     FILE *filein;                         // Filename To Open

     char oneline[255];                    // Holds One Line Of Text (255 Chars Max)

 

     filein = fopen(name, "rt");      // Opens The File For Reading Text In Translated Mode

                                     // CTRL Z Symbolizes End Of File In Translated Mode

     readstr(filein,oneline);         // Jumps To Code That Reads One Line Of Text From The File

     sscanf(oneline, "Vertices: %d/n", &ver);

     k->verts = ver;                  // Sets Objects verts Variable To Equal The Value Of ver

     objallocate(k,ver);              // Jumps To Code That Allocates Ram To Hold The Object

 

     for (int i = 0;i < ver;i++)      // Loops Through The Vertices

     {

         readstr(filein,oneline);    // Reads In The Next Line Of Text

         sscanf(oneline, "%f %f %f", &rx, &ry, &rz);   

         k->points[i].x = rx;        // Sets Objects (k) points.x Value To rx

         k->points[i].y = ry;        // Sets Objects (k) points.y Value To ry

         k->points[i].z = rz;        // Sets Objects (k) points.z Value To rz

     }

     fclose(filein);                  // Close The File

 

     if(ver>maxver)                      

         maxver = ver;               // If ver Is Greater Than maxver Set maxver Equal To ver

}    // Keeps Track Of Highest Number Of Vertices Used In Any Of The

 

//這個函數是關鍵,用來計算平滑移動時,中間位置數據。

VERTEX calculate(int i)          // Calculates Movement Of Points During Morphing

{

     VERTEX a;                   // Temporary Vertex Called a

// a.x Value Equals Source x - Destination x Divided By Steps

     a.x = (sour->points[i].x - dest->points[i].x) / steps; 

// a.y Value Equals Source y - Destination y Divided By Steps

     a.y = (sour->points[i].y - dest->points[i].y) / steps; 

     // a.z Value Equals Source z - Destination z Divided By Steps

a.z = (sour->points[i].z - dest->points[i].z) / steps; 

     return a;                                     

}

 

 

我們將在函數BuildScene中創建場景數據。

void BuildScene(void)

{

//定義事件回調節點,用來響應鍵盤消息

     SoEventCallback* pEventCallback = new SoEventCallback;

     pEventCallback->addEventCallback(SoKeyboardEvent::getClassTypeId(),

KeyboardEventCB,

g_pOivSceneRoot);

     g_pOivSceneRoot->addChild(pEventCallback);

     //////////////////////////////////////////////////////////////////////////////////

     //讀取3D模型數據,初始化頂點信息

     maxver = 0;                               // Sets Max Vertices To 0 By Default

     objload("../data/sphere.txt",&morph1);

     objload("../data/torus.txt",&morph2);

     objload("../data/tube.txt",&morph3);

 

     objallocate(&morph4,486);   // Manually Reserver Ram For A 4th 468 Vertice Object (morph4)

     for(int i = 0;i < 486;i++)  // Loop Through All 468 Vertices

     {

// morph4 x Point Becomes A Random Float Value From -7 to 7

         morph4.points[i].x = ((float)(rand()%14000) / 1000) - 7;             

// morph4 y Point Becomes A Random Float Value From -7 to 7

morph4.points[i].y = ((float)(rand()%14000) / 1000) - 7;    

         // morph4 z Point Becomes A Random Float Value From -7 to 7

morph4.points[i].z = ((float)(rand()%14000) / 1000) - 7;    

     }

// Load sphere.txt Object Into Helper (Used As Starting Point)

     objload("../data/sphere.txt",&helper);   

sour = dest = &morph1; // Source & Destination Are Set To Equal First Object (morph1)

 

     //構造位置節點

     g_pPosTrans = new SoTranslation;

     g_pOivSceneRoot->addChild(g_pPosTrans);

     g_pPosTrans->translation.setValue(cx,cy,cz);

 

     g_pXRotation = new SoRotation;

     g_pOivSceneRoot->addChild(g_pXRotation);

     g_pXRotation->rotation.setValue(SbVec3f(1,0,0),xrot);

 

     g_pYRotation = new SoRotation;

     g_pOivSceneRoot->addChild(g_pYRotation);

     g_pYRotation->rotation.setValue(SbVec3f(0,1,0),yrot);

 

     g_pZRotation = new SoRotation;

     g_pOivSceneRoot->addChild(g_pZRotation);

     g_pZRotation->rotation.setValue(SbVec3f(0,0,1),zrot);

 

     g_pPointColor = new SoBaseColor;

     g_pOivSceneRoot->addChild(g_pPointColor);

     g_pPointColor->rgb.setValue(0,0,1);

 

     g_pPointCoord = new SoCoordinate3;

     g_pOivSceneRoot->addChild(g_pPointCoord);

     g_pPointCoord->point.setValuesPointer(helper.verts,(float *)helper.points);

 

     SoPointSet *pPointSet = new SoPointSet;

     pPointSet->numPoints = helper.verts;

     g_pOivSceneRoot->addChild(pPointSet);

 

     SoTimerSensor * texttimer = new SoTimerSensor(TimerSensorCB, NULL);

     texttimer->setInterval(0.001);

     texttimer->schedule();

}

 

    下面的函數是定時時間回調函數,我們在這個函數中進行過渡計算。

void TimerSensorCB(void * data, SoSensor *)

{

     if(morph && step <= steps)

     {

         VERTEX q;              // Holds Returned Calculated Values For One Vertex

         step++;

         for(int i = 0;i < helper.verts; i++)     

         {    // The Same Amount Of Verts For Simplicity, Could Use maxver Also)

              q = calculate(i); //這裏開始計算中間位置

              helper.points[i].x -= q.x; 

              helper.points[i].y -= q.y; 

              helper.points[i].z -= q.z; 

g_pPointCoord->point.setValuesPointer(helper.verts,

(float *)helper.points);

         }

     }

     else

     {

         if(step != 0)

              g_pPointColor->rgb.setValue(0,0,1);

         morph = FALSE;

         sour = dest;

         step = 0;

     }

 

     if(xspeed != 0)

     {

         xrot += xspeed;

         g_pXRotation->rotation.setValue(SbVec3f(1,0,0),xrot);

     }

     if(yspeed != 0)

     {

         yrot += yspeed;

         g_pYRotation->rotation.setValue(SbVec3f(0,1,0),yrot);

     }

     if(zspeed != 0)

     {

         zrot += zspeed;

         g_pZRotation->rotation.setValue(SbVec3f(0,0,1),zrot);

     }

}

 

       現在編譯運行我們程序,屏幕會顯示出一個由點組成的球體。按下2鍵,圖形變形到圓環體,按下3鍵,圖形變形到圓柱體,按下4鍵,圖形變成空間隨機離散點。按下1鍵,圖形重新變回球體。按下上下左右箭頭可以旋轉物體。PageDown/PageUP放大縮小物體。W/S/A/D鍵用來平移物體。效果和NeHe第二十五是相同的。

 

本課的完整代碼下載。(VC 2003 Coin2.5

 

 

後記

OpenInventor是一種基於OpenGL的面向對象的三維圖形軟件開發包。使用這個開發包,程序員可以快速、簡潔地開發出各種類型的交互式三維圖形軟件。這裏不對OpenInventor做詳細的介紹,讀者如果感興趣,可以閱讀我的blog中的這篇文章《OpenInventor 簡介》。

 

NeHe教程是目前針對初學者來說最好的OpenGL教程,它可以帶領讀者由淺入深,循序漸進地掌握OpenGL編程技巧。到目前爲止(200711月),NeHe教程一共有48節。我的計劃是使用OpenInventor來實現所有48節課程同樣的效果。目的是複習和鞏固OpenGL的知識,同時與各位讀者交流OpenInventor的使用技巧。

 

       因爲篇幅的限制,我不會介紹NeHe教程中OpenGL的實現過程,因爲NeHe的教程已經講解的很清楚了,目前網絡中也有NeHe的中文版本。我將使用VC 2003作爲主要的編譯器。程序框架採用和NeHe一樣的Win32程序框架,不使用MFC。程序也可以在VC ExpressVC 2005/2008中編譯。我採用的OpenInventor開發環境是Coin,這是一個免費開源的OpenInventor開發庫。文章 OpenInventorCoin3D開發環境 介紹瞭如何在VC中使用Coin。我使用的Coin版本是2.5。讀者可以到 www.coin3d.org 中免費下載。

 

       讀者可以在遵循GNU協議的條件下自由使用、修改本文的代碼。水平的原因,代碼可能不是最優化的,我隨時期待讀者的指正和交流。轉載請註明。謝謝。

我的聯繫方式:

E-mail: < [email protected] > < [email protected] >

Blog: < http://blog.csdn.net/RobinHao >

Site: < http://www.openinventor.cn >

 
發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章