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About tamlam

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  1. Thanks @taby. I am reviewing my code again and upload to github.
  2. Sorry I can not publish the code at this moment. Which part do you need to clarify? Please let some feedbacks from the above source which relates to my problem.
  3. Hi @DerTroll and @Green_Baron Here is my code //OctVoxel is a class that saved the centers of cubes //Draw3DcoordArrowGL is used to draw three arrows ox oy oz from cube centers void DrawOXarrow(CVector3d currentCoord, GLdouble D) { GLdouble x1 = currentCoord.x; GLdouble y1 = currentCoord.y; GLdouble z1 = currentCoord.z; GLdouble x2 = currentCoord.x + 0.5; GLdouble y2 = currentCoord.y; GLdouble z2 = currentCoord.z; double x = x2 - x1; double y = y2 - y1; double z = z2 - z1; double L = sqrt(x*x + y * y + z * z); GLUquadricObj *quadObj; glPushMatrix(); glTranslated(x1, y1, z1); if ((x != 0.) || (y != 0.)) { glRotated(atan2(y, x) / RADPERDEG, 0., 0., 1.); glRotated(atan2(sqrt(x*x + y * y), z) / RADPERDEG, 0., 1., 0.); } else if (z < 0) { glRotated(180, 1., 0., 0.); } glTranslatef(0, 0, L - 4 * D); quadObj = gluNewQuadric(); gluQuadricDrawStyle(quadObj, GLU_FILL); gluQuadricNormals(quadObj, GLU_SMOOTH); gluCylinder(quadObj, 2 * D, 0.0, 4 * D, 32, 1); gluDeleteQuadric(quadObj); quadObj = gluNewQuadric(); gluQuadricDrawStyle(quadObj, GLU_FILL); gluQuadricNormals(quadObj, GLU_SMOOTH); gluDisk(quadObj, 0.0, 2 * D, 32, 1); gluDeleteQuadric(quadObj); glTranslatef(0, 0, -L + 4 * D); quadObj = gluNewQuadric(); gluQuadricDrawStyle(quadObj, GLU_FILL); gluQuadricNormals(quadObj, GLU_SMOOTH); gluCylinder(quadObj, D, D, L - 4 * D, 32, 1); gluDeleteQuadric(quadObj); quadObj = gluNewQuadric(); gluQuadricDrawStyle(quadObj, GLU_FILL); gluQuadricNormals(quadObj, GLU_SMOOTH); gluDisk(quadObj, 0.0, D, 32, 1); gluDeleteQuadric(quadObj); glPopMatrix(); } void Draw3DcoordArrowGL(int rotAngle, double Xcoord, double Ycoord, double Zcoord, double Xdir, double Ydir, double Zdir, GLdouble D) { CVector3d temp; temp.x = Xcoord; temp.y = Ycoord; temp.z = Zcoord; glTranslatef(Xcoord, Ycoord, Zcoord); glRotatef(rotAngle, Xdir, Ydir, Zdir); DrawOXarrow(temp, D); DrawOYarrow(temp, D - 0.02); DrawOZarrow(temp, D + 0.02); glTranslatef(-1.5, 0.5, 0.5);//const } void DrawCubeRolling() { OctVoxel cb = newCube[numberCube]; //only for cube rolling right-up or left-up for (int a = 0; a < cubeNum; a++) { if (newCube[a].getSelected()) { glPushMatrix(); glLineWidth(1.9f); std::cout << "+++++++++++ right ++++++++++++ " << std::endl; if (newCube[a].getRightRolling()) { //for Right rolling direction glTranslatef(cb.getCoordX() - 0.5, cb.getCoordY() - 0.5, 0.0); glRotatef(angleRotation, cb.getDirectionX(), cb.getDirectionY(), cb.getDirectionZ()); glTranslatef(-0.5, 0.5, 0.5);//const glColor3f(0.5, 0.5, 1.0); glutSolidCube(1); Draw3DcoordArrowGL(angleRotation, cb.getCoordX() - 0.5, cb.getCoordY() - 0.5, 0.0, cb.getDirectionX(), cb.getDirectionY(), cb.getDirectionZ(), 0.02); } else { //for up rolling direction - no need now std::cout << "------------ up -----------" << std::endl; } glPopMatrix(); } } if (angleRotation >= 90) { newCube[numberCube].setSelected(false); //cb will stop numberCube += 1; //move to next cb numberCube %= cubeNum; newCube[numberCube].setSelected(true); angleRotation = 0; } } //-------- When I make //Draw3DcoordArrowGL to comments in void DrawCubeRolling() {..}, the cube rolls along its edges perfectly without rolling 3 arrows. The problem is that glutSolidCube(1) is a function from OpenGl that I could not add or change anything.
  4. Hi Baron, thanks for reply. I understand your answer, but you may not understand what I mean. Let me clarify again. I COULD do rotate the cube through the edge. Right rolling: 1st center XYZ (X-right, Z-up, -back) 2nd center X-down, Z-right, Y-back 3rd center: X-left, Z-down, Y-back..... My problem: although I see the coordinate system rotate,1st, 2nd, 3rd center are still (X-right, Z-up, -back) Whenever I call DrawArrow function, it always draws oxyz.
  5. Hello. I attached the picture below to describe my problem. I am using OpenGL to do an animation about rolling 3D coordinate OXYZ from A to B to C. Input: coordinate of cube: (0,0,0), (1,0,0) , (2,0,0), the cube rolling along its edge so the coordinate of cube center will rotate along the curve as the dash line. Problem: I created a function call DrawCoordSystem to draw Oxyz of the cube center. I could do rolling from 1st position to 2nd position; HOWEVER, at the 2nd rolling, when I call the DrawCoordSystem it will create oxyz within the same orientation (at the wrong way in the image) I do not know how to save the orientation of oxyz after the 1st rolling. Please help me to comments on the solution. Thanks a lot
  6. Thanks so much for great comments. Let me clarify more. In the real code, I want to roll the cube in different direction within x_axis and y_axis. //cube.cubeCenter[0] = (x0, y0, 0); and true for rolling aside with x_axis //cube.cubeCenter[1] = (x1, y1, 0); and true for rolling aside with x_axis //cube.cubeCenter[2] = (x2, y2, 0); and false for rolling aside with y_axis //..... for (int i = 0; i < cube.cubeCenter.size(); i++) { if(cube.cubeCenter[i]==true){ //means that it rolls along x_axis //SDirection = true; // in order to increase angle value; } } When I check boolean cube.cubeCenter, sometimes it is true, sometimes it's false due to rolling along x_axis or y_axis. I think it is the right boolean condition. You are right with the error with a condition for Count. It should be: // if (cube.cubeCenter[i] == true){ //rolling along X_axis SDirection = true; if (Count <= 90){ ...... //do X_axis rolling // in order to increase angle value }else{ angle = 0; Count = 0; } }else{ // means: cube.cubeCenter[i] == false //rolling along Y_axis SDirection = false; if (Count <= 90){ ...... //do Y_axis rolling }else{ angle = 0; Count = 0; } } This is also my misunderstanding. Whenever the program runs, the Display() will run the same time with SpecialKey function. As a result, all cubes will appear without rolling. When pressing the 'r' key, it starts to roll for all cubes. Currently, I am trying to do that. But don't know why the program does not stop in if (cube.cubeCenter == true) condition to roll the cube before moving to the next cube. When I set a breakpoint like if (cube.cubeCenter == true) => print rolling x_axis, else {print rolling y_axis}, they are right with the condition.
  7. I have a vector saving 5 cube coordinates in oxy plan. Task: 1st cube roll 90 degrees, then disappear then 2nd cube roll 90 dg … until the last cube in the vector. Problem: whenever the program runs, all the cube will appear and roll the same time. Q: How can I solve this problem? I checked the value in for loop (temp), and value of (count) as below: angle 1 count 1 temp0 temp1 temp2 temp3 temp4 temp5 temp6 temp7 angle 2 count 2 temp0 temp1 temp2 temp3 temp4 temp5 temp6 temp7 => I do not know why the for loop does not wait for for the “presskey” action to increase the angle value before move to the next temp value. int Count(0); void Display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); SetLight(); glPushMatrix(); ConclusiveAxis(); DrawGrid(); for (int temp = 0; temp < cube.coordinates.size(); temp++) { cout<< "temp" << temp << endl; if ((cube.coordinates[temp] == true)) { sDirection = true; if (Count <= 90) { glPushMatrix(); glTranslatef(cube.coordinates[temp].x - 0.5, cube.coordinates[temp].y - 0.5, 0.0); glRotatef(angle, 0, 1, 0); glTranslatef(-0.5, 0.5, 0.5); glColor3f(0.5, 1.5, 1.0); glutSolidCube(1); glPopMatrix(); } else if (Count > 90) { angle = 0; Count = 0; } else { sDirection = false; } } else { } } glPopMatrix(); glutSwapBuffers(); } void SpecialKey(unsigned char key, int x, int y) { switch (key) { case 'r': //condition for next check if (sDirection == true) { angle++; glutPostRedisplay(); Count++; cout << "angle " << angle << " count " << Count << endl; } else { glutPostRedisplay(NULL); } break; } } void OpenGLCallBackAnimation(void) { GLSettings0.PickObject = PickObject0; OpenGLInitialize(0, GLSettings0, 300, 150, 1000, 650, "window"); glutDisplayFunc(Display); glutMouseFunc(MouseButton); glutMotionFunc(OnMouseMotion); glutPassiveMotionFunc(PassiveMotion); glutKeyboardFunc(SpecialKey); //keyboard call glutMouseWheelFunc(OpenGLMouseWheel0); glutReshapeFunc(OpenGLReshape0); //glutTimerFunc(0, time_callback, 0); OpenGLPostprocessor(GLSettings0); }
  8. tamlam

    Change Animation in OpenGL

    Thanks for your great source. I will study this tutorial.
  9. tamlam

    Change Animation in OpenGL

    Thanks, GoliathForge. I got these ideas. However, I think the problems related to the callback function. I am trying to fix this problem ^^ before changing to modern OpenGL. hi, I have just started the simple project with the old version. I can improve programming skill in computer graphics. After finishing this project, I may change to Modern OpenGL.
  10. tamlam

    Change Animation in OpenGL

    I see a problem that although pressing key 1 time, the displayCube(void) runs many times. So, if we use the for loop inside the the displayCube(void) function, the loop will run many times. for examples, when I press 'w' key, i variable will run from 0 to 5 many times, it means all cubes will appear. When I delete the for loop, it may work. How can we avoid it? with still using for loop inside display() function.
  11. tamlam

    Change Animation in OpenGL

    I have another problem below: If I press "w" there are 5 cubes will appear at the same time. How can I make 5 cubes in 5 times press the 'w' key? Would you please give comments. int countcube(0); bool presskey(false); void drawBox(int i) { glPushMatrix(); glTranslatef(i+0.5, i+0.5, 0.5); glColor3f(0.5,0.0, 1.5); glutWireCube(1); glPopMatrix(); } void displayCube(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ZERO); SetLight(); glPushMatrix(); for (int i(0); i < 5; i++) { drawBox(i); } glPopMatrix(); glutSwapBuffers(); } void keyCube(unsigned char key, int x, int y) { switch (key) { case 'w': if (presskey == true) { countcube++; glutPostRedisplay(); } else { } break; } }
  12. tamlam

    Change Animation in OpenGL

    Thanks so much again for sharing the great source. I will try to implement my code then can show here. I think that I need to improve the C++ knowledge in OpenGL, especially in 3D computer graphic.
  13. tamlam

    Change Animation in OpenGL

    Thanks so much. Can you please share your source code. I would like to test on my computer to see the result.
  14. tamlam

    Change Animation in OpenGL

    Thanks for comment. I tried but it did not work. The problem is that in order to roll a cube along its edge. There are some steps (just like youtube link : 1. translate the cube until the contact edge for rolling == Y_axis.) 2. rotate the cube with new coordinate (90 degrees) around Y_Axis. 3. translate the rotated cube to a new coordinate. When we do animation (only for rotation) we have to do 3 steps in OpenGL, how can I only show the rotation because it has to pass these 3 above steps?
  15. tamlam

    Change Animation in OpenGL

    Hi @GoliathForge, I can move to the world coord. then rotation then translation. However, it only has the final result (the new rotated cube) not the animation. I try to use the below function glutTimerFunc(0, Timer, 0); but it only happens for one rotation action. global float angle=0.0f; In the void Display(), rolling the cube with glRotatef(angle, 0, 0, 1); at the end of function with angle += 10. I do not know when I can call the function for translation. for the 1st action, I translated the lower right corner to (0,0,0) then rotates from 0 -90 degree for animation. then the 2nd action is wrong with the coordinate. In OpenGl when I used glutDisplayFunc(Display); it always calls back the Display() function that I could not modify the next action.
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