最終更新: mikk_ni3_92 2007年10月22日(月) 16:29:39履歴
現在地 >> メニュー >> サンプルコード::OpenGL >> 平面と線分の交点
平面 x + y + z = 5 と 2点(0,0,0),(5,3,5)をむすんだ線分の交点pを求めよ。
参考
http://www.hiramine.com/programming/graphics/index...
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
struct point3d
{
double x;
double y;
double z;
};
typedef struct point3d POINT_3D;
void display();
void reshape(int w, int h);
inline void DRAW_XYZ();
inline void DRAW_PLANE();
inline void CALC_CROSS_POINT3D();
inline void DRAW_CROSS_POINT3D();
inline void DRAW_LINES();
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
CALC_CROSS_POINT3D();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
POINT_3D a={0,0,0},b={5,3,5};
POINT_3D p;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(10.0, 15.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
DRAW_XYZ();
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glColor4d(0,0,1,0.5);
DRAW_PLANE();
glColor3d(0,1,0);
DRAW_LINES();
glColor3d(1,0,0);
DRAW_CROSS_POINT3D();
glEnable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
/************** ここから各種関数 ******************/
inline void DRAW_XYZ()
{
glBegin(GL_LINES);
glColor3d(0,1,0);//x
glVertex2d(-100,0);
glVertex2d(100, 0);
glColor3d(1,0,0);//y
glVertex2d(0,0);
glVertex2d(0,100);
glColor3d(0,0,1);//z
glVertex3d(0,0,-100);
glVertex3d(0,0, 100);
glEnd();
}
inline void DRAW_PLANE()
{
glBegin(GL_TRIANGLES);
glVertex3d(5,0,0);
glVertex3d(0,5,0);
glVertex3d(0,0,5);
glEnd();
}
inline void CALC_CROSS_POINT3D()
{
POINT_3D e;
double t;
e.x = b.x - a.x;
e.y = b.y - a.y;
e.z = b.z - a.z;
t = (5-(a.x + a.y + a.z)) / (e.x + e.y + e.z);
p.x = a.x + t*e.x;
p.y = a.y + t*e.y;
p.z = a.z + t*e.z;
printf("%f,%f,%f\n",p.x,p.y,p.z);
}
inline void DRAW_CROSS_POINT3D()
{
glPointSize(2);
glBegin(GL_POINTS);
glVertex3d(p.x,p.y,p.z);
glEnd();
}
inline void DRAW_LINES()
{
glBegin(GL_LINES);
glVertex3d(a.x,a.y,a.z);
glVertex3d(b.x,b.y,b.z);
glEnd();
}
平面 x + y + z = 5 と 2点(0,0,0),(5,3,5)をむすんだ線分の交点pを求めよ。
参考
http://www.hiramine.com/programming/graphics/index...
#include <cstdio>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/gl.h>
struct point3d
{
double x;
double y;
double z;
};
typedef struct point3d POINT_3D;
void display();
void reshape(int w, int h);
inline void DRAW_XYZ();
inline void DRAW_PLANE();
inline void CALC_CROSS_POINT3D();
inline void DRAW_CROSS_POINT3D();
inline void DRAW_LINES();
using namespace std;
inline void GLUT_INIT()
{
glutInitDisplayMode(GLUT_RGBA| GLUT_DOUBLE | GLUT_DEPTH);
}
inline void GLUT_CALL_FUNC()
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
}
inline void MY_INIT()
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
int main(int argc, char **argv)
{
glutInit(&argc,argv);
GLUT_INIT();
glutCreateWindow("window name");
GLUT_CALL_FUNC();
MY_INIT();
CALC_CROSS_POINT3D();
glutMainLoop();
return 0;
}
/********[ここからコールバック]****************************************/
POINT_3D a={0,0,0},b={5,3,5};
POINT_3D p;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(10.0, 15.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
DRAW_XYZ();
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glColor4d(0,0,1,0.5);
DRAW_PLANE();
glColor3d(0,1,0);
DRAW_LINES();
glColor3d(1,0,0);
DRAW_CROSS_POINT3D();
glEnable(GL_DEPTH_TEST);
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0, (double)w / (double)h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
}
/************** ここから各種関数 ******************/
inline void DRAW_XYZ()
{
glBegin(GL_LINES);
glColor3d(0,1,0);//x
glVertex2d(-100,0);
glVertex2d(100, 0);
glColor3d(1,0,0);//y
glVertex2d(0,0);
glVertex2d(0,100);
glColor3d(0,0,1);//z
glVertex3d(0,0,-100);
glVertex3d(0,0, 100);
glEnd();
}
inline void DRAW_PLANE()
{
glBegin(GL_TRIANGLES);
glVertex3d(5,0,0);
glVertex3d(0,5,0);
glVertex3d(0,0,5);
glEnd();
}
inline void CALC_CROSS_POINT3D()
{
POINT_3D e;
double t;
e.x = b.x - a.x;
e.y = b.y - a.y;
e.z = b.z - a.z;
t = (5-(a.x + a.y + a.z)) / (e.x + e.y + e.z);
p.x = a.x + t*e.x;
p.y = a.y + t*e.y;
p.z = a.z + t*e.z;
printf("%f,%f,%f\n",p.x,p.y,p.z);
}
inline void DRAW_CROSS_POINT3D()
{
glPointSize(2);
glBegin(GL_POINTS);
glVertex3d(p.x,p.y,p.z);
glEnd();
}
inline void DRAW_LINES()
{
glBegin(GL_LINES);
glVertex3d(a.x,a.y,a.z);
glVertex3d(b.x,b.y,b.z);
glEnd();
}