weixin_34241718 2017-04-18 14:35 采纳率: 0%
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opengl显示stl文件的虚拟物体

求高手帮助 opengl显示stl文件的虚拟物体时,生成的虚拟物体转动然后显示就出现问题 并且转动几次就中断 附上代码和程序 希望大神们帮忙一下。![图片说明](https://img-ask.csdn.net/upload/201704/18/1492525763_723080.png)图片说明

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  • weixin_34241718 2017-04-18 14:33
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    int num;
    int p=0;
    float verts;
    float *vnorms;
    double angle = 0.0;

    void getstlmodel()
    {
    int max=0;
    bool isbegin=false;
    long size=0;
    int nlines=0;
    int count1=0;
    int count2=0;
    FILE
    file=fopen("MR.stl","r");
    fseek(file,0L,SEEK_END);
    size=ftell(file);
    fclose(file);
    file=fopen("MR.stl","r");
    for (int i=0;i<size;i++)
    {
    if(getc(file)=='\n')
    {
    nlines++;
    }
    }
    num=nlines/7;
    rewind(file);
    while (getc(file) != '\n');
    verts=new float[9*num];
    vnorms=new float[9*num];
    for (int i=0;i<num;i++)
    {
    char x[9999]="";
    char y[9999]="";
    char z[9999]="";
    if(3!=fscanf(file,"%*s %*s %80s %80s %80s\n",x,y,z))
    {
    break;
    }
    vnorms[count1]=vnorms[count1+3]=vnorms[count1+6]=atof(x);
    count1++;
    vnorms[count1]=vnorms[count1+3]=vnorms[count1+6]=atof(y);
    count1++;
    vnorms[count1]=vnorms[count1+3]=vnorms[count1+6]=atof(z);
    count1+=7;
    fscanf(file,"%*s %*s");
    if (3!=fscanf(file,"%*s %80s %80s %80s\n",x,y,z))
    {
    break;
    }
    if (isbegin==false)
    {
    isbegin=true;
    max=atof(z);
    }
    verts[count2]=atof(x);
    count2++;
    verts[count2]=atof(y);
    count2++;
    verts[count2]=atof(z);
    count2++;
    if (3!=fscanf(file,"%*s %80s %80s %80s\n",x,y,z))
    {
    break;
    }
    verts[count2]=atof(x);
    count2++;
    verts[count2]=atof(y);
    count2++;
    verts[count2]=atof(z);
    count2++;
    if (3!=fscanf(file,"%*s %80s %80s %80s\n",x,y,z))
    {
    break;
    }
    verts[count2]=atof(x);
    count2++;
    verts[count2]=atof(y);
    count2++;
    verts[count2]=atof(z);
    count2++;
    fscanf(file,"%*s");
    fscanf(file,"%*s");
    }
    }
    void display(void)
    {
    /*getstlmodel();*/
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glEnable (GL_DEPTH_TEST);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glLoadIdentity();
    glPushMatrix();

    glRotatef(angle,0.0,1.0,0.0);
    for(int i=0;i<=9*num;i=i+9,p=p+9)
    {
    glBegin(GL_TRIANGLES);
    glColor4f(1,1,1,1);
    glNormal3d(vnorms[p],vnorms[p+1],vnorms[p+2]);
    glVertex3d(verts[i]/10,verts[i+1]/10,verts[i+2]/10);
    glVertex3d(verts[i+3]/10,verts[i+4]/10,verts[i+5]/10);
    glVertex3d(verts[i+6]/10,verts[i+7]/10,verts[i+8]/10);
    glEnd();

    }
    glPopMatrix();
    glFlush;
    glutSwapBuffers();

    }

    void init(void)

    {

    GLfloat light_position [ ] = { 1.0, 1.0, 1.0, 0.0 };   
    GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };  
    glClearColor ( 0.0, 0.0, 0.0, 0.0 ); //设置背景色为黑色  
    glShadeModel ( GL_SMOOTH );     
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);  
    glLightfv ( GL_LIGHT0, GL_POSITION, light_position);   
    glEnable (GL_LIGHTING);   
    glEnable (GL_LIGHT0);   
    

    }

    void reshape (int w, int h)

    {

    glViewport (0, 0, (GLsizei) w, (GLsizei) h);

    glMatrixMode (GL_PROJECTION);

    glLoadIdentity ( );

    if (w <= h)

    glOrtho (-1.5, 1.5, -1.5 * ( GLfloat ) h / ( GLfloat ) w,

    1.5* ( GLfloat ) h / ( GLfloat ) w, -10.0, 10.0 ); //创建平行视景体

    else

    glOrtho (-1.5 * ( GLfloat ) w / ( GLfloat ) h,1.5 * ( GLfloat )

    w/( GLfloat ) h, -1.5, 1.5, -10.0, 10.0);

    glMatrixMode ( GL_MODELVIEW );

    glLoadIdentity ( ) ;

    }
    static void key(unsigned char key, int x, int y)

    {

    switch (key)

    {

    case 27 :

    case 'q':

    exit(0);

    break;

    case '+':  
        angle++;  
        break;  
    
    case '-':  
        angle--;  
        break;  
    }  
    
    glutPostRedisplay();  
    

    }

    /*void SpecialKeys(int key, int x, int y)
    {
    if(key == GLUT_KEY_UP)
    viewFrame.RotateWorld(m3dDegToRad(-1.0), 1.0f, 0.0f, 0.0f);

    if(key == GLUT_KEY_DOWN)
        viewFrame.RotateWorld(m3dDegToRad(1.0), 1.0f, 0.0f, 0.0f);
    
    if(key == GLUT_KEY_LEFT)
        viewFrame.RotateWorld(m3dDegToRad(-1.0), 0.0f, 1.0f, 0.0f);
    
    if(key == GLUT_KEY_RIGHT)
        viewFrame.RotateWorld(m3dDegToRad(1.0), 0.0f, 1.0f, 0.0f);
    
    // Refresh the Window
    glutPostRedisplay();
    

    }*/

    void show()
    {glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glLoadIdentity();
    glEnable (GL_DEPTH_TEST);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glLoadIdentity();
    glPushMatrix();

    glRotatef(angle,0.0,1.0,0.0);
    for(int i=0;i<=9*num;i=i+9,p=p+9)
    {
    glBegin(GL_TRIANGLES);
    glColor4f(1,1,1,1);
    glNormal3d(vnorms[p],vnorms[p+1],vnorms[p+2]);
    glVertex3d(verts[i]/10,verts[i+1]/10,verts[i+2]/10);
    glVertex3d(verts[i+3]/10,verts[i+4]/10,verts[i+5]/10);
    glVertex3d(verts[i+6]/10,verts[i+7]/10,verts[i+8]/10);
    glEnd();

    }
    glPopMatrix();
    glFlush;
    glutSwapBuffers();
    }

    int main(int argc, char *argv[])
    {
    getstlmodel();
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
    glutInitWindowPosition(200, 300);
    glutInitWindowSize(640, 480);
    glutCreateWindow("读取");
    init();
    glutReshapeFunc (&reshape );

    // glutSpecialFunc(SpecialKeys);
    glutKeyboardFunc(key);
    glutDisplayFunc(&show);
    glutMainLoop();
    return 0;
    delete[]verts;
    delete[]vnorms;
    }

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