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| for(int k=0;k<DirP.size();k++)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
float PosX= Object[k][0];
float PosY= Object[k][1];
float PosZ= Object[k][2];
qDebug()<<PosX<<PosY<<PosZ;
glTranslatef(PosX,PosY,PosZ);
float RotationX= Object[k][3];
float RotationY=Object[k][4];
float RotationZ=Object[k][5];
if(RotationX!=0)
{
glRotatef(RotationX,1,0,0);
}
if(RotationY!=0)
{
glRotatef(RotationY,0,1,0);
}
if(RotationZ!=0)
{
glRotatef(RotationZ,0,0,1);
}
qDebug()<<RotationX<<RotationY<<RotationZ;
StlLoader Mesh1;
//Mesh1.stlOpen(DirPath);
Mesh1.stlOpen(DirP[k]);
QVector<float> objet1 = Mesh1.getVerticesMesh();
glBegin(GL_TRIANGLES);
for(int i=0;i<objet1.size();i++)
{
int ResteTriangle=i%12;
int NumerosPoint=ResteTriangle/3;
if(NumerosPoint==3)
{//Ajout Normale
}
else
{
glVertex3f(objet1[i],objet1[i+1],objet1[i+2]);
i=i+2;
}
}
glPopMatrix();
glEnd();
} |
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