public static void Draw3DInformation(SharpGL.OpenGL gl_object, float[] X, float[] Y, float[] Z) { double MaxDistance = 0; double r = 0, g = 0, b = 0; gl_object.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl_object.LoadIdentity(); gl_object.Translate(_LX, _LY, _LZ); gl_object.Rotate(_RoX, 0.0, 1.0, 0.0); gl_object.Rotate(_RoY, 1.0, 0.0, 0.0); gl_object.Rotate(_RoZ, 0.0, 0.0, 1.0); //畫光達自己的位置 gl_object.Begin(OpenGL.GL_TRIANGLES); gl_object.Color(1.0, 1.0, 1.0); gl_object.Vertex(-0.2, -0.15, 0); gl_object.Vertex(0, 0.2, 0); gl_object.Vertex(0.2, -0.15, 0); gl_object.End(); drawAxis_3D(gl_object); //畫D場景 gl_object.Begin(OpenGL.GL_POINTS); for (int i = 0; i < 23040; i++) { if (X[i] != 0 && Y[i] != 0 && Z[i] != 0) { //用XY距離計算顯示顏色 double XYDistance = Math.Sqrt(X[i] * X[i] + Y[i] * Y[i]); if (XYDistance > MaxDistance) MaxDistance = XYDistance; if (XYDistance > 10) XYDistance = 10; XYDistance = XYDistance / 10 * (360 - 30) + 30; HsvToRgb(XYDistance, 1, 1, out r, out g, out b); gl_object.Color(r, g, b); //畫上點座標 gl_object.Vertex(X[i], Y[i], Z[i]); } } gl_object.End(); gl_object.Flush(); }
public static void drawAxis_3D(SharpGL.OpenGL gl_object) { gl_object.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl_object.LoadIdentity(); gl_object.Translate(_LX, _LY, _LZ); gl_object.Rotate(_RoX, 0.0, 1.0, 0.0); gl_object.Rotate(_RoY, 1.0, 0.0, 0.0); gl_object.Rotate(_RoZ, 0.0, 0.0, 1.0); //畫Z軸 gl_object.Color(1.0, 1.0, 1.0); gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(-0.02, -0.02, -0.02); gl_object.Vertex(-0.02, -0.02, 10); gl_object.Vertex(0.02, -0.02, -0.02); gl_object.Vertex(0.02, -0.02, 10); gl_object.Vertex(0.02, 0.02, -0.02); gl_object.Vertex(0.02, 0.02, 10); gl_object.Vertex(-0.02, 0.02, -0.02); gl_object.Vertex(-0.02, 0.02, 10); gl_object.Vertex(-0.02, -0.02, -0.02); gl_object.Vertex(-0.02, -0.02, 10); gl_object.End(); //up gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(-0.02, -0.02, 10); gl_object.Vertex(0.02, -0.02, 10); gl_object.Vertex(-0.02, 0.02, 10); gl_object.Vertex(0.02, 0.02, 10); gl_object.End(); //down gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(-0.02, -0.02, -0.02); gl_object.Vertex(0.02, -0.02, -0.02); gl_object.Vertex(-0.02, 0.02, -0.02); gl_object.Vertex(0.02, 0.02, -0.02); gl_object.End(); //畫X軸 gl_object.Color(0, 1.0, 0); gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(0.02, -0.02, -0.02); gl_object.Vertex(10, -0.02, -0.02); gl_object.Vertex(0.02, 0.02, -0.02); gl_object.Vertex(10, 0.02, -0.02); gl_object.Vertex(0.02, 0.02, 0.02); gl_object.Vertex(10, 0.02, 0.02); gl_object.Vertex(0.02, -0.02, 0.02); gl_object.Vertex(10, -0.02, 0.02); gl_object.Vertex(0.02, -0.02, -0.02); gl_object.Vertex(10, -0.02, -0.02); gl_object.End(); //up gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(10, -0.02, -0.02); gl_object.Vertex(10, 0.02, -0.02); gl_object.Vertex(10, -0.02, 0.02); gl_object.Vertex(10, 0.02, 0.02); gl_object.End(); //down gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(0.02, -0.02, -0.02); gl_object.Vertex(0.02, 0.02, -0.02); gl_object.Vertex(0.02, -0.02, 0.02); gl_object.Vertex(0.02, 0.02, 0.02); gl_object.End(); //畫Y軸 gl_object.Color(0, 0, 1.0); gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(-0.02, 0.02, -0.02); gl_object.Vertex(-0.02, 10, -0.02); gl_object.Vertex(0.02, 0.02, -0.02); gl_object.Vertex(0.02, 10, -0.02); gl_object.Vertex(0.02, 0.02, 0.02); gl_object.Vertex(0.02, 10, 0.02); gl_object.Vertex(-0.02, 0.02, 0.02); gl_object.Vertex(-0.02, 10, 0.02); gl_object.Vertex(-0.02, 0.02, -0.02); gl_object.Vertex(-0.02, 10, -0.02); gl_object.End(); //up gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(-0.02, 10, -0.02); gl_object.Vertex(0.02, 10, -0.02); gl_object.Vertex(-0.02, 10, 0.02); gl_object.Vertex(0.02, 10, 0.02); gl_object.End(); //down gl_object.Begin(OpenGL.GL_TRIANGLE_STRIP); gl_object.Vertex(-0.02, 0.02, -0.02); gl_object.Vertex(0.02, 0.02, -0.02); gl_object.Vertex(-0.02, 0.02, 0.02); gl_object.Vertex(0.02, 0.02, 0.02); gl_object.End(); //gl_object.Flush(); }