(2)T-R-T 關節結構
(3)存檔, 讀檔, 播放
(4)內插動作
(5)期末作品
內插動作Interpolate
小葉老師的詳細註解!!
EX:
void readNew()
{
if(fin==NULL) fin=fopen("a.txt","r");
for(int i=0;i<10;i++)
{
angleOld[i]=angleNew[i];
fscanf(fin, "%f", &angleNew[i]);
printf("%f ",angleNew[i]);
}
printf("\n");
}
void timerPlay(int t)
{
glutTimerFunc(20, timerPlay, t+1);
float a=(t%50)/50.0;
if(t%50==0) readNew();
for(int i=0;i<10;i++)
{
angle[i]=(1-a)*angleOld[i]+(a)*angleNew[i];
}
glutPostRedisplay();
}
程式碼
#include <GL/glut.h>
#include <stdio.h>
FILE *fout=NULL;
FILE *fin=NULL;
float angle[8]= {0}, oldX=0, oldY=0;
int angleID=1;
float angleOld[8], angleNew[8];
void drawBody()
{
glPushMatrix();
glScalef(1, 0.5, 0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm()
{
glPushMatrix();
glScalef(0.6, 0.3, 0.3);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
{
///Lighting
glColor3ub(166,132,100);
GLfloat pos[]= {0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
//glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glPushMatrix();
glTranslatef(0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle[1], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm();///這是個Arm ver 1 Right Upper Arm
glPushMatrix();
glTranslatef(0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle[2], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm(); ///Right Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle[3], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm();///這是個Arm ver 1 Left Upper Arm
glPushMatrix();
glTranslatef(-0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle[4], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm(); ///Left Lower Arm
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
}
void motion(int x, int y)
{
angle[angleID] -= y - oldY;
oldY=y;
oldX=x;
if(fout==NULL) fout=fopen("angle.txt", "w+");
for(int i=0; i<8; i++)
{
printf("%f\n", angle[i]);
fprintf(fout, "%f\n", angle[i]);
}
}
void readNew()
{
if(fin==NULL) fin=fopen("angle.txt", "r");
for(int i=0; i<8; i++)
{
angleOld[i]=angleNew[i];
fscanf(fin, "%f", &angleNew[i]);
printf("%f \n", angleNew[i]);
}
}
void timerPlay(int t)
{
glutTimerFunc(20, timerPlay, t+1);
float a=(t%5)/5.0;
if(t%5==0) readNew();
for(int i=0; i<8; i++)
{
angle[i]=(1-a)*angleOld[i]+(a)*angleNew[i];
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='p') glutTimerFunc(20, timerPlay, 0);
if(key=='s')
{
if(fout==NULL) fout=fopen("angle.txt", "w+");
for(int i=0; i<8; i++)
{
printf("%f\n", angle[i]);
fprintf(fout, "%f\n", angle[i]);
}
}
}
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN)
{
oldX=x;
oldY=y;
}
}
void timer(int t)
{
glutTimerFunc(20, timer, t+1);
//angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
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