2)T-R-T及關節結構
3)存檔.讀檔,播放
4)內插動作interpolate
5)期末作品
我們先把freeglut設定好,用老師的範例開檔跑跑看.
複習上堂課講的存檔,讀檔,播放.
#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
float angle[10]={0}, oldX=0, oldY=0;
int angleID=1;
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("a.txt","w+");
for(int i=0;i<10;i++){
printf("%f ",angle[i]);
fprintf(fout,"%f ",angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
void timerPlay(int t)
{
glutTimerFunc(20,timerPlay,t+1);
if(fin==NULL) fin=fopen("a.txt","r");
for(int i=0;i<10;i++){
fscanf(fin,"%f",&angle[i]);
printf("%f ",angle[i]);
}
printf("\n");
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;
}
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();
}
我用我功課的檔案加上今天新教的公式,它可以自己跑了!!
#include <GL/glut.h>
#include <stdio.h>
//#include "glm.h"
#include <math.h>
FILE * fout=NULL;
FILE * fin=NULL;
GLUquadric * quad;
float angle[10]={0},angleOld[8],angleNew[8];
int angleID=1,playing=0;
float oldX=0, oldY=0;
int now;
void readNew(){
if(fin==NULL) fin=fopen("a.txt","r");
for(int i=0;i<8;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<8;i++){
angle[i]=(1-a)*angleOld[i]+(a)*angleNew[i];
}
glutPostRedisplay();
}
void drawBody(){
glPushMatrix();
glColor3f(0.69,0,0);
glScalef(1, 1.3, 0.5);
//glutSolidCube(1);
glTranslatef(0,-0.5,0);
glRotatef(-90,1,0,0);
glutSolidCone(0.5,1.2,30,30);
glPopMatrix();
}
void drawHead()
{
glPushMatrix();
glScalef(0.5, 0.5, 0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm(){
glPushMatrix();
glScalef(0.3, 0.2, 0.3);
glutSolidCube(1);
glPopMatrix();
}
void drawLeg()
{
glPushMatrix();
glScalef(0.2,0.3,0.3);
glRotatef(1,-90,0,0);
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(0.25, 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[1], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.04, 0.1,0);///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(0.2, 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(0.1, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm(); ///Right Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.25, 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[3], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.04, 0.1,0);///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(-0.2, 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(-0.1, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm(); ///Left Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0, 0.4, 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[5], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0, 0.4,0);///這是把它往右移, Arm Joint在中間 ver 2
drawHead(); ///head
glPopMatrix();
glPushMatrix();
glTranslatef(0, -0.4, 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[6], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.2, -0.3,0);///這是把它往右移, Arm Joint在中間 ver 2
drawLeg();///這是個Arm ver 1 Right Upper Arm
glPushMatrix();
glTranslatef(0, -0.2, 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[7], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0, -0.09,0);///這是把它往右移, Arm Joint在中間 ver 2
drawLeg(); ///Right Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4, -0.4, 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[8], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.2, -0.3,0);///這是把它往右移, Arm Joint在中間 ver 2
drawLeg();///這是個Arm ver 1 Right Upper Arm
glPushMatrix();
glTranslatef(0, -0.2, 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[9], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0, -0.09,0);///這是把它往右移, Arm Joint在中間 ver 2
drawLeg(); ///Right Lower Arm
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
}
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=='5')angleID=5;
if(key=='6')angleID=6;
if(key=='7')angleID=7;
if(key=='8')angleID=8;
if(key=='9')angleID=9;
if(key=='p')glutTimerFunc(20,timerPlay,0);
if(key=='s'){
if(fout==NULL)fout=fopen("a.txt","w+");
for(int i=0;i<8;i++)
{
fprintf(fout,"%.1f\t",angle[i]);
printf("%.1f\t",angle[i]);
}
fprintf(fout,"\n");
printf("\n");
}
glutPostRedisplay();
}
void motion(int x, int y)
{ angle[angleID] -= y - oldY;
oldY=y; oldX=x;
/*if(fout==NULL)fout=fopen("a.txt","w+");
for(int i=0;i<10;i++){
printf("%.1f ",angle[i]);
fprintf(fout,"%.1f \n",angle[i]);
}
printf("\n"); fprintf(fout,"\n");*/
}
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++;
if(playing==1){
if(fin==NULL) fin=fopen("a.txt","r");
for(int i=0;i<10;i++){
fscanf(fin,"%f",&angle[i]);
}
}
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();
}
沒有留言:
張貼留言