week16_all
把之前所學的再複習一遍
最終程式碼
按鍵S存檔
按鍵R開啟存檔
按鍵P開始播放
#include <opencv/highgui.h> ///使用 OpenCV 2.1 比較簡單, 只要用 High GUI 即可
#include <opencv/cv.h>
#include <stdio.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel * head = NULL;
GLMmodel * body = NULL; ///GLMmodel * gundam = NULL;
GLMmodel * arm1 = NULL, * arm2 = NULL;
GLMmodel * hand1 = NULL, * hand2 = NULL;
GLMmodel * bot = NULL;
GLMmodel * leg1 = NULL, * leg2 = NULL;
GLMmodel * knee1 = NULL, * knee2 = NULL;
GLMmodel * foot1 = NULL, * foot2 = NULL;
float teapotX = 0, teapotY = 0, oldX = 0, oldY = 0;
float angle[20] = {}, angle2[20] = {};///float angle = 0, angle2 = 0;
float NewAngle[20] = {}, NewAngle2[20] = {};
float OldAngle[20] = {}, OldAngle2[20] = {};
int ID = 0;
FILE * fout = NULL;
FILE * fin = NULL;
void timer(int t) {
printf("現在timer(%d)\n", t);
glutTimerFunc(20, timer, t+1); ///馬上設定下一個鬧鐘
float alpha = (t%50) / 50.0; ///0.0 ~ 1.0
if(t%50==0){
if(fin == NULL) fin = fopen("motion.txt", "r");
for(int i=0; i<20; i++){
OldAngle[i] = NewAngle[i];
OldAngle2[i] = NewAngle2[i];
fscanf(fin, "%f", &NewAngle[i] );
fscanf(fin, "%f", &NewAngle2[i] );
}
}
for(int i=0; i<20; i++){
angle[i] = NewAngle[i] * alpha + OldAngle[i] * (1-alpha);
angle2[i] = NewAngle2[i] * alpha + OldAngle2[i] * (1-alpha);
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y) {
if(key=='0') ID = 0;
if(key=='1') ID = 1;
if(key=='2') ID = 2;
if(key=='3') ID = 3;
if(key=='4') ID = 4;
if(key=='5') ID = 5;
if(key=='6') ID = 6;
if(key=='7') ID = 7;
if(key=='8') ID = 8;
if(key=='9') ID = 9;
if(key=='s'){ ///save存檔 也會動到檔案
if(fout == NULL) fout = fopen("motion.txt", "w");
for(int i=0; i<20; i++){
fprintf(fout, "%.2f ", angle[i] );
fprintf(fout, "%.2f ", angle2[i] );
}
fprintf(fout, "\n");
printf("寫了一行\n");
}
if(key=='r'){ ///read讀檔 也會動到檔案
if(fin == NULL) fin = fopen("motion.txt", "r");
for(int i=0; i<20; i++){
fscanf(fin, "%f", &angle[i] );
fscanf(fin, "%f", &angle2[i] );
}
glutPostRedisplay();
}
if(key=='p'){ ///play播放 也會動到檔案
glutTimerFunc(0, timer, 0);
}
}
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void mouse(int button, int state, int x, int y) {
oldX = x;
oldY = y;
}
void motion(int x, int y) {
teapotX += (x - oldX) / 150.0 * 10; ///teapotX = (x-150)/150.0;
teapotY += (oldY - y) / 150.0 * 10; ///teapotY = (150-y)/150.0;
angle[ID] += x - oldX;
angle2[ID] += oldY - y;
oldX = x;
oldY = y;
glutPostRedisplay();
printf(" glTranslatef( %.2f, %.2f, 0 ); \n", teapotX, teapotY );
}
void display() {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(1.6, 1.6, 1.6);
glTranslatef(0, -0.5, 0);///往下一半
glPushMatrix();
glColor3f(1,1,1);
glScalef(0.04, 0.04, 0.04);
glRotatef(angle[0], 0, 1, 0); ///身體的轉動
glmDraw(body, GLM_MATERIAL|GLM_TEXTURE);///glmDraw(gundam, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();///左手
glTranslatef(-4.07, +21.33, 0 );
glRotatef(angle[1], 0, 1, 0);
glRotatef(angle2[1], 1, 0, 0);
glTranslatef( 4.07, -21.33, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(arm1, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(-4.40, +18.53, 0 );
glRotatef(angle[2], 0, 1, 0);
glRotatef(angle2[2], 1, 0, 0);
glTranslatef( 4.40, -18.53, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(hand1, GLM_MATERIAL|GLM_TEXTURE);
glPopMatrix();
glPopMatrix();
glPushMatrix();///右手
glTranslatef(+4.07, +21.33, 0 );
glRotatef(angle[3], 0, 1, 0);
glRotatef(angle2[3], 1, 0, 0);
glTranslatef(-4.07, -21.33, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(arm2, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(+4.40, +18.53, 0 );
glRotatef(angle[4], 0, 1, 0);
glRotatef(angle2[4], 1, 0, 0);
glTranslatef(-4.40, -18.53, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(hand2, GLM_MATERIAL|GLM_TEXTURE);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.00, +22.53, 0 );
glRotatef(angle[5], 0, 1, 0);
glRotatef(angle2[5], 1, 0, 0);
glTranslatef( 0.00, -22.53, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(head, GLM_MATERIAL|GLM_TEXTURE);
glPopMatrix();
glPushMatrix();///左腳
glmDraw(bot, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(-2.00, +14.27, 0 );
glRotatef(angle[6], 0, 1, 0);
glRotatef(angle2[6], 1, 0, 0);
glTranslatef( 2.00, -14.27, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(leg1, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(-2.00, +9.87, 0 );
glRotatef(angle[7], 0, 1, 0);
glRotatef(angle2[7], 1, 0, 0);
glTranslatef( 2.00, -9.87, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(knee1, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(-2.13, +2.40, 0 );
glRotatef(angle[8], 0, 1, 0);
glRotatef(angle2[8], 1, 0, 0);
glTranslatef( 2.13, -2.40, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(foot1, GLM_MATERIAL|GLM_TEXTURE);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();///右腳
glmDraw(bot, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(+2.00, +14.27, 0 );
glRotatef(angle[9], 0, 1, 0);
glRotatef(angle2[9], 1, 0, 0);
glTranslatef(-2.00, -14.27, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(leg2, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(+2.00, +9.87, 0 );
glRotatef(angle[10], 0, 1, 0);
glRotatef(angle2[10], 1, 0, 0);
glTranslatef(-2.00, -9.87, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(knee2, GLM_MATERIAL|GLM_TEXTURE);
glPushMatrix();
glTranslatef(+2.13, +2.40, 0 );
glRotatef(angle[11], 0, 1, 0);
glRotatef(angle2[11], 1, 0, 0);
glTranslatef(-2.13, -2.40, 0 );///glTranslatef(teapotX, teapotY, 0);
glmDraw(foot2, GLM_MATERIAL|GLM_TEXTURE);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glColor3f(0,1,0);
glutSolidTeapot( 0.02 );
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("week16");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
head = glmReadOBJ("model/head.obj");
body = glmReadOBJ("model/body.obj"); ///gundam = glmReadOBJ("model/Gundam.obj");
arm1 = glmReadOBJ("model/arm1.obj");
arm2 = glmReadOBJ("model/arm2.obj");
hand1 = glmReadOBJ("model/hand1.obj");
hand2 = glmReadOBJ("model/hand2.obj");
bot = glmReadOBJ("model/bot.obj");
leg1 = glmReadOBJ("model/leg1.obj");
leg2 = glmReadOBJ("model/leg2.obj");
knee1 = glmReadOBJ("model/knee1.obj");
knee2 = glmReadOBJ("model/knee2.obj");
foot1 = glmReadOBJ("model/foot1.obj");
foot2 = glmReadOBJ("model/foot2.obj");
myTexture("model/Diffuse.jpg");
glEnable(GL_DEPTH_TEST);
glutMainLoop();
}
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