1.新增一個空白檔案,去setting裡compiler找到linker setting 並新增winmm
2.下載老師給的wav,把聲音加進去
3.開新專案,帶入上週程式碼並新增,能讓物體看起來像動畫,每當擺好一個姿勢後按s(儲存),然後按r,物體就會回復之前的動作。
4.做出一個全白鋼彈的程式碼
#include <GL/glut.h>
#include <stdio.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
float angle[20], oldX=0;
int angleID=0;
FILE * fout = NULL, * fin = NULL;
void myWrite(){
if(fout==NULL) fout= fopen("file.txt", "w+");
for(int i=0; i<20; i++){
printf("%.2f ", angle[i]);
fprintf(fout, "%.2f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
}
void myRead()
{
if(fout!=NULL){
fclose(fout);
fout=NULL;
}
if(fin==NULL) fin= fopen("file.txt", "r");
for(int i=0; i<20; i++){
fscanf(fin, "%f", &angle[i]);
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key == '0') angleID=0;
if(key == '1') angleID=1;
if(key == '2') angleID=2;
if(key == '3') angleID=3;
if(key == 'r') myRead();
if(key == 's') myWrite();
}
void mouse(int button, int state, int x, int y)
{
oldX= x;
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);
oldX= x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel == NULL) {
pmodel = glmReadOBJ("data/Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90);
}
glmDraw(pmodel, GLM_SMOOTH);
glutSwapBuffers();
}
void displayOld()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);
glRectf(0.3, 0.5, -0.3, -0.2);
glPushMatrix();
glTranslatef(0.3, 0.4, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(-0.3, -0.4, 0);
glColor3f(1, 0, 0);
glRectf(0.3, 0.5, 0.8, 0.3);
glPushMatrix();
glTranslatef(0.8, 0.4, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(-0.8, -0.4, 0);
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0.4, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0.3, -0.4, 0);
glColor3f(1, 0, 0);
glRectf(-0.3, 0.5, -0.8, 0.3);
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);
glRotatef(angle[3], 0, 0, 1);
glTranslatef(0.8, -0.4, 0);
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15_angles_TRT_again");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
5.切割出鋼彈部分的程式碼。
#include <GL/glut.h>
#include <stdio.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * head = NULL;
GLMmodel * body = NULL;
GLMmodel * bot = NULL;
GLMmodel * arm1 = NULL;
GLMmodel * arm2 = NULL;
GLMmodel * hand1 = NULL;
GLMmodel * hand2 = NULL;
float angle[20], oldX=0;
int angleID=0;
FILE * fout = NULL, * fin = NULL;
void myWrite(){
if(fout==NULL) fout= fopen("file.txt", "w+");
for(int i=0; i<20; i++){
printf("%.2f ", angle[i]);
fprintf(fout, "%.2f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
}
void myRead()
{
if(fout!=NULL){
fclose(fout);
fout=NULL;
}
if(fin==NULL) fin= fopen("file.txt", "r");
for(int i=0; i<20; i++){
fscanf(fin, "%f", &angle[i]);
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key == '0') angleID=0;
if(key == '1') angleID=1;
if(key == '2') angleID=2;
if(key == '3') angleID=3;
if(key == 'r') myRead();
if(key == 's') myWrite();
}
void mouse(int button, int state, int x, int y)
{
oldX= x;
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);
oldX= x;
glutPostRedisplay();
}
GLMmodel * myReadOne(char * filename){
GLMmodel * one = NULL;
if(one == NULL){
one = glmReadOBJ(filename);
glmUnitize(one);
glmFacetNormals(one);
glmVertexNormals(one, 90);
}
return one;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(head==NULL) head= myReadOne("data/head.obj");
if(body==NULL) body= myReadOne("data/body.obj");
glmDraw(head, GLM_SMOOTH);
glutSwapBuffers();
}
void displayNotParts()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(pmodel == NULL) {
pmodel = glmReadOBJ("data/Gundam.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90);
}
glmDraw(pmodel, GLM_SMOOTH);
glutSwapBuffers();
}
void displayOld()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 1);
glRectf(0.3, 0.5, -0.3, -0.2);
glPushMatrix();
glTranslatef(0.3, 0.4, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(-0.3, -0.4, 0);
glColor3f(1, 0, 0);
glRectf(0.3, 0.5, 0.8, 0.3);
glPushMatrix();
glTranslatef(0.8, 0.4, 0);
glRotatef(angle[1], 0, 0, 1);
glTranslatef(-0.8, -0.4, 0);
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0.4, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0.3, -0.4, 0);
glColor3f(1, 0, 0);
glRectf(-0.3, 0.5, -0.8, 0.3);
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);
glRotatef(angle[3], 0, 0, 1);
glTranslatef(0.8, -0.4, 0);
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15_angles_TRT_again");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}



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