week15課程主題
1.播聲音跟播mp3
2.播放動畫、內插
3.機器人擺動做跟跳舞
音源相關素材網站:https://sound-effects.bbcrewind.co.uk/
上課所使用的音檔:https://sound-effects.bbcrewind.co.uk/search
(找裡面的07042111.wav)
設定Settings - compiler - Linker settings - add - winmm(聲音相關)
寫完會發出聲音
///week15-1 PlaySound.cpp
///#include <mmsystem.h>上週教
#include<windows.h>///另一種寫法
int main()
{ ///先放不存在的檔 上週教SND_ASYNC
PlaySound("badbadbad.wav",NULL,SND_SYNC);
}///Compile成功,但是link失敗!!
///.c .cpp = compile => .o = link => .exe
注意音檔是WAV檔,且音檔要與程式碼同一個資料夾
///week15-2 SND_SYNC要等待同步 VS.
///SND_ASYNC不用等待、不同步
#include <windows.h>
#include <stdio.h>///printf()
int main()
{
printf("現在在PlaySound()前\n");
PlaySound("07042111.wav",NULL,SND_ASYNC);
printf("現在在PlaySiund()後\n");
int N;
scanf("%d",&N);///等你輸入數字
}
差別
1. SND_SYNC 改為 SND_ASYNC
2. SND_ASYNC 的不同在於不用等待,播放後就不理了
3. 增加的 scanf 在等待你輸入數字(卡住不要結束聲音),輸入後即結束程式(結束聲音)
----------------------------------------------------------------------------------------------------------------
要在準備一份mp3檔,並下載老師提供的CMP3_MCI.h檔
注意都需要跟程式碼放在一起才能夠執行
///week15-3 希望能夠播放mp3
///MP3檔案小 vs. WAV檔案大 PlaySound()
///有壓縮/難 原始資料
#include "CMP3_MCI.h"///下載放在同目錄
#include <stdio.h>
CMP3_MCI mp3;
int main()
{
mp3.Load("07042111.mp3");
mp3.Play();
printf("現在正在播放羊的聲音");
int N;///找一個人卡住,不要結束
scanf("%d",&N);(scanf 為卡住程式,使其不要結束)
}
以上的程式碼都是.cpp檔,不需要開GLUT專案(開專案也沒關係,還是能夠執行)
建立一個GLUT新專案Week15 angles TRT again
接續上週week14的week14 TRT Angle Write And Read專案程式
keyboard()裡if(key)
///week15_anagles_TRT_angle
#include <GL/glut.h>
#include <stdio.h>
float angle[20], oldX=0;
int angleID=0; ///0:第0個關節,1:第一個關節,2:第二個關節
FILE*fout=NULL, *fin=NULL;
void myWrite()
{
if(fout==NULL) fout=fopen("file.txt", "w+");
for(int i=0; i<20; i++){
fprintf(fout, "%.2f", angle[i]);
}
}
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();///重畫畫面
}
void keyboard(unsigned char key,int x,int y)
{
///printf("hollow world:%c\n",key);測試用
if(key=='r')myRead();
if(key=='s')myWrite();///save
if(key=='0')angleID=0;///預設這是第一個
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}///用keyboard的按鍵,來決定等一下mption()裡要動哪個部位
void mouse(int button, int state , int x, int y)///mouse按下去
{
oldX = x;
}
void motion(int x,int y)
{
angle[angleID] += (x-oldX);
///myWrite();///沒必要一直寫檔
oldX=x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///白色的
glRectf(0.3,0.5,-0.3,-0.2);///身體,瘦身
glPushMatrix();///右半邊,掛的位置也改了
glTranslatef(0.3,0.5,0);///等下要掛在0.5,0.5
glRotatef(angle[0],0,0,1);///(2)旋轉
glTranslatef(-0.3,-0.4,0);///(1)先把旋轉中心放正中心
glColor3f(1,0,0);///紅色的
glRectf(0.3,0.5,0.8,0.3);///右上手臂
glPushMatrix();
glTranslatef(0.8,0.4,0);///(3)把下手肘掛在關節上
glRotatef(angle[1],0,0,1);///(2)旋轉
glTranslatef(-0.8,-0.4,0);///(1)再畫下手肘
glColor3f(0,1,0);///綠色的
glRectf(0.8,0.5,1.1,0.3);///再畫右下手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///左半邊,掛的位置也改了
glTranslatef(-0.3,0.5,0);///等下要掛在0.5,0.5
glRotatef(angle[2],0,0,1);///(2)旋轉
glTranslatef(+0.3,-0.4,0);///(1)先把旋轉中心放正中心
glColor3f(1,0,0);///紅色的
glRectf(-0.3,0.5,-0.8,0.3);///左上手臂
glPushMatrix();
glTranslatef(-0.8,0.4,0);///(3)把下手肘掛在關節上
glRotatef(angle[3],0,0,1);///(2)旋轉
glTranslatef(+0.8,-0.4,0);///(1)再畫下手肘
glColor3f(0,1,0);///綠色的
glRectf(-0.8,0.5,-1.1,0.3);///再畫左下手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week15 angles TRT again");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
步驟:
1.接下來新增一個專案week15_homework_gundam_parts
2.複製剛才Week15 angles TRT again的程式貼上
3.下載老師的鋼彈模型(Teams第11周myGundam)
3.1將myGundam解壓縮
3.2點開解壓縮過後的myGundam資料夾,找到data
3.3將data複製到專案week15_homework_gundam_parts資料夾裡
4.設定glm
4.1下載老師的sorce(Teams第11周上課用),並將裡面的glm.c改成glm.cpp
4.2複製glm.cpp、glm.h並放到專案week15_homework_gundam_parts資料夾裡面
4.3在左邊專案工具列,對專案week15_homework_gundam_parts的標題點擊右鍵
=> Add files =>點選glm.cpp
5.修改工作目錄
5.1到專案week15_homework_gundam_parts裡面找到week15_homework_gundam_parts.cbp
=>點擊右鍵,選擇開啟Notepad++
5.2找到<Option working_dir=""D:/school/大下課程/電腦圖學/電腦圖學必備檔案/freegut/bin" />
(一開始都會預設在freeglut資料夾那邊,所以要修改目錄)
修改成=><Option working_dir="." />
但要注意的是,就算儲存過了一次,也有可能沒有修改好
因此我們需要在重開一次,檢查檔案是否有確實修改到
6.將freeglut資料夾/bin裡面的freeglut.dll複製到專案week15_homework_gundam_parts資料夾裡面
修改程式碼,將白色鋼彈顯示出來
///week15_homework_gundam_parts
///week15_anagles_TRT_angle
#include <GL/glut.h>
#include <stdio.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
float angle[20], oldX=0;
int angleID=0; ///0:第0個關節,1:第一個關節,2:第二個關節
FILE*fout=NULL, *fin=NULL;
void myWrite()
{
if(fout==NULL) fout=fopen("file.txt", "w+");
for(int i=0; i<20; i++){
fprintf(fout, "%.2f", angle[i]);
}
}
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();///重畫畫面
}
void keyboard(unsigned char key,int x,int y)
{
///printf("hollow world:%c\n",key);測試用
if(key=='r')myRead();
if(key=='s')myWrite();///save
if(key=='0')angleID=0;///預設這是第一個
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}///用keyboard的按鍵,來決定等一下mption()裡要動哪個部位
void mouse(int button, int state , int x, int y)///mouse按下去
{
oldX = x;
}
void motion(int x,int y)
{
angle[angleID] += (x-oldX);
///myWrite();///沒必要一直寫檔
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()///把display改名
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///白色的
glRectf(0.3,0.5,-0.3,-0.2);///身體,瘦身
glPushMatrix();///右半邊,掛的位置也改了
glTranslatef(0.3,0.5,0);///等下要掛在0.5,0.5
glRotatef(angle[0],0,0,1);///(2)旋轉
glTranslatef(-0.3,-0.4,0);///(1)先把旋轉中心放正中心
glColor3f(1,0,0);///紅色的
glRectf(0.3,0.5,0.8,0.3);///右上手臂
glPushMatrix();
glTranslatef(0.8,0.4,0);///(3)把下手肘掛在關節上
glRotatef(angle[1],0,0,1);///(2)旋轉
glTranslatef(-0.8,-0.4,0);///(1)再畫下手肘
glColor3f(0,1,0);///綠色的
glRectf(0.8,0.5,1.1,0.3);///再畫右下手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///左半邊,掛的位置也改了
glTranslatef(-0.3,0.5,0);///等下要掛在0.5,0.5
glRotatef(angle[2],0,0,1);///(2)旋轉
glTranslatef(+0.3,-0.4,0);///(1)先把旋轉中心放正中心
glColor3f(1,0,0);///紅色的
glRectf(-0.3,0.5,-0.8,0.3);///左上手臂
glPushMatrix();
glTranslatef(-0.8,0.4,0);///(3)把下手肘掛在關節上
glRotatef(angle[3],0,0,1);///(2)旋轉
glTranslatef(+0.8,-0.4,0);///(1)再畫下手肘
glColor3f(0,1,0);///綠色的
glRectf(-0.8,0.5,-1.1,0.3);///再畫左下手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week15 homework gundam parts");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
頭部鋼彈分割顯示
1.1Teams第15周下載gundam的拆分模型並解壓縮1.2專案week15_homework_gundam_parts2新增一個data資料夾
1.2將需要部位的mlt跟obj檔複製到專案week15_homework_gundam_parts2裡面
///week15_homework_gundam_parts
///week15_anagles_TRT_angle
#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; ///0:第0個關節,1:第一個關節,2:第二個關節
FILE*fout=NULL, *fin=NULL;
void myWrite()
{
if(fout==NULL) fout=fopen("file.txt", "w+");
for(int i=0; i<20; i++){
fprintf(fout, "%.2f", angle[i]);
}
}
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();///重畫畫面
}
void keyboard(unsigned char key,int x,int y)
{
///printf("hollow world:%c\n",key);測試用
if(key=='r')myRead();
if(key=='s')myWrite();///save
if(key=='0')angleID=0;///預設這是第一個
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}///用keyboard的按鍵,來決定等一下mption()裡要動哪個部位
void mouse(int button, int state , int x, int y)///mouse按下去
{
oldX = x;
}
void motion(int x,int y)
{
angle[angleID] += (x-oldX);
///myWrite();///沒必要一直寫檔
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()///最新的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()///把舊的改名
{
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()///把display改名
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1);///白色的
glRectf(0.3,0.5,-0.3,-0.2);///身體,瘦身
glPushMatrix();///右半邊,掛的位置也改了
glTranslatef(0.3,0.5,0);///等下要掛在0.5,0.5
glRotatef(angle[0],0,0,1);///(2)旋轉
glTranslatef(-0.3,-0.4,0);///(1)先把旋轉中心放正中心
glColor3f(1,0,0);///紅色的
glRectf(0.3,0.5,0.8,0.3);///右上手臂
glPushMatrix();
glTranslatef(0.8,0.4,0);///(3)把下手肘掛在關節上
glRotatef(angle[1],0,0,1);///(2)旋轉
glTranslatef(-0.8,-0.4,0);///(1)再畫下手肘
glColor3f(0,1,0);///綠色的
glRectf(0.8,0.5,1.1,0.3);///再畫右下手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///左半邊,掛的位置也改了
glTranslatef(-0.3,0.5,0);///等下要掛在0.5,0.5
glRotatef(angle[2],0,0,1);///(2)旋轉
glTranslatef(+0.3,-0.4,0);///(1)先把旋轉中心放正中心
glColor3f(1,0,0);///紅色的
glRectf(-0.3,0.5,-0.8,0.3);///左上手臂
glPushMatrix();
glTranslatef(-0.8,0.4,0);///(3)把下手肘掛在關節上
glRotatef(angle[3],0,0,1);///(2)旋轉
glTranslatef(+0.8,-0.4,0);///(1)再畫下手肘
glColor3f(0,1,0);///綠色的
glRectf(-0.8,0.5,-1.1,0.3);///再畫左下手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc,char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week15 homework gundam parts2");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
設定一個 myReadOne函式來讀取模型檔,再設定一個新的display()來畫出分割過的部位(因此舊的display才需要改名)















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