1.讀入聲音
#include <windows.h>
int main()
{
PlaySound("bad.wav", NULL, SND_SYNC);///先讀入一個空檔案
}
settings->compiler->Linker settings->add"winmm"
執行出錯誤的音效後,電腦就能讀聲音了
下載聲音,將音檔放入資料夾
#include <windows.h>
int main()
{
PlaySound("07042111.wav", NULL, SND_SYNC);
}
2.輸入數字後聲音停止
#include <windows.h>
int main()
{
printf("現在在PlaySound前\n");
PlaySound("07042111.wav", NULL, SND_ASYNC);///SND_SYNC要等待同步
printf("現在在PlaySound後\n"); ///SND_ASYNC不用等待、不同步
int N;
scanf("%d", &N);///等你輸入數字,輸入後聲音停止
}
3.
將CMP3_MCI.h、mp3拉進資料夾
#include "CMP3_MCI.h"
#include <stdio.h>
CMP3_MCI mp3;
int main()
{
mp3.Load("07042111.mp3");
mp3.Play();
printf("現在正在播放聲音\n");
int N;
scanf("%d", &N);///等你輸入數字,輸入後聲音停止
}
4.讀入上禮拜程式week14_TRT_angle_write_and_read,並修改
要能擺好動作再進行存檔
將原本motion()中的myWrite()註解掉 (使其可以不會一直寫檔)
在keyboard()中增加一個鍵存檔->按 s ,啟動 myWrite函式,擺好動作後存檔
存取後,按 r 讀取並回復原之前儲存的動作,關掉後重開再按 r 也可以做出動作
#include <GL/glut.h>
#include <stdio.h> ///為了 printf , fprintf, fopen, fclose
float angle[20], oldX=0; ///角度歸零
int angleID=0; ///0為第0個關節...以此類推
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");
///少了fclose,因為不想印一行就結束,要多行一點
}
void myRead()
{
if(fout!=NULL){ /// 還在讀的檔案關掉
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)
{
if(key == '0') angleID=0; ///預設
if(key == '1') angleID=1;
if(key == '2') angleID=2;
if(key == '3') angleID=3;
if(key == 'r') myRead();
if(key == 's') myWrite(); ///save
}
void mouse(int button, int state, int x, int y)
{
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
glPushMatrix(); ///右半邊
glTranslatef(0.3, 0.4, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(-0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(0.3, 0.5, 0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);/// 2. 旋轉
glTranslatef(-0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);/// 再畫手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///左半邊
glTranslatef(-0.3, 0.4, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(-0.3, 0.5, -0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);/// 2. 旋轉
glTranslatef(0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);/// 再畫手肘
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); ///不放Idle
glutMainLoop();
}
把glm.h、glm.cpp、gundam的data放到程式目錄
專案右鍵把glm.cpp加進來
用Notepad++把.cbp檔案中的 working_dir 改為 working_dir="."並存檔
#include <GL/glut.h>
#include <stdio.h> ///為了 printf , fprintf, fopen, fclose
#include "glm.h"
GLMmodel * pmodel = NULL;
float angle[20], oldX=0; ///角度歸零
int angleID=0; ///0為第0個關節...以此類推
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");
///少了fclose,因為不想印一行就結束,要多行一點
}
void myRead()
{
if(fout!=NULL){ /// 還在讀的檔案關掉
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)
{
if(key == '0') angleID=0; ///預設
if(key == '1') angleID=1;
if(key == '2') angleID=2;
if(key == '3') angleID=3;
if(key == 'r') myRead();
if(key == 's') myWrite(); ///save
}
void mouse(int button, int state, int x, int y)
{
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()
{
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
glPushMatrix(); ///右半邊
glTranslatef(0.3, 0.4, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(-0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(0.3, 0.5, 0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);/// 2. 旋轉
glTranslatef(-0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);/// 再畫手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///左半邊
glTranslatef(-0.3, 0.4, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(-0.3, 0.5, -0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);/// 2. 旋轉
glTranslatef(0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);/// 再畫手肘
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); ///不放Idle
glutMainLoop();
}
6.分割顯示的機器人
把設定好的模型檔拉到data
設 myReadOne函式讀取模型檔
再設定一個新的display()來畫出分割過的部位
#include <GL/glut.h>
#include <stdio.h> ///為了 printf , fprintf, fopen, fclose
#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; ///角度歸零
int angleID=0; ///0為第0個關節...以此類推
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");
///少了fclose,因為不想印一行就結束,要多行一點
}
void myRead()
{
if(fout!=NULL){ /// 還在讀的檔案關掉
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)
{
if(key == '0') angleID=0; ///預設
if(key == '1') angleID=1;
if(key == '2') angleID=2;
if(key == '3') angleID=3;
if(key == 'r') myRead();
if(key == 's') myWrite(); ///save
}
void mouse(int button, int state, int x, int y)
{
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()
{
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); ///白色的
glRectf(0.3, 0.5, -0.3, -0.2); ///身體
glPushMatrix(); ///右半邊
glTranslatef(0.3, 0.4, 0);
glRotatef(angle[0], 0, 0, 1);
glTranslatef(-0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(0.3, 0.5, 0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);/// 2. 旋轉
glTranslatef(-0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);/// 再畫手肘
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///左半邊
glTranslatef(-0.3, 0.4, 0);
glRotatef(angle[2], 0, 0, 1);
glTranslatef(0.3, -0.4, 0);
glColor3f(1, 0, 0); ///紅色
glRectf(-0.3, 0.5, -0.8, 0.3); ///手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);/// 3. 把手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);/// 2. 旋轉
glTranslatef(0.8, -0.4, 0);/// 1. 把手肘旋轉中心放到中間
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);/// 再畫手肘
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); ///不放Idle
glutMainLoop();
}



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