學習內插
內插公式
Excel or
t(時間):0.0......1.0
alpha:0.0.........1.0
angle:13..........90
內插公式 alpha*新的+(1-alpha)*舊的
複製並貼上 上週 Week15_angles_TRT_again 的程式
第一步:
///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(fin!=NULL)
{
fclose(fin);
fin=NULL;
}
}
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("Week16 interpolation");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
繼續把上面的程式寫完
///week15_anagles_TRT_angle
#include <GL/glut.h>
#include <stdio.h>///為了printf,fopen,fclose...
float angle[20], oldX=0;
int angleID=0;///0:第0個關節, 1:第1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++)
{
printf( "%.2f", angle[i]);
fprintf(fout, "%.2f ", angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
float NewAngle[20], OldAngle[20];
void myRead()
{
if(fout!=NULL)
{
fclose(fout);///關掉還在讀的檔案
fout=NULL;
}
if(fin==NULL) fin=fopen("file.txt","r");
for(int i=0; i<20; i++){
OldAngle[i]=NewAngle[i];
fscanf(fin, "%f", &NewAngle[i]);
///fscanf(fin, "%f", &angle[i]);
}
glutPostRedisplay();///重畫畫面
}
void myInterpolate(float alpha){
for(int i=0; i<20; i++){
angle[i]=alpha*NewAngle[i]+(1-alpha)*OldAngle[i];
printf("%.2f", angle[i]);
}
printf("\n");
glutPostRedisplay();
}
float alpha=0;
void keyboard(unsigned char key, int x, int y)
{///鍵盤數字鍵決定旋轉部位
if(key=='p')
{
myInterpolate(alpha);
alpha=(alpha+0.01);
if(alpha>1) alpha=alpha-1;
}
if(key=='r') myRead();
if(key=='s') myWrite();
if(key=='0') angleID=0;///預設0
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='r')
{
myRead();
}
}
void mouse(int button, int state, int x, int y)
{
oldX=x;
}
void motion(int x, int y)
{
angle[angleID]+=(x-oldX);
///myWrite();
oldX=x;
glutPostRedisplay();///重畫畫面
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glColor3f(1, 1, 1);
glRectf(0.3, 0.5, -0.3, -0.2);///身體瘦身(對比1)
glPushMatrix();///右半邊
glTranslatef(0.3, 0.5, 0);
glRotatef(angle[0], 0, 0, 1);///旋轉
glTranslatef(-0.3, -0.4, 0);///旋轉中心放正中心
glColor3f(1, 0, 0);
glRectf(0.3, 0.5, 0.8, 0.3);///右上手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);///把下手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);///旋轉
glTranslatef(-0.8, -0.4, 0);///把下手肘的旋轉中心放正中心
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);///右下手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///左半邊
glTranslatef(-0.3, 0.5, 0);
glRotatef(angle[2], 0, 0, 1);///旋轉
glTranslatef(+0.3, -0.4, 0);///旋轉中心放正中心
glColor3f(1, 0, 0);
glRectf(-0.3, 0.5, -0.8, 0.3);///左上手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);///把下手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);///旋轉
glTranslatef(+0.8, -0.4, 0);///把下手肘的旋轉中心放正中心
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);///左下手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH );
//glutInitWindowSize(600, 600);
glutCreateWindow("Week16 interpolation");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
注意:原先要放在glutPostRedisplay();下面的
alpha=(alpha+0.01);
if(alpha>1) alpha=alpha-1;
因為alpha會混淆,所以修改alpha的位置(到if(key=='p')裡面)
擺完動作後按s(儲存動作),之後按 r (讀入)在一直按 p(播放儲存動作) 就可以播放動畫
加入timer 自動做內插
#include <GL/glut.h>
#include <stdio.h>///為了printf,fopen,fclose...
float angle[20], oldX=0;
int angleID=0;///0:第0個關節, 1:第1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++)
{
printf( "%.2f", angle[i]);
fprintf(fout, "%.2f ", angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
float NewAngle[20], OldAngle[20];
void myRead()
{
if(fout!=NULL)
{
fclose(fout);///關掉還在讀的檔案
fout=NULL;
}
if(fin==NULL) fin=fopen("file.txt","r");
for(int i=0; i<20; i++){
OldAngle[i]=NewAngle[i];
fscanf(fin, "%f", &NewAngle[i]);
///fscanf(fin, "%f", &angle[i]);
}
glutPostRedisplay();///重畫畫面
}
void myInterpolate(float alpha){
for(int i=0; i<20; i++){
angle[i]=alpha*NewAngle[i]+(1-alpha)*OldAngle[i];
printf("%.2f", angle[i]);
}
printf("\n");
glutPostRedisplay();
}
///float alpha=0;
void timer(int t)
{
float alpha=(t%100)/100.0;///算出alpha
if(t%100==0) myRead();///遇到100整除時,做新舊交替
myInterpolate(alpha);
glutTimerFunc(33, timer, t+1);
}
void keyboard(unsigned char key, int x, int y)
{///鍵盤數字鍵決定旋轉部位
if(key=='p')
{
myRead();///先讀一行
glutTimerFunc(0, timer, 0);///馬上開始播動畫
///myInterpolate(alpha);
///alpha=(alpha+0.01);
///if(alpha>1) alpha=alpha-1;
}
if(key=='r') myRead();
if(key=='s') myWrite();
if(key=='0') angleID=0;///預設0
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='r')
{
myRead();
}
}
void mouse(int button, int state, int x, int y)
{
oldX=x;
}
void motion(int x, int y)
{
angle[angleID]+=(x-oldX);
///myWrite();
oldX=x;
glutPostRedisplay();///重畫畫面
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glColor3f(1, 1, 1);
glRectf(0.3, 0.5, -0.3, -0.2);///身體瘦身(對比1)
glPushMatrix();///右半邊
glTranslatef(0.3, 0.5, 0);
glRotatef(angle[0], 0, 0, 1);///旋轉
glTranslatef(-0.3, -0.4, 0);///旋轉中心放正中心
glColor3f(1, 0, 0);
glRectf(0.3, 0.5, 0.8, 0.3);///右上手臂
glPushMatrix();
glTranslatef(0.8, 0.4, 0);///把下手肘掛在關節上
glRotatef(angle[1], 0, 0, 1);///旋轉
glTranslatef(-0.8, -0.4, 0);///把下手肘的旋轉中心放正中心
glColor3f(0, 1, 0);
glRectf(0.8, 0.5, 1.1, 0.3);///右下手肘
glPopMatrix();
glPopMatrix();
glPushMatrix();///左半邊
glTranslatef(-0.3, 0.5, 0);
glRotatef(angle[2], 0, 0, 1);///旋轉
glTranslatef(+0.3, -0.4, 0);///旋轉中心放正中心
glColor3f(1, 0, 0);
glRectf(-0.3, 0.5, -0.8, 0.3);///左上手臂
glPushMatrix();
glTranslatef(-0.8, 0.4, 0);///把下手肘掛在關節上
glRotatef(angle[3], 0, 0, 1);///旋轉
glTranslatef(+0.8, -0.4, 0);///把下手肘的旋轉中心放正中心
glColor3f(0, 1, 0);
glRectf(-0.8, 0.5, -1.1, 0.3);///左下手肘
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH );
//glutInitWindowSize(600, 600);
glutCreateWindow("Week16 interpolation");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
加入timer 自動做內插,按p可以播放
步驟:
1.儲存4個動作,存好後把程式關掉
2.利用glutTimerFunc(0, timer, 0) 來開始播放
3.在 keyboard-->if(key== 'p') 的地方進行設定播放(play)
4.先myRead讀一行,再寫timer
5.timer中,由t先算出alpha
6.遇到有整除時,做新舊交換
7.進入myInterpolate, 做glutTimerFunc(33, timer, t+1);
8.其中的33為決定播放的時間
概念介紹
1.eye ---> 相機看你的位置(從哪裡看)
2.center ---> 決定相機要看的中心位置
(舉例來說,下例是以人的左手當作中心,圍繞著手拍)
3.up ---> 相機旋轉位置
實作練習
aspect ratio 為長寬比 (寬度除以高度)
static void resize(int width, int height)
{ ///aspect ratio 長寬比
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION); ///投影-把3D投成2D畫面
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW); ///3D經過轉換到最後的相機
glLoadIdentity() ;
}
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidTeapot(2);///大茶壼
glutSwapBuffers();
}
void motion(int x, int y)
{
glMatrixMode(GL_MODELVIEW);///3D經過轉換到你最後的攝影機
glLoadIdentity();
gluLookAt( (x-150)/15.0, (y-150)/15.0, 3, ///eye
0, 0, 0, ///center
0, 1, 0);///up
glutPostRedisplay();
}
void reshape(int w, int h)
{
const float ar = (float) w / (float) h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);///投影,把3D投射到2D畫面
glLoadIdentity();
gluPerspective(60, ar, 0.1, 100);
glMatrixMode(GL_MODELVIEW);///3D經過轉換到你最後的攝影機
glLoadIdentity() ;
gluLookAt( 0, 0, 3, 0, 0, 0, 0, 1, 0);
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16 camera lookat");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}








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