2022年6月7日 星期二

week16

 1.學習內插

內插公式:alpha*新的+(1-alpha)*舊的


2.先按r 再按p
#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;
    }
}
float NewAngle[20], OldAngle[20];
void myRead()
{
    if(fout!=NULL)
    {
        fclose(fout);
        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();
    alpha=(alpha+0.1);
    (alpha>1) alpha=alpha-1;
}
float alpha=0;

void keyboard(unsigned char key,int x,int y)
{
    ///printf("hollow world:%c\n",key);測試用
    if(key=='p'){
        myInterpolate(alpha);
        alpha=(alpha+0.01);
        if(alpha>1) alpha=alpha-1;
    }
    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(300,300);
    glutCreateWindow("Week16");

    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    glutKeyboardFunc(keyboard);

    glutDisplayFunc(display);
    glutMainLoop();
}

3.先擺4個動作 按s儲存
#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;
    if(t%100==0) myRead();
    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);
        ///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("week15_angles_TRT_again");
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);
    glutMainLoop();
}

4.
 #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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