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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