內插、攝影機運鏡
1 . Excel 學習內插
-> time : 0.0 ....... 1.0
alpha : 0.0 ....... 1.0
angle : 13 ....... 90
-> 內插公式 : alpha *新的 + (1-alpha) *舊的
-> 建立新GLUT專案
-> 複製上週week1_TRT_angles_again,稍作修改
-> 變成按下"p"可以一直讀檔,連續播放動作
#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;
}
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);
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)
{
if(key=='p'){
myInterpolate(alpha);
alpha =(alpha+0.1);
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;
}
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(); ///沒有必要一直寫檔
oldX=x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); ///白色
glRectf(0.3,0.5,-0.3,-0.2);
glPushMatrix();
glTranslatef(0.3,0.5,0); ///掛在0.5,0.5
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); ///右上手臂
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle[1],0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0); ///綠色
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///左半邊
glTranslatef(-0.3,0.5,0); ///掛在0.5,0.5
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); ///左上手臂
glPushMatrix();
glTranslatef(-0.8,0.4,0);
glRotatef(angle[3],0,0,1);
glTranslatef(+0.8,-0.4,0);
glColor3f(0,1,0); ///綠色
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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week14 interpolation");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
3. 利用timer 自動做內插
-> 加上timer , 利用glutTimerFunc(0,timer,0); 開始播放
-> 在if (key =='p') 進行 play
-> 先myRead(); 再註冊timer
-> void timer(t) 裡面做的事 : 依照時間,算出適當的alpha
#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;
}
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);
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%30)/30.0;
if(t%30==0) myRead(); ///遇到30整除時,做新舊交接
myInterpolate(alpha);
glutTimerFunc(33,timer,t+1);
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='p'){ ///play
myRead(); ///先讀一行
glutTimerFunc(0,timer,0); ///馬上開始播動畫
///myInterpolate(alpha);
///alpha =(alpha+0.1);
///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;
}
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(); ///沒有必要一直寫檔
oldX=x;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); ///白色
glRectf(0.3,0.5,-0.3,-0.2);
glPushMatrix();
glTranslatef(0.3,0.5,0); ///掛在0.5,0.5
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); ///右上手臂
glPushMatrix();
glTranslatef(0.8,0.4,0);
glRotatef(angle[1],0,0,1);
glTranslatef(-0.8,-0.4,0);
glColor3f(0,1,0); ///綠色
glRectf(0.8,0.5,1.1,0.3);
glPopMatrix();
glPopMatrix();
glPushMatrix(); ///左半邊
glTranslatef(-0.3,0.5,0); ///掛在0.5,0.5
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); ///左上手臂
glPushMatrix();
glTranslatef(-0.8,0.4,0);
glRotatef(angle[3],0,0,1);
glTranslatef(+0.8,-0.4,0);
glColor3f(0,1,0); ///綠色
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_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("Week14 interpolation");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
-> float alpha = 0不要是因為會跟void myInterpolate裡的alpha撞 , 所以把它放到timer去做
4. 了解camera調整角度
-> 到https://jsyeh.org/3dcg10/
-> 下載win32 、 data , 把data資料夾放進windows
-> 打開Projection.exe
5. 調整camera角度和視角的實作
->建立新GLUT專案
#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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