一:
1:內插
time(0~1)、alpha(0~1)、angle(舊~新)
公式:alpha*新角度+(1-alpha)*舊角度
二:使用week15_angles_TRT_again
2-1:修改alpha位置
擺動作-->按S-->按P連續做動作
#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("week16_interpolation");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
二:攝影機
2-1:根據week04第一點,執行 Projection.exe 。
2-2.執行畫面
2-3.eye->看模型的位置(從哪裡看)
2-4.center->相機要看的中心位置
2-5.up->相機旋轉位置
aspect ratio 長寬比 (寬/高)
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
glutSolidTeapot(2);
glutSwapBuffers();
}
}
void motion(int x, int y)
{
glMatrixMode(GL_MODELVIEW);
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:3D-->2D畫面
glLoadIdentity();
gluPerspective(60, ar, 0.1, 100);
glMatrixMode(GL_MODELVIEW); ///3D經過轉換到最後的相機
glLoadIdentity() ;
gluLookAt(0, 0, 3,
0, 0, 0,
0, 1, 0);
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16_camera_lookat");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMainLoop();
}








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