Week16
✨用鍵盤控制關節移動
新增關節編號
🧷程式
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///上週程式,會增加、會減少!!!
int angleID=0;//都是0的陣列 angle
void timer(int t)///上週程式,會增加、會減少!!!
{
glutTimerFunc( 30, timer, t+1 );///上週程式 設定新的timer
angle[angleID] += diff;///上週程式,會增加、會減少!!!
if(angle[angleID]>90) diff = -2;///上週程式,會增加、會減少!!!
if(angle[angleID]<0) diff = +2;///上週程式,會增加、會減少!!!
glutPostRedisplay();///上週教display();
}
void keyboard(unsigned char key, int x,int y)
{
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();///Step05-2
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///Step05-2
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手臂, 但是,要用 T-R-T移位置
glPushMatrix();
glTranslatef(-0.3, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-0.3, 0,0);
glutSolidTeapot( 0.3 );///左手肘
glPopMatrix();
glPopMatrix();///Step05-2
glPushMatrix();///Step05-2
glTranslatef(+0.3,0,0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();///step05-3
glTranslatef(+0.3,0,0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();///Step05-3
glPopMatrix();///Step05-2
glPopMatrix();///Step05-2
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow( "week16" );
glutKeyboardFunc(keyboard);
glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0);
glutMainLoop();
}
_____________________________________
✨用滑鼠控制關節移動
🧷程式
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///上週程式,會增加、會減少!!!
int angleID=0;//都是0的陣列 angle
void timer(int t)///上週程式,會增加、會減少!!!
{
}
int oldX=0, oldY=0;
void mouse(int botton,int state,int x,int y)
{
oldX=x;
oldY=y;
}
void motion(int x,int y)
{
angle[angleID]+= x-oldX;
oldX=x;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x,int y)
{
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();///Step05-2
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///Step05-2
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手臂, 但是,要用 T-R-T移位置
glPushMatrix();
glTranslatef(-0.3, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-0.3, 0,0);
glutSolidTeapot( 0.3 );///左手肘
glPopMatrix();
glPopMatrix();///Step05-2
glPushMatrix();///Step05-2
glTranslatef(+0.3,0,0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();///step05-3
glTranslatef(+0.3,0,0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();///Step05-3
glPopMatrix();///Step05-2
glPopMatrix();///Step05-2
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow( "week16" );
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0);
glutMainLoop();
}
____________________________________________✨用存檔 印出每個關節的角度
🧷程式
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///上週程式,會增加、會減少!!!
int angleID=0;//都是0的陣列 angle
void timer(int t)///上週程式,會增加、會減少!!!
{
}
int oldX=0, oldY=0;
void mouse(int botton,int state,int x,int y)
{
oldX=x;
oldY=y;
}
void motion(int x,int y)
{
angle[angleID]+= x-oldX;
oldX=x;
glutPostRedisplay();
}
#include <stdio.h>
FILE*fout=NULL;
void keyboard(unsigned char key, int x ,int y)
{
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
if(key=='s')
{
if(fout==NULL)fout = fopen("angle.txt","w+");
for(int i=0;i<20;i++)printf("%.2f ",angle[i]);
printf("\n");
for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);
fprintf(fout,"\n");
}
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();///Step05-2
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///Step05-2
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手臂, 但是,要用 T-R-T移位置
glPushMatrix();
glTranslatef(-0.3, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-0.3, 0,0);
glutSolidTeapot( 0.3 );///左手肘
glPopMatrix();
glPopMatrix();///Step05-2
glPushMatrix();///Step05-2
glTranslatef(+0.3,0,0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();///step05-3
glTranslatef(+0.3,0,0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();///Step05-3
glPopMatrix();///Step05-2
glPopMatrix();///Step05-2
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow( "week16" );
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0);
glutMainLoop();
}
_________________________________________________
✨儲存角度 並更新
🧷程式
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///上週程式,會增加、會減少!!!
int angleID=0;//都是0的陣列 angle
void timer(int t)///上週程式,會增加、會減少!!!
{
}
int oldX=0, oldY=0;
void mouse(int botton,int state,int x,int y)
{
oldX=x;
oldY=y;
}
void motion(int x,int y)
{
angle[angleID]+= x-oldX;
oldX=x;
glutPostRedisplay();
}
#include <stdio.h>
FILE*fout=NULL;
FILE*fin=NULL;
void keyboard(unsigned char key, int x,int y)
{
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
if(key=='s')
{
if(fout==NULL)fout = fopen("angle.txt","w+");
for(int i=0;i<20;i++)printf("%.2f ",angle[i]);//"%2f "要空格
printf("\n");
for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);
fprintf(fout,"\n");
}///程式關閉後才會更新angle.txt
if(key=='r')
{
if(fin==NULL)fin=fopen("angle.txt","r");
for(int i=0;i<20;i++)fscanf(fin,"%f", &angle[i]);
glutPostRedisplay();
}
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();///Step05-2
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///Step05-2
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手臂, 但是,要用 T-R-T移位置
glPushMatrix();
glTranslatef(-0.3, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-0.3, 0,0);
glutSolidTeapot( 0.3 );///左手肘
glPopMatrix();
glPopMatrix();///Step05-2
glPushMatrix();///Step05-2
glTranslatef(+0.3,0,0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();///step05-3
glTranslatef(+0.3,0,0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();///Step05-3
glPopMatrix();///Step05-2
glPopMatrix();///Step05-2
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow( "week16" );
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0);
glutMainLoop();
}
✨自動儲存角度 並讀取
🧷程式
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///上週程式,會增加、會減少!!!
int angleID=0;//都是0的陣列 angle
void timer(int t)///上週程式,會增加、會減少!!!
{
}
int oldX=0, oldY=0;
void mouse(int botton,int state,int x,int y)
{
oldX=x;
oldY=y;
}
#include <stdio.h>
FILE*fout=NULL;
FILE*fin=NULL;
void motion(int x,int y)
{
angle[angleID]+= x-oldX;
oldX=x;
glutPostRedisplay();
if(fout==NULL)fout = fopen("angle.txt","w+");
for(int i=0;i<20;i++)printf("%.2f",angle[i]);
printf("\n");
for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);
fprintf(fout,"\n");
}
void keyboard(unsigned char key, int x,int y)
{
if(key=='0')angleID=0;
if(key=='1')angleID=1;
if(key=='2')angleID=2;
if(key=='3')angleID=3;
if(key=='s')
{
if(fout==NULL)fout = fopen("angle.txt","w+");
for(int i=0;i<20;i++)printf("%.2f ",angle[i]);
printf("\n");
for(int i=0;i<20;i++) fprintf(fout,"%.2f",angle[i]);
fprintf(fout,"\n");
}///程式關閉後才會更新angle.txt
if(key=='r')
{
if(fin==NULL)fin=fopen("angle.txt","r");
for(int i=0;i<20;i++)fscanf(fin,"%f", &angle[i]);
glutPostRedisplay();
}
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();///Step05-2
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///Step05-2
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手臂, 但是,要用 T-R-T移位置
glPushMatrix();
glTranslatef(-0.3, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(-0.3, 0,0);
glutSolidTeapot( 0.3 );///左手肘
glPopMatrix();
glPopMatrix();///Step05-2
glPushMatrix();///Step05-2
glTranslatef(+0.3,0,0);
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();///step05-3
glTranslatef(+0.3,0,0);
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3,0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();///Step05-3
glPopMatrix();///Step05-2
glPopMatrix();///Step05-2
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow( "week16" );
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0);
glutMainLoop();
}
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