2018年5月21日 星期一

Week13#Note!!!

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Week13

(1)主題:寫檔、讀檔
(2)主題:控制關節
(3)主題:動作內插
(4) 16週要交期末作業 !!!

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Todo:寫檔讀檔
///先開一個沒有專案的空白檔案
#include <stdio.h> ///使用標準standard輸入輸出IO
int main()
{
    FILE * fout=fopen("output.txt","w+");///(1)要開啟檔案
    ///FILE * 檔案指標fout
    ///         檔案file
    ///          open開啟
    ///                要開啟的檔名" , "  "W+"表示要寫/+檔案
    printf("Hello world\n");///大一上程式設計第一週
    fprintf(fout,"Hello world\n");///大一下教過,大二下正式用

}


#include <stdio.h>
float angle=0, angle2 =10, angle3=90;
int main()
{

    FILE * fout=fopen("output.txt","w+");
    printf("Hello world\n");
    fprintf(fout,"%.3f %.3f %.3f\n",angle ,angle2, angle3);

}



#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
float angle=0;
int oldX=0;
void mouse(int button, int state, int x, int y)
{
    oldX=x;
}
void motion(int x, int y)
{
    angle += x-oldX;
    oldX=x;
    if(fout==NULL){
        fout = fopen("output.txt","w+");
    }
    fprintf(fout, "%.3f\n",angle);
    printf("%.3f\n",angle);
    glutPostRedisplay();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);///正中間,當成身體的茶壺
        glPushMatrix();
            glTranslatef(0.4,0,0);
            glRotatef(angle,0,0,1);
            glTranslatef(0.4,0,0);
            glutSolidTeapot(0.3);
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] ={ 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] ={ 0.8f, 0.8f,0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = {100.0f};
int main(int argc, char * argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutDisplayFunc(display);
    glClearColor(1,1,1,1);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
    glLightfv(GL_LIGHT0,GL_DIFFUSE, light_diffuse);
    glLightfv(GL_LIGHT0,GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0,GL_POSITION, light_position);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    glutMainLoop();
    return EXIT_SUCCESS;
}



#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL;
FILE * fin=NULL;
float angle=0;
int oldX=0;
void keyboard(unsigned char key, int x, int y)
{
    if(fin==NULL){
        fin=fopen("output.txt","r");
    }
    fscanf(fin,"%f",&angle);
    glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
    oldX=x;
}
void motion(int x, int y)
{
    angle += x-oldX;
    oldX=x;
    if(fout==NULL){
        fout = fopen("output.txt","w+");
    }
    fprintf(fout, "%.3f\n",angle);
    printf("%.3f\n",angle);
    glutPostRedisplay();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);///正中間,當成身體的茶壺
        glPushMatrix();
            glTranslatef(0.4,0,0);
            glRotatef(angle,0,0,1);
            glTranslatef(0.4,0,0);
            glutSolidTeapot(0.3);
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] ={ 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] ={ 0.8f, 0.8f,0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = {100.0f};
int main(int argc, char * argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);
    glutDisplayFunc(display);
    glClearColor(1,1,1,1);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
    glLightfv(GL_LIGHT0,GL_DIFFUSE, light_diffuse);
    glLightfv(GL_LIGHT0,GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0,GL_POSITION, light_position);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    glutMainLoop();
    return EXIT_SUCCESS;
}

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