2018年5月21日 星期一

Week13 老王

  1.寫檔案、讀檔
  2.控制關節
  3.動作內插









#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);
        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 };

/* Program entry point */

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);

    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    ///glutKeyboardFunc(key);
    ///glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    ///glEnable(GL_CULL_FACE);
    ///glCullFace(GL_BACK);

    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, angle2, angle3, angle4, angle5, angle6;
float angle[20]={0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0};
int oldX=0, now=0;
void keyboard(unsigned char key, int x, int y)
{
    if(key=='1') now=1;
    if(key=='2') now=2;
    if(key=='3') now=3;
    if(key=='4') now=4;
    if(key=='5') now=5;
    if(key=='6') now=6;
    if(key=='7') now=7;
    if(key=='8') now=8;
    if(key=='9') now=9;
    if(key=='r' || key=='R'){
        if(fin==NULL){
            fin=fopen("output.txt", "r");
        }
        for(int i=0;i<20;i++) fscanf(fin, "%f", &angle[i]);
    }
    if(key=='w' || key=='W' || key=='s' || key=='S'){
        if(fout==NULL){
            fout = fopen("output.txt", "w+");
        }
        for(int i=0;i<20;i++) fprintf(fout, "%.3f\n", angle[i]);
    }
//    fscanf(fin, "%f %f %f %f %f %f %f %f %f %f  %f %f %f %f %f %f %f %f %f %f",
//           &angle[0], &angle[1], &angle[2], &angle[3], &angle[4], &angle[5],
//           &angle[6], &angle[7], &angle[8], &angle[9], &angle[10], &angle[11],
//           &angle[12], &angle[13], &angle[14], &angle[15], &angle[16], &angle[17],
//           &angle[18], &angle[19]  );
    glutPostRedisplay();
void mouse(int button, int state, int x, int y)
{
    oldX=x;
}
void motion(int x, int y)
{
    angle[now] += x-oldX;
    oldX=x;
    glutPostRedisplay();
}
void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        glutSolidTeapot(0.3);
        glPushMatrix();
            glTranslatef(0.4, 0,0);
            glRotatef(angle[0], 0,0,1);
            glTranslatef(0.4, 0,0);
            glutSolidTeapot(0.3);
            glPushMatrix();
                glTranslatef(0.4, 0,0);
                glRotatef(angle[1], 0,0,1);
                glTranslatef(0.4, 0,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        glPopMatrix();
        glPushMatrix();
            glTranslatef(-0.4, 0,0);
            glRotatef(angle[2], 0,0,1);
            glTranslatef(-0.4, 0,0);
            glutSolidTeapot(0.3);
            glPushMatrix();
                glTranslatef(-0.4, 0,0);
                glRotatef(angle[3], 0,0,1);
                glTranslatef(-0.4, 0,0);
                glutSolidTeapot(0.3);
            glPopMatrix();

        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 };

/* Program entry point */

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);
   

    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    ///glutKeyboardFunc(key);
    ///glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    ///glEnable(GL_CULL_FACE);
    ///glCullFace(GL_BACK);

    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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