今日目標
(1) 主題:寫檔、讀檔。
(2) 主題: 控制關節 &動作內插
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1.首先先開啟專案檔
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2.輸入程式碼
#include <stdio.h>
int main()
{
FILE * fout = fopen("output.txt","w+");
printf("Hellow world\n");
fprintf(fout,"Hellow world\n");
int main()
{
FILE * fout = fopen("output.txt","w+");
printf("Hellow world\n");
fprintf(fout,"Hellow world\n");
(此程式碼可將 Hellow world 讀入記事本內)
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3.接著撰寫角度的程式
#include <stdio.h>
float angle=0,angle2=10,angle3=90;
int main()
{
FILE * fout = fopen("output.txt","w+");
///printf("Hellow world\n");
fprintf(fout,"%.3f %.3f %.3f\n",angle,angle2,angle3);
float angle=0,angle2=10,angle3=90;
int main()
{
FILE * fout = fopen("output.txt","w+");
///printf("Hellow world\n");
fprintf(fout,"%.3f %.3f %.3f\n",angle,angle2,angle3);
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4.寫程式碼 讓茶壺可以拉動
#include <GL/glut.h>
#include <stdio.h>
float angle=0;
int oldX=0;
FILE * fout = NULL;
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()///以下是老師提供的
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);///正中間,當成身體的茶壼
glPushMatrix();
glTranslatef(0.4, 0,0);///掛上去
glRotatef(angle, 0,0,1);///
glTranslatef(0.4, 0,0);///把柄放中間
glutSolidTeapot(0.3);///右邊,當成手臂的茶壼
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
///上面是我們增加的程式碼
///打光的部分留著 (陣列,main() ) 其他都刪掉
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>
float angle=0;
int oldX=0;
FILE * fout = NULL;
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()///以下是老師提供的
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);///正中間,當成身體的茶壼
glPushMatrix();
glTranslatef(0.4, 0,0);///掛上去
glRotatef(angle, 0,0,1);///
glTranslatef(0.4, 0,0);///把柄放中間
glutSolidTeapot(0.3);///右邊,當成手臂的茶壼
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
///上面是我們增加的程式碼
///打光的部分留著 (陣列,main() ) 其他都刪掉
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;
}
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