2014年5月15日 星期四

01161160_劉景晟, HW13, Week13


用滑鼠轉動關節

#include <GL/glut.h>

#include <opencv/highgui.h>

#include <opencv/cv.h>

#include <stdio.h>

//IplImage *img1, *img2, *img3, *img4;

//GLuint id1, id2, id3, id4;

IplImage * img[40];//技巧1: 可以把重覆的東西, 用陣列來簡化

GLuint id[40];//技巧1: 可以把重覆的東西, 用陣列來簡化

float angle[10]={0,0,0,0,0,0,0,0,0,0};

int angleID = 1;


void myPrepareTexture(int i)//用參數來配, 找對應正確的變數

{//技巧3: 可以把重覆的東西, 用函式來簡化

cvCvtColor(img[i], img[i], CV_BGR2RGB);

glEnable(GL_TEXTURE_2D);

glGenTextures(1, &id[i]);

glBindTexture(GL_TEXTURE_2D, id[i]);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData); 

}

void myTexture()

{

img[0]=cvLoadImage("imgbody.png");

img[1]=cvLoadImage("imgHand1.png");

img[2]=cvLoadImage("imgLeg1.png");

for(int i=0;i<3;i++){//技巧2: 可以把重覆的東西, 用迴圈來簡化

myPrepareTexture(i);

}

}

void myPolygon(int num){//技巧3: 可以把重覆的東西, 用函式來簡化

glPushMatrix();

glScalef(0.3, 0.8, 0.8);

glBindTexture(GL_TEXTURE_2D, id[num]);

glBegin(GL_POLYGON);

glTexCoord2f(0, 0);   glVertex3f( -0.5,  0.5, 0); 

glTexCoord2f(1, 0);   glVertex3f(  0.5,  0.5, 0);   

glTexCoord2f(1, 1);   glVertex3f(  0.5, -0.5, 0);   

glTexCoord2f(0, 1);   glVertex3f( -0.5, -0.5, 0);   

glEnd();

glPopMatrix(); 

}

void myBody(){

myPolygon(0); 

}

void myLeg(){

glPushMatrix();

glScalef(0.5,0.5,0.5);

myPolygon(1);

glPopMatrix(); 

}

void myHand(){

glPushMatrix();

glScalef(0.5,0.5,0.5);

myPolygon(2);

glPopMatrix(); 

}

void display()

{

glEnable(GL_DEPTH_TEST);

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();

glScalef(0.8,0.8,0.8);

myBody();

glPushMatrix();

glTranslatef(0.15,0.25,0);//右手

glRotatef(angle[1], 0,0,1);

glTranslatef(0, -0.2, 0);

myHand();

glPushMatrix();

glTranslatef(0,-0.2,0);//右小手

glRotatef(angle[2], 0,0,1);

glutSolidSphere(0.09,30,30);

glTranslatef(0, -0.2, 0);

myHand();

glPopMatrix();

glPopMatrix();

glPushMatrix();

glTranslatef(-0.15,0.25,0);//左手

glRotatef(angle[3], 0,0,1);

glTranslatef(0, -0.2, 0);

myHand();

glPushMatrix();

glTranslatef(0,-0.2,0);//左小手

glRotatef(angle[4], 0,0,1);

glutSolidSphere(0.09,30,30);

glTranslatef(0, -0.2, 0);

myHand();

glPopMatrix();

glPopMatrix();

glPushMatrix();

glTranslatef(-0.15,-0.35,0);//左腿

glRotatef(angle[5], 0,0,1);


glTranslatef(0, -0.2, 0);

myLeg();

glPushMatrix();

glTranslatef(0,-0.2,0);//左小腿

glRotatef(angle[6], 0,0,1);

glutSolidSphere(0.09,30,30);

glTranslatef(0, -0.2, 0);

myLeg();

glPopMatrix();

glPopMatrix();

glPushMatrix();

glTranslatef(0.15,-0.35,0);//右腿

glRotatef(angle[7], 0,0,1);


glTranslatef(0, -0.2, 0);

myLeg();

glPushMatrix();

glTranslatef(0,-0.23,0);//右小腿

glRotatef(angle[8], 0,0,1);

glutSolidSphere(0.09,30,30);

glTranslatef(0, -0.2, 0);

myLeg();

glPopMatrix();

glPopMatrix();

glPopMatrix();

glutSwapBuffers();

}

void keyboard(unsigned char key, int x, int y)

{

if(key=='1') angleID=1;

if(key=='2') angleID=2;

if(key=='3') angleID=3;

if(key=='4') angleID=4;

if(key=='5') angleID=5;

if(key=='6') angleID=6;

if(key=='7') angleID=7;

if(key=='8') angleID=8;

glutPostRedisplay();


}

int  oldX=0, oldY=0;

void mouse(int button, int state, int x, int y)

{

oldX=x;  oldY=y;

}

void motion(int x, int y)

{

angle[angleID] += (x-oldX);oldX=x;

glutPostRedisplay();

}

int main()

{

glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);

glutCreateWindow("week12");

glutDisplayFunc(display);

glutKeyboardFunc(keyboard);

glutMouseFunc(mouse);

glutMotionFunc(motion);

myTexture();//不要忘了加哦!

glutMainLoop();

}


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