2014年5月15日 星期四

01160306_呂季樺_第十三周

0. 講課前, 先考大家幾個問題
0.1. Q: 請問我們課程最後要做出什麼? (大家要有方向!) A: 會跳舞的機器人
0.2. Q: 請問上週教什麼? A: T-R-T 可以對任意軸轉動
0.3. Q: 請問接下來要教什麼?

Week13 調關節、寫檔案、讀檔案、播動畫(timer計時器)
Week14 聲音、特效
Week15 運鏡、節奏
Week16 (buffer...)
Week17 期末作品展示/票選最佳作品!!!!!

1. 目標: 會跳舞的機器人
2. 複習上週程式 (請做出來)
3. 加上 小右手、小左手 (如下圖)
4. 請自己加上 右小腿、右腳掌、左小腿、左腳掌
今天的技巧1: 可以利用 scale把後面的東西都變小
今天的技巧2: 可以利用 scale把後面的東西都變小
//T R S: Translate, Rotate, Scale, 要放在 glPushMatrix()/glPopMatrix() 裡面
今天的技巧3: 大的在外面、小的在裡面
glPushMatrix();//今天的技巧3: 大的在外面
glTranslatef(0.2,0,0);//右手
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();//今天的技巧3: 小的在裡面
glTranslatef(0,-0.2,0);//小右手
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();

=========================原始程式碼===============================
#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 angleX=0;
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);//skill 2
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(0.5,0.5,0.5);//skill 1
myBody();
glPushMatrix();
glTranslatef(0.2,0,0);//右手
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();//skill 3
glTranslatef(0,-0.2,0);//small right hand
glRotatef(angleX,0,0,1);
glTranslatef(0,-0.2,0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();//skill 3
glTranslatef(0,-0.2,0);//small left hand
glRotatef(-angleX,0,0,1);
glTranslatef(0,-0.2,0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.3,0);//左腿
glRotatef(-angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();//skill 3
glTranslatef(0,-0.2,0);//small left leg
glRotatef(-angleX,0,0,1);
glTranslatef(0,-0.2,0);
myLeg();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.3,0);//右腿
glRotatef(angleX, 0,0,1);
glTranslatef(0, -0.2, 0);
myLeg();
glPushMatrix();//skill 3
glTranslatef(0,-0.2,0);//small right leg
glRotatef(angleX,0,0,1);
glTranslatef(0,-0.2,0);
myLeg();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='a') angleX+=3;
if(key=='b') angleX-=3;
glutPostRedisplay();

}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myTexture();//不要忘了加哦!
glutMainLoop();
}
=================程式碼修改滑鼠移動======================
#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 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();
}
//float angle1=0, angle2=0, angle3=0, angle4=0, angle5=0, angle6=0, angle7=0, angle8=0;
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();// 今天的技巧2: 可以利用 scale把後面的東西都變小
  //T R S: Translate, Rotate, Scale, 要放在 glPushMatrix()/glPopMatrix()
  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(0.5, 0.5, 0.5);//今天的技巧1: 可以利用 scale把後面的東西都變小
  myBody();
  glPushMatrix();//今天的技巧3: 大的在外面
   glTranslatef(0.2,0,0);//右手
   glRotatef(angle[1], 0,0,1);
   glutWireSphere(0.1,30,30);
   glTranslatef(0, -0.2, 0);
   myHand();
   glPushMatrix();//今天的技巧3: 小的在裡面
    glTranslatef(0,-0.2,0);//小右手
    glRotatef(angle[2], 0,0,1);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myHand();
   glPopMatrix();
  glPopMatrix();
  glPushMatrix();
   glTranslatef(-0.2,0,0);//左手
   glRotatef(-angle[3], 0,0,1);
   glutWireSphere(0.1,30,30);
   glTranslatef(0, -0.2, 0);
   myHand();
   glPushMatrix();//今天的技巧3: 小的在裡面
    glTranslatef(0,-0.2,0);//小右手
    glRotatef(-angle[4], 0,0,1);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myHand();
   glPopMatrix();   
  glPopMatrix();
  glPushMatrix();
   glTranslatef(0.1,-0.3,0);//右腿
   glRotatef(angle[5], 0,0,1);
   glutWireSphere(0.1,30,30);
   glTranslatef(0, -0.2, 0);
   myLeg();
   //請把小腿及腳掌做出來
   glPushMatrix();
    glTranslatef(0,-0.2,0);//右腿
    glRotatef(angle[6], 0,0,1);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myLeg();   
   glPopMatrix();
  glPopMatrix();
  glPushMatrix();
   glTranslatef(-0.1,-0.3,0);//左腿
   glRotatef(-angle[7], 0,0,1);
   glutWireSphere(0.1,30,30);
   glTranslatef(0, -0.2, 0);
   myLeg();
   //請把小腿及腳掌做出來
   glPushMatrix();
    glTranslatef(0,-0.2,0);//右腿
    glRotatef(-angle[8], 0,0,1);
    glutWireSphere(0.1,30,30);
    glTranslatef(0, -0.2, 0);
    myLeg();   
   glPopMatrix();   
  glPopMatrix();
 glPopMatrix();
 glutSwapBuffers();
}

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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