2014年5月15日 星期四

Week13


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!!!!!
-----------------------------------------------------------------------------------------------

目標:會跳舞的機器人
複習上週程式


#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("body.png");
    img[1]=cvLoadImage("hand.png");
    img[2]=cvLoadImage("leg.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(){
    myPolygon(1);
}
void myHand(){
    myPolygon(2);
}
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    myBody();
    glPushMatrix();
    glTranslatef(0.2,0,0);//右手
    glRotatef(angleX, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myHand();
    glPopMatrix();
    glPushMatrix();
    glTranslatef(-0.2,0,0);//左手
    glRotatef(-angleX, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myHand();
    glPopMatrix();
    glPushMatrix();
    glTranslatef(-0.2,-0.3,0);//左腿
    glRotatef(-angleX, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myLeg();
    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("week13");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    myTexture();//不要忘了加哦!
    glutMainLoop();
}
------------------------------------------------------------------------------------------------------------

#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("body.png");
    img[1]=cvLoadImage("hand.png");
    img[2]=cvLoadImage("leg.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(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();
    glPushMatrix();
    glTranslatef(-0.2,0,0);//左手
    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();
    glPushMatrix();
    glTranslatef(0.2,-0.3,0);//右腿
    glRotatef(-angleX, 0,0,1);
    glTranslatef(0, -0.2, 0);
    myLeg();
    glPopMatrix();
    glPushMatrix();
    glTranslatef(-0.2,-0.3,0);//左腿
    glRotatef(-angleX, 0,0,1);
    glTranslatef(0, -0.2, 0);
    myLeg();
    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("week13");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    myTexture();//不要忘了加哦!
    glutMainLoop();
}
------------------------------------------------------------------------------------------------------------

#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 angleA=0,angleX=0,angleY=0,angleZ=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("body.png");
    img[1]=cvLoadImage("hand.png");
    img[2]=cvLoadImage("leg.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(){
    myPolygon(1);
}
    void myHand(){
    myPolygon(2);
}
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glScalef(0.5,0.5,0.5);
    myBody();
    glPushMatrix();
    glTranslatef(0.2,0,0);//右手
    glRotatef(angleA, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myHand();
    glPushMatrix();
    glTranslatef(0,-0.25,0);//small右手
    glRotatef(angleZ, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myHand();
    glPopMatrix();
    glPopMatrix();
    
    glPushMatrix();
    glTranslatef(-0.2,0,0);//左手
    glRotatef(-angleA, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myHand();
    glPushMatrix();
    glTranslatef(0,-0.25,0);//small左手
    glRotatef(angleZ, 0,0,-1);
    glTranslatef(0, -0.4, 0);
    myHand();
    glPopMatrix();
    glPopMatrix();
    
    glPushMatrix();
    glTranslatef(-0.2,-0.3,0);//左腿
    glRotatef(-angleX, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myLeg();
    glPushMatrix();
    glTranslatef(0,-0.3,0);//小左腿
    glRotatef(-angleY, 0,0,1);
    glTranslatef(0, -0.4, 0);
    myLeg();
    glPopMatrix();
    glPopMatrix();
    
    glPushMatrix();
    glTranslatef(0.2,-0.3,0);//右腿
    glRotatef(-angleX, 0,0,-1);
    glTranslatef(0, -0.4, 0);
    myLeg();
    glPushMatrix();
    glTranslatef(0,-0.3,0);//小右腿
    glRotatef(-angleY, 0,0,-1);
    glTranslatef(0, -0.4, 0);
    myLeg();
    glPopMatrix();
    glPopMatrix();
    
    
    glPopMatrix();
    glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
    if(key=='1') angleA+=3;
    if(key=='3') angleA-=3;
    if(key=='a') angleX+=3;
    if(key=='d') angleX-=3;
    if(key=='w') angleY+=3;
    if(key=='s') angleY-=3;
    if(key=='q') angleZ+=3;
    if(key=='e') angleZ-=3;
    glutPostRedisplay();
}
int main()
{
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("week13");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    myTexture();//不要忘了加哦!
    glutMainLoop();
}
-----------------------------------------------------用滑鼠移動-----------------------------------------------------
#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 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("body.png");
    img[1]=cvLoadImage("hand.png");
    img[2]=cvLoadImage("leg.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("week13");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    myTexture();//不要忘了加哦!
    glutMainLoop();
}






沒有留言:

張貼留言