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2014年6月5日 星期四

2014年5月29日 星期四

Week 15 林宜臻課堂作業


=====內插(interpolation)


動作A ------> 動作B
a=0 .................a=1



你的動作(angle[...])
angle[0] = angleOld[0]*(1-a) + angleNew[0]*a;   //內插公式
口訣: 交叉相乘



ex.
a=0, angle[0] 是 angleOld[0]
a=0.1, angleOld[0]*0.9 + angleNew[0]*0.1
a=0.5,  angleOld[0]*0.5 + angleNew[0]*0.5
a=0.9,
a=1, anlge[0] 是 angleNew[0]



第一節課重點: 有內插效果


第二節課重點: 複習兩週前的進度, 能用 mouse motion來改關節角度, 能存檔、讀檔, 並且和第一節課的成果結合

第三節課重點: 使用 timer 來讓讀檔/內插的動作, 可以自動播放
TODO: 請把你的期末作品要做什麼, 寫 出 來.....

01160235_謝采玲, HW15, Week15





#include <stdio.h>
#include <GL/glut.h>
int angleID=0;
float a=1;
float angle[20]={0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
float angleOld[20]={0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
float angleNew[20]={0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};

void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0], 0, 0, 1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}

FILE *fout=NULL, *fin=NULL;
void readNext(){
printf("here! %f \n", angle[0]);
if(fin==NULL) fin= fopen("this_is_my_saved_angles.txt", "r");
a+=0.1;
for(int i=0;i<20;i++) angle[i]=angleOld[i]*(1-a)+angleNew[i]*a;
if(a>=1){
printf("here load file !\n");
a=0;
for(int i=0;i<20;i++){
angleOld[i]=angleNew[i];
fscanf(fin, "%f ", &angleNew[i]);
printf(" %f ==", angleNew[i]);
}
}
}
void timer(int t){
glutTimerFunc(100, timer, 0);
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0'){
angleID=1;
}
else if(key=='1'){
angleID=1;
}
else if(key=='2'){
angleID=2;
}
else if(key=='s'){
if(fout==NULL) fout=fopen("this_is_my_saved_angles.txt", "w+");
for(int i=0;i<20;i++) fprintf(fout, "%f  ",angle[i]);
fprintf(fout, "\n");
}
else if(key=='r'){
readNext();
glutPostRedisplay();
}
else if(key=='p'){
glutTimerFunc(0, timer, 0);
}
}

float 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("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}

***檔名要正確!!!
***記得加咒語!!!

期末专题:做机器人格斗动画

内插内插内插
内插内插内插
内插内插内插
内插内插内插
内插内插内插
内插内插内插




#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;
int startX=0;
int  startY=0;
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;
int which=1;
float angle[40];
void timer(int t);
FILE * fout =NULL;
FILE * fin =NULL;
float a=1;
float angleOld[40];
float angleNew[40];

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);
   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);
    glTranslatef(0, 0.2, 0);
    myHand();
   glPopMatrix();
  glPopMatrix();

  glPushMatrix();
   glTranslatef(-0.2,0,0);//左手
   glRotatef(-angle[3], 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(angle[4], 0,0,1);
    glTranslatef(0, -0.2, 0);
    myHand();
   glPopMatrix();
  glPopMatrix();
  glPushMatrix();
   glTranslatef(0.2,-0.3,0);//右腿
   glRotatef(-angle[5], 0,0,1);
   glTranslatef(0, -0.2, 0);
   myLeg();
   glPushMatrix();
       glTranslatef(0,-0.2,0);//右腿
    glRotatef(-angle[6], 0,0,1);
    glTranslatef(0, -0.2, 0);
    myLeg();
   glPopMatrix();
  glPopMatrix();

  glPushMatrix();

   glTranslatef(-0.2,-0.3,0);//左腿
   glRotatef(-angle[7], 0,0,1);
   glTranslatef(0, -0.2, 0);
   myLeg();
   glPushMatrix();
    glTranslatef(0,-0.2,0);//右腿
    glRotatef(-angle[8], 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;
if(key=='w' )  {
for(int t=1;t<=8;t++){
printf("%f ",angle[t]);
}
}
if(key<'9' && key >=48) which=key-'0';
if (key=='s') {
if (fout==NULL) fout=fopen("myFile.dat","w+");
for(int t=1;t<=8;t++){
fprintf(fout,"%f ",angle[t]);
}
fprintf(fout,"\n");
}

if (key=='p') {
if (fin==NULL) fin=fopen("myFile.dat","r");
glutTimerFunc(0,timer,0);
}
glutPostRedisplay();

}

void timer(int t){
a+=0.02;
for(int t=1;t<=8;t++){
angle[t]=angleOld[t]*(1-a)+angleNew[t]*a;
}

if (a>=1){
a=0;
for(int t=1;t<=8;t++){
if(fscanf(fin,"%f ",&angleNew[t])!=1){//read one(1) variable
fclose(fin);
fin=NULL;
return;
}
}
}


glutPostRedisplay();
glutTimerFunc(10,timer,0);
}

void glutMouse(int button, int state,int x, int y){
  startX=x;
  startY=y;
 //printf("%d %d %d %d \n",button,state,x,y);

 glutPostRedisplay();
}

void glutMotion(int x, int y){
 angle[which]+=x-startX;
 startX=x;

 startY=y;

// printf("%d %d \n",TeapotX,TeapotY);

 glutPostRedisplay();

}

int main()
{
 glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
 glutCreateWindow("week12");
 glutDisplayFunc(display);
 glutKeyboardFunc(keyboard);
 glutMouseFunc(glutMouse);
 glutMotionFunc(glutMotion);
 //myTexture();//不要忘了加哦!
 glutMainLoop();
}

第十五週課堂作業

內插法
手動讀檔
自動讀檔

week15

#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <stdio.h>
#include <windows.h>
#include <mmsystem.h>
//#include "CMP3_MCI.h"
//CMP3_MCI myMP3;
//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 angle1=0, angle2=0, angle3=0, angle4=0;
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,};
int angleID=0;
int oldX,oldY;

void timer(int t);
FILE * fout = NULL, *fin = NULL;
int i;
void mouse(int botton, int state, int x, int y)
{
oldX=x;
oldY=y;
}
void motion(int x, int y)
{
angle[angleID]+= x-oldX; oldX=x;
glutPostRedisplay();
}

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(){
    glPushMatrix();
        glScalef(0.7, 0.7, 0.7);
        myPolygon(0);
    glPopMatrix();
}
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();
        myBody();
        glPushMatrix();
glTranslatef(0.1,0.1,0);//右手
glRotatef(angle[1], 0,0,1);
glutWireSphere(0.05,20,20);
glTranslatef(0, -0.2, 0);
myHand();
glPushMatrix();
glTranslatef(0,-0.2,0);//右手1
glRotatef(angle[2], 0,0,1);
glutWireSphere(0.05,20,20);
glTranslatef(0, -0.2, 0);
myHand();
        glPopMatrix();
        glPopMatrix();
        glPushMatrix();
       glTranslatef(-0.1,0.1,0);//左手
       glRotatef(-angle[3], 0,0,1);
       glutWireSphere(0.05,20,20);
       glTranslatef(0, -0.2, 0);
       myHand();
       glPushMatrix();
       glTranslatef(0,-0.2,0);//左手1
       glRotatef(-angle[4], 0,0,1);
       glutWireSphere(0.05,20,20);
       glTranslatef(0, -0.2, 0);
       myHand();
       glPopMatrix();
        glPopMatrix();
        glPushMatrix();
       glTranslatef(-0.1,-0.2,0);//左腿
       glRotatef(-angle[5], 0,0,1);
       glutWireSphere(0.05,20,20);
       glTranslatef(0, -0.2, 0);
       myLeg();
       glPushMatrix();
       glTranslatef(0,-0.2,0);//左腿1
       glRotatef(-angle[6], 0,0,1);
       glutWireSphere(0.05,20,20);
       glTranslatef(0, -0.2, 0);
       myLeg();
       glPopMatrix();
        glPopMatrix();
        glPushMatrix();
       glTranslatef(0.1,-0.2,0);//右腿
       glRotatef(-angle[7], 0,0,-1);
       glutWireSphere(0.05,20,20);
       glTranslatef(0, -0.2, 0);
       myLeg();
       glPushMatrix();
       glTranslatef(0,-0.2,0);//右腿1
       glRotatef(-angle[8], 0,0,-1);
       glutWireSphere(0.05,20,20);
       glTranslatef(0, -0.2, 0);
       myLeg();
       glPopMatrix();
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
void readNext()
{
    if(fin == NULL)fin=fopen("my_output.txt", "r");
    a += 0.1;
    for(int i=0;i<20;i++) angle[i] = angleOld[i]*(1-a) + angleNew[i]*a;
    if(a>=1)
{
a=0;
for(int i=0;i<20;i++)
{
angleOld[i] = angleNew[i];
fscanf(fin, "%f ",&angleNew[i]);
}
}
}

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;
   
    if(key=='s')
    {
        if(fout == NULL) fout = fopen("my_output.txt", "w+");
        for(int i=0;i<20;i++)
{
fprintf(fout, "%f ", angle[i]);
}
fprintf(fout,"\n");
    }
    if(key == 'r')
    {
readNext();
        glutPostRedisplay();
    }
    if(key == 'p')
    {
        glutTimerFunc(0, timer, 0);
    }

}
void timer(int t)
{
    glutTimerFunc(100, timer, 0);
    readNext();
    glutPostRedisplay();
}
int main()
{
   /* myMP3.Load("abc.mp3");
    myMP3.Play();*/
    glutInitDisplayMode(GLUT_DOUBLE |GLUT_DEPTH);
    glutCreateWindow("week15");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    myTexture();//不要忘了加哦!
    glutMainLoop();
}

Week15

寫程式 讓茶壺可以轉動九十度 利用按鍵"r"
#include<GL/glut.h>
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void timer(int t)
{
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='s'){
}else if(key=='r'){
a+=0.1;
angle[0]=angleOld[0]*(1-a)+angleNew[0]*a;
glutPostRedisplay();
}else if(key=='p'){
}
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}

修改程式碼之後
#include <stdio.h>
#include<GL/glut.h>
int angleID=0;
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
FILE*fout=NULL,*fin=NULL;
void keyboard(unsigned char key,int x,int y)
{
if(key=='0'){
angleID=1;
}else if(key=='1'){
angleID=1;
}else if(key=='2'){
angleID=2;
}else if(key=='s'){
if(fout==NULL)fout=fopen("this_is_my_saved_angles.txt","w+");
for(int i=0;i<20;i++)fprintf(fout,"%f",angle[i]);
fprintf(fout,"\n");
}else if(key=='r'){
if(fin==NULL) fin=fopen("this is my saved angles.txt","r");
a+=0.1;
angle[0]=angleOld[0]*(1-a)+angleNew[0]*a;
if(a>=1){
a=0;
for(int i=0;i<20;i++){
angleOld[i]=angleNew[i];
fscanf(fin,"%f",&angleNew[i]);
}
}
glutPostRedisplay();
}else if(key=='p'){
}
}
float 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("Week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}


加入程式碼 讓茶壺可以自動撥放 不用手動
#include <stdio.h>
#include<GL/glut.h>
int angleID=0;
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
FILE*fout=NULL,*fin=NULL;
void readNext(){
if(fin==NULL) fin=fopen("this_is_my_saved_angles.txt","r");
a+=0.1;
for(int i=0;i<20;i++)
angle[i]=angleOld[i]*(1-a)+ angleNew[i]*a;
if(a>=1){
a=0;
for(int i=0;i<20;i++){
angleOld[i]=angleNew[i];
fscanf(fin,"%f",&angleNew[i]);
}
}
}
void timer (int t){
glutTimerFunc(100,timer,0);//100表示要100ms=0.1秒 就會在較一次timer
readNext();
glutPostRedisplay();
} 
void keyboard(unsigned char key,int x,int y)
{
if(key=='0'){
angleID=1;
}else if(key=='1'){
angleID=1;
}else if(key=='2'){
angleID=2;
}else if(key=='s'){
if(fout==NULL)fout=fopen("this_is_my_saved_angles.txt","w+");
for(int i=0;i<20;i++)fprintf(fout,"%f",angle[i]);
fprintf(fout,"\n");
}else if(key=='r'){
readNext();
glutPostRedisplay();
}else if(key=='p'){
glutTimerFunc(0,timer,0);
}
}
float 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("Week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}


Week15 課堂作業_01161160劉景晟

#include<stdio.h>
#include<GL/glut.h>
int angleID=0;
float a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
FILE *fout=NULL, *fin=NULL;
void readNext(){
if(fin==NULL)fin=fopen("this_is_my_saved_angles.txt","r");
a+=0.1;
for(int i=0;i<20;i++)angle[i]=angleOld[i]*(1-a) + angleNew[i]*a;
if(a>=1){
a=0;
for(int i=0;i<20;i++){
angleOld[i]=angleNew[i];
fscanf(fin,"%f",&angleNew[i]);
}
}
}
void timer(int t)
{
glutTimerFunc(100,timer,0);
readNext();
glutPostRedisplay();
}

void keyboard(unsigned char key, int x,int y)
{
if(key=='0'){
angleID=0;
}
else if(key=='1'){
angleID=1;
}
else if(key=='2'){
angleID=2;
}
else if(key=='s'){
if(fout==NULL)fout=fopen("this_is_my_saved_angles.txt","w+");
for(int i=0;i<20;i++)fprintf(fout,"%f ",angle[i]);
fprintf(fout,"\n");
}
else if(key=='r'){
readNext();
glutPostRedisplay();
}
else if(key=='p'){
glutTimerFunc(0,timer,0);
}
}
float 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("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
讀取檔案讓他照方式動作

Week 15

本周老師教的是內插
可以讓我的機器人轉來轉去
最後一節還有教到可以讓它自己撥放
就省去了用手一直按鍵盤的麻煩!!


==============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 a=0;
float angle[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int angleID=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);
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);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0,0);//左手
glRotatef(-angle[3], 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(-angle[4], 0,0,1);
glTranslatef(0, -0.2, 0);
myHand();
glPopMatrix();  
glPopMatrix();
glPushMatrix();
glTranslatef(0.1,-0.3,0);//右腿
glRotatef(angle[5], 0,0,1);
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);
glTranslatef(0, -0.2, 0);
myLeg();  
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.1,-0.3,0);//左腿
glRotatef(-angle[7], 0,0,1);
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);
glTranslatef(0, -0.2, 0);
myLeg();  
glPopMatrix();  
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
FILE *fout=NULL, *fin=NULL;
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;

else if(key=='s'){
if(fout==NULL) fout=fopen("saved angles.txt","w+");
for(int i=0;i<20;i++) fprintf(fout, "%f ",angle[i]);
fprintf(fout, "\n");
}
else if(key=='r'){
if(fin==NULL)fin=fopen("saved angles.txt","r");
a+=0.1;
angle[0]=angleOld[0]*(1-a)+angleNew[0]*a;
if(a>=1){
a=0;
for(int i=0;i<20;i++){
angleOld[i]=angleNew[i];
fscanf(fin , "%f",&angleNew[i]);
}
}
glutPostRedisplay();
}


}

float 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();
}