1.複習T-R-T
2.期末作品
3.滑鼠鍵盤操控動作
4.建出全身關節
第一堂課:
複習關節
#include <GL/glut.h>
float x1=-0.4, y1=0, x2=0.4, y2=0;
void display()
{
glEnable (GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(x1, y1, 0);
glColor3f(1,1,0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(x2, y2, 0);
glColor3f(1,0,0);
glutSolidTeapot(0.2);
glPopMatrix();
glFlush();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("wow");
glutDisplayFunc(display);
glutMainLoop();
}
再來用數字鍵讓茶壺可以走動跟旋轉
#include <GL/glut.h>
#include <stdio.h>
float x1=-0.4, y1=0, x2=0.4, y2=0;
float angle=0;
void display()
{
glEnable (GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(x1, y1, 0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.25, -0.11, 0);
glColor3f(1,1,0);
glutSolidTeapot(0.2);
glPushMatrix();
glTranslatef(x2, y2, 0);
glColor3f(1,0,0);
glutSolidTeapot(0.2);
glPopMatrix();
glFlush();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1')x1+=0.1;
if(key=='2')x1-=0.1;
if(key=='3')y1+=0.1;
if(key=='4')y1-=0.1;
if(key=='5')angle+=10;
if(key=='6')angle-=10;
printf("%f %f\n",x1, y1);
glutPostRedisplay();
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("wow");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
當然關節不可能只有這個
所以我們利用上次上課我們所利用幾個方塊所做出的筋肉人做示範
先把筋肉人的語法貼上來
float angle=0, oldX=0, oldY=0;
void drawBody(){
glPushMatrix();
glScalef(1, 0.5, 0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm(){
glPushMatrix();
glScalef(0.6, 0.3, 0.3);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
{ ///Lighting
glColor3ub(166,132,100);
GLfloat pos[]={0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glPushMatrix();
glTranslatef(0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm();///這是個Arm ver 1 Right Upper Arm
glPushMatrix();
glTranslatef(0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm(); ///Right Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm();///這是個Arm ver 1 Left Upper Arm
glPushMatrix();
glTranslatef(-0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
drawArm(); ///Left Lower Arm
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
}
void motion(int x, int y)
{ angle -= y - oldY;
oldY=y; oldX=x;
}
void mouse(int button, int state, int x, int y){
if(state==GLUT_DOWN) { oldX=x; oldY=y; }
}
void timer(int t)
{
glutTimerFunc(20, timer, t+1);
//angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutMainLoop();
}
可是這個語法讓左右手同時動 其實不太合理 所以我們利用一些與法來改善這件事
我們接下來感善的是用數字鍵讓每個關節都能動
我們接下來感善的是用數字鍵讓每個關節都能動
#include <GL/glut.h>
///float angle[10]={0};
void drawBody(){
glPushMatrix();
glScalef(1, 0.5, 0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm(){
glPushMatrix();
glScalef(0.6, 0.3, 0.3);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
{ ///Lighting
glColor3ub(166,132,100);
GLfloat pos[]={0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
///glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glPushMatrix();
glTranslatef(0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0,0,1);
drawArm();///這是個Arm ver 1 Right Upper Arm
glPushMatrix();
glTranslatef(0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle2, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0,1,0);
drawArm(); ///Right Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle3, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0.5,0.5,1);
drawArm();///這是個Arm ver 1 Left Upper Arm
glPushMatrix();
glTranslatef(-0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle4, 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0.5,1,0.5);
drawArm(); ///Left Lower Arm
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
}
void motion(int x, int y)
{ angle -= y - oldY;
oldY=y; oldX=x;
}
void mouse(int button, int state, int x, int y){
if(state==GLUT_DOWN) { oldX=x; oldY=y; }
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='1')angle++;
if(key=='2')angle2++;
if(key=='3')angle3++;
if(key=='4')angle4++;
if(key=='5')angle--;
if(key=='6')angle2--;
if(key=='7')angle3--;
if(key=='8')angle4--;
glutPostRedisplay();
}
void timer(int t)
{
glutTimerFunc(20, timer, t+1);
//angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
最後的最後
#include <GL/glut.h>
float oldX=0, oldY=0;///angle=0,angle2=0,angle3=0,angle4=0
float angle[10]={0};
int now=0;
void drawBody(){
glPushMatrix();
glScalef(1, 0.5, 0.5);
glutSolidCube(1);
glPopMatrix();
}
void drawArm(){
glPushMatrix();
glScalef(0.6, 0.3, 0.3);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
{ ///Lighting
glColor3ub(166,132,100);
GLfloat pos[]={0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHT0);
///glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glPushMatrix();
glTranslatef(0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle[1], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0,0,1);
drawArm();///這是個Arm ver 1 Right Upper Arm
glPushMatrix();
glTranslatef(0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(angle[2], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0,1,0);
drawArm(); ///Right Lower Arm
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle[3], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0.5,0.5,1);
drawArm();///這是個Arm ver 1 Left Upper Arm
glPushMatrix();
glTranslatef(-0.25, 0, 0);///最後一步, 把樓下的 "會對Arm Joint做旋轉的東西" 再移到右上 掛上去 ver 4
glRotatef(-angle[4], 0,0,1);///把下面整團, 都對中間做旋轉 ver 3
glTranslatef(-0.25, 0,0);///這是把它往右移, Arm Joint在中間 ver 2
glColor3f(0.5,1,0.5);
drawArm(); ///Left Lower Arm
glPopMatrix();
glPopMatrix();
drawBody();
glFlush();
}
void motion(int x, int y)
{
angle[now] -= y - oldY;
oldY=y; oldX=x;
}
void mouse(int button, int state, int x, int y){
if(state==GLUT_DOWN) { oldX=x; oldY=y; }
}
void keyboard(unsigned char key,int x,int y)
{
if(key=='1')now=1;
if(key=='2')now=2;
if(key=='3')now=3;
if(key=='4')now=4;
glutPostRedisplay();
}
void timer(int t)
{
glutTimerFunc(20, timer, t+1);
//angle++;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutCreateWindow("T-R-T test");
glutDisplayFunc(display);
glutTimerFunc(20, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
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