顯示具有 02160916_曹家豪 標籤的文章。 顯示所有文章
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2015年6月17日 星期三

WEEK16


#include <GL/glut.h>
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();
}

WEEK15




#include <GL/glut.h>
#include <stdio.h>
FILE *fout=NULL; ///要存檔用的啦!
float oldX=0, oldY=0;
float angle[8]={0};
int now;
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 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
        glColor3f(0.5,0.5,1);
        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[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;
    if(fout==NULL)fout=fopen("a.txt","w+");   ///要存檔用的啦!
    for(int i=0;i<8;i++)
    {
        fprintf(fout,"%.1f\t",angle[i]);
    }
    fprintf(fout,"\n");   ///要存檔用的啦!
}
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);
    glutKeyboardFunc(keyboard);
    glutMainLoop();
}

WEEK14


#include <GL/glut.h>
float angle=0;
void display()
{
    GLfloat pos[]={0,0,-1,0};    ///打光
    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(0.6,0.2,0);  ///step4:把"會對茶把手做旋轉的東西"再移到右上 掛上去
        glRotatef(angle,0,0,1); ///step3:把茶壺都對中間旋轉
        glTranslatef(0.3,0,0);  ///step2:往右移
        glutSolidTeapot(0.3);  ///step1:這是一個茶壺
    glPopMatrix();
    glutSolidTeapot(0.3);

    glFlush();
}
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);

    glutMainLoop();
}

#include <GL/glut.h>

float angle=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()
{
    GLfloat pos[]={0,0,-1,0};    ///打光
    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);  ///step4:把"會對茶把手做旋轉的東西"再移到右上 掛上去
        glRotatef(angle,0,0,1); ///step3:把茶壺都對中間旋轉
        glTranslatef(0.3,0,0);  ///step2:往右移*/
        drawArm();  ///step1:這是一個茶壺
    glPopMatrix();
    drawBody();
    glFlush();
}
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);

    glutMainLoop();
}

#include <GL/glut.h>
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()
{
    GLfloat pos[]={0,0,-1,0};    ///打光
    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);  ///step4:把"會對Arm Joint做旋轉的東西"再移到右上 掛上去
        glRotatef(angle,0,0,1); ///step3:把下面整團都對中間旋轉
        glTranslatef(0.25,0,0);  ///step2:把他往右移,Arm Joint在中間
        drawArm();  ///step1:這是一個Arm
        glPushMatrix();
            glTranslatef(0.25,0,0);  ///step4:把"會對Arm Joint做旋轉的東西"再移到右上 掛上去
            glRotatef(angle,0,0,1); ///step3:把下面整團都對中間旋轉
            glTranslatef(0.25,0,0);  ///step2:把他往右移,Arm Joint在中間
            drawArm();  ///step1:這是一個Arm
        glPopMatrix();
    glPopMatrix();
    glPushMatrix();
        glTranslatef(-0.5,0,0);  ///step4:把"會對Arm Joint做旋轉的東西"再移到右上 掛上去
        glRotatef(-angle,0,0,1); ///step3:把下面整團都對中間旋轉
        glTranslatef(-0.25,0,0);  ///step2:把他往右移,Arm Joint在中間
        drawArm();  ///step1:這是一個Arm
        glPushMatrix();
            glTranslatef(-0.25,0,0);  ///step4:把"會對Arm Joint做旋轉的東西"再移到右上 掛上去
            glRotatef(-angle,0,0,1); ///step3:把下面整團都對中間旋轉
            glTranslatef(-0.25,0,0);  ///step2:把他往右移,Arm Joint在中間
            drawArm();  ///step1:這是一個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();
}


WEEK13

#include <GL/glut.h>
float eyeX=-100,eyeY=80,eyeZ=-200;

void display()
{   GLfloat pos[]={0,0,200,0};
    glLightfv(GL_LIGHT0, GL_POSITION, pos);
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_LIGHTING);

    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
      gluLookAt(eyeX,eyeY,eyeZ, 0,0,0,0,1,0);
      glPushMatrix();
      glutSolidTeapot(100);
     glPopMatrix();
    glPopMatrix();
    glFlush();
}

void motion(int x,int y)
{
    eyeX=x-400;eyeY=300-y;
    glutPostRedisplay();
}
void reshape(int w, int h)
{
    glViewport(0,0, w,h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-w/2,w/2, -h/2,h/2,-1000,1000);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

}
void timer(int t)
{
    glutTimerFunc(20,timer,t+1);
    eyeX+=2;
    if(eyeX>300) eyeY+=4;
    glutPostRedisplay();
}
int main(int argc, char**argv)
{
    glutInit(&argc, argv);
    glutInitWindowSize(800,600);
    glutCreateWindow("3D");
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutMotionFunc(motion);
    glutTimerFunc(0,timer,0);
glViewport(0,0,800,600);
    glMatrixMode(GL_PROJECTION);
    glOrtho(-400,400,-300,300,-1000,1000);
    glMatrixMode(GL_MODELVIEW);

    glutMainLoop();
}

WEEK11

#include <GL/glut.h>
#include <math.h>
float angle=0,potX=0,potY=0,potVX=0,potVY=0;
int potState=0;
void timer(int t)
{
    glutTimerFunc(10,timer,t+1);
    angle+=1;
    if(potState==0)potY=0.5*sin(angle/180.0*3.14);
    if(potState==2){potX+=potVX;  potY+=potVY;}
    glutPostRedisplay();
}
void display()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glutSolidTeapot(0.01);
    glPushMatrix();
        glTranslatef(potX,potY,0);
        glRotatef(angle,0,1,0);
        glutSolidTeapot(0.01);
    glPopMatrix();
    glFlush();
}
void mouse(int button,int state,int x,int y)
{
    if(state==GLUT_DOWN)
    {
        potState=1;
    }
    else if(state==GLUT_UP)
    {
        potState=2;
        potVX=-(x-350)/3500.0;
        potVY=(y-350)/3500.0;
    }
}
void motion(int x,int y)
{
    if(potState==1)
    {
        potX=(x-350)/350.0;
        potY=-(y-350)/350.0;
    }
}
int main(int argc,char**argv)
{
    glutInit(&argc,argv);
    glutCreateWindow("3D");
    glutReshapeWindow(700,700);
    glutDisplayFunc(display);
    glutTimerFunc(10,timer,0);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutMainLoop();
}