1. 組合出機器人
2. 可轉動的關節
3. 錄製動作
4. 回家作業:機器人
-------------------------------------------------------------------------------------------------------------------------
一、下載 3D Exploration 1.81免費試用版
解壓、安裝
二、下載 Data.zip (有3D模型)
解壓在 桌面/data
三、用 3D Exploration 看 data.zip 的模型
ex.soccerball
四、匯出 CPP (Open GL) 程式 /// soccerball.cpp 、347行,用Nodepad++觀察
Export Dialog 裡 SampleAPP 才會有 main 函式
五、新增 Open GL 專案
移除 main.c → 新增 soccerball.cpp
Buile&Run(F9)會有2行錯誤 → 刪掉
◎用3D Exploration拆模型
六、Save as:Wavefront OBJ 檔 ///調Visable區域再存
Dophins.obj → - Dophins1.obj / .mtl
- Dophins2.obj / .mtl
- Dophins3.obj / .mtl
七、MyGLMsample範例拿來用
安裝 freeglut 在 C:\user\user\Desktop
◎畫兩隻海豚
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
float angle = 0 ;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix( );
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) ///如果模型還沒讀好→NULL,!pmodel
{
pmodel = glmReadOBJ("data/al.obj"); ///(3) 讀3D模型
if (!pmodel) exit(0); ///如果模型還沒讀好→NULL,GG,閃退,離開
glmUnitize(pmodel); ///變成單位大小的模型,才不會太大
glmFacetNormals(pmodel); ///重算小面的法向量
glmVertexNormals(pmodel, 90.0); ///重算頂點法向量
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
if (!pmodel2)
{
pmodel2 = glmReadOBJ("data/al.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glutSwapBuffers( );
}
const GLfloat light_ambient[ ] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[ ] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[ ] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[ ] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[ ] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[ ] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[ ] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[ ] = { 100.0f };
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
glutIdleFunc(display);
glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
}
執行截圖:
◎海豚人
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
float angle = 0 ;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix( );
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) ///如果模型還沒讀好→NULL,!pmodel
{
pmodel = glmReadOBJ("data/al.obj"); ///(3) 讀3D模型
if (!pmodel) exit(0); ///如果模型還沒讀好→NULL,閃退,離開
glmUnitize(pmodel); ///變成單位大小的模型,才不會太大
glmFacetNormals(pmodel); ///重算小面的法向量
glmVertexNormals(pmodel, 90.0); ///重算頂點法向量
}
if (!pmodel2)
{
pmodel2 = glmReadOBJ("data/al.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3)
{
pmodel3 = glmReadOBJ("data/al.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
glPushMatrix( ); ///body
glTranslatef(0,0,0);
glRotatef(90,0,1,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix( ); ///left hand
glTranslatef(-0.5,0,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix( ); ///right hand
glTranslatef(0.5,0,0);
glRotatef(180,0,0,1);
glRotatef(180,1,0,0);
glScalef(0.4,0.4,0.4);
glmDraw( pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glPopMatrix( );
glutSwapBuffers( );
}
const GLfloat light_ambient[ ] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[ ] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[ ] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[ ] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[ ] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[ ] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[ ] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[ ] = { 100.0f };
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutDisplayFunc(display);
glutIdleFunc(display);
glClearColor(1,1,1,1);
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
}
執行截圖:
沒有留言:
張貼留言