2017年5月23日 星期二

Week 14 彣禎的上課筆記

一.上週作業

(1)開起自己的檔案

(2)並用NotePad++開啟,把include和lib目錄設對,working目錄設"."(句點)

二.讓機器人動

三.Timer計時器

#include <stdio.h>
void timer(int t)
{
    printf("我現在起床了,t是%d...",t);
    glutTimerFunc(100,timer,t+1);
    printf("我撥了一個新的timer...");
    angle++;
    glutPostRedisplay();
    printf("記得重畫畫面喔!我睡了,bye\n");
}

glutTimerFunc(2000,timer,0); ///睡前,先設定一個鬧鐘,2秒後會叫

四.鍵盤滑鼠控制



#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
float angle[20]={}; ///全家都是零
int now=0;
void drawhead()
{
        glPushMatrix();//head
            glTranslatef(0,0.75,0);
            glRotatef(0,0,0,0);
            glScalef(0.25,0.25,0.25);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
        glPopMatrix();
}
void drawbody()
{
    glPushMatrix();//body
            glTranslatef(0,0.12,0);
            glRotatef(0,0,0,0);
            glScalef(0.2,0.5,0.2);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
    glPopMatrix();

}
void drawRighthand0()
{
    glPushMatrix();//right hand
            glTranslatef(0.28,0.35,0);
            glRotatef(45,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
    glPopMatrix();
}
void drawRighthand1()
{
    glPushMatrix();//right hand
            glTranslatef(0.55,0.08,0);
            glRotatef(45,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
    glPopMatrix();
}
void drawLefthand0()
{
        glPushMatrix();//left hand
            glTranslatef(-0.28,0.35,0);
            glRotatef(-45,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
        glPopMatrix();
}
void drawLefthand1()
{
    glPushMatrix();//left hand
            glTranslatef(-0.55,0.08,0);
            glRotatef(-45,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
    glPopMatrix();
}
void drawRightleg0()
{
     glPushMatrix();//right leg
            glTranslatef(0.17,-0.45,0);
            glRotatef(20,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
    glPopMatrix();

}
void drawRightleg1()
{
    glPushMatrix();//right leg
            glTranslatef(0.3,-0.8,0);
            glRotatef(20,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
    glPopMatrix();
}
void drawLeftleg0()
{
     glPushMatrix();//left leg
            glTranslatef(-0.17,-0.45,0);
            glRotatef(-20,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
    glPopMatrix();

}
void drawLeftleg1()
{
     glPushMatrix();//left leg
            glTranslatef(-0.3,-0.8,0);
            glRotatef(-20,0,0,1);
            glScalef(0.1,0.2,0.1);
            glmDraw(pmodel, GLM_SMOOTH |GLM_MATERIAL );
     glPopMatrix();
}

void display()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
        //angle++;
        //glRotatef(angle, 0,1,0);

        if (!pmodel) {
        pmodel = glmReadOBJ("data/soccerball.obj");
        if (!pmodel) exit(0);
        glmUnitize(pmodel);
        glmFacetNormals(pmodel);
        glmVertexNormals(pmodel, 90.0);
        }

        glPushMatrix();
          glutSolidTeapot(0.1);
          glTranslatef(-0.18,0.45,0);///(3)最後,把它掛在對的位置//left hand
          glRotatef(angle[0],0,0,1); ///(1)先轉動
          glTranslatef(0.18,-0.45,0); ///(2)把旋轉中心點放到真的中心點
          drawLefthand0();

          //glTranslatef(-0.18,0.45,0);//right hand
          glRotatef(angle[1],0,0,1);
          glTranslatef(0.18,-0.45,0);
          drawLefthand1();
        glPopMatrix();

 drawhead();
 //drawbody();
 drawRighthand0();
 drawRighthand1();
 //drawLefthand0();
 //drawLefthand1();
 drawRightleg0();
 drawRightleg1();
 drawLeftleg0();
 drawLeftleg1();

    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 };

#include <stdio.h>
void timer(int t)
{
    printf("我現在起床了,t是%d...",t);
    glutTimerFunc(100,timer,t+1);
    printf("我撥了一個新的timer...");
    //angle++;
    //glutPostRedisplay();
    printf("記得重畫畫面喔!我睡了,bye\n");
}

int oldX=0, oldY=0;
void Keyboard(unsigned char key,int x, int y)
{
    if(key=='0') now=0;
    if(key=='1') now=1;
    if(key=='2') now=2;
}
void mouse(int button,int state, int x,int y)
{
    oldX=x;oldY=y;
    glutPostRedisplay();
}
void motion(int x,int y)
{
    angle[now]+=(x-oldX);
    oldX=x;
    glutPostRedisplay();
}
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);
    ///glutTimerFunc(2000,timer,0); ///睡前,先設定一個鬧鐘,2秒後會叫
    glutKeyboardFunc(Keyboard);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);


    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();
}

五.機器人2.0

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