(2)讓機器人動
(3)Timer計時器

#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel6 = NULL;
GLMmodel* pmodel7 = NULL;
GLMmodel* pmodel8 = NULL;
float angle = 0 ;
void display()
{
glClearColor(1,248/255.0,203/255.0,24/255.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix( );
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel)
{
pmodel = glmReadOBJ("obj/dolphins1.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
if (!pmodel2)
{
pmodel2 = glmReadOBJ("obj/dolphins2.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3)
{
pmodel3 = glmReadOBJ("obj/porsche.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4)
{
pmodel4 = glmReadOBJ("obj/soccerball.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5)
{
pmodel5 = glmReadOBJ("obj/Upleg_R.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6)
{
pmodel6 = glmReadOBJ("obj/Upleg_L.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
if (!pmodel7)
{
pmodel7 = glmReadOBJ("obj/Lowleg_R.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
if (!pmodel8)
{
pmodel8 = glmReadOBJ("obj/Lowleg_L.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
glPushMatrix( ); ///body
glTranslatef(0,0.1,0);///T
glRotatef(90,0,0,1);///R
glRotatef(90,0,1,0);
glRotatef(90,0,0,1);
glRotatef(180,1,0,0);
glTranslatef(0,0.5,0);///T
glScalef(0.3,0.3,0.3);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix( ); ///left hand arm
glTranslatef(-0.25,0.1,0);///T
glRotatef(45,0,0,1);///R
glTranslatef(0,0.2,0);///T
glScalef(0.25,0.25,0.25);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix( ); ///left hand
glTranslatef(-0.25,0,0);///T
glRotatef(90,0,0,1);///R
glTranslatef(-0.1,0.25,0);///T
glScalef(0.25,0.25,0.25);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix( ); ///Right hand arm
glTranslatef(0.25,0.1,0);///T
glRotatef(180,0,0,1);///R
glRotatef(180,1,0,0);
glRotatef(45,0,0,1);
glTranslatef(0,0.2,0);///T
glScalef(0.25,0.25,0.25);
glmDraw( pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glPushMatrix( ); ///Right hand
glTranslatef(0.5,0,0);///T
glRotatef(180,0,0,1);///R
glRotatef(180,1,0,0);
glRotatef(90,0,0,1);
glTranslatef(-0.1,0,0);///T
glScalef(0.25,0.25,0.25);
glmDraw( pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glPushMatrix( ); ///head
glTranslatef(0,1,0);///T
glTranslatef(0,-0.3,0);///T
glScalef(0.3,0.3,0.3);
glmDraw( pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glPushMatrix( ); ///Right Leg up
glTranslatef(-0.15,-0.3,0);///T
//glTranslatef(0,-0.2,0);///T
glScalef(0.3,0.5,0.3);
glmDraw( pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glPushMatrix( ); ///Left Leg up
glTranslatef(0.15,-0.3,0);///T
//glTranslatef(0,-0.2,0);///T
glScalef(0.3,0.5,0.3);
glmDraw( pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glPushMatrix( ); ///Right Leg low
glTranslatef(-0.2,-0.65,0);///T
glRotatef(180,0,1,0);
//glTranslatef(0,-0.2,0);///T
glScalef(0.5,0.75,0.5);
glmDraw( pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix( );
glPushMatrix( ); ///Left Leg low
glTranslatef(0.2,-0.65,0);///T
glRotatef(180,0,1,0);
//glTranslatef(0,-0.2,0);///T
glScalef(0.5,0.75,0.5);
glmDraw( pmodel8, 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 };
#include <stdio.h>
void timer(int t)
{
printf("現在我起床了, t是%d...", t);
glutTimerFunc(100, timer, t+1);
printf("我撥了一個新的timer....");
angle+=3;
glutPostRedisplay();
printf("記得重畫畫面哦! 我睡了, bye\n");
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("04160683's Robbot.");
glutDisplayFunc(display);
glutTimerFunc(2000, timer, 0);///睡前,先設定一個鬧鐘,2秒後會叫
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();
}
4-1 把含數拉出去,程式便清爽
4-2 經常把程式暫註解,讓畫面乾淨,好判斷T-R-T的數字
4-3 先把上手臂搞定,再搞定下手臂
(5)機器人2.0
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