(一)本周重點
一、組合出機器人二、可轉動的關節
三、錄製動作
(二)安裝3D Exploration
點選第一個官網
下載
開啟檔案 解壓縮DATA 之後匯入足球3D模型
匯出(Save as...)
選擇CPP(OpenGL)程式 flower.cpp
Export Dialog裡SampleAPP(才會有main()函式)
用Notepad++打開觀看
接著開啟CodeBlocks File-New-Project-OpenGL專案
之後Remove移除main.c Add新增flower.cpp
按下F9(Build&Run)後,會發現有兩行錯誤,只要刪除就可以成功執行
(LPLOGPALETTE) lpPalette = (LPLOGPALETTE)HeapAlloc (hHeap, 0,
sizeof (LOGPALETTE) + (nColors * sizeof (PALETTEENTRY)));
//因為程式碼內容太過久遠,故無法讀取,所以會發生錯誤
結果
(三) 3D Exploration 來拆開模型
利用老師的myGLSample檔案,讀取dolphins.obj模型
程式碼:
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel = NULL;
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
angle++;
glRotatef(angle, 0,1,0);
if (!pmodel) {
pmodel = glmReadOBJ("data/dolphins.obj"); ///第一隻海豚
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, 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 };
#include <mmsystem.h> //(1)Multimedia system
void keyboard(unsigned char key,int x,int y)
{ //(5)Add keyboard for Do/Re/Mi/Fa/So
if(key=='1') PlaySound("Do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySound("Re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySound("Mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySound("Fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySound("So.wav",NULL,SND_ASYNC);
}
void mouse(int button,int state,int x,int y)
{ //(2)mouse function, use PlaySound
PlaySound("C:\\Users\\user\\Desktop\\myGLMsample\\data\\Shot.wav",NULL,SND_ASYNC);
//(3)PlaySound的路徑要記得用\\或/
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
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();
}
(四)接著加入第2.3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) {
pmodel = glmReadOBJ("data/dolphins1.obj"); //第一隻海豚
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/dolphins2.obj"); //第二隻海豚
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/dolphins3.obj"); //第三隻海豚
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
glPushMatrix(); //對第一隻海豚作移動旋轉縮放的動作
glTranslatef(0,0,0);
glRotatef(90,0,1,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix(); //對第二隻海豚作移動旋轉縮放的動作
glTranslatef(0.5,0,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix(); //對第三隻海豚作移動旋轉縮放的動作
glTranslatef(-0.5,0,0);
glRotatef(180,0,1,0);
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 };
#include <mmsystem.h> //(1)Multimedia system
void keyboard(unsigned char key,int x,int y)
{ //(5)Add keyboard for Do/Re/Mi/Fa/So
if(key=='1') PlaySound("Do.wav",NULL,SND_ASYNC);
if(key=='2') PlaySound("Re.wav",NULL,SND_ASYNC);
if(key=='3') PlaySound("Mi.wav",NULL,SND_ASYNC);
if(key=='4') PlaySound("Fa.wav",NULL,SND_ASYNC);
if(key=='5') PlaySound("So.wav",NULL,SND_ASYNC);
}
void mouse(int button,int state,int x,int y)
{ //(2)mouse function, use PlaySound
PlaySound("C:\\Users\\user\\Desktop\\myGLMsample\\data\\Shot.wav",NULL,SND_ASYNC);
//(3)PlaySound的路徑要記得用\\或/
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("Yes, 3D Model Here");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
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();
}
解析:
更改模型的大小 、方向、位置
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();
glTranslatef(0,0,0);
glRotatef(90,0,1,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.5,0,0);
glScalef(0.4,0.4,0.4);
glTranslatef(-0.5,0,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,0,0);
glScalef(0.4,0.4,0.4);
glTranslatef(0.5,0,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
下載模型需要註冊帳號
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