2017年5月2日 星期二

阿澤的學習筆記Week11

(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

 進入:http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
將data.zip下載且解壓縮
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




把個別海豚模型的mlt .obj 檔案複製到myGLMsample-data









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();
        glPushMatrix();
             glTranslatef(-0.5,0,0);
             glScalef(0.4,0.4,0.4);
             glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix(); 
        glPushMatrix();
             glTranslatef(0.5,0,0);
             glScalef(0.4,0.4,0.4);
             glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
        glPopMatrix();



下載模型需要註冊帳號

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