WEEK14 課堂der筆記筆記
課堂作業1~~~轉轉轉
1.
原本
2.整個旋轉,程式如下:
#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 drawBody()
{
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();
}
void drawArm0()
{
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();
}
void drawArm1()
{
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();
}
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();
//drawBody();
//glutSolidTeapot(0.03);
glPushMatrix();///Left Part
glTranslatef(-0.22, +0.35, 0);
glRotatef(-angle, 0,0,1);
glTranslatef(0.22, -0.35, 0);
drawArm0();
glTranslatef(-0.48, +0.1, 0);
glRotatef(-angle, 0,0,1);
glTranslatef(0.48, -0.1, 0);
drawArm1();
glPopMatrix();
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)
{
glutTimerFunc(100, timer, t+1);
angle+=3;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("04160683's Robbot.");
glutDisplayFunc(display);
///glutIdleFunc(display);
glutTimerFunc(2000, timer, 0); //設定一個鬧鐘,2秒後叫
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();
}
3.結果:
4.手轉,程式碼:
#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 drawBody()
{
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();
}
void drawArm0()
{
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();
}
void drawArm1()
{
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();
}
void drawRArm()
{
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( );
}
void drawRhand()
{
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( );
}
void drawHead()
{
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( );
}
void drawRleg()
{
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( );
}
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();
//drawBody();
glutSolidTeapot(0.03);
glPushMatrix();///Left Part
glTranslatef(-0.22, +0.35, 0); //(3)最後,放在對的位置
glRotatef(-angle, 0,0,1); //(1)先轉動
glTranslatef(0.22, -0.35, 0); //(2) move the rotate center to center
drawArm0();
glTranslatef(-0.48, +0.1, 0); //(3)最後,放在對的位置
glRotatef(-angle, 0,0,1); //(1)先轉動
glTranslatef(0.48, -0.1, 0); //(2)接著把旋轉中心放到真的中心
drawArm1();
glPopMatrix();
glPushMatrix();///Right Part
glTranslatef(+0.2, +0.36, 0);///3
glRotatef(angle, 0,0,1); ///(1)
glTranslatef(-0.2, -0.36, 0);///(2)
drawRArm();
glTranslatef(+0.48, +0.1, 0);///(3)
glRotatef(angle, 0,0,1);///(1)
glTranslatef(-0.48, -0.1, 0);///(2)
drawRhand();
glPopMatrix();
glPopMatrix();
drawHead();
drawRleg();
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)
{
glutTimerFunc(100, timer, t+1);
angle+=3;
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("04160683's Robbot.");
glutDisplayFunc(display);
///glutIdleFunc(display);
glutTimerFunc(2000, timer, 0); //設定一個鬧鐘,2秒後叫
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();
}
5.結果:
6.自己控制角度(滑鼠左右控制)
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
glutPostRedisplay();
}
void motion(int x, int y)
{
angle += (x-oldX);
oldX=x;
glutPostRedisplay();
}
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