2018年5月28日 星期一

Week 13 張宇涵

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Week13 2018/05/25

(1) 主題: 寫檔案,讀檔案
(2) 主題: 控制關節
(3) 主題: 動作內插
(3) 作業: 會動的機器人
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Class practice1 寫檔案,讀檔案

1. 開啟codeblocks | flie | New | Empty file | 存檔
2.寫出以下的程式:

#include <stdio.h>
int main()
{
    FILE * fout = fopen("output.txt", "w+");
    ///"*"為指標,fin=file input ,fout=file output
    ///FILE的指標 FILE開黨 檔名    要寫write新增檔案,w+為能讀寫檔案,w為只能寫
    ///printf("Hello world\n");
    fprintf(fout,"Hello world\n");
}





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Class practice2 寫檔案,讀檔案,用glut改寫

1. 開啟glut專案檔,並且改寫main.cpp,以下為改寫的程式 :

#include <GL/glut.h>
#include <stdio.h>///要檔案
FILE * fout = NULL;///(0)宣告檔案的指標,一開始是空的
float angle=0, angle2=90, angle3=60;///準備3個角度的值
void keyboard(unsigned char key, int s, int y)
{
    if(key=='s' || key =='S' || key =='w' || key=='W')
    {
        if(fout==NULL) fout = fopen("output.txt", "w+");
        ///上面這行只有第一次案s鍵,才會有值,才fopen
        ///因為第一按s鍵,fout 名花有主,不會再重複開檔案
        printf("%.3f %.3f %.3f", angle ,angle2 ,angle3);
        fprintf(fout, "%.3f %.3f %.3f", angle ,angle2 ,angle3);
    }///3個角度的值印到檔案去
}

///打光前的陣列之前,全部刪掉
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 };

/* Program entry point */

void display ()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glutSwapBuffers();

}
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    ///以下刪掉
    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    ///glutKeyboardFunc(key);
    ///glutIdleFunc(idle);

    glClearColor(1,1,1,1);
    ///glEnable(GL_CULL_FACE);
    ///glCullFace(GL_BACK);

2.下列為開啟後的結果,一開始在glutfree|bin裡頭不會有output.txt檔案
3.按下s或是w後會出現一開始設定的值,並且會輸入進output檔案裡



4.畫出壺,並且可以用滑鼠移動它

void display ()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glutSolidTeapot(0.3);
        glPushMatrix();
            glTranslatef(0.4,0,0);
            glRotatef(angle, 0, 0, 1);
            glTranslatef(0.4,0,0);
            glutSolidTeapot(0.3);
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}

void motion(int x, int y)///Now:
{
    angle=x;///Now: 角度會隨mouse motion而改值
    glutPostRedisplay();
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    ///以下刪掉
    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutMotionFunc(motion);///Now: 加上motion事件
一執行時會出現下圖 :

用滑鼠按左鍵時可旋轉茶壺

5.
fopen、fclose開檔關檔
r讀,a可讀可寫,w可寫

先關小黑在關小白,程式會掉---程式通常會寫出,但一旦沒寫出會完了
working目錄,

#include <GL/glut.h>
#include <stdio.h>///要檔案
FILE * fout = NULL;///(0)宣告檔案的指標,一開始是空的
FILE * fin = NULL;///Now4: (0)宣告(input)檔案的指標,一開始是空的
float angle=60, angle2=90, angle3=60;///準備3個角度的值
void keyboard(unsigned char key, int s, int y)
{
    if(key=='s' || key =='S' || key =='w' || key=='W')
    {
        if(fout==NULL) fout = fopen("output.txt", "w+");
        ///上面這行只有第一次案s鍵,才會有值,才fopen
        ///因為第一按s鍵,fout 名花有主,不會再重複開檔案
        printf("%.3f %.3f %.3f", angle ,angle2 ,angle3);
        fprintf(fout, "%.3f %.3f %.3f", angle ,angle2 ,angle3);
    }///3個角度的值印到檔案去

    if(key=='r' || key =='R')///Now4:
    {
        if(fout==NULL) fout = fopen("output.txt", "r");///Now4: 第一次讀檔時,要先開檔
        fprintf(fin, "%f %f %f", &angle ,&angle2 ,&angle3);///Now4: 讀入之前存取的檔案
        glutPostRedisplay();///重寫畫面
    }
}

///打光前的陣列之前,全部刪掉
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 };

/* Program entry point */

void display ()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glutSolidTeapot(0.3);
        glPushMatrix();
            glTranslatef(0.4,0,0);
            glRotatef(angle, 0, 0, 1);
            glTranslatef(0.4,0,0);
            glutSolidTeapot(0.3);
        glPopMatrix();
    glPopMatrix();
    glutSwapBuffers();
}
void motion(int x, int y)///Now:
{
    angle=x;///Now: 角度會隨mouse motion而改值

        if(fout==NULL) fout = fopen("output.txt", "w+");
        printf("%.3f %.3f %.3f\n", angle ,angle2 ,angle3);
        fprintf(fout, "%.3f %.3f %.3f\n", angle ,angle2 ,angle3);

    glutPostRedisplay();
}


int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");



    ///以下刪掉
    ///glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutMotionFunc(motion);///Now: 加上motion事件
    glutKeyboardFunc(keyboard);
    ///glutKeyboardFunc(key);
    ///glutIdleFunc(idle);

    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();

    return EXIT_SUCCESS;
}

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