(1) 主題 : 寫檔、讀檔
(2) 主題 : 控制關節
(3) 主題 : 動作內插
實作一 練習開檔案
(1) 打開codeblock ,新增新的文件檔
步驟 : File→New→Empty file
(2) 儲存文件檔,並將格式改成.cpp
步驟 : File →Save file as→檔名.cpp
(3) 開啟檔案 output.txt會出現在桌面
程式碼 :
#include <stdio.h>
int main()
{
FILE * fout = fopen("output.txt","w+");
///FILE的指標 FILE開檔 檔名 要寫write新增檔案
printf("Hello World");
}
(4)將訊息寫入output.txt中
程式碼 :
#include <stdio.h>
int main()
{
FILE * fout = fopen("output.txt","w+");
///FILE的指標 FILE開檔 檔名 要寫write新增檔案
///printf("Hello World");
fprintf(fout,"Hello World");
}
實作二 利用GLUT檔讀檔
(1)開啟glut檔,點一下白色視窗 ,第一次按s開檔案,第二次按後開始儲存位子
程式碼 :
#include <GL/glut.h>
#include <stdio.h>///要檔案
FILE * fout=NULL;///宣告檔案的指標,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 x, int y)
{
if(key=='s' || key=='S' || key=='w' || key=='W'){
if(fout==NULL) fout=fopen("output.txt", "w+");
///上面這行,只有第一次按s鍵,才會還沒有值,才fopen
///因為第二次按s鍵,fout名花有主,不會再重覆開檔案
printf("%.3f %.3f %.3f\n", angle,angle2,angle3);
fprintf(fout, "%.3f %.3f %.3f\n", angle,angle2,angle3);///3個角度的值,印到檔案去
}
}
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 };
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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
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;
}
(2) 剛儲存的資料會存在 freeglut/bin中的output.txt

(3) 畫茶壺,移動關節到想要的位子,按s即可儲存位子
程式碼 :
#include <GL/glut.h>
#include <stdio.h>///要檔案
FILE * fout=NULL;///宣告檔案的指標,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 x, int y)
{
if(key=='s' || key=='S' || key=='w' || key=='W'){
if(fout==NULL) fout=fopen("output.txt", "w+");
///上面這行,只有第一次按s鍵,才會還沒有值,才fopen
///因為第二次按s鍵,fout名花有主,不會再重覆開檔案
printf("%.3f %.3f %.3f\n", angle,angle2,angle3);
fprintf(fout, "%.3f %.3f %.3f\n", angle,angle2,angle3);
}///3個角度的值,印到檔案去
}
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 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///畫東西
glPushMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glutSolidTeapot(0.3);///身體
glPushMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glTranslatef(0.4, 0, 0);///(3) 掛在右邊
glRotatef(angle, 0,0,1);///(2) angle的轉動角度,對Z軸
glTranslatef(0.4, 0, 0);///(1) 往右移,讓手把在中間
glutSolidTeapot(0.3); ///右手臂
glPopMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glPopMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glutSwapBuffers();
}
void motion(int x, int y)
{
angle = x;///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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMotionFunc(motion);///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;
}
(4) 加入r, 執行後先按一下白色視窗 開始移動茶壺並按s儲存
完成後先關掉白色視窗 再關黑色視窗
*#include <GL/glut.h>
#include <stdio.h>///要檔案
FILE * fout=NULL;
FILE * fin=NULL;//宣告檔案的指標,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 x, int y)
{
if(key=='s' || key=='S' || key=='w' || key=='W'){
if(fout==NULL) fout=fopen("output.txt", "w+");
///上面這行,只有第一次按s鍵,才會還沒有值,才fopen
///因為第二次按s鍵,fout名花有主,不會再重覆開檔案
printf("%.3f %.3f %.3f\n", angle,angle2,angle3);
fprintf(fout, "%.3f %.3f %.3f\n", angle,angle2,angle3);
}///3個角度的值,印到檔案去
if(key=='r'||key=='R')
{
if(fin==NULL) fin=fopen("output.txt", "r");
fscanf(fin, "%f %f %f", &angle,&angle2,&angle3);
glutPostRedisplay();
}
}
///打光的陣列之前全部刪掉, 陣列不要刪
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 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///畫東西
glPushMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glutSolidTeapot(0.3);///身體
glPushMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glTranslatef(0.4, 0, 0);///(3) 掛在右邊
glRotatef(angle, 0,0,1);///(2) angle的轉動角度,對Z軸
glTranslatef(0.4, 0, 0);///(1) 往右移,讓手把在中間
glutSolidTeapot(0.3); ///右手臂
glPopMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glPopMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glutSwapBuffers();
}
void motion(int x, int y)
{
angle[now] = x;/// 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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMotionFunc(motion);/// 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;
}
{
angle[now] = x;/// 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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMotionFunc(motion);/// 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;
}
(4) 可到freeglut/bin查看 剛剛的位子是否存入output.txt
關掉執行檔後再執行一次 ,按一下白色視窗 ,接著按r 即可重播剛剛儲存的位子
(5) 加入手臂手軸 儲存位子
鍵盤搭配滑鼠來操控關節 例如:按著1再用滑鼠操控關節要移動的位子
*#include <GL/glut.h>
#include <stdio.h>///要檔案
FILE * fout=NULL;///宣告檔案的指標,一開始是空的
FILE * fin=NULL;/// 宣告(input)檔案的指標,一開始是空的
float angle[20];///準備20個角度的值 (陣列如果宣告在 外面,default都是0)
int now=0;///用keyboard的數字鍵,來切換關節
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') now=1;///用keyboard的數字鍵,來切換關節
if(key=='2') now=2;
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
if(key=='s' || key=='S' || key=='w' || key=='W'){
if(fout==NULL) fout=fopen("output.txt", "w+");
///上面這行,只有第一次按s鍵,才會還沒有值,才fopen
///因為第二次按s鍵,fout名花有主,不會再重覆開檔案
///printf("%.3f %.3f %.3f\n", angle,angle2,angle3);
///fprintf(fout, "%.3f %.3f %.3f\n", angle,angle2,angle3);
for(int i=0;i<20;i++){
printf("%.3f ", angle[i]);///把每一個陣列裡的角度,都寫一次
fprintf(fout, "%.3f ", angle[i]);/// 把每一個陣列裡的角度,都寫一次
}
printf("\n");///最後要印個跳行,才不會畫面亂掉
fprintf(fout,"\n");
}///3個角度的值,印到檔案去
if(key=='r' || key=='R'){
if(fin==NULL) fin=fopen("output.txt", "r");///第一次讀檔時,要先開檔
for(int i=0;i<20;i++){
fscanf(fout, "%.3f ", &angle[i]);///把每一個陣列裡的角度,都讀一次
printf("%.3f ", angle[i]);
}
glutPostRedisplay();///重畫畫面
}
}
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 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);///畫東西
glPushMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glutSolidTeapot(0.3);///身體
glPushMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glTranslatef(0.4, 0, 0);///掛在右邊
glRotatef(angle[1], 0,0,1);/// angle的轉動角度,對Z軸
glTranslatef(0.4, 0, 0);///往右移,讓手把在中間
glutSolidTeapot(0.3); ///右手臂
glPushMatrix();
glTranslatef(0.4, 0, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(0.4, 0, 0);
glutSolidTeapot(0.3); ///右手肘
glPopMatrix();
glPopMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glPushMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glTranslatef(-0.4, 0, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.4, 0, 0);
glutSolidTeapot(0.3); ///左手臂
glPushMatrix();
glTranslatef(-0.4, 0, 0);
glRotatef(angle[4], 0,0,1);
glTranslatef(-0.4, 0, 0);
glutSolidTeapot(0.3); ///左手肘
glPopMatrix();
glPopMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glPopMatrix();///像大括號一樣,把裡面的移動/旋轉,控制在裡面,不要影響到外面
glutSwapBuffers();
}
void motion(int x, int y)
{
angle[now] = x;/// 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");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
glutMotionFunc(motion);/// 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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