期末作品展示
這是我的成品機器人!!!
youtube 影片連結:https://youtu.be/XHcmifxZGwY
以下是我的程式碼介紹
#include <GL/glut.h>
#include <stdio.h>///(0)外掛
#include "glm.h"
#include <mmsystem.h>
FILE * fout=NULL;///(1)指標
FILE * fin=NULL;
GLMmodel* pmodel1 = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel6 = NULL;
GLMmodel* pmodel7 = NULL;
GLMmodel* pmodel8 = NULL;
GLMmodel* pmodel9 = NULL;
float angle[20], angleNew[20], angleOld[20], oldX=0, oldY=0;
int ID=0;
void timer(int t)
{///一開始t是0, 接下來是t+1為1, 2,3, .... 9
glutTimerFunc(33, timer, t+1);
if(t%30==0){///每10frame讀下一筆資料
///要新舊去內插
for(int i=0;i<20;i++){
angleOld[i] = angleNew[i];///備份,新的就變成舊的了
fscanf(fin, "%f", &angleNew[i]);
}///前面都跟 read一樣
}
///內插,每次都要做啦
float alpha= (t%30)/30.0;///介於0.0 ... 1.0
for(int i=0;i<20;i++){
angle[i] = alpha*angleNew[i] + (1-alpha)*angleOld[i];
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
////以下去設定鍵盤數字來移動每個關節↓
if(key=='2') ID=2;
if(key=='3') ID=3;
if(key=='4') ID=4;
if(key=='5') ID=5;
if(key=='6') ID=6;
if(key=='7') ID=7;
if(key=='8') ID=8;
if(key=='9') ID=9;
if(key=='s' || key=='S' || key=='w' ||key=='W'){
if(fout==NULL) fout=fopen("output.txt", "w+");
for(int i=0;i<20;i++){
fprintf(fout, "%.2f ", angle[i]);
}///空格很重要, 少了客格,一堆數字就黏起來了
fprintf(fout, "\n");
}
if(key=='r' || key=='R'){///一次讀一行/一個動作
if(fin==NULL) fin=fopen("output.txt", "r");
for(int i=0;i<20;i++){
fscanf(fin, "%f", &angle[i]);
}
}
///主角: 自動播放的內插
if(key=='p' || key=='P'){///Play, 起個頭,然後後面全自動播放
if(fin==NULL) fin=fopen("output.txt", "r");
for(int i=0;i<20;i++){
fscanf(fin, "%f", &angleNew[i]);
}///前面都跟 read一樣
glutTimerFunc(100, timer, 0);///與眾不同的地方
}
////以下加入音樂及撥放按鍵↓
if(key=='m'||key=='M')PlaySound("Shark.wav",NULL,SND_ASYNC);
glutPostRedisplay();
}
void motion(int x, int y)
{
angle[ID] += (x-oldX);
oldX = x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
void display()
{
glClearColor(245/255.0,195/255.0,25/255.0,1); ///改變背景顏色
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
/////以下是讀入我的建模↓
if(!pmodel2){
pmodel2=glmReadOBJ("body.obj");
if(!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2,90.0);
}
if(!pmodel3){
pmodel3=glmReadOBJ("head.obj");
if(!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3,90.0);
}
if(!pmodel4){
pmodel4=glmReadOBJ("lefthand1.obj");
if(!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4,90.0);
}
if(!pmodel5){
pmodel5=glmReadOBJ("lefthand2.obj");
if(!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5,90.0);
}
if(!pmodel6){
pmodel6=glmReadOBJ("righthand1.obj");
if(!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6,90.0);
}
if(!pmodel7){
pmodel7=glmReadOBJ("righthand2.obj");
if(!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7,90.0);
}
if(!pmodel8){
pmodel8=glmReadOBJ("leftleg.obj");
if(!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8,90.0);
}
if(!pmodel9){
pmodel9=glmReadOBJ("rightleg.obj");
if(!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9,90.0);
}
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
////以下利用TRT的方式設定物體位置,及方向↓
glPushMatrix();
glPushMatrix();///body
glTranslatef(0,0,0);
glRotatef(angle[7], 0,1,0);
glTranslatef(0,0,0);
glPushMatrix();
glTranslatef(0,-0.17,0);
glRotatef(90, 0,1,0);
glScalef(0.4,-0.4,0.4);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///head
glTranslatef(0,0,0);
glRotatef(angle[6], 0,0,1);
glTranslatef(0,0,0);
glPushMatrix();
glTranslatef(0, 0.3, 0);
glRotatef(90,0,1,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///left hand1
glTranslatef(0.06,0,0.05);
glRotatef(angle[2], 0,0,1);
glTranslatef(0.2,0,0);
glPushMatrix();
glScalef(0.6,0.4,0.5);
glRotatef(90, 0,1,0);
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///whole left hand2
glTranslatef(0.03,0.008,0);///TRT整個手臂
glRotatef(angle[3], 0,0,1);
glTranslatef(0.25,0,0);///移手臂的一半,讓端點變成中心點
glPushMatrix();///畫上手臂
glScalef(0.6,0.48,0.5);///我的上手臂長度為 3*0.1為0.3
glRotatef(90, 0,1,0);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();///right hand1
glTranslatef(-0.06,0,0.05);///TRT整個手臂
glRotatef(angle[4], 0,0,1);
glTranslatef(-0.2,0,0);///移手臂的一半,讓端點變成中心點
glPushMatrix();///畫上手臂
glScalef(0.6,0.4,0.5);
glRotatef(-90, 0,1,0);///我的上手臂長度為 3*0.1為0.3
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///whole right hand2
glTranslatef(-0.03,0.008,0);///TRT整個手臂
glRotatef(angle[5], 0,0,1);
glTranslatef(-0.25,0,0);///移手臂的一半,讓端點變成中心點
glPushMatrix();///畫上手臂
glScalef(0.6,0.48,0.5);///我的上手臂長度為 3*0.1為0.3
glRotatef(-90, 0,1,0);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();///left leg
glTranslatef(0.08, -0.45,0);
glRotatef(angle[8], 0,0,1);
glTranslatef(0, -0.1,0);;
glPushMatrix();
glScalef(0.1,0.25,0.1);
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///right leg
glTranslatef(-0.08, -0.45,0);
glRotatef(angle[9], 0,0,1);
glTranslatef(0, -0.1,0);;
glPushMatrix();
glScalef(0.1,0.25,0.1);
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
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 };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(480,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
///glutReshapeFunc(resize);
glutDisplayFunc(display);
///glutKeyboardFunc(key);
///glutIdleFunc(idle);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
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;
}
關節按鍵
left hand 1→2
left hand 2→3
right hand 1→4
right hand 2→5
body→7
head→6
left leg→8
right leg→9
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