(1) 用程式建立記事本並且寫字
1. 開啟 Codeblocks 新專案 , 打上以下程式碼
FILE * fout = fopen ("output.txt","w+");
FILE的指標 FILE開檔案 要寫Write新增檔案
fprintf(fout,"Hello world\n");
將 Hello world 輸出至檔案
(2) 用數字鍵轉動手臂並記錄數值
1. 利用之前下載的 freeglut-MinGW-3.0.0-1.mp.zip 開啟GLUT專案,修改一下程式碼
#include <GL/glut.h>
#include <stdio.h>
FILE * fout=NULL; ///宣告檔案的指標,一開始是空的
FILE * fin=NULL; ///Now4: 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;
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已經有檔案了,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");
fprintf(fout,"\n");
}///3個角度的值,印到檔案去
if(key=='r' || key=='R'){///Now4:
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(fin, "%f ", &angle[i]); ///把每一個陣列裡的角度,都讀一次,這邊小心fin跟fout不要寫錯,還有scanf不要用%.3f
printf("%.3f ", angle[i]);
}
glutPostRedisplay();
}
}
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();///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();
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);///掛在右邊
glRotatef(angle[2], 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); ///右肘
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.4, 0, 0);///掛在右邊
glRotatef(angle[3], 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();///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[4], 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); ///右肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void motion(int x, int y)///Now:
{
angle[now] = x;///角度會隨mouse motion而改值
glutPostRedisplay();///Now:
}
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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