3.
開啟txt檔並儲存座標 儲存座標之後可做動畫
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///Step05
int angleID=0; ///Step05
int oldX=0;
FILE * fout = NULL;
void timer( int t ){
}
void mouse(int button, int state, int x, int y){
oldX = x;///當mouse按下去時記下位置
}
void motion(int x,int y){///當motion動
angle[angleID] += x-oldX;///用x-oldx
oldX = x;///再更新位置
glutPostRedisplay();
if(fout==NULL) fout=fopen("angle.txt","w+");
for(int i=0; i<20; i++)fprintf( fout, "%.1f",angle[i]);
fprintf( fout, "\n");
for(int i=0; i<20; i++) printf("%.1f ",angle[i]);
printf( "\n");
}
void keyboard( unsigned char key, int x, int y){ ///Step05
if(key=='2') angleID=0; ///Step05
if(key=='1') angleID=1; ///Step05
if(key=='3') angleID=2; ///Step05
if(key=='4') angleID=3; ///Step05
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///左半邊
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心
glutSolidTeapot( 0.3 );///左手臂(沒有重疊)
glPushMatrix();
glTranslatef(-0.3,0,0);
glRotatef(angle[1], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手肘(重疊了)
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16 file");
glutMouseFunc(mouse);///老鼠函數
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID
glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫
glutDisplayFunc(display);
glutMainLoop();
}
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///Step05
int angleID=0; ///Step05
int oldX=0;
FILE * fout = NULL;
FILE * fin = NULL;///檔案指標fin
void timer( int t ){
glutTimerFunc(10, timer, t+1);///設定影格 播放影片
if( fin==NULL ) fin = fopen( "angle.txt" , "r" );
for(int i=0; i<20; i++) fscanf( fin, "%f", & angle[i] );
glutPostRedisplay();///播放動畫 重畫畫面
}
void mouse(int button, int state, int x, int y){
oldX = x;///當mouse按下去時記下位置
}
void motion(int x,int y){///當motion動
angle[angleID] += x-oldX;///用x-oldx
oldX = x;///再更新位置
glutPostRedisplay();
if(fout==NULL) fout=fopen("angle.txt","w+");
for(int i=0; i<20; i++)fprintf( fout, "%.1f",angle[i]);
fprintf( fout, "\n");
for(int i=0; i<20; i++) printf("%.1f ",angle[i]);
printf( "\n");
}
void keyboard( unsigned char key, int x, int y){ ///Step05
if(key=='2') angleID=0; ///Step05
if(key=='1') angleID=1; ///Step05
if(key=='3') angleID=2; ///Step05
if(key=='4') angleID=3; ///Step05
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///左半邊
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心
glutSolidTeapot( 0.3 );///左手臂(沒有重疊)
glPushMatrix();
glTranslatef(-0.3,0,0);
glRotatef(angle[1], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手肘(重疊了)
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16 file");
glutMouseFunc(mouse);///老鼠函數
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID
glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫
glutDisplayFunc(display);
glutMainLoop();
}
紀錄動作 然後讀檔
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///Step05
int angleID=0; ///Step05
int oldX=0;
FILE * fout = NULL;
FILE * fin = NULL;///檔案指標fin
void timer( int t ){
/// glutTimerFunc(10, timer, t+1);///設定影格 播放影片
/// if( fin==NULL ) fin = fopen( "angle.txt" , "r" );
/// for(int i=0; i<20; i++) fscanf( fin, "%f", & angle[i] );
/// glutPostRedisplay();///播放動畫 重畫畫面
}
void mouse(int button, int state, int x, int y){
oldX = x;///當mouse按下去時記下位置
}
void motion(int x,int y){///當motion動
angle[angleID] += x-oldX;///用x-oldx
oldX = x;///再更新位置
glutPostRedisplay();
/// if(fout==NULL) fout=fopen("angle.txt","w+");
/// for(int i=0; i<20; i++)fprintf( fout, "%.1f",angle[i]);
/// fprintf( fout, "\n");
/// for(int i=0; i<20; i++) printf("%.1f ",angle[i]);
/// printf( "\n");
}
void keyboard( unsigned char key, int x, int y){ ///Step05
if(key=='2') angleID=0; ///Step05
if(key=='1') angleID=1; ///Step05
if(key=='3') angleID=2; ///Step05
if(key=='4') angleID=3; ///Step05
if(key=='s'){
if(fout==NULL) fout=fopen("angle.txt","w+");
for(int i=0; i<20; i++)fprintf( fout, "%.1f",angle[i]);
fprintf( fout, "\n");
for(int i=0; i<20; i++) printf("%.1f ",angle[i]);
printf( "\n");
}
if(key=='r'){
if( fin==NULL ) fin = fopen( "angle.txt", "r");
for(int i=0; i<20; i++)fscanf( fin, "%f", &angle[i] );
glutPostRedisplay();
}
if(key=='p'){
}
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///左半邊
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心
glutSolidTeapot( 0.3 );///左手臂(沒有重疊)
glPushMatrix();
glTranslatef(-0.3,0,0);
glRotatef(angle[1], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手肘(重疊了)
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16 file");
glutMouseFunc(mouse);///老鼠函數
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID
glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫
glutDisplayFunc(display);
glutMainLoop();
}
成品
#include <stdio.h>
#include <GL/glut.h>
float angle[20]={}, diff=2;///Step05
float angleOld[20]={}, angleNew[20];
int angleID=0; ///Step05
int oldX=0;
FILE * fout = NULL;
FILE * fin = NULL;///檔案指標fin
void timer( int t ){
glutTimerFunc(30, timer, t+1);///設定影格 播放影片
if( t%30==0 ){
for(int i=0; i<20; i++) angleOld[i]=angleNew[i];
if( fin==NULL ) fin = fopen( "angle.txt" , "r" );
for(int i=0; i<20; i++) fscanf(fin, "%f", & angleNew[i] );
}
float alpha = (t%300)/30.0;
for(int i=0; i<20; i++){
angle[i] = alpha*angleNew[i] + (1-alpha)*angleOld[i];
}
glutPostRedisplay();///播放動畫 重畫畫面
}
void mouse(int button, int state, int x, int y){
oldX = x;///當mouse按下去時記下位置
}
void motion(int x,int y){///當motion動
angle[angleID] += x-oldX;///用x-oldx
oldX = x;///再更新位置
glutPostRedisplay();
/// if(fout==NULL) fout=fopen("angle.txt","w+");
/// for(int i=0; i<20; i++)fprintf( fout, "%.1f",angle[i]);
/// fprintf( fout, "\n");
/// for(int i=0; i<20; i++) printf("%.1f ",angle[i]);
/// printf( "\n");
}
void keyboard( unsigned char key, int x, int y){ ///Step05
if(key=='2') angleID=0; ///Step05
if(key=='1') angleID=1; ///Step05
if(key=='3') angleID=2; ///Step05
if(key=='4') angleID=3; ///Step05
if(key=='s'){
if(fout==NULL) fout=fopen("angle.txt","w+");
for(int i=0; i<20; i++)fprintf( fout, "%.1f",angle[i]);
fprintf( fout, "\n");
for(int i=0; i<20; i++) printf("%.1f ",angle[i]);
printf( "\n");
}
if(key=='r'){
if( fin==NULL ) fin = fopen( "angle.txt", "r");
for(int i=0; i<20; i++)fscanf( fin, "%f", &angle[i] );
glutPostRedisplay();
}
if(key=='p'){
}
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot( 0.3 );///身體
glPushMatrix();///左半邊
glTranslatef(-0.3,0,0);
glRotatef(angle[0], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);///(1)把關節旋轉中心放到畫面中心
glutSolidTeapot( 0.3 );///左手臂(沒有重疊)
glPushMatrix();
glTranslatef(-0.3,0,0);
glRotatef(angle[1], 0,0,1);///旋轉 ///Step05
glTranslatef(-0.3,0,0);
glutSolidTeapot( 0.3 );///左手肘(重疊了)
glPopMatrix();
glPopMatrix();
glPushMatrix();///右半邊
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[2], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手臂
glPushMatrix();
glTranslatef(+0.3, 0,0 );
glRotatef(-angle[3], 0,0,1);
glTranslatef(+0.3, 0,0);
glutSolidTeapot( 0.3 );///右手肘
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week16 file");
glutMouseFunc(mouse);///老鼠函數
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);///Step05 整合很多關節,會去改angleID
glutTimerFunc(0, timer, 0);///Step04-2 設第1個timer做動畫
glutDisplayFunc(display);
glutMainLoop();
}
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