電腦圖學 學習日誌
week13
- 主題: 機器人 2.0
- 複習: T-R-T關節轉動
- 複習: GLUT .cbp 專案檔 的設定 (執行目錄、include/lib目錄、link lib檔)
- 實作: 多個關節轉動
- 確認作業4(多個3D模型+GLUT)繳交狀況
(一)設定XXX.cbp能直接開啟到codeblocks
Setting → Environment setting → Manage association
Manage association勾選 ↓
(二)複習聲音、模型、T-R-T
#include <GL/glut.h>
#include "glm.h"
GLMmodel * model=NULL;
GLMmodel * model2=NULL;
///留下打光的部分 (陣列)
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 };
float angle[4]={0,0,0,0};///TODO8: 變成很多個陣列!!!
int angleID=0;
int oldX, oldY;///TODO8:
void keyboard(unsigned char key, int x, int y)
{///TODO8:
if(key=='0') angleID=0;///TODO8:
if(key=='1') angleID=1;///TODO8:
if(key=='2') angleID=2;///TODO8:
if(key=='3') angleID=3;///TODO8:
}
void body(){
if(model == NULL){
model = glmReadOBJ("data/Al.obj");
glmUnitize(model);
glmFacetNormals(model);
glmVertexNormals(model,90);
}
glPushMatrix();
glScalef(0.8, 0.8, 0.8);
glRotatef(180,0,1,0);
glmDraw(model, GLM_SMOOTH | GLM_MATERIAL );
glPopMatrix();
}
void aim(){
if(model2 == NULL){
model2 = glmReadOBJ("data/porsche.obj");
glmUnitize(model2);
glmFacetNormals(model2);
glmVertexNormals(model2,90);
}
glPushMatrix();
glScalef(0.2, 0.2, 0.2);
glRotatef(90,0,1,0);
glmDraw(model2, GLM_SMOOTH | GLM_MATERIAL );
glPopMatrix();
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
body();
glPushMatrix();/// 右 手臂 TODO6
glTranslatef(0.3, 0.3, 0);///TODO6: (3)等一下要掛在哪裡
glRotatef(angle[0], 0,0,1);///TODO6: (1) 有個轉動
glTranslatef(0.2, 0, 0);///TODO6: (2) 移動轉動的中心
aim();///右上 手臂 TODO5:
glPushMatrix();///TODO7:
glTranslatef(0.2,0,0);///TODO7:
glRotatef(angle[1], 0,0,1);///TODO7:
glTranslatef(0.2, 0, 0);///TODO7:
aim();///TODO7: 右下手臂
glPopMatrix();///TODO7:
glPopMatrix();///TODO6
glPushMatrix();/// 左 手臂 TODO6
glTranslatef(-0.3, 0.3, 0);///TODO6: (3)等一下要掛在哪裡
glRotatef(angle[2], 0,0,1);///TODO6: (1) 有個轉動
glTranslatef(-0.2, 0, 0);///TODO6: (2) 移動轉動的中心
aim();///左上 手臂 TODO5:
glPushMatrix();///TODO7:
glTranslatef(-0.2,0,0);///TODO7:
glRotatef(angle[3], 0,0,1);///TODO7:
glTranslatef(-0.2, 0, 0);///TODO7:
aim();///TODO7: 左下手臂
glPopMatrix();///TODO7:
glPopMatrix();///TODO6
glutSwapBuffers();
}
void mouse(int button, int state, int x, int y)///TODO8:
{///TODO8:
oldX=x; oldY=y;///TODO8:
}
void motion(int x, int y)///TODO6
{
angle[angleID] += (x-oldX);///TODO8
oldX = x;///TODO8:
glutPostRedisplay();///TODO6
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week13");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);///TODO8:
glutKeyboardFunc(keyboard);
///留下下面的打光相關的函式....
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();
}






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