#include <GL/glut.h>
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); ///白色
glutSolidTeapot(0.2); ///身體
glPushMatrix(); ///右側
glTranslatef(0.2, 0,0 );
glRotatef(angle[0], 0,0,1);
glTranslatef(0.2, 0,0 );
glColor3f(1,0,0); ///紅色
glutSolidTeapot(0.2); ///右上手臂
glPushMatrix();
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0); ///黃色
glutSolidTeapot(0.2); ///右下手臂
glPopMatrix();
glPopMatrix(); ///右側
glPushMatrix(); ///左側
glTranslatef(-0.2, 0,0 );
glRotatef(angle[2], 0,0,1);
glTranslatef(-0.2, 0,0 );
glColor3f(0,1,0); ///綠色
glutSolidTeapot(0.2); ///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1); ///藍色
glutSolidTeapot(0.2); ///左下手臂
glPopMatrix();
glPopMatrix(); ///左側
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week14 file");
glutDisplayFunc(display);
glutMainLoop();
}
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); ///白色
glutSolidTeapot(0.2); ///身體
glPushMatrix(); ///右側
glTranslatef(0.2, 0,0 );
glRotatef(angle[0], 0,0,1);
glTranslatef(0.2, 0,0 );
glColor3f(1,0,0); ///紅色
glutSolidTeapot(0.2); ///右上手臂
glPushMatrix();
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0); ///黃色
glutSolidTeapot(0.2); ///右下手臂
glPopMatrix();
glPopMatrix(); ///右側
glPushMatrix(); ///左側
glTranslatef(-0.2, 0,0 );
glRotatef(angle[2], 0,0,1);
glTranslatef(-0.2, 0,0 );
glColor3f(0,1,0); ///綠色
glutSolidTeapot(0.2); ///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1); ///藍色
glutSolidTeapot(0.2); ///左下手臂
glPopMatrix();
glPopMatrix(); ///左側
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week14 file");
glutDisplayFunc(display);
glutMainLoop();
}
#include <GL/glut.h>
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); ///白色
glutSolidTeapot(0.2); ///身體
glPushMatrix(); ///右側
glTranslatef(0.2, 0,0 );
glRotatef(angle[0], 0,0,1);
glTranslatef(0.2, 0,0 );
glColor3f(1,0,0); ///紅色
glutSolidTeapot(0.2); ///右上手臂
glPushMatrix();
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0); ///黃色
glutSolidTeapot(0.2); ///右下手臂
glPopMatrix();
glPopMatrix(); ///右側
glPushMatrix(); ///左側
glTranslatef(-0.2, 0,0 );
glRotatef(angle[2], 0,0,1);
glTranslatef(-0.2, 0,0 );
glColor3f(0,1,0); ///綠色
glutSolidTeapot(0.2); ///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1);///藍色
glutSolidTeapot(0.2);///左下手臂
glPopMatrix();
glPopMatrix();///左側
glutSwapBuffers();
}
int angleID=0;///0,1,2,3
int oldX, oldY;
void mouse(int button, int state, int x, int y)
{///TODO2:備份(old)mouse位置
oldX=x; oldY=y;///TODO2:備份(old)mouse位置
}
#include <stdio.h> ///TODO3: 外掛
FILE * fout=NULL;///TODO3
void saveAll()///TODO3: (自己寫的函式)全部存檔
{
if(fout==NULL) fout=fopen("motion.txt", "w+");///TODO3:開檔
for(int i=0; i<10; i++){///TODO3: for迴圈,把陣列全用
printf( "%d ", angle[i]);///TODO3: 印畫面
fprintf(fout, "%d ", angle[i]);///TODO3: 寫檔案
}
printf( "\n");///TODO3: 跳行, 畫面不會亂
fprintf(fout, "\n");///TODO3: 跳行, 畫面不會亂
}
void motion(int x, int y)
{///TODO2:滑動,更新 angleID對應的angle[]
angle[angleID] += (x-oldX);
oldX=x;
saveAll();///TODO3: (自己寫的函式)全部存檔
glutPostRedisplay();///TODO2:重畫畫面
}
void keyboard(unsigned char key, int x, int y)
{///TODO2: 鍵盤,選angleID
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week14 file");
glutDisplayFunc(display);
glutMouseFunc(mouse);///TODO2:備份(old)mouse位置
glutMotionFunc(motion);///TODO2:滑動,更新 angleID對應的angle[]
glutKeyboardFunc(keyboard);///TODO2: 鍵盤,選angleID
glutMainLoop();
}
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); ///白色
glutSolidTeapot(0.2); ///身體
glPushMatrix(); ///右側
glTranslatef(0.2, 0,0 );
glRotatef(angle[0], 0,0,1);
glTranslatef(0.2, 0,0 );
glColor3f(1,0,0); ///紅色
glutSolidTeapot(0.2); ///右上手臂
glPushMatrix();
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0); ///黃色
glutSolidTeapot(0.2); ///右下手臂
glPopMatrix();
glPopMatrix(); ///右側
glPushMatrix(); ///左側
glTranslatef(-0.2, 0,0 );
glRotatef(angle[2], 0,0,1);
glTranslatef(-0.2, 0,0 );
glColor3f(0,1,0); ///綠色
glutSolidTeapot(0.2); ///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1);///藍色
glutSolidTeapot(0.2);///左下手臂
glPopMatrix();
glPopMatrix();///左側
glutSwapBuffers();
}
int angleID=0;///0,1,2,3
int oldX, oldY;
void mouse(int button, int state, int x, int y)
{///TODO2:備份(old)mouse位置
oldX=x; oldY=y;///TODO2:備份(old)mouse位置
}
#include <stdio.h> ///TODO3: 外掛
FILE * fout=NULL;///TODO3
void saveAll()///TODO3: (自己寫的函式)全部存檔
{
if(fout==NULL) fout=fopen("motion.txt", "w+");///TODO3:開檔
for(int i=0; i<10; i++){///TODO3: for迴圈,把陣列全用
printf( "%d ", angle[i]);///TODO3: 印畫面
fprintf(fout, "%d ", angle[i]);///TODO3: 寫檔案
}
printf( "\n");///TODO3: 跳行, 畫面不會亂
fprintf(fout, "\n");///TODO3: 跳行, 畫面不會亂
}
void motion(int x, int y)
{///TODO2:滑動,更新 angleID對應的angle[]
angle[angleID] += (x-oldX);
oldX=x;
saveAll();///TODO3: (自己寫的函式)全部存檔
glutPostRedisplay();///TODO2:重畫畫面
}
void keyboard(unsigned char key, int x, int y)
{///TODO2: 鍵盤,選angleID
if(key=='0') angleID=0;
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Week14 file");
glutDisplayFunc(display);
glutMouseFunc(mouse);///TODO2:備份(old)mouse位置
glutMotionFunc(motion);///TODO2:滑動,更新 angleID對應的angle[]
glutKeyboardFunc(keyboard);///TODO2: 鍵盤,選angleID
glutMainLoop();
}

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