開啟Console application專案

輸入程式碼↓↓↓↓↓
#include <stdio.h>///(0)
FILE * fout=NULL;///(1)宣告 檔案變數 指標
int main()
{
fout=fopen("filename.txt","w+");///(2)開檔案,等一下要寫
for(int i=0;i<20;i++)
{
fprintf(fout,"Hello World\n");///(3)
}
}
執行後可以在Week13_file的檔案夾中看到filename.txt

更改程式碼↓↓↓↓↓
#include <stdio.h>///(0)
FILE * fout=NULL;///(1)宣告 檔案變數 指標
float angle[20];
int main()
{
fout=fopen("motion.txt","w+");///(2)開檔案,等一下要寫
for(int i=0;i<20;i++)
{
fprintf(fout," %.1f",angle[i]);
///沒空格會很難看
///如果只打%f會印出太多0,%.1f是小數點後一位
}
}
執行後可以在Week13_file的檔案夾中看到motion.txt

--------------------------------------------------------------------------------
開GLUT專案
打程式碼讓視窗變大↓↓↓↓↓
#include <GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);///我們可以開很大的視窗
glutCreateWindow("week 13 motion TRT angle file");
glutDisplayFunc(display);
glutMainLoop();
}
執行結果↓↓↓↓↓
--------------------------------------------------------------------------------
先按 w ,再分別按1,2,3,4移動四個關節,黑視窗會紀錄移動位置
按 r 重新整理,再一直按著 r ,會自己移動到剛剛移動的位置
程式碼↓↓↓↓↓
#include <stdio.h> ///(0) ///NOW4
#include <GL/glut.h>
FILE * fout=NULL;///(1) ///NOW4
FILE * fin =NULL;///(1) ///NOW5
float angle[20];///NOW
int angleID=1;///第幾個要轉動的關節 ///NOW3
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///body
glColor3f(1,1,1);///white
glutSolidTeapot( 0.3 );///body
glPushMatrix();///right Arm
glTranslatef(0.18, 0, 0);///(3)掛到肩上
glRotatef(angle[1], 0,0,1);///(2)轉動 ///NOW
glTranslatef(0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///right upper arm
glPushMatrix();///NOW2 長出下手臂
glTranslatef(0.18, 0, 0);///(3)掛到肘上
glRotatef(angle[2], 0,0,1);///(2)轉動 ///NOW
glTranslatef(0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///right lower arm
glPopMatrix();
glPopMatrix();
glPushMatrix();///left Arm
glTranslatef(-0.18, 0, 0);///(3)掛到肩上
glRotatef(angle[3], 0,0,1);///(2)轉動 ///NOW
glTranslatef(-0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///left upper arm
glPushMatrix();///NOW2 長出下手臂
glTranslatef(-0.18, 0, 0);///(3)掛到肘上
glRotatef(angle[4], 0,0,1);///(2)轉動 ///NOW
glTranslatef(-0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///left lower arm
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX;///NOW
void mouse(int button, int state, int x, int y)///NOW
{
oldX = x;///NOW
}
void motion(int x, int y)///NOW
{
angle[angleID] += (x-oldX);///NOW ///NOW3
oldX = x;///NOW
if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW4
for(int i=0; i<20; i++){///NOW4
printf( "%.1f ", angle[i]);///NOW4
fprintf( fout, "%.1f ", angle[i]);///NOW4
}
printf("\n");///NOW4
fprintf(fout, "\n");///NOW4
display();///NOW
}
void keyboard(unsigned char key, int x, int y)///NOW3
{
if(key=='1') angleID=1;///NOW3
if(key=='2') angleID=2;///NOW3
if(key=='3') angleID=3;///NOW3
if(key=='4') angleID=4;///NOW3
if(key=='w' || key=='W'){///NOW4 小寫的 w
if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW4
for(int i=0; i<20; i++){///NOW4
printf( "%.1f ", angle[i]);///NOW4
fprintf( fout, "%.1f ", angle[i]);///NOW4
}
printf("\n");///NOW4
fprintf(fout, "\n");///NOW4
}
if(key=='r'){///NOW5
if(fin==NULL) fin = fopen("motion.txt", "r");///NOW5
for(int i=0; i<20;i++){///NOW5
fscanf(fin, "%f", &angle[i]);///NOW5
}///NOW5
}
glutPostRedisplay();///和 display()很像,但更好 ///NOW5
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600,600);///我們可以開很大的視窗
glutCreateWindow("week 13 motion TRT angle file");
glutKeyboardFunc(keyboard);///NOW3
glutMouseFunc(mouse);///NOW
glutMotionFunc(motion);///NOW
glutDisplayFunc(display);
glutMainLoop();
}
先按 w ,再分別按1,2,3,4移動四個關節,黑視窗會紀錄移動位置
按 r 重新整理,再一直按著 r ,會自己移動到剛剛移動的位置
程式碼↓↓↓↓↓
#include <stdio.h> ///(0) ///NOW4
#include <GL/glut.h>
FILE * fout=NULL;///(1) ///NOW4
FILE * fin =NULL;///(1) ///NOW5
float angle[20];///NOW
int angleID=1;///第幾個要轉動的關節 ///NOW3
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///body
glColor3f(1,1,1);///white
glutSolidTeapot( 0.3 );///body
glPushMatrix();///right Arm
glTranslatef(0.18, 0, 0);///(3)掛到肩上
glRotatef(angle[1], 0,0,1);///(2)轉動 ///NOW
glTranslatef(0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///right upper arm
glPushMatrix();///NOW2 長出下手臂
glTranslatef(0.18, 0, 0);///(3)掛到肘上
glRotatef(angle[2], 0,0,1);///(2)轉動 ///NOW
glTranslatef(0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///right lower arm
glPopMatrix();
glPopMatrix();
glPushMatrix();///left Arm
glTranslatef(-0.18, 0, 0);///(3)掛到肩上
glRotatef(angle[3], 0,0,1);///(2)轉動 ///NOW
glTranslatef(-0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///left upper arm
glPushMatrix();///NOW2 長出下手臂
glTranslatef(-0.18, 0, 0);///(3)掛到肘上
glRotatef(angle[4], 0,0,1);///(2)轉動 ///NOW
glTranslatef(-0.18, 0, 0);///(1)改變旋轉中心,放到中心
glColor3f(1,0,0);///red
glutSolidTeapot( 0.2 );///left lower arm
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX;///NOW
void mouse(int button, int state, int x, int y)///NOW
{
oldX = x;///NOW
}
void motion(int x, int y)///NOW
{
angle[angleID] += (x-oldX);///NOW ///NOW3
oldX = x;///NOW
if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW4
for(int i=0; i<20; i++){///NOW4
printf( "%.1f ", angle[i]);///NOW4
fprintf( fout, "%.1f ", angle[i]);///NOW4
}
printf("\n");///NOW4
fprintf(fout, "\n");///NOW4
display();///NOW
}
void keyboard(unsigned char key, int x, int y)///NOW3
{
if(key=='1') angleID=1;///NOW3
if(key=='2') angleID=2;///NOW3
if(key=='3') angleID=3;///NOW3
if(key=='4') angleID=4;///NOW3
if(key=='w' || key=='W'){///NOW4 小寫的 w
if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW4
for(int i=0; i<20; i++){///NOW4
printf( "%.1f ", angle[i]);///NOW4
fprintf( fout, "%.1f ", angle[i]);///NOW4
}
printf("\n");///NOW4
fprintf(fout, "\n");///NOW4
}
if(key=='r'){///NOW5
if(fin==NULL) fin = fopen("motion.txt", "r");///NOW5
for(int i=0; i<20;i++){///NOW5
fscanf(fin, "%f", &angle[i]);///NOW5
}///NOW5
}
glutPostRedisplay();///和 display()很像,但更好 ///NOW5
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
///glutInitWindowSize(600,600);///我們可以開很大的視窗
glutCreateWindow("week 13 motion TRT angle file");
glutKeyboardFunc(keyboard);///NOW3
glutMouseFunc(mouse);///NOW
glutMotionFunc(motion);///NOW
glutDisplayFunc(display);
glutMainLoop();
}
執行結果↓↓↓↓↓
作業HW5
#include <stdio.h>
#include<GL/glut.h>
#include "glm.h"
FILE * fout=NULL;
FILE * fin =NULL;
float angle[20];
int angleID=1;
GLMmodel* pmodel0 = 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;
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, -10.0f, 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 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glPushMatrix();///body
glRotatef(180, 0,1,0);
glTranslatef(0,0.35,0);
glScalef(0.85,0.85,0.85);
if (!pmodel0)
{
pmodel0 = glmReadOBJ("data/body.obj");
if (!pmodel0) exit(0);
glmUnitize(pmodel0);
glmFacetNormals(pmodel0);
glmVertexNormals(pmodel0, 90.0);
}
glmDraw(pmodel0, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///right arm
glTranslatef(0.35,0.25,0);
glRotatef(angle[1],0,0,1);
glTranslatef(0,-0.1,0);
glScalef(0.2,0.2,0.2);
if (!pmodel1)
{
pmodel1 = glmReadOBJ("data/up.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[2],0,0,1);
glTranslatef(0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel2)
{
pmodel2 = glmReadOBJ("data/down.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///left arm
glTranslatef(-0.35,0.25,0);
glRotatef(angle[3],0,0,1);
glTranslatef(0,-0.1,0);
glScalef(0.2,0.2,0.2);
if (!pmodel3)
{
pmodel3 = glmReadOBJ("data/up.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[4],0,0,1);
glTranslatef(-0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel4)
{
pmodel4 = glmReadOBJ("data/down.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///right leg
glTranslatef(0.15,-0.23,0);
glRotatef(angle[5],0,0,1);
glTranslatef(0,-0.19,0);
glScalef(0.2,0.2,0.2);
if (!pmodel5)
{
pmodel5 = glmReadOBJ("data/up.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[6],0,0,1);
glTranslatef(0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel6)
{
pmodel6 = glmReadOBJ("data/down.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///left leg
glTranslatef(-0.15,-0.23,0);
glRotatef(angle[7],0,0,1);
glTranslatef(0,-0.19,0);
glScalef(0.2,0.2,0.2);
if (!pmodel7)
{
pmodel7 = glmReadOBJ("data/up.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[8],0,0,1);
glTranslatef(-0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel8)
{
pmodel8 = glmReadOBJ("data/down.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX;
void mouse(int button, int state, int x, int y)
{
oldX = x;
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);
oldX = x;
if(fout==NULL) fout=fopen("motion.txt", "w+");
for(int i=0; i<20; i++)
{
printf( "%.1f ", angle[i]);
fprintf( fout, "%.1f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
display();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='8') angleID=8;
if(key=='w' || key=='W')
{
if(fout==NULL) fout=fopen("motion.txt", "w+");
for(int i=0; i<20; i++)
{
printf( "%.1f ", angle[i]);
fprintf( fout, "%.1f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
}
if(key=='r')
{
if(fin==NULL) fin = fopen("motion.txt", "r");
for(int i=0; i<20;i++)
{
fscanf(fin, "%f", &angle[i]);
}
}
glutPostRedisplay();
}
int main(int argc,char ** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("06163036");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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();
}
#include<GL/glut.h>
#include "glm.h"
FILE * fout=NULL;
FILE * fin =NULL;
float angle[20];
int angleID=1;
GLMmodel* pmodel0 = 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;
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, -10.0f, 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 };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glPushMatrix();///body
glRotatef(180, 0,1,0);
glTranslatef(0,0.35,0);
glScalef(0.85,0.85,0.85);
if (!pmodel0)
{
pmodel0 = glmReadOBJ("data/body.obj");
if (!pmodel0) exit(0);
glmUnitize(pmodel0);
glmFacetNormals(pmodel0);
glmVertexNormals(pmodel0, 90.0);
}
glmDraw(pmodel0, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///right arm
glTranslatef(0.35,0.25,0);
glRotatef(angle[1],0,0,1);
glTranslatef(0,-0.1,0);
glScalef(0.2,0.2,0.2);
if (!pmodel1)
{
pmodel1 = glmReadOBJ("data/up.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[2],0,0,1);
glTranslatef(0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel2)
{
pmodel2 = glmReadOBJ("data/down.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///left arm
glTranslatef(-0.35,0.25,0);
glRotatef(angle[3],0,0,1);
glTranslatef(0,-0.1,0);
glScalef(0.2,0.2,0.2);
if (!pmodel3)
{
pmodel3 = glmReadOBJ("data/up.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[4],0,0,1);
glTranslatef(-0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel4)
{
pmodel4 = glmReadOBJ("data/down.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///right leg
glTranslatef(0.15,-0.23,0);
glRotatef(angle[5],0,0,1);
glTranslatef(0,-0.19,0);
glScalef(0.2,0.2,0.2);
if (!pmodel5)
{
pmodel5 = glmReadOBJ("data/up.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[6],0,0,1);
glTranslatef(0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel6)
{
pmodel6 = glmReadOBJ("data/down.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///left leg
glTranslatef(-0.15,-0.23,0);
glRotatef(angle[7],0,0,1);
glTranslatef(0,-0.19,0);
glScalef(0.2,0.2,0.2);
if (!pmodel7)
{
pmodel7 = glmReadOBJ("data/up.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1,0);
glRotatef(angle[8],0,0,1);
glTranslatef(-0.03,-0.7,0);
glScalef(0.85,0.85,0.85);
if (!pmodel8)
{
pmodel8 = glmReadOBJ("data/down.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX;
void mouse(int button, int state, int x, int y)
{
oldX = x;
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);
oldX = x;
if(fout==NULL) fout=fopen("motion.txt", "w+");
for(int i=0; i<20; i++)
{
printf( "%.1f ", angle[i]);
fprintf( fout, "%.1f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
display();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='8') angleID=8;
if(key=='w' || key=='W')
{
if(fout==NULL) fout=fopen("motion.txt", "w+");
for(int i=0; i<20; i++)
{
printf( "%.1f ", angle[i]);
fprintf( fout, "%.1f ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
}
if(key=='r')
{
if(fin==NULL) fin = fopen("motion.txt", "r");
for(int i=0; i<20;i++)
{
fscanf(fin, "%f", &angle[i]);
}
}
glutPostRedisplay();
}
int main(int argc,char ** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("06163036");
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
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();
}






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