2019年5月24日 星期五

World.Execute(Me); Week14

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#include <GL/glut.h>
#include "glm.h"
#include <stdio.h>
GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel21 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel31 = NULL;
FILE * fout=NULL;///(1) ///NOW4
FILE * fin =NULL;///(1) ///NOW5


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 light2_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light2_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light2_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light2_position[] = { 0.0f, 0.0f, 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[20];
float oldAngle[20];///NOW4
float newAngle[20];
int angleID=1;

void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
        glTranslatef(0, 0.3,0 );
        glScalef(0.5,0.5,0.5);                         //備份矩陣
        glRotatef(1, 1,1,1);///NOW2 ///(2)旋轉關節1
        if (!pmodel) {                              ///now要有3D Model
        pmodel = glmReadOBJ("data/body.obj");    ///now要有3D Model
        if (!pmodel) exit(0);                       ///now要有3D Model
        glmUnitize(pmodel);                         ///now要有3D Model
        glmFacetNormals(pmodel);                    ///now要有3D Model
        glmVertexNormals(pmodel, 90.0);             ///now要有3D Model
        }                                           ///now要有3D Model
        glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
    glPopMatrix();                          //還原矩陣

    glPushMatrix();
        glTranslatef(-0.35,0.38,0 );
        glScalef(0.25,0.25,0.25);                         //備份矩陣
        glRotatef(angle[1],1,0,0);///NOW2 ///(2)旋轉關節1
        glTranslatef(0.2, -0.5,0 );
        if (!pmodel2) {                              ///now要有3D Model
        pmodel2 = glmReadOBJ("data/lefthand.obj");    ///now要有3D Model
        if (!pmodel2) exit(0);                       ///now要有3D Model
        glmUnitize(pmodel2);                         ///now要有3D Model
        glmFacetNormals(pmodel2);                    ///now要有3D Model
        glmVertexNormals(pmodel2, 90.0);             ///now要有3D Model
        }                                           ///now要有3D Model
        glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
    glPopMatrix();

    glPushMatrix();
        glTranslatef(0.35,0.38,0 );
        glScalef(0.25,0.25,0.25);                         //備份矩陣
        glRotatef(angle[2], 1,0,0);///NOW2 ///(2)旋轉關節1
        glTranslatef(-0.2, -0.5,0 );
        if (!pmodel21) {                              ///now要有3D Model
        pmodel21 = glmReadOBJ("data/righthand.obj");    ///now要有3D Model
        if (!pmodel21) exit(0);                       ///now要有3D Model
        glmUnitize(pmodel21);                         ///now要有3D Model
        glmFacetNormals(pmodel21);                    ///now要有3D Model
        glmVertexNormals(pmodel21, 90.0);             ///now要有3D Model
        }                                           ///now要有3D Model
        glmDraw(pmodel21, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
    glPopMatrix();

    glPushMatrix();
        glTranslatef(-0.15, -0.1,0 );
        glScalef(0.7,0.7,0.7);                         //備份矩陣
        glRotatef(angle[3], 1,0,0);///NOW2 ///(2)旋轉關節1
        glTranslatef(0, -0.25,0 );
        if (!pmodel3) {                              ///now要有3D Model
        pmodel3 = glmReadOBJ("data/leftleg.obj");    ///now要有3D Model
        if (!pmodel3) exit(0);                       ///now要有3D Model
        glmUnitize(pmodel3);                         ///now要有3D Model
        glmFacetNormals(pmodel3);                    ///now要有3D Model
        glmVertexNormals(pmodel3, 90.0);             ///now要有3D Model
        }                                           ///now要有3D Model
        glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
    glPopMatrix();

    glPushMatrix();
        glTranslatef(0.15, -0.1,0 );
        glScalef(0.7  ,0.7,0.7);                         //備份矩陣
        glRotatef(angle[4], 1,0,0);///NOW2 ///(2)旋轉關節1
        glTranslatef(0, -0.25,0 );
        if (!pmodel31) {                              ///now要有3D Model
        pmodel31 = glmReadOBJ("data/rightleg.obj");    ///now要有3D Model
        if (!pmodel31) exit(0);                       ///now要有3D Model
        glmUnitize(pmodel31);                         ///now要有3D Model
        glmFacetNormals(pmodel31);                    ///now要有3D Model
        glmVertexNormals(pmodel31, 90.0);             ///now要有3D Model
        }                                           ///now要有3D Model
        glmDraw(pmodel31, GLM_SMOOTH | GLM_MATERIAL); ///now要有3D Model
    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

    for(int i=0; i<20; i++){///NOW4
        printf( "%.1f ", angle[i]);///NOW4
    }
    printf("\n");///NOW4
    display();///NOW
}

void timer(int t)///NOW3
{
    glutTimerFunc(33, timer, t+1);///NOW3 ///NOW4 快一點
    if(t%30==0){///NOW4 每 30frame要讀新資料
        if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
        for(int i=0; i<20; i++){///NOW3
            oldAngle[i] = newAngle[i]; ///NOW4
            fscanf(fin, "%f", &newAngle[i]);///NOW4 新資料
        }
    }
    float alpha = (t%30)/30.0;///NOW4 今天第1節有寫過它,內插
    for(int i=0;i<20;i++){///NOW4
        angle[i] = alpha*newAngle[i] + (1-alpha)*oldAngle[i];///NOW4
    }
    glutPostRedisplay();///NOW4
}

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
            fprintf( fout, "%.1f ", angle[i]);///NOW4
        }
        printf("\n");///NOW4
        fprintf(fout, "\n");///NOW4
    }
    if(key=='r'){///NOW2
        if(fin==NULL) fin=fopen("motion.txt", "r");///NOW2
        for(int i=0; i<20; i++){///NOW2
            fscanf(fin, "%f", &angle[i]);///NOW2
        }
    }
    if(key=='t' || key=='p'){///NOW3 ///啟動timer 或是 play
        glutTimerFunc(33, timer, 0);///NOW3 ///NOW4 變快了
        if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
        for(int i=0; i<20; i++){///NOW3
            fscanf(fin, "%f", &newAngle[i]);///NOW3 ///NOW4 新角度
        }
    }
    glutPostRedisplay();///和 display()很像,但更好 ///NOW5
}

int main(int argc,char**argv){
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
    glutCreateWindow("5/23");

    glutDisplayFunc(display);
    glutIdleFunc(display);
///OpenGL設定
    glClearColor(1,1,1,1);
    //glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glutKeyboardFunc(keyboard);///NOW3
    glutMouseFunc(mouse);///NOW
    glutMotionFunc(motion);

    glEnable(GL_LIGHT0);
    /*glEnable(GL_LIGHT1);*/
    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);

   /* glLightfv(GL_LIGHT1, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT1, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT1, 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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