二.調整手臂軸心
三.設定另一隻上手臂

程式碼
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel[10] = {NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
/*此為宣告模型變數*/
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!pmodel[0])
{
pmodel[0] = glmReadOBJ("data/body.obj");
if (!pmodel[0]) exit(0);
glmUnitize(pmodel[0]);
glmFacetNormals(pmodel[0]);
glmVertexNormals(pmodel[0], 90.0);
}
if (!pmodel[1])
{
pmodel[1] = glmReadOBJ("data/head.obj");
if (!pmodel[1]) exit(0);
glmUnitize(pmodel[1]);
glmFacetNormals(pmodel[1]);
glmVertexNormals(pmodel[1], 90.0);
}
if (!pmodel[2])
{
pmodel[2] = glmReadOBJ("data/left_arm_up.obj");
if (!pmodel[2]) exit(0);
glmUnitize(pmodel[2]);
glmFacetNormals(pmodel[2]);
glmVertexNormals(pmodel[2], 90.0);
}
if (!pmodel[3])
{
pmodel[3] = glmReadOBJ("data/left_arm_down.obj");
if (!pmodel[3]) exit(0);
glmUnitize(pmodel[3]);
glmFacetNormals(pmodel[3]);
glmVertexNormals(pmodel[3], 90.0);
}
if (!pmodel[4])
{
pmodel[4] = glmReadOBJ("data/right_arm_up.obj");
if (!pmodel[4]) exit(0);
glmUnitize(pmodel[4]);
glmFacetNormals(pmodel[4]);
glmVertexNormals(pmodel[4], 90.0);
}
if (!pmodel[5])
{
pmodel[5] = glmReadOBJ("data/right_arm_down.obj");
if (!pmodel[5]) exit(0);
glmUnitize(pmodel[5]);
glmFacetNormals(pmodel[5]);
glmVertexNormals(pmodel[5], 90.0);
}
if (!pmodel[6])
{
pmodel[6] = glmReadOBJ("data/left_leg_up.obj");
if (!pmodel[6]) exit(0);
glmUnitize(pmodel[6]);
glmFacetNormals(pmodel[6]);
glmVertexNormals(pmodel[6], 90.0);
}
if (!pmodel[7])
{
pmodel[7] = glmReadOBJ("data/left_leg_down.obj");
if (!pmodel[7]) exit(0);
glmUnitize(pmodel[7]);
glmFacetNormals(pmodel[7]);
glmVertexNormals(pmodel[7], 90.0);
}
if (!pmodel[8])
{
pmodel[8] = glmReadOBJ("data/right_leg_up.obj");
if (!pmodel[8]) exit(0);
glmUnitize(pmodel[8]);
glmFacetNormals(pmodel[8]);
glmVertexNormals(pmodel[8],90.0);
}
if (!pmodel[9])
{
pmodel[9] = glmReadOBJ("data/right_leg_down.obj");
if (!pmodel[9]) exit(0);
glmUnitize(pmodel[9]);
glmFacetNormals(pmodel[9]);
glmVertexNormals(pmodel[9],90.0);
}
/*此為匯入模型檔的動作,medel變數可做修改*/
glPushMatrix();
//glRotatef(angle, 0,1,0);
glPushMatrix();///head
glTranslatef(0,0,0);
glRotatef(180,0,1,0);
glRotatef(10,1,0,0);
glTranslatef(0,0.65,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodel[1], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix(); ///body
glPushMatrix();
glTranslatef(0,0,0);
glRotatef(180,0,1,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel[0], GLM_SMOOTH | GLM_MATERIAL);///body
glPopMatrix();
glPushMatrix();
glTranslatef(0.21, 0.3, 0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.21, -0.3, 0);
glPushMatrix();///left_arm_up
glTranslatef(0.1,0,0);
glRotatef(20,0,1,0);
glTranslatef(0.17 ,0.15,0);
glScalef(0.27,0.27,0.27);
glmDraw(pmodel[2], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glTranslatef(0.35, 0, 0);
glRotatef(angle, 0,0,1);
glTranslatef(-0.35, 0, 0);
glPushMatrix(); ///left_arm_down
glTranslatef(0.1,0,0);
glRotatef(20,0,1,0);
glScalef(0.4,0.4,0.4);
glTranslatef(0.79,-0.35,0);
glmDraw(pmodel[3], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///for test
glTranslatef(-0.17 ,+0.2,0);
glRotatef(-angle, 0,0,1);///先做旋轉看看
glTranslatef(0.17 ,-0.2,0);///move rotation center to center
glPushMatrix();///right_arm_up
glTranslatef(0.1,0,0);
glRotatef(-15,0,1,0);
glTranslatef(-0.35,0.15,0.15);
glScalef(0.27,0.27,0.27);
glmDraw(pmodel[4], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glPushMatrix();///right_arm_down
glTranslatef(0.1,0,0);
glRotatef(-20,0,1,0);
glTranslatef(-0.58,-0.14,-0.1);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel[5], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///left_leg_up
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(0.12,-0.42,-0);
glScalef(0.28,0.28,0.28);
glmDraw(pmodel[6], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///left_leg_down
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(0.12,-0.63,-0);
glScalef(0.45,0.56,0.43);
glmDraw(pmodel[7], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///right_leg_up
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(-0.12,-0.42,-0);
glScalef(0.28,0.28,0.28);
glmDraw(pmodel[8], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///right_leg_down
glTranslatef(0,0,0);
glRotatef(0,0,0,0);
glTranslatef(-0.12,-0.63,-0);
glScalef(0.45,0.56,0.43);
glmDraw(pmodel[9], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
/*此為對匯入模型檔作變形並顯示在視窗介面的動作*/
glPopMatrix();
glutSwapBuffers();
}
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[] = { -3.0f, 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 };
#include <stdio.h>
void timer(int t)///計時器叫的時候, 要做什麼呢?
{
glutTimerFunc(100, timer, t+1);///先撥下一個鬧鐘
angle++;///做了要做的事
printf("現在時間是 %d, 我起床了, 等一下鬧鐘會再叫一下哦 ", t);
glutPostRedisplay();///提醒電腦,有空要畫一下畫面哦
printf("... 然後我就又睡了....\n");
}///再度沈睡
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutCreateWindow("04160152_rb");
glutDisplayFunc(display);
glutIdleFunc(display);
glutTimerFunc(0, timer, 0);///(1) 第一次呼叫timer計時器
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();
}




沒有留言:
張貼留言