(1)內插公式
(2)存檔、讀檔
(3)利用Timer自動內插
(4)鍵盤+滑鼠
用Excel來做內插公式
利用Timer做自動內插
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel_head = NULL;
GLMmodel* pmodel_hand1 = NULL;
GLMmodel* pmodel_hand2 = NULL;
GLMmodel* pmodel_face = NULL;
float angle[9]={},dir=1;
float alpha=0.0;
float oldAngle[9]={0,0,0,0,0,0,0,0,0};
float newAngle[9]={40,40,-40,-40,0,0,0,0,0};
void interpolation()
{
for(int i=0;i<9;i++)
{
angle[i]=alpha*newAngle[i]+(1-alpha)*oldAngle[i];
}
alpha+=0.1;
}
//float angle[20]={0};
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!pmodel_head)
{ //head
pmodel_head = glmReadOBJ("data/bodyfoot.obj");
if (!pmodel_head) exit(0);
glmUnitize(pmodel_head);
glmFacetNormals(pmodel_head);
glmVertexNormals(pmodel_head, 90.0);
}
if (!pmodel_hand1)
{ //hand
pmodel_hand1 = glmReadOBJ("data/righthand.obj");
if (!pmodel_hand1) exit(0);
glmUnitize(pmodel_hand1);
glmFacetNormals(pmodel_hand1);
glmVertexNormals(pmodel_hand1, 90.0);
}
if (!pmodel_hand2)
{ //hand
pmodel_hand2 = glmReadOBJ("data/lefthand.obj");
if (!pmodel_hand2) exit(0);
glmUnitize(pmodel_hand2);
glmFacetNormals(pmodel_hand2);
glmVertexNormals(pmodel_hand2, 90.0);
}
if (!pmodel_face)
{ //hand
pmodel_face = glmReadOBJ("data/face.obj");
if (!pmodel_face) exit(0);
glmUnitize(pmodel_face);
glmFacetNormals(pmodel_face);
glmVertexNormals(pmodel_face, 90.0);
}
//////////////////////////////////////////////////////////////////////
glPushMatrix();
// glRotatef(angle, 0,1,0);
glPushMatrix();
glTranslatef(0,0,0);
glScalef(1,1,1);
glmDraw(pmodel_head, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(0,0.8,-0.08);
glRotatef(0, 0,1,0);
glScalef(1.8,1.8,1.8);
glmDraw(pmodel_face, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
//////////////////////
glPushMatrix();
glTranslatef(0.3,0.4,0); //掛到身體
glRotatef(-angle[0], 0,0,1); //開始旋轉
glTranslatef(0.1,-0.6,0); //找中心點
glScalef(1,1,1);
glmDraw(pmodel_hand2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.3, 0.4, 0); //掛到身體
glRotatef(angle[1], 0,0,1); //開始旋轉
glTranslatef(-0.1,-0.6,0); //找中心點
glScalef(1,1,1);
glmDraw(pmodel_hand1, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
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[] = { 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 };
/*
#include <stdio.h>
void timer(int t)///計時器叫的時候, 要做什麼呢?
{
glutTimerFunc(10, timer, t+1);///先撥下一個鬧鐘
angle++;///做了要做的事
glutPostRedisplay();///提醒電腦,有空要畫一下畫面哦
}///再度沈睡
*/
#include <mmsystem.h>
void keyboard(unsigned char key,int x,int y)
{
if(key=='0')now=0;
if(key=='1')now=1;
if(key=='2')now=2;
}
int oldX=0,oldY=0;
void mouse (int button,int state,int x, int y)
{
oldX=x;
oldY=y;
glutPostRedisplay();
}
void motion(int x, int y)
{
angle[now]+=(x-oldX);
oldX=x;
glutPostRedisplay();
}
void timer (int t)
{
glutTimerFunc(100,timer,t+1);
interpolation();
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutInitWindowSize(500,500);
glutCreateWindow("04160063");
glutDisplayFunc(display);
glutIdleFunc(display);
glutTimerFunc(0,timer,0);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutDisplayFunc(display);
// glutIdleFunc(display);
// glutTimerFunc(0, timer, 0);///(1) 第一次呼叫timer計時器
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutMotionFunc(motion);
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();
}
ToDo:讀檔、寫檔
#include <stdio.h>
FILE*fout==NULLfout=fopen("file.txt","w+");
if(key=='s'||key=='S')
{
fprintf(fout,"%.3f %.3f %.3f %.3f %.3f\n",angle[0]);
}

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