一.期末作業連結
https://youtu.be/Lkwc6D-Y174
錄影的時候麥克風出問題,所以發不出聲音
2017電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2017年6月30日 星期五
2017年6月12日 星期一
Week 14 承諺的上課筆記
程式碼
#include <opencv/highgui.h> ///for cvLoadImage()
#include <opencv/cv.h> ///for cvCvtColor()
#include <GL/glut.h> ///3D glut
#include <stdio.h>
GLUquadric * quad;
GLuint id;
float angle=0;
void display()
{ glEnable(GL_DEPTH_TEST); ///要啟動 Detph Test 深度值的測試,3D顯示才正確
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥
glRotatef(90, 1,0,0);
glRotatef(angle, 0,0,1);///自動轉很帥
gluQuadricTexture(quad, 1);
gluSphere(quad, 1, 30, 30);///glutSolidTeapot(0.3);
glPopMatrix();///自動轉很帥
glFlush();
}
void timer(int t)
{ glutTimerFunc(20, timer, 0);/// 1000 msec 50fps:20msec
angle+=1;///自動轉很帥
glutPostRedisplay();
}
int myTexture(char *filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void myInit()
{ quad = gluNewQuadric();
id = myTexture("image.jpg");
}
int main(int argc, char**argv)
{ glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display); ///顯示
glutTimerFunc(0, timer, 0);
myInit(); ///我的 init 初始化 把貼圖準備好 前面OpenCV 2行, 後面 OpenGL 9行
glutMainLoop();
}
#include <opencv/highgui.h> ///for cvLoadImage()
#include <opencv/cv.h> ///for cvCvtColor()
#include <GL/glut.h> ///3D glut
#include <stdio.h>
GLUquadric * quad;
GLuint id;
float angle=0;
void display()
{ glEnable(GL_DEPTH_TEST); ///要啟動 Detph Test 深度值的測試,3D顯示才正確
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();///自動轉很帥
glRotatef(90, 1,0,0);
glRotatef(angle, 0,0,1);///自動轉很帥
gluQuadricTexture(quad, 1);
gluSphere(quad, 1, 30, 30);///glutSolidTeapot(0.3);
glPopMatrix();///自動轉很帥
glFlush();
}
void timer(int t)
{ glutTimerFunc(20, timer, 0);/// 1000 msec 50fps:20msec
angle+=1;///自動轉很帥
glutPostRedisplay();
}
int myTexture(char *filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
void myInit()
{ quad = gluNewQuadric();
id = myTexture("image.jpg");
}
int main(int argc, char**argv)
{ glutInit(&argc, argv);
glutCreateWindow("3D");
glutDisplayFunc(display); ///顯示
glutTimerFunc(0, timer, 0);
myInit(); ///我的 init 初始化 把貼圖準備好 前面OpenCV 2行, 後面 OpenGL 9行
glutMainLoop();
}
2017年6月5日 星期一
Week 13 承諺的上課筆記
一.內差公式(交叉相乘)

設A為未知數
A *新 +(1 - A) *舊

二.內插法帶入圖片


程式碼
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel1 = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel6 = NULL;
GLMmodel* pmodel7 = NULL;
GLMmodel* pmodel8 = NULL;
GLMmodel* pmodel9 = NULL;
GLMmodel* pmodel10 = NULL;
GLMmodel* pmodel11 = 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;
}
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(180,0,1,0);
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/body.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/head.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/leftelbow.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/rightelbow.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5) {
pmodel5 = glmReadOBJ("data/leftarm.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6) {
pmodel6 = glmReadOBJ("data/rightarm.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
if (!pmodel7) {
pmodel7 = glmReadOBJ("data/leftthigh.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
if (!pmodel8) {
pmodel8 = glmReadOBJ("data/rightthigh.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
if (!pmodel9) {
pmodel9 = glmReadOBJ("data/leftcalf.obj");
if (!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9, 90.0);
}
if (!pmodel10) {
pmodel10 = glmReadOBJ("data/leftcalf.obj");
if (!pmodel10) exit(0);
glmUnitize(pmodel10);
glmFacetNormals(pmodel10);
glmVertexNormals(pmodel10, 90.0);
}
if (!pmodel11) {
pmodel11 = glmReadOBJ("data/eye.obj");
if (!pmodel11) exit(0);
glmUnitize(pmodel11);
glmFacetNormals(pmodel11);
glmVertexNormals(pmodel11, 90.0);
}
glPushMatrix();///身體
///angle[now]+=dir*0.1;///
///if(angle[now]>90) dir=-dir;
///if(angle[now]<0) dir=-dir;
glTranslatef(0,0.15,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///頭
glTranslatef(0,0.675,0);
glScalef(1.3,1.3,1.3);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///右上臂
glTranslatef(0.2,0.4,0);
glRotatef(angle[0]*1.5 , 0,0,1);
glTranslatef(0.2,-0.3,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///右下臂
glTranslatef(0.1,-0.2,0);
glRotatef(angle[1]*2, 0,0,1);
glTranslatef(0,-0.4,0);
glScalef(0.75,0.8,0.75);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左上臂
glTranslatef(-0.2,0.4,0);
glRotatef(-angle[2]*1.5, 0,0,1);
glTranslatef(-0.2,-0.3,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///左下臂
glTranslatef(-0.2,-0.275,0);
glRotatef(-angle[3]*2, 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.7,0.8,0.7);
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左大腿
glTranslatef(0.2,-0.35,0);
glRotatef(angle[5] , 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///左小腿
glTranslatef(0.5,-1.4,0);
glRotatef(angle[6]*0.08 , 0,0,1);
glTranslatef(-0.4,0.8,0);
glScalef(0.55,0.55,0.55);
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///右大腿
glTranslatef(-0.2,-0.35,0);
glRotatef(-angle[7] , 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///右小腿
glTranslatef(-0.5,-1.4,0);
glRotatef(-angle[8]*0.08 , 0,0,1);
glTranslatef(0.4,0.8,0);
glScalef(0.55,0.55,0.55);
glmDraw(pmodel10, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///眼
glTranslatef(0,0.675,0.1);
glScalef(1.3,1.3,1.3);
glmDraw(pmodel11, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
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 };
void timer(int t)
{
glutTimerFunc(1000,timer,t+1);
interpolation();
glutPostOverlayRedisplay();
}
int oldX=0,oldY=0;
#include <stdio.h>///寫檔案的第1行
FILE * fout=NULL;///寫檔案的第2行, 空空的
FILE * fin=NULL;///read讀檔案的第1行
void keyboard(unsigned char key,int x,int y)
{
if(key=='0') now=0;
if(key=='1') now=1;
if(key=='2') now=2;
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
if(key=='s' || key=='S'){
if(fout==NULL){///寫檔案的第3行, 如果是空的,第一次寫檔
fout=fopen("file.txt", "w+");///寫檔案的第4行, 真的去開檔案
printf("現在我產生一個file.txt的檔案在目錄裡面哦\n");
}
fprintf(fout, "%.3f %.3f %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4]);///寫檔案的第5行
printf("現在我把一些數字印到檔案裡面%.3f %.3f %.3f %.3f %.3f\n",
angle[0],angle[1],angle[2],angle[3],angle[4]);
}
if(key=='r' || key=='R'){
if(fin==NULL){///read讀檔案的第2行
fin=fopen("file.txt", "r");///read讀檔案的第3行
}
fscanf(fin, "%f %f %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4]);///read讀檔案的第4行
glutPostRedisplay();///read讀檔案後, 要重畫畫面
}
}
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();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutInitWindowSize(500,500);
glutCreateWindow("04160391");
glutDisplayFunc(display);
glutIdleFunc(display);
glutTimerFunc(0,timer,0);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
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();
}

設A為未知數
A *新 +(1 - A) *舊

二.內插法帶入圖片


程式碼
#include <string.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "glm.h"
GLMmodel* pmodel1 = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel6 = NULL;
GLMmodel* pmodel7 = NULL;
GLMmodel* pmodel8 = NULL;
GLMmodel* pmodel9 = NULL;
GLMmodel* pmodel10 = NULL;
GLMmodel* pmodel11 = 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;
}
int now=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(180,0,1,0);
if (!pmodel1) {
pmodel1 = glmReadOBJ("data/body.obj");
if (!pmodel1) exit(0);
glmUnitize(pmodel1);
glmFacetNormals(pmodel1);
glmVertexNormals(pmodel1, 90.0);
}
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/head.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
if (!pmodel3) {
pmodel3 = glmReadOBJ("data/leftelbow.obj");
if (!pmodel3) exit(0);
glmUnitize(pmodel3);
glmFacetNormals(pmodel3);
glmVertexNormals(pmodel3, 90.0);
}
if (!pmodel4) {
pmodel4 = glmReadOBJ("data/rightelbow.obj");
if (!pmodel4) exit(0);
glmUnitize(pmodel4);
glmFacetNormals(pmodel4);
glmVertexNormals(pmodel4, 90.0);
}
if (!pmodel5) {
pmodel5 = glmReadOBJ("data/leftarm.obj");
if (!pmodel5) exit(0);
glmUnitize(pmodel5);
glmFacetNormals(pmodel5);
glmVertexNormals(pmodel5, 90.0);
}
if (!pmodel6) {
pmodel6 = glmReadOBJ("data/rightarm.obj");
if (!pmodel6) exit(0);
glmUnitize(pmodel6);
glmFacetNormals(pmodel6);
glmVertexNormals(pmodel6, 90.0);
}
if (!pmodel7) {
pmodel7 = glmReadOBJ("data/leftthigh.obj");
if (!pmodel7) exit(0);
glmUnitize(pmodel7);
glmFacetNormals(pmodel7);
glmVertexNormals(pmodel7, 90.0);
}
if (!pmodel8) {
pmodel8 = glmReadOBJ("data/rightthigh.obj");
if (!pmodel8) exit(0);
glmUnitize(pmodel8);
glmFacetNormals(pmodel8);
glmVertexNormals(pmodel8, 90.0);
}
if (!pmodel9) {
pmodel9 = glmReadOBJ("data/leftcalf.obj");
if (!pmodel9) exit(0);
glmUnitize(pmodel9);
glmFacetNormals(pmodel9);
glmVertexNormals(pmodel9, 90.0);
}
if (!pmodel10) {
pmodel10 = glmReadOBJ("data/leftcalf.obj");
if (!pmodel10) exit(0);
glmUnitize(pmodel10);
glmFacetNormals(pmodel10);
glmVertexNormals(pmodel10, 90.0);
}
if (!pmodel11) {
pmodel11 = glmReadOBJ("data/eye.obj");
if (!pmodel11) exit(0);
glmUnitize(pmodel11);
glmFacetNormals(pmodel11);
glmVertexNormals(pmodel11, 90.0);
}
glPushMatrix();///身體
///angle[now]+=dir*0.1;///
///if(angle[now]>90) dir=-dir;
///if(angle[now]<0) dir=-dir;
glTranslatef(0,0.15,0);
glScalef(0.7,0.7,0.7);
glmDraw(pmodel1, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///頭
glTranslatef(0,0.675,0);
glScalef(1.3,1.3,1.3);
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();///右上臂
glTranslatef(0.2,0.4,0);
glRotatef(angle[0]*1.5 , 0,0,1);
glTranslatef(0.2,-0.3,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel3, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///右下臂
glTranslatef(0.1,-0.2,0);
glRotatef(angle[1]*2, 0,0,1);
glTranslatef(0,-0.4,0);
glScalef(0.75,0.8,0.75);
glmDraw(pmodel5, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左上臂
glTranslatef(-0.2,0.4,0);
glRotatef(-angle[2]*1.5, 0,0,1);
glTranslatef(-0.2,-0.3,0);
glScalef(0.8,0.8,0.8);
glmDraw(pmodel4, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///左下臂
glTranslatef(-0.2,-0.275,0);
glRotatef(-angle[3]*2, 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.7,0.8,0.7);
glmDraw(pmodel6, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左大腿
glTranslatef(0.2,-0.35,0);
glRotatef(angle[5] , 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel7, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///左小腿
glTranslatef(0.5,-1.4,0);
glRotatef(angle[6]*0.08 , 0,0,1);
glTranslatef(-0.4,0.8,0);
glScalef(0.55,0.55,0.55);
glmDraw(pmodel9, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///右大腿
glTranslatef(-0.2,-0.35,0);
glRotatef(-angle[7] , 0,0,1);
glTranslatef(0,-0.3,0);
glScalef(0.4,0.4,0.4);
glmDraw(pmodel8, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();///右小腿
glTranslatef(-0.5,-1.4,0);
glRotatef(-angle[8]*0.08 , 0,0,1);
glTranslatef(0.4,0.8,0);
glScalef(0.55,0.55,0.55);
glmDraw(pmodel10, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();///眼
glTranslatef(0,0.675,0.1);
glScalef(1.3,1.3,1.3);
glmDraw(pmodel11, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
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 };
void timer(int t)
{
glutTimerFunc(1000,timer,t+1);
interpolation();
glutPostOverlayRedisplay();
}
int oldX=0,oldY=0;
#include <stdio.h>///寫檔案的第1行
FILE * fout=NULL;///寫檔案的第2行, 空空的
FILE * fin=NULL;///read讀檔案的第1行
void keyboard(unsigned char key,int x,int y)
{
if(key=='0') now=0;
if(key=='1') now=1;
if(key=='2') now=2;
if(key=='3') now=3;
if(key=='4') now=4;
if(key=='5') now=5;
if(key=='6') now=6;
if(key=='7') now=7;
if(key=='8') now=8;
if(key=='s' || key=='S'){
if(fout==NULL){///寫檔案的第3行, 如果是空的,第一次寫檔
fout=fopen("file.txt", "w+");///寫檔案的第4行, 真的去開檔案
printf("現在我產生一個file.txt的檔案在目錄裡面哦\n");
}
fprintf(fout, "%.3f %.3f %.3f %.3f %.3f\n", angle[0],angle[1],angle[2],angle[3],angle[4]);///寫檔案的第5行
printf("現在我把一些數字印到檔案裡面%.3f %.3f %.3f %.3f %.3f\n",
angle[0],angle[1],angle[2],angle[3],angle[4]);
}
if(key=='r' || key=='R'){
if(fin==NULL){///read讀檔案的第2行
fin=fopen("file.txt", "r");///read讀檔案的第3行
}
fscanf(fin, "%f %f %f %f %f", &angle[0], &angle[1], &angle[2], &angle[3], &angle[4]);///read讀檔案的第4行
glutPostRedisplay();///read讀檔案後, 要重畫畫面
}
}
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();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutInitWindowSize(500,500);
glutCreateWindow("04160391");
glutDisplayFunc(display);
glutIdleFunc(display);
glutTimerFunc(0,timer,0);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
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();
}
2017年5月22日 星期一
Week 12 承諺的上課筆記
一.計時器

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();
}
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();
}
2017年5月15日 星期一
Week 11 承諺的上課筆記
2017年5月8日 星期一
Week 10 承諺的上課筆記
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