http://www.cmlab.csie.ntu.edu.tw/~jsyeh/3dcg10/
5/18 [PDF]



利用camera的運鏡
#include<GL/glut.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void resize( int w, int h )
{
glViewport( 0, 0, (GLsizei) w, (GLsizei) h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0, (GLdouble) w / h,1.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("camera");
glutDisplayFunc(display);
glutReshapeFunc(resize);
glutMainLoop();
}

1.看哪裡
2.Object中心在哪裡
2.UP向量
增加motion
void motion(int x, int y)
{
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( x/100.0, y/100.0, 5.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0 );
glutPostRedisplay();
}
上禮拜跟這禮拜做結合
#include <stdio.h>
#include <GL/glut.h>
FILE *fout=NULL, *fin=NULL;
float rot[10]={0}, rotOld[10]={0,0,0,0,0,0,0,0,0,0},rotNew[10]={0,0,0,0,0,0,0,0,0,0};
int rotID=1, oldX=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt(rot[7]/100.0, rot[8]/100.0, 5.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0 );
glPushMatrix();
glScalef(6,6,6);
glutWireCube(0.3);
glPushMatrix();
glTranslatef(0,0.2,0);
glutWireCube(0.1);
glPopMatrix();
glPushMatrix();
glTranslatef(0.15,0.1,0);
glRotatef(rot[1],0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);
glTranslatef(0.05,0,0);
glRotatef(rot[2],0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);
glTranslatef(0.05,0,0);
glRotatef(rot[3],0,0,1);
glTranslatef(0.05,0,0);
glutWireCube(0.1);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.15,0.1,0);
glRotatef(-rot[4],0,0,1);
glTranslatef(-0.05,0,0);
glutWireCube(0.1);
glTranslatef(-0.05,0,0);
glRotatef(-rot[5],0,0,1);
glTranslatef(-0.05,0,0);
glutWireCube(0.1);
glTranslatef(-0.05,0,0);
glRotatef(-rot[6],0,0,1);
glTranslatef(-0.05,0,0);
glutWireCube(0.1);
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN){
oldX=x;
}
}void motion(int x, int y)
{
rot[rotID] += (x-oldX);
oldX=x;
glutPostRedisplay();
}
void resize( int w, int h )
{
glViewport( 0, 0, (GLsizei) w, (GLsizei) h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0, (GLdouble) w / h,1.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
}
void timer(int t)
{
float alpha=(t%10)/10.0;
if(t%10==0){
for(int i=0;i<10;i++){
rotOld[i]=rotNew[i];
fscanf( fin, "%f ", &rotNew[i]);;
printf( "%f ", rotNew[i]);;
}
fprintf(fin, "\n");
printf("\n");
}
for(int i=0;i<10;i++)
{
rot[i]=rotNew[i]*alpha+rotOld[i]*(1-alpha);///藉由內插法
}
glutTimerFunc(100,timer,t+1);///能使動作接著做,使時間不斷的+1
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') rotID=1;
if(key=='2') rotID=2;
if(key=='3') rotID=3;
if(key=='4') rotID=4;
if(key=='5') rotID=5;
if(key=='6') rotID=6;
if(key=='7') rotID=7;
if(key=='8') rotID=8;
if(key=='9') rotID=9;
if(key=='r'){
if(fin==NULL) fin=fopen("motion.txt","r");
for(int i=0;i<10;i++){
fscanf( fin, "%f ", &rot[i]);;
printf( "%f ", rot[i]);;
}
fprintf(fin, "\n");
printf("\n");
}
if(key=='s'){
if(fout==NULL) fout=fopen("motion.txt","w+");
for(int i=0;i<10;i++){
fprintf( fout, "%.1f ", rot[i]);;
printf( "%.1f ", rot[i]);;
}
fprintf(fout, "\n");
printf("\n");
}
if(key=='t'){
if(fin==NULL) fin=fopen("motion.txt","r");
for(int i=0;i<10;i++){
fscanf( fin, "%f ", &rotNew[i]);;
printf( "%f ", rotNew[i]);;
}
fprintf(fin, "\n");
printf("\n");
glutTimerFunc(100,timer,0);///timer要讓時間動起來,可藉由這個能讓你的動畫在哪個時間跟著音樂動滋動滋
}
glutPostRedisplay();///請電腦貼個公告,有空就重新display
}
int main(int argc,char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Robot");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutReshapeFunc(resize);
glutKeyboardFunc(keyboard);
glutMainLoop();
}

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