打開excel
alpha公式:
新的*alpha+舊的*(1-alpha)Timer:
void timer(int t){
glutTimerFunc(1000, timer, t+1);
printf("現在起床:%d\n", t);
}
會開始計時
angleX, angleY
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include <GL/glut.h>
int myTexture(char * filename)
{
IplImage * img = cvLoadImage(filename);
cvCvtColor(img,img, CV_BGR2RGB);
glEnable(GL_TEXTURE_2D);
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
#include <GL/glut.h>
#include "glm.h"
GLMmodel * pmodel = NULL;
GLMmodel * handa = NULL;
GLMmodel * handb = NULL;
GLMmodel * upperA = NULL;
GLMmodel * lowerA = NULL;
GLMmodel * body = NULL;
void drawBody(void)
{
if (!body) {
body = glmReadOBJ("data/body.obj");
if (!body) exit(0);
glmUnitize(body);
glmFacetNormals(body);
glmVertexNormals(body, 90.0);
}
glmDraw(body, GLM_SMOOTH | GLM_TEXTURE);
}
void drawmodel(void)
{
if (!pmodel) {
pmodel = glmReadOBJ("data/Gundam.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_TEXTURE);
}
void drawupperA(void)
{
if (!upperA) {
upperA = glmReadOBJ("data/upperA.obj");
if (!upperA) exit(0);
glmUnitize(upperA);
glmFacetNormals(upperA);
glmVertexNormals(upperA, 90.0);
}
glmDraw(upperA, GLM_SMOOTH | GLM_TEXTURE);
}
void drawlowerA(void)
{
if (!lowerA) {
lowerA = glmReadOBJ("data/lowerA.obj");
if (!lowerA) exit(0);
glmUnitize(lowerA);
glmFacetNormals(lowerA);
glmVertexNormals(lowerA, 90.0);
}
glmDraw(lowerA, GLM_SMOOTH | GLM_TEXTURE);
}
void myBody(){
glPushMatrix();
glColor3f(1, 0, 0);
glutSolidCube(0.6);///myBody()
glPopMatrix();
}
float angleX[10] = {}, angleY[10]={};
int angleID = 0;
int oldX = 0, oldY = 0;
#include <stdio.h>
FILE * fin = NULL;
FILE * fout = NULL;
void motion(int x, int y){
angleX[angleID] += y - oldY;
angleY[angleID] -= x - oldX;
oldX = x;
oldY = y;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y) {
oldX = x;
oldY = y;
}
float oldAngleX[10]={}, newAngleX[10]={};
float oldAngleY[10]={}, newAngleY[10]={};
void timer(int t){
glutTimerFunc(50, timer, t+1);
if(t%20==0){
if(fin==NULL) fin=fopen("angle.txt", "r");
for(int i=0; i<10; i++){
///oldAngle[i]=newAngle[i];
oldAngleX[i]=newAngleX[i];
oldAngleY[i]=newAngleY[i];
///fscanf(fin, "%f", & newAngle[i]);
fscanf(fin, "%f", & newAngleX[i]);
fscanf(fin, "%f", & newAngleY[i]);
}
}
float alpha = (t%20)/20.0;
for(int i=0; i<10; i++){
///angle[i] = newAngle[i]*alpha + oldAngle[i]*(1-alpha);
angleX[i] = newAngleX[i]*alpha + oldAngleX[i]*(1-alpha);
angleY[i] = newAngleY[i]*alpha + oldAngleY[i]*(1-alpha);
}
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y) {
if(key=='p'){
glutTimerFunc(0, timer, 0);
}
if(key=='r') {
if(fin==NULL) fin = fopen("angle.txt", "r");
for(int i=0; i<10; i++){
fscanf(fin, "%f", & angleX[i] );
fscanf(fin, "%f", & angleY[i] );
}
glutPostRedisplay();
}else if(key=='s'){
if(fout==NULL) fout = fopen("angle.txt", "w+");
for(int i=0; i<10; i++){
printf("%.1f", angleX[i]);
printf("%.1f", angleY[i]);
fprintf(fout, "%.1f", angleX[i]);
fprintf(fout, "%.1f", angleY[i]);
///printf("%.1f ", angle[i] );
///fprintf(fout, "%.1f ", angle[i] );
}
printf("\n");
fprintf(fout, "\n");
}
if(key=='0') angleID = 0;
if(key=='1') angleID = 1;
if(key=='2') angleID = 2;
if(key=='3') angleID = 3;
if(key=='4') angleID = 4;
if(key=='5') angleID = 5;
if(key=='6') angleID = 6;
if(key=='7') angleID = 7;
if(key=='8') angleID = 8;
if(key=='9') angleID = 9;
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
///glDisable(GL_TEXTURE_2D);
glPushMatrix();
glRotatef(angleX[0], 1, 0, 0);
glRotatef(angleY[0], 0, 1, 0);
drawBody();
///glutSolidSphere(0.1, 30, 30);
glEnable(GL_TEXTURE_2D);
glColor3f(1, 1, 1);
glPushMatrix();
glTranslatef(-0.1, 0, 0);
glRotatef(angleX[1], 1, 0, 0);
glRotatef(angleY[1], 0, 1, 0);
glTranslatef(0, -0.07, 0);
drawupperA();
glPushMatrix();
glTranslatef(-0.02, -0.09, 0);
glRotatef(angleX[2], 1, 0, 0);
glRotatef(angleY[2], 0, 1, 0);
glTranslatef(0, -0.21, 0);
drawlowerA();
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);
///printf("²{¦b°_§É:%d\n", t);
///}
int main(int argc, char*argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week13-1");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
///glutTimerFunc(0, timer, 0);
myTexture("data/Diffuse.jpg");
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();
}
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