2024年5月23日 星期四

tt臭臭

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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