#include <stdio.h>
#include <GL/glut.h>
#include <iostream>
#include <windns.h>
#include <mmsystem.h>
#include "glm.h"
#include "CMP3_MCI.h"
float rot[10]={0}, rotOld[10]={0}, rotNew[10]={0};
int rotNow=0, oldX=0, oldY=0;;
FILE *fout=0, *fin=0;
float rotX=0,rotY=0;
GLMmodel * pmodelA=NULL;
GLMmodel * pmodelB=NULL;
GLMmodel * pmodelC=NULL;
GLMmodel * pmodelD=NULL;
GLMmodel * pmodelE=NULL;
GLMmodel * pmodelF=NULL;
GLMmodel * pmodelG=NULL;
CMP3_MCI mymp3;
GLUquadric * quad;
void timer(int t)
{
float alpha=(t%10)/10.0;///!!!!注意
// pos = newX*alpha+oldX*(1-alpha);
if(t%10==0){
if(fin==NULL) fin=fopen("motion.txt", "r");
for(int i=0;i<9;i++){
rotOld[i]=rotNew[i];
fscanf(fin, "%f", &rotNew[i]);
}
}
for(int i=0;i<9;i++){
rot[i]=rotNew[i]*alpha+rotOld[i]*(1-alpha);
}
glutTimerFunc(135, timer, t+1);
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(!pmodelA)
{
pmodelA = glmReadOBJ("CM/head.obj");
if(!pmodelA) exit(0);
glmUnitize(pmodelA);
glmFacetNormals(pmodelA);
glmVertexNormals(pmodelA,180);
}
if(!pmodelB)
{
pmodelB = glmReadOBJ("CM/body.obj");
if(!pmodelB) exit(0);
glmUnitize(pmodelB);
glmFacetNormals(pmodelB);
glmVertexNormals(pmodelB,180);
}
if(!pmodelC)
{
pmodelC = glmReadOBJ("CM/hendl.obj");
if(!pmodelC) exit(0);
glmUnitize(pmodelC);
glmFacetNormals(pmodelC);
glmVertexNormals(pmodelC,180);
}
if(!pmodelD)
{
pmodelD = glmReadOBJ("CM/hendr.obj");
if(!pmodelD) exit(0);
glmUnitize(pmodelD);
glmFacetNormals(pmodelD);
glmVertexNormals(pmodelD,180);
}
if(!pmodelE)
{
pmodelE = glmReadOBJ("CM/legl.obj");
if(!pmodelE) exit(0);
glmUnitize(pmodelE);
glmFacetNormals(pmodelE);
glmVertexNormals(pmodelE,180);
}
if(!pmodelF)
{
pmodelF = glmReadOBJ("CM/legr.obj");
if(!pmodelF) exit(0);
glmUnitize(pmodelF);
glmFacetNormals(pmodelF);
glmVertexNormals(pmodelF,180);
}
if(!pmodelG)
{
pmodelG = glmReadOBJ("CM/weapon.obj");
if(!pmodelG) exit(0);
glmUnitize(pmodelG);
glmFacetNormals(pmodelG);
glmVertexNormals(pmodelG,180);
}
glPushMatrix();
glPushMatrix();
glRotatef(rot[0],0,1,0);
glmDraw(pmodelB, GLM_SMOOTH | GLM_MATERIAL);///body
glPushMatrix();
glTranslatef(0,0.35,0);
//glRotatef(rot[0],0,1,0);
glmDraw(pmodelA, GLM_SMOOTH | GLM_MATERIAL);//h
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,0.13,0);
glRotatef(rot[1],1,0,0);
glRotatef(rot[2],0,1,0);
glRotatef(rot[3],0,0,1);
glTranslatef(0.2,-0.255,-0.5);
glmDraw(pmodelC, GLM_SMOOTH | GLM_MATERIAL);//Rh
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,0.14,0);
glRotatef(-rot[4],1,0,0);
glRotatef(-rot[5],0,1,0);
glRotatef(-rot[6],0,0,1);
glTranslatef(-0.2,-0.255,-0.13);
glmDraw(pmodelD, GLM_SMOOTH | GLM_MATERIAL);//LH
glPopMatrix();
glPushMatrix();
glScalef(0.4,0.4,0.4);
glTranslatef(-0.3,-0.7,0);
glRotatef(-rot[7],1,0,0);
glTranslatef(-0.05,-0.7,-0.3);
glmDraw(pmodelE, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.4,0.4,0.4);
glTranslatef(0.3,-0.7,0);
glRotatef(rot[7],1,0,0);
glTranslatef(0.05,-0.7,-0.3);
glmDraw(pmodelF, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPushMatrix();
glScalef(0.4,0.4,0.4);
glTranslatef(1,1,0);
glRotatef(rot[8],1,0,0);
glRotatef(rot[9],0,1,0);
glRotatef(rot[10],0,0,1);
glTranslatef(2,0,2);
glmDraw(pmodelG, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') rotNow=0;
if(key=='1') rotNow=1;
if(key=='2') rotNow=2;
if(key=='3') rotNow=3;
if(key=='4') rotNow=4;
if(key=='5') rotNow=5;
if(key=='6') rotNow=6;
if(key=='7') rotNow=7;
if(key=='8') rotNow=8;
if(key=='9') rotNow=9;
if(key=='p') rotNow=10;
if(key=='r'){///按小寫的r 會去讀1行/一組x,y
if(fin==NULL) fin=fopen("motion.txt", "r");
for(int i=0;i<9;i++){
fscanf(fin, "%f", &rot[i]);
}
}
if(key=='t'){
if(fin==NULL) fin=fopen("motion.txt", "r");
for(int i=0;i<9;i++){
fscanf(fin, "%f", &rotNew[i]);
}
glutTimerFunc(100,timer, 0);
glutPostRedisplay();
}
if(key=='s'){///!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!超注意
if(fout==NULL) fout=fopen("motion.txt", "w+");
for(int i=0;i<9;i++){
fprintf(fout, "%3.1f ", rot[i]);
printf("%3.1f ", rot[i]);
}
fprintf(fout, "\n");
printf("\n");
}
glutPostRedisplay();///電腦貼個Post-It便利貼,告訴GLUT有空要重畫畫面哦
}
void motion(int x, int y)
{
rot[rotNow] += x-oldX;
oldX = x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{///先開冰箱門(滑鼠按下去),把大象塞進去(滑鼠drag),最後再關上冰箱門(起來)
if(state==GLUT_DOWN){
oldX=x; oldY=y;
}
}
GLfloat pos[]={0.0,0.0,-1.0,0.0};
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutInitWindowSize(600,600);
glutCreateWindow("yuan shi");
glutDisplayFunc(display);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
mymp3.Load("liu.wma");
mymp3.Play();
glutMouseFunc(mouse);
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glutTimerFunc(100, timer, 0);
glutMainLoop();
}
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