float a=0;
float angle=0;
float angleOld=0;
float angleNew=90;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle,0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if (key=='r'){
a+=0.1;
angle = angleOld*(1-a) + angleNew*a;
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
使用陣列
#include<GL/glut.h>
float a=0;
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle[1],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
if (key=='r'){
a+=0.1;
angle[0] = angleOld[0]*(1-a) + angleNew[0]*a;
angle[1] = angleOld[1]*(1-a) + angleNew[1]*a;
angle[2] = angleOld[2]*(1-a) + angleNew[2]*a;
angle[3] = angleOld[3]*(1-a) + angleNew[3]*a;
angle[4] = angleOld[4]*(1-a) + angleNew[4]*a;
angle[5] = angleOld[5]*(1-a) + angleNew[5]*a;
angle[6] = angleOld[6]*(1-a) + angleNew[6]*a;
angle[7] = angleOld[7]*(1-a) + angleNew[7]*a;
angle[8] = angleOld[8]*(1-a) + angleNew[8]*a;
angle[9] = angleOld[9]*(1-a) + angleNew[9]*a;
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
自動旋轉
#include<GL/glut.h>
float a=0;
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle[1],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void readNext()
{
a+=0.1;
for(int i=0;i<20;i++)angle[i]=angleOld[i]*(1-a)+angleNew[i]*a;
}
void timer(int t)
{
glutTimerFunc(10,timer,0);
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if (key=='r')
{
readNext();
}
else if(key=='p')
{
glutTimerFunc()
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
#include<GL/glut.h>
float a=0;
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleOld[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angleNew[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angle[0],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix();
glTranslatef(0.5,0,0);
glRotatef(angle[1],0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void readNext()
{
a+=0.1;
for(int i=0;i<20;i++)angle[i]=angleOld[i]*(1-a)+angleNew[i]*a;
}
void timer(int t)
{
glutTimerFunc(10,timer,0);
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if (key=='r')
{
readNext();
}
else if(key=='p')
{
glutTimerFunc()
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
#include <stdio.h>
#include <GL/glut.h>
float a = 0; //內插法比重
//有很多個角度都要做內插法怎麼辦? 利用陣列, 就可以存很多個角度了
float angle[20] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //用來轉動的角度,由angleOld, angleNew計算出
float angleOld[20] = {0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //舊的角度,用來做內插法
float angleNew[20] = {90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //新的角度,用來做內插法
int angleID = 0;
FILE *fout = NULL, *fin = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); //1
glRotatef(angle[0], 0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix(); //2
glTranslatef(0.5, 0,0);
glRotatef(angle[1], 0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void readNext() //改變角度
{
if (fin == NULL) fin = fopen("this is my file for animation.txt", "r");
a += 0.1; //比重一直增加,角度才會變化
for( int i=0; i<=20; i++){ //全部打出來太遜了, 用for可以直接打20個,比葉問還厲害!
angle[i] = angleOld[i] * (1-a) + angleNew[i] * a;
}
if (a >= 1.0){
a = 0.0;
for (int i=0; i<20; i++){
angleOld[i] = angleNew[i];
fscanf(fin, "%f ", &angleNew[i]);
}
}
}
void timer(int t) //計時器定時抓角度
{
glutTimerFunc(100, timer, 0);
readNext();
glutPostRedisplay();
}
int oldX = 0, oldY = 0;
void mouse (int button, int state, int x, int y)
{
oldX = x;
oldY = y;
}
void motion(int x, int y)
{
angle[angleID] += (x - oldX);
oldX = x;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID = 0;
if(key=='1') angleID = 1;
if(key=='2') angleID = 2;
if(key=='3') angleID = 3;
if(key=='s'){
if(fout==NULL) fout = fopen("this_is_my_file_for_animation.txt","w+");
for(int i=0; i<20; i++){
printf("%f ",angle[i]);
fprintf(fout, "%f ",angle[i]);
}
}
printf("\n");
fprintf(fout, "\n");
if (key == 'r'){
readNext();
}
else if (key== 'p'){
glutTimerFunc(0, timer, 0);
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
#include <GL/glut.h>
float a = 0; //內插法比重
//有很多個角度都要做內插法怎麼辦? 利用陣列, 就可以存很多個角度了
float angle[20] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //用來轉動的角度,由angleOld, angleNew計算出
float angleOld[20] = {0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //舊的角度,用來做內插法
float angleNew[20] = {90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; //新的角度,用來做內插法
int angleID = 0;
FILE *fout = NULL, *fin = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); //1
glRotatef(angle[0], 0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glPushMatrix(); //2
glTranslatef(0.5, 0,0);
glRotatef(angle[1], 0,0,1);
glutSolidTeapot(0.3);
glPopMatrix();
glutSwapBuffers();
}
void readNext() //改變角度
{
if (fin == NULL) fin = fopen("this is my file for animation.txt", "r");
a += 0.1; //比重一直增加,角度才會變化
for( int i=0; i<=20; i++){ //全部打出來太遜了, 用for可以直接打20個,比葉問還厲害!
angle[i] = angleOld[i] * (1-a) + angleNew[i] * a;
}
if (a >= 1.0){
a = 0.0;
for (int i=0; i<20; i++){
angleOld[i] = angleNew[i];
fscanf(fin, "%f ", &angleNew[i]);
}
}
}
void timer(int t) //計時器定時抓角度
{
glutTimerFunc(100, timer, 0);
readNext();
glutPostRedisplay();
}
int oldX = 0, oldY = 0;
void mouse (int button, int state, int x, int y)
{
oldX = x;
oldY = y;
}
void motion(int x, int y)
{
angle[angleID] += (x - oldX);
oldX = x;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID = 0;
if(key=='1') angleID = 1;
if(key=='2') angleID = 2;
if(key=='3') angleID = 3;
if(key=='s'){
if(fout==NULL) fout = fopen("this_is_my_file_for_animation.txt","w+");
for(int i=0; i<20; i++){
printf("%f ",angle[i]);
fprintf(fout, "%f ",angle[i]);
}
}
printf("\n");
fprintf(fout, "\n");
if (key == 'r'){
readNext();
}
else if (key== 'p'){
glutTimerFunc(0, timer, 0);
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
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