2014年5月16日 星期五

mouse旋轉機器人 好了啦超會跳


/*dancing robot*/
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
//float angleX =0, angle0=0, angle1=0, angle2=0, angle3=0;
int angleID=0;
float angle[8]={0,0,0,0,0,0,0,0};
GLuint id[5];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[5];
char filename[5][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png","imgarm.png"};
void myTexture()
{
    glEnable(GL_TEXTURE_2D);
    for(int i=0; i<5; i++){//技巧3: 迴圈, 可以讓程式碼, 做重覆的事可以很爽 清爽
    img[i] = cvLoadImage( filename[i] );
    cvCvtColor(img[i], img[i], CV_BGR2RGB);
    glGenTextures(1, &id[i]);
    glBindTexture(GL_TEXTURE_2D, id[i]);//head
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img[i]->width, img[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img[i]->imageData); 
}
}
void myRect()//技巧1: 重覆的程式碼, 用函式拉出來, 就不用一直copy啦
{//函式就是 黑盒子 幫你做事情!
    glPushMatrix();
    glScalef(0.2, 0.5, 0.5);
    glBegin(GL_POLYGON);
    glTexCoord2f(0,0);  glVertex3f(-0.5, 0.5,0);
    glTexCoord2f(0,1);  glVertex3f(-0.5,-0.5,0);
    glTexCoord2f(1,1);  glVertex3f( 0.5,-0.5,0);
    glTexCoord2f(1,0);  glVertex3f( 0.5, 0.5,0);
    glEnd();
    glPopMatrix(); 
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, id[0]);
myRect();//body//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left hand
glTranslatef(-0.1, 0.15, 0);
glRotatef(angle[0], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix();//left arm
glTranslatef(0, -0.25, 0);
glutSolidSphere(0.12,20,20);
//glTranslatef(0, -0.25, 0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[4]);
myRect();//技巧1: 用函式, 哥就是帥!
glPopMatrix();
glPopMatrix();
glPushMatrix();//right hand
glTranslatef(0.1, 0.15, 0);
glRotatef(angle[2], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[1]);
myRect();//技巧1: 用函式, 哥就是帥!
glPushMatrix();//right arm
glTranslatef(0, -0.25, 0);
glutSolidSphere(0.12,20,20);
//glTranslatef(0, -0.25, 0);
glRotatef(angle[3], 0,0,1);
glTranslatef(0, -0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[4]);
myRect();//技巧1: 用函式, 哥就是帥!
glPopMatrix();
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(angle[4], 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef(0, 0.25, 0);
glutSolidSphere(0.15,20,20);
//glTranslatef( 0, 0.25, 0);
glRotatef(angle[5], 0,0,1);
glTranslatef(0, 0.2, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();   
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(angle[6], 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//right foot
glTranslatef(0, 0.25, 0);
glutSolidSphere(0.15,20,20);
//glTranslatef( 0, 0.25, 0);
glRotatef(angle[7], 0,0,1);
glTranslatef(0, 0.2, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glTranslatef(0, 0.4, 0);
glutSolidSphere(0.2,30,30);
glPopMatrix();
glutSwapBuffers();
}
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=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
 
glutPostRedisplay();//請電腦重新畫一次畫面
}
int oldX=0, oldY=0;
void motion(int x, int y)
{
angle[angleID] += x-oldX;  oldX=x;
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}

int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week13");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);//記得呼叫
glutMotionFunc(motion);
myTexture();
glutMainLoop();
}


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