#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
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; //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;
}
}
void timer(int t)
{
glutTimerFunc(100, timer, 0);
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
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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