#include <GL/glut.h>
float a=0;
float angle=0,anglex=0,angley=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=anglex*(1-a)+angley*a;
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
2014 電腦圖學 Computer Graphics 授課教師: 葉正聖 銘傳大學資訊傳播工程系 每週主題: 程式環境、點線面顏色、移動/旋轉/縮放與矩陣(Matrix)、階層性關節轉動(T-R-T)、做出機器人、打光、貼圖、glu/glut函式、鍵盤、滑鼠、計時器(timer)、讀入3D模型、粒子系統、聲音、特效、投影矩陣、攝影機與運鏡、機器人2.0、期末作品
2014年6月13日 星期五
2014年6月12日 星期四
Week 15 , 音效與動畫
#include <windows.h>
#include <mmsystem.h>
int main()
{
PlaySound("bbb.wav",NULL,SND_ASYNC);
//SYNC要等同步 ASYNC不等同步
}
CMP3_MCI myMP3;
int main()
{
myMP3.Load("aaa.mp3");
myMP3.Play();
}

#include <stdio.h>
#include <mmsystem.h>
int main()
{
PlaySound("bbb.wav",NULL,SND_ASYNC);
//SYNC要等同步 ASYNC不等同步
}
*先把CMP3_MCI.h放入專案資料夾中
#include "CMP3_MCI.h"CMP3_MCI myMP3;
int main()
{
myMP3.Load("aaa.mp3");
myMP3.Play();
}

#include <stdio.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
//float angle0=0, angle1=0, angle2=0, angle3=0, angle4=0, angle5=0, angle6=0, angle7=0;
float angle[8]={0,0,0,0,0,0,0,0};
int angleID=0;
GLuint id[4];//技巧2: 使用陣列, 讓變數 變 簡單 simple
IplImage * img[4];
char filename[4][100]={"imgBody.png", "imgHand0.png", "imgLeg0.png", "imgLeg1.png"};
void myTexture()
{
glEnable(GL_TEXTURE_2D);
for(int i=0; i<4; 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 今天的技巧1: 大的手
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();// 今天的技巧2: 小的手
glTranslatef(0, -0.25, 0);//(3) T: 掛在該掛的位子
glRotatef(angle[1], 0,0,1);//(2) R:
glTranslatef(0, -0.25, 0);//(1) T: 改變旋轉軸的位置
myRect();
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();// 今天的技巧2: 小的手
glTranslatef(0, -0.25, 0);//(3) T: 掛在該掛的位子
glRotatef(-angle[3], 0,0,1);//(2) R:
glTranslatef(0, -0.25, 0);//(1) T: 改變旋轉軸的位置
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//left leg
glTranslatef( -0.05, -0.25, 0);
glRotatef(180-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);
glRotatef(angle[5], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPushMatrix();//right leg
glTranslatef( 0.05, -0.25, 0);
glRotatef(-(180-angle[6]), 0,0,1);
glTranslatef(0, 0.25, 0);
glBindTexture(GL_TEXTURE_2D, id[2]);
myRect();
glPushMatrix();//left foot
glTranslatef( 0, 0.25, 0);
glRotatef(-angle[7], 0,0,1);
glTranslatef(0, 0.15, 0);
glBindTexture(GL_TEXTURE_2D, id[3]);
myRect();
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
FILE *fout=NULL;
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;
if(key=='s'){
if(fout==NULL) fout = fopen("a.txt","w+");
printf("%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
fprintf(fout,"%f %f %f %f %f %f %f %f\n",angle[0],angle[1],angle[2],angle[3],angle[4],angle[5],angle[6],angle[7]);
}
glutPostRedisplay();//請電腦重新畫一次畫面
}
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();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMotionFunc(motion);
myTexture();
glutMainLoop();
}
轉~
運鏡
#include <GL/glut.h>
#include <math.h>
#include <stdlib.h>
float eyeX=-0.3, eyeY=1.2, eyeZ=0.4, objX=-0.2, objY=-0.5, objZ=-0.2, UpX=0, UpY=1, UpZ=0;
float angleX =0,angleA=0,angleY=0;
float thesize=0.2;
void timerRotateShow(int t);
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleA+=5,angleX+=5,angleY=(1);
if(key=='2') angleA-=5,angleX-=5,angleY=0;
if(key==' '){
objX+=0.02;
}
if(key=='0'){
glutTimerFunc(0, timerRotateShow,0);
}
glutPostRedisplay();
}
void timerRotateShow(int t)
{
if(t%10==0)glClearColor((rand()%255)/255.0, (rand()%255)/255.0, (rand()%255)/255.0, (rand()%255)/255.0);
glutTimerFunc(30, timerRotateShow,t+1);
eyeX=cos(t/100.0*3.1415);
eyeZ=sin(t/100.0*3.1415);
eyeY-=0.005;
thesize+=0.01;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -1.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ, objX, objY, objZ, UpX, UpY, UpZ);
glScalef(thesize,thesize,thesize);
glPushMatrix();//Eyes
glRotatef(angleX, 0,0.1,0);
glColor3f(0,0,0);
glTranslatef(0.1,0.3,-0.25);
glutSolidSphere(0.02,10,10);
glPushMatrix();
glTranslatef(-0.2,0,0);
glutSolidSphere(0.02,10,10);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glColor3f(0.5,1,2);
glTranslatef(0, 0.2, 0);
glutSolidSphere(0.25, 20, 20);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glColor3f(0.5,1,2);
glutSolidTeapot(0.29);
glutWireTeapot(0.3);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, 1,0,0);
glTranslatef(-0.1, -0.4, 0);
glColor3f(0.5,1,2);
glScalef(1, 3, 1);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, 1,0,0);
glTranslatef(-0.1, -0.68, 0);
glRotatef(angleA, -0.15,0,0);
glColor3f(1,1,1);
glScalef(1.2, 2, 1.4);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, -1,0,0);
glTranslatef(0.1, -0.4, 0);
glColor3f(0.5,1,2);
glScalef(1, 3, 1);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, -1,0,0);
glTranslatef(0.1, -0.68, 0);
glRotatef(angleA, 0.15,0,0);
glColor3f(1,1,1);
glScalef(1.2, 2, 1.4);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glColor3f(1, 1, 1);
glTranslatef(-0.4, 0, 0);
glutSolidSphere(0.15, 20, 20);
glPushMatrix();
glRotatef(angleA, 0, 1, 1);
glColor3f(0.5,1,2);
glScalef(1, 2, 1);
glTranslatef(0.02, -0.1, 0);
glutSolidCube(0.15);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0, 1, 0);
glColor3f(1, 1, 1);
glTranslatef(0.4, 0, 0);
glutSolidSphere(0.15, 20, 20);
glPushMatrix();
glRotatef(angleA, 0, 1, 1);
glColor3f(0.5,1,2);
glScalef(1, 2, 1);
glTranslatef(0.02, -0.1, 0);
glutSolidCube(0.15);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2,-2,2,-10,10);
glMatrixMode(GL_MODELVIEW);
glutMainLoop();
}
#include <math.h>
#include <stdlib.h>
float eyeX=-0.3, eyeY=1.2, eyeZ=0.4, objX=-0.2, objY=-0.5, objZ=-0.2, UpX=0, UpY=1, UpZ=0;
float angleX =0,angleA=0,angleY=0;
float thesize=0.2;
void timerRotateShow(int t);
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleA+=5,angleX+=5,angleY=(1);
if(key=='2') angleA-=5,angleX-=5,angleY=0;
if(key==' '){
objX+=0.02;
}
if(key=='0'){
glutTimerFunc(0, timerRotateShow,0);
}
glutPostRedisplay();
}
void timerRotateShow(int t)
{
if(t%10==0)glClearColor((rand()%255)/255.0, (rand()%255)/255.0, (rand()%255)/255.0, (rand()%255)/255.0);
glutTimerFunc(30, timerRotateShow,t+1);
eyeX=cos(t/100.0*3.1415);
eyeZ=sin(t/100.0*3.1415);
eyeY-=0.005;
thesize+=0.01;
glutPostRedisplay();
}
void myLight()
{
const GLfloat light_position[] = { 2.0f, 5.0f, -1.0f, 0.0f };
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
gluLookAt(eyeX, eyeY, eyeZ, objX, objY, objZ, UpX, UpY, UpZ);
glScalef(thesize,thesize,thesize);
glPushMatrix();//Eyes
glRotatef(angleX, 0,0.1,0);
glColor3f(0,0,0);
glTranslatef(0.1,0.3,-0.25);
glutSolidSphere(0.02,10,10);
glPushMatrix();
glTranslatef(-0.2,0,0);
glutSolidSphere(0.02,10,10);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glColor3f(0.5,1,2);
glTranslatef(0, 0.2, 0);
glutSolidSphere(0.25, 20, 20);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glColor3f(0.5,1,2);
glutSolidTeapot(0.29);
glutWireTeapot(0.3);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, 1,0,0);
glTranslatef(-0.1, -0.4, 0);
glColor3f(0.5,1,2);
glScalef(1, 3, 1);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, 1,0,0);
glTranslatef(-0.1, -0.68, 0);
glRotatef(angleA, -0.15,0,0);
glColor3f(1,1,1);
glScalef(1.2, 2, 1.4);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, -1,0,0);
glTranslatef(0.1, -0.4, 0);
glColor3f(0.5,1,2);
glScalef(1, 3, 1);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleA, -1,0,0);
glTranslatef(0.1, -0.68, 0);
glRotatef(angleA, 0.15,0,0);
glColor3f(1,1,1);
glScalef(1.2, 2, 1.4);
glutSolidCube(0.15);
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0,1,0);
glColor3f(1, 1, 1);
glTranslatef(-0.4, 0, 0);
glutSolidSphere(0.15, 20, 20);
glPushMatrix();
glRotatef(angleA, 0, 1, 1);
glColor3f(0.5,1,2);
glScalef(1, 2, 1);
glTranslatef(0.02, -0.1, 0);
glutSolidCube(0.15);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glRotatef(angleX, 0, 1, 0);
glColor3f(1, 1, 1);
glTranslatef(0.4, 0, 0);
glutSolidSphere(0.15, 20, 20);
glPushMatrix();
glRotatef(angleA, 0, 1, 1);
glColor3f(0.5,1,2);
glScalef(1, 2, 1);
glTranslatef(0.02, -0.1, 0);
glutSolidCube(0.15);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week11");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
myLight();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2,2,-2,2,-10,10);
glMatrixMode(GL_MODELVIEW);
glutMainLoop();
}
week15
#include <GL/glut.h>
float a=0;
float angle=0,anglex=0,angley=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=anglex*(1-a)+angley*a;
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
*內插公式:anglex*(1-比重)+angley*比重 #include <GL/glut.h>
float a=0;
float angle=0,anglex=0,angley=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=anglex*(1-a)+angley*a;
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
*內插公式:anglex*(1-比重)+angley*比重 #include <GL/glut.h>
float a=0;//比重
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float anglex[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angley[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;
for(int i=0;i<20;i++)
angle[i]=anglex[i]*(1-a)+angley[i]*a;
}
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
*使用Timer按P之後自動旋轉
#include <GL/glut.h>
float a=0;//比重
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float anglex[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angley[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]=anglex[i]*(1-a)+angley[i]*a;
}
void timer(int t)
{
glutTimerFunc(100,timer,0);//每100ms動一次
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='r')readNext();
else if(key=='p')glutTimerFunc(0,timer,0);//立即播放
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
*滑鼠控制旋轉和紀錄角度
#include <stdio.h>
#include <GL/glut.h>
float a=0;//比重
float angle[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float anglex[20]={0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
float angley[20]={90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
FILE *fout=NULL, *fin=NULL;
int angleID=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()
{
if(fin==NULL)fin=fopen("this_is_my_file_for_animation.txt","r");
a+=0.05;
for(int i=0;i<20;i++)angle[i]=anglex[i]*(1-a)+angley[i]*a;
if(a>1.0)
{
a=0.0;
for(int i=0;i<20;i++)
{
anglex[i]=angley[i];
fscanf(fin,"%f",&angley[i]);
}
}
}
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 timer(int t)
{
glutTimerFunc(100,timer,0);//每100ms動一次
readNext();
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='0')angleID=0;
if(key=='1')angleID=1;
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);//立即播放
glutPostRedisplay();
}
int main()
{
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week15");
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutMainLoop();
}
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