#include <stdio.h>
#include "glm.h"
float angle1=-30;
float angle2=120;
float angle3=-150;
float angle4=40;
float angle5=0;
float angle6=0;
char name[40];
GLMmodel* up[4];
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void timer(int t)
{
glutTimerFunc(1,timer,t+1);
glutPostRedisplay();
}
void load()
{
if (!up[0])
{
up[0] = glmReadOBJ("data/arm/floor.obj");//抓取檔案
if (!up[0]) printf("no find");
glmUnitize(up[0]);
}
if (!up[1])
{
up[1] = glmReadOBJ("data/arm/arm.obj");
if (!up[1]) printf("no find");
glmUnitize(up[1]);
}
if (!up[2])
{
up[2] = glmReadOBJ("data/arm/axis.obj");
if (!up[2]) printf("no find");
glmUnitize(up[2]);
}
if (!up[3])
{
up[3] = glmReadOBJ("data/arm/ro.obj");
if (!up[3]) printf("no find");
glmUnitize(up[3]);
}
}
void arm()
{
glPushMatrix();
glScaled(0.25,0.25,0.25);
glmDraw(up[1], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
load();
glPushMatrix();
glRotated(-25,1,0,0);
glScaled(0.6,0.6,0.6);
glRotated(angle5+angle6,0,1,0);
glTranslated(0,-0.8,0);
glmDraw(up[0], GLM_SMOOTH | GLM_MATERIAL);
glTranslated(0,0.08,0);
glRotated(0,0,0,1);
glTranslated(0,0.17,0);
arm();
glTranslated(0,0.21,0);
glRotated(-angle1,0,0,1);
glTranslated(0,0.17,0);
arm();
glTranslated(0,0.21,0);
glRotated(-angle2*2,0,0,1);
glTranslated(0,0.17,0);
arm();
glTranslated(0,0.3,0);
glRotated(angle3,0,0,1);
glTranslated(-0.19,0,0);
glmDraw(up[2], GLM_SMOOTH | GLM_MATERIAL);
glTranslated(-0.3,-0.001*angle4-0.08,0);
glmDraw(up[3], GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
void key(unsigned char key, int x, int y)
{
switch (key)
{
case '`':
case '\b':
exit(0);
break;
case ',':
angle5++;angle5++;
break;
case '.':
angle5--;angle5--;
break;
case 'y':
if(angle4<72)
angle4+=2;
break;
case 'h':
if(angle4>-10)
angle4-=2;
break;
case 'u':
if(angle1<-16) angle1++;
if(angle2>106) angle2--;
if(angle3>-164) angle3--;
break;
case 'j':
if(angle1>-90) angle1--;
if(angle2<180) angle2++;
if(angle3<-90) angle3++;
break;
}
printf("1_%g 2_%g 3_%g\n",angle1,angle2,angle3);
glutPostRedisplay();
}
void mouseFunc(int button,int state,int x, int y)
{
printf("%d %d %d %d \n",button,state,x,y);
if(button==3) angle6-=2;
if(button==4) angle6+=2;
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(600,600);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Steam");
glutDisplayFunc(display);
glutTimerFunc(1,timer,0);
glClearColor(0,1,1,1);
glutKeyboardFunc(key);
glutMouseFunc(mouseFunc);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
}
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