#include <stdio.h>
int main()
{ ///檔案的指標變數,檔案開啟("檔名","模型")
FILE * fout = fopen("motion.txt","w+");
fprintf(fout,"hello world\n");
}
桌面會有txt文字檔 就是剛剛建立的檔案

#include <stdio.h>
int a[16]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int main()
{ ///檔案的指標變數,檔案開啟("檔名","模型")
FILE * fout = fopen("motion.txt","w+");
for(int i=0;i<16;i++){
fprintf(fout,"%d ",a[i]);
///小心!要加空格,不然會黏起來
}
fprintf(fout,"\n");///每次印完陣列,要記得跳行
for(int i=0;i<16;i++){
fprintf(fout,"%d ",a[i]);
///小心!要加空格,不然會黏起來
}
fprintf(fout,"\n");///每次印完陣列,要記得跳行
}
#include <stdio.h>int a[16]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};int main(){ ///檔案的指標變數,檔案開啟("檔名","模型")FILE * fout = fopen("motion.txt","w+");for(int i=0;i<16;i++){printf( "%d ",a[i]);fprintf(fout,"%d ",a[i]);///小心!要加空格,不然會黏起來}fclose(fout);printf("你也可以用 fclose(fout) 來關閉\n");///每次印完陣列,要記得跳行printf("我這裡程式還沒結束喔...\n");printf("這時候,檔案還沒有關,檔案大小0\n");printf("要輸入一個數字之後才會結束...");int n;scanf("%d",&n);}
#include <GL/glut.h>
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f(1,1,1);///白色
glutSolidTeapot(0.3);///body
glPushMatrix();///右邊
glTranslatef(0.3, 0,0);
glRotatef(angle[0], 0,0,1);///轉動
glTranslatef(0.2, 0,0);///最重要,旋轉中心要放在中心
glColor3f(1,0,0);///紅色
glutSolidTeapot(0.2);///右上手臂
glPushMatrix();///右下手臂
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0);///黃
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左邊
glTranslatef(-0.3, 0,0);
glRotatef(angle[3], 0,0,1);///轉動
glTranslatef(-0.2, 0,0);///最重要,旋轉中心要放在中心
glColor3f(0,1,0);///綠色
glutSolidTeapot(0.2);///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[4], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1);///藍色
glutSolidTeapot(0.2);///左下手臂
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14 file");
glutDisplayFunc(display);
glutMainLoop();
}
#include <GL/glut.h>
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f(1,1,1);///白色
glutSolidTeapot(0.3);///body
glPushMatrix();///右邊
glTranslatef(0.3, 0,0);
glRotatef(angle[0], 0,0,1);///轉動
glTranslatef(0.2, 0,0);///最重要,旋轉中心要放在中心
glColor3f(1,0,0);///紅色
glutSolidTeapot(0.2);///右上手臂
glPushMatrix();///右下手臂
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0);///黃
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左邊
glTranslatef(-0.3, 0,0);
glRotatef(angle[2], 0,0,1);///轉動
glTranslatef(-0.2, 0,0);///最重要,旋轉中心要放在中心
glColor3f(0,1,0);///綠色
glutSolidTeapot(0.2);///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1);///藍色
glutSolidTeapot(0.2);///左下手臂
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int angleID=0;///TODO2:要動哪個關節
int oldX=0, oldY=0;///TODO2:
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;///TODO2: 要動的關節
if(key=='1') angleID=1;///TODO2: 要動的關節
if(key=='2') angleID=2;///TODO2: 要動的關節
if(key=='3') angleID=3;///TODO2: 要動的關節
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;///TODO2: mouse按下去時, 記得在哪裡
}
#include <stdio.h> ///TODO3
FILE * fout=NULL; ///TODO3: 檔案是NULL
void saveAll() ///TODO3 全部存起來
{ ///TODO3:(第一次是NULL,要把檔案開起來,以後就不用再開了...)
if(fout==NULL) fout=fopen("motion.txt","w+"); ///TODO3:檔案是NULL
for(int i=0;i<10;i++){
printf("%d ",angle[i]);
}
printf("\n");
fprintf(fout,"\n");
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);///TODO2: 讓關節動起來
oldX=x;
saveAll();///TODO3:全部存起來
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14 file");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///TODO2: keyboard運作
glutMouseFunc(mouse);///TODO2: mouse
glutMotionFunc(motion);///TODO2: motion
glutMainLoop();
}
#include <GL/glut.h>
int angle[10]={0,0,0,0,0, 0,0,0,0,0};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glColor3f(1,1,1);///白色
glutSolidTeapot(0.3);///body
glPushMatrix();///右邊
glTranslatef(0.3, 0,0);
glRotatef(angle[0], 0,0,1);///轉動
glTranslatef(0.2, 0,0);///最重要,旋轉中心要放在中心
glColor3f(1,0,0);///紅色
glutSolidTeapot(0.2);///右上手臂
glPushMatrix();///右下手臂
glTranslatef(0.2, 0,0);
glRotatef(angle[1], 0,0,1);
glTranslatef(0.2, 0,0);
glColor3f(1,1,0);///黃
glutSolidTeapot(0.2);
glPopMatrix();
glPopMatrix();
glPushMatrix();///左邊
glTranslatef(-0.3, 0,0);
glRotatef(angle[2], 0,0,1);///轉動
glTranslatef(-0.2, 0,0);///最重要,旋轉中心要放在中心
glColor3f(0,1,0);///綠色
glutSolidTeapot(0.2);///左上手臂
glPushMatrix();
glTranslatef(-0.2, 0,0);
glRotatef(angle[3], 0,0,1);
glTranslatef(-0.2, 0,0);
glColor3f(0,0,1);///藍色
glutSolidTeapot(0.2);///左下手臂
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int angleID=0;///TODO2:要動哪個關節
int oldX=0, oldY=0;///TODO2:
#include <stdio.h>///TODO3: //TODO4:記得要移高一點哦!
FILE * fout=NULL;///TODO3: 檔案是NULL
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') angleID=0;///TODO2: 要動的關節
if(key=='1') angleID=1;///TODO2: 要動的關節
if(key=='2') angleID=2;///TODO2: 要動的關節
if(key=='3') angleID=3;///TODO2: 要動的關節
if(key=='r'){///TODO:4 我們要讀檔案囉!!!!
}
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;///TODO2: mouse按下去時, 記得在哪裡
}
void saveAll()///TODO3:全部存起來
{///TODO3: (第1次是NULL,要把檔案開起來, 以後就不用再開它了...)
if(fout==NULL) fout=fopen("motion.txt", "w+");///TODO3: 檔案是NULL
for(int i=0; i<10; i++){
printf("%d ", angle[i]);
fprintf(fout, "%d ", angle[i]);
}
printf("\n");
fprintf(fout, "\n");
}
void motion(int x, int y)
{
angle[angleID] += (x-oldX);///TODO2: 讓關節動起來
oldX=x;
saveAll();///TODO3:全部存起來
glutPostRedisplay();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week14 file");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///TODO2: keyboard運作
glutMouseFunc(mouse);///TODO2: mouse
glutMotionFunc(motion);///TODO2: motion
glutMainLoop();
}





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