#include <stdio.h>
#include <GL/glut.h>
#include <opencv/highgui.h>
#include <opencv/cv.h>
#include "glm.h"
int show[30]={0,1,1,1,1, 1,1,1,1,1, 1,1,1,1,1, 1,1,1,1,1, 1,1,1};
float angle=0;
int oldX, oldY;
float dx=0, dy=0, dz=0;
int mode=0;///0:select, 1:translate, 2:rotate
float angleX[30], angleY[30], angleZ[30];
float angleX0[30]={0,-25};
float angleX1[30]={0,25};
float angleY0[30]={0,-10};
float angleY1[30]={0,20};
float posX[30], posY[30], posZ[30];
int nowID=13;
void resize(int width, int height);
void timer(int t);
void display();
void keyboard(unsigned char key, int x, int y);
void special(int key, int x, int y);
int myTexture(char *filename);
void loadGundamAll();
void showAxis();
void myDrawPart(GLMmodel* part, int id);
GLMmodel * head=NULL;
GLMmodel * shoulder1=NULL, * shoulder2=NULL;
GLMmodel * upuparm1=NULL, * upuparm2=NULL;
GLMmodel * uparm1=NULL, * uparm2=NULL;
GLMmodel * elbow1=NULL, * elbow2=NULL;
GLMmodel * hand1=NULL, * hand2=NULL;
GLMmodel * body=NULL;
GLMmodel * hip=NULL;
GLMmodel * leg1=NULL, * leg2=NULL;
GLMmodel * knee1=NULL, * knee2=NULL;
GLMmodel * calf1=NULL, * calf2=NULL;
GLMmodel * foot1=NULL, * foot2=NULL;
void loadGundamAll()
{
float dimensions[3];
head=glmReadOBJ("head.obj");
shoulder1=glmReadOBJ("shoulder1.obj");
shoulder2=glmReadOBJ("shoulder2.obj");
upuparm1=glmReadOBJ("upuparm1.obj");
upuparm2=glmReadOBJ("upuparm2.obj");
uparm1=glmReadOBJ("uparm1.obj");
uparm2=glmReadOBJ("uparm2.obj");
elbow1=glmReadOBJ("elbow1.obj");
elbow2=glmReadOBJ("elbow2.obj");
hand1=glmReadOBJ("hand1.obj");
hand2=glmReadOBJ("hand2.obj");
body=glmReadOBJ("body.obj");
hip=glmReadOBJ("hip.obj");
leg1=glmReadOBJ("leg1.obj");
leg2=glmReadOBJ("leg2.obj");
knee1 = glmReadOBJ("knee1.obj");
knee2 = glmReadOBJ("knee2.obj");
calf1 = glmReadOBJ("calf1.obj");
calf2 = glmReadOBJ("calf2.obj");
foot1 = glmReadOBJ("foot1.obj");
foot2 = glmReadOBJ("foot2.obj");
glmScale(head, 2.0/27);
glmScale(shoulder1, 2.0/27);
glmScale(shoulder2, 2.0/27);
glmScale(upuparm1, 2.0/27);
glmScale(upuparm2, 2.0/27);
glmScale(uparm1, 2.0/27);
glmScale(uparm2, 2.0/27);
glmScale(elbow1, 2.0/27);
glmScale(elbow2, 2.0/27);
glmScale(hand1, 2.0/27);
glmScale(hand2, 2.0/27);
glmScale(body, 2.0/27);
glmScale(hip, 2.0/27);
glmScale(leg1, 2.0/27);
glmScale(leg2, 2.0/27);
glmScale(knee1, 2.0/27);
glmScale(knee2, 2.0/27);
glmScale(calf1, 2.0/27);
glmScale(calf2, 2.0/27);
glmScale(foot1, 2.0/27);
glmScale(foot2, 2.0/27);
myTexture("Diffuse.jpg");
}
void myDrawPart(GLMmodel* part, int id)
{
if(nowID==id) glColor3f(1,0,0);
if(show[id]>0) glmDraw(part, GLM_SMOOTH | GLM_TEXTURE);
if(nowID==id) glColor3f(1,1,1);
}
void display()
{
glClearColor(0.5,0.5,0.5, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0, -1, 0);
showAxis();
///現在要讓 hip(13)來帶動整個身體
glTranslatef(0.00, +1.03, 0.00);
glRotatef(angleY[13], 1,0,0);
glRotatef(angleX[13], 0,1,0);
glTranslatef(0.00, -1.03, 0.00);
glPushMatrix();///以下是身體 (腰的上面)
glTranslatef(+0.01, +1.30, 0.00);///身體的部分
glRotatef(angleX[2], 0,1,0);
glRotatef(angleY[2], 1,0,0);
glTranslatef(-0.01, -1.30, 0.00);
glTranslatef(posX[2], posY[2], posZ[2]);
myDrawPart(body, 2);
glPushMatrix();
glTranslatef(0.00, 1.63, 0.00);
glRotatef(angleX[1], 0,1,0);
glRotatef(angleY[1], 1,0,0);
glTranslatef(-0.00, -1.63, 0.00);
myDrawPart(head, 1);
glPopMatrix();
glPushMatrix();///左手
glTranslatef(-0.25, +1.5, 0.00);
glRotatef(angleX[3], 0,0,1);
glTranslatef(0.25, -1.5, 0.00);
myDrawPart(shoulder1, 3);
myDrawPart(upuparm1, 4);
myDrawPart(uparm1, 5);
myDrawPart(elbow1, 6);
myDrawPart(hand1, 7);
glPopMatrix();
glPushMatrix();///右手
glTranslatef(+0.21, 1.53, 0.00);
glRotatef(angleX[8], 0,0,1);
glRotatef(angleY[8], 1,0,0);
glTranslatef(-0.21, -1.53, 0.00);
myDrawPart(shoulder2, 8);
glTranslatef(+0.30, +1.55, 0.00);
glRotatef(angleY[9], 0,0,1);
glTranslatef(-0.30, -1.55, 0.00);
myDrawPart(upuparm2, 9);
glTranslatef(+0.30, +1.55, 0.00);
glRotatef(angleY[9], 0,0,1);
glRotatef(angleX[10], -0.1,1,0);
glTranslatef(-0.30, -1.55, 0.00);
myDrawPart(uparm2, 10);
glTranslatef(+0.31, 1.36, 0.00);
glRotatef(angleY[11], 1,0,0);
glTranslatef(-0.31, -1.36, 0.00);
myDrawPart(elbow2, 11);
glTranslatef(+0.33, 1.27, 0.00);
glRotatef(angleX[12], 0.1,1,0);
glRotatef(angleY[11], 1,0,0);
glTranslatef(-0.33, -1.27, 0.00);
myDrawPart(hand2, 12);
glPopMatrix();
glPopMatrix();///以上是身體 (腰的上面)
myDrawPart(hip, 13);///身體的中心,hip 13
glPushMatrix();///左腳
glTranslatef(-0.15, +1.09, 0.00);
glRotatef(angleX[14], 0,0,1);
glRotatef(angleY[14], 1,0,0);
glTranslatef(0.15, -1.09, 0.00);
myDrawPart(leg1, 14);
glTranslatef(-0.14, +0.85, 0.00);
glRotatef(angleY[15], 1,0,0);
glTranslatef(0.14, -0.85, 0.00);
myDrawPart(knee1, 15);
glTranslatef(-0.13, +0.76, 0.00);
glRotatef(angleY[16], 1,0,0);
glTranslatef(0.13, -0.76, 0.00);
myDrawPart(calf1, 16);
glTranslatef(-0.15, +0.18, 0.00);
glRotatef(angleY[17], 1,0,0);
glRotatef(angleX[17], 0,1,0);
glTranslatef(0.15, -0.18, 0.00);
myDrawPart(foot1, 17);
glPopMatrix();///左腳
glPushMatrix();///右腳
glTranslatef(+0.15, +1.09, 0.00);
glRotatef(angleX[18], 0,0,1);
glRotatef(angleY[18], 1,0,0);
glTranslatef(-0.15, -1.09, 0.00);
myDrawPart(leg2, 18);
glTranslatef(+0.14, +0.85, 0.00);
glRotatef(angleY[19], 1,0,0);
glTranslatef(-0.14, -0.85, 0.00);
myDrawPart(knee2, 19);
glTranslatef(+0.13, +0.76, 0.00);
glRotatef(angleY[20], 1,0,0);
glTranslatef(-0.13, -0.76, 0.00);
myDrawPart(calf2, 20);
glTranslatef(+0.15, +0.18, 0.00);
glRotatef(angleY[21], 1,0,0);
glRotatef(angleX[21], 0,1,0);
glTranslatef(-0.15, -0.18, 0.00);
myDrawPart(foot2, 21);
glPopMatrix();///右腳
glPopMatrix();
glutSwapBuffers();
}
void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, ar, 0.001, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
gluLookAt(0,0,2, 0,0,0, 0,1,0);
}
void timer(int t)
{
glutTimerFunc(30, timer, t+1);
angle++;
glutPostRedisplay();
}
char strMode[3][20]={"select","translate","Rotate"};
void special(int key, int x, int y)
{
if(key==GLUT_KEY_UP) nowID--;
if(key==GLUT_KEY_DOWN) nowID++;
if(nowID<0) nowID=0;
if(nowID>29) nowID=29;
}
void keyboard(unsigned char key, int x, int y)
{
int now;
if(isdigit(key)) nowID=key-'0';
if(mode==0 && isdigit(key)) show[nowID]=!show[nowID];
if(key=='q' || key=='Q') mode=0;///select
if(key=='w' || key=='W') mode=1;///translate
if(key=='e' || key=='E') mode=2;///rotate
if(key=='a' || key=='A'){///reset
angleX[nowID]=0; angleY[nowID]=0;
}
if(mode==0){
for(int i=0;i<10;i++){
printf("[%d]:%d ", i,show[i]);
}
printf("\n");
}
printf("Mode: %s, nowID:%d\n", strMode[mode], nowID);
}
void mouse(int button, int state, int x, int y)
{
oldX=x; oldY=y;
}
void motion(int x, int y)
{
if(mode==1){///translate
posX[nowID]+=(x-oldX)/300.0;
posY[nowID]-=(y-oldY)/300.0;
printf("glTranslatef(%.2f, %.2f, %.2f);\n", posX[nowID], posY[nowID], 0);
}else if(mode==2){
angleX[nowID]+= x-oldX;
angleY[nowID]+= y-oldY;
///if(angleX[nowID]<angleX0[nowID])angleX[nowID]=angleX0[nowID];
///if(angleX[nowID]>angleX1[nowID])angleX[nowID]=angleX1[nowID];
///if(angleY[nowID]<angleY0[nowID])angleY[nowID]=angleY0[nowID];
///if(angleY[nowID]>angleY1[nowID])angleY[nowID]=angleY1[nowID];
printf("angleX:%.0f, angleY:%.0f\n", angleX[nowID], angleY[nowID]);
}
oldX=x; oldY=y;
glutPostRedisplay();
}
void showAxis()
{
glutSolidSphere(0.02, 10,10);
glColor3f(1,0,0);
glBegin(GL_LINES);
glVertex3f(0,0,0); glVertex3f( 0.5, 0,0);
glVertex3f(0,0,0); glVertex3f(-0.5, 0,0);
glVertex3f(0,0,0); glVertex3f(0, 0.5, 0);
glVertex3f(0,0,0); glVertex3f(0,-0.5, 0);
glVertex3f(0,0,0); glVertex3f(0,0, 0.5);
glVertex3f(0,0,0); glVertex3f(0,0,-0.5);
glEnd();
glColor3f(1,1,1);
}
int myTexture(char *filename)
{
IplImage * img = cvLoadImage(filename); ///OpenCV讀圖
cvCvtColor(img,img, CV_BGR2RGB); ///OpenCV轉色彩 (需要cv.h)
glEnable(GL_TEXTURE_2D); ///1. 開啟貼圖功能
GLuint id; ///準備一個 unsigned int 整數, 叫 貼圖ID
glGenTextures(1, &id); /// 產生Generate 貼圖ID
glBindTexture(GL_TEXTURE_2D, id); ///綁定bind 貼圖ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖T, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); /// 貼圖參數, 超過包裝的範圖S, 就重覆貼圖
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /// 貼圖參數, 放大時的內插, 用最近點
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /// 貼圖參數, 縮小時的內插, 用最近點
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img->width, img->height, 0, GL_RGB, GL_UNSIGNED_BYTE, img->imageData);
return id;
}
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 };
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
//glutInitWindowSize(400,600);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutTimerFunc(0, timer, 0);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutSpecialFunc(special);
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);
loadGundamAll();
glutMainLoop();
return EXIT_SUCCESS;
}
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