使用Maya裁切模型,將選擇的模型部位以 Export Selection 轉 .obj 檔案格式匯出。
下載上週的 Final_Project,在這個資料夾複製 freeglut 這個資料夾
Week13-1
顯示身體的模型
#include "glm.h"
GLMmodel * head = NULL;
GLMmodel * body = NULL;
GLMmodel * uparmL = NULL;
GLMmodel * lowarmL = NULL;
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
if(body==NULL)
{
body = glmReadOBJ("model/body.obj");
glmUnitize(body);
}
glmDraw(body, GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
新增並更改部分程式
Week13-2
加入頭但是身體太大了
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(0.2,0.2,0.2);
if(body==NULL)
{
head = glmReadOBJ("model/head.obj");
body = glmReadOBJ("model/body.obj");
}
glmDraw(head, GLM_MATERIAL);
glmDraw(body, GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
Week13-3
使用鍵盤控制顯示
int show[4]={0,1,0,0};
void keyboard(unsigned char key, int x, int y)
{
if(key=='0') show[0] = !show[0];
if(key=='1') show[1] = !show[1];
if(key=='2') show[2] = !show[2];
if(key=='3') show[3] = !show[3];
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(0.2,0.2,0.2);
if(body==NULL)
{
head = glmReadOBJ("model/head.obj");
body = glmReadOBJ("model/body.obj");
uparmL = glmReadOBJ("model/uparmL.obj");
lowarmL = glmReadOBJ("model/lowarmL.obj");
}
if(show[0]) glmDraw(head, GLM_MATERIAL);
if(show[1]) glmDraw(body, GLM_MATERIAL);
if(show[2]) glmDraw(uparmL, GLM_MATERIAL);
if(show[3]) glmDraw(lowarmL, GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
加入鍵盤控制顯示的程式
Week13-4
滑鼠移動左手
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glScalef(0.2,0.2,0.2);
if(body==NULL)
{
head = glmReadOBJ("model/head.obj");
body = glmReadOBJ("model/body.obj");
uparmL = glmReadOBJ("model/uparmL.obj");
lowarmL = glmReadOBJ("model/lowarmL.obj");
}
if(show[0]) glmDraw(head, GLM_MATERIAL);
if(show[1]) glmDraw(body, GLM_MATERIAL);
glPushMatrix();
glTranslatef(teapotX,teapotY,0);
if(show[2]) glmDraw(uparmL, GLM_MATERIAL);
glPopMatrix();
if(show[3]) glmDraw(lowarmL, GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}
int oldX = 0,oldY = 0;
void motion(int x,int y)
{
teapotX += (x - oldX)/150.0;
teapotY -= (y - oldX)/150.0;
oldX = x;
oldY = y;
printf("glTranslatef(%f, %f, 0);\n", teapotX, teapotY);
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y)
{
if(state==GLUT_DOWN){
oldX = x;
oldY = y;
angle = x;
}
display();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week12");
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
glutMainLoop();
}
移動滑鼠使左手跟著移動並顯示移動位置
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