Friday 23 June 2017

Membuat Robot 3D dengan OpenGL C++ projek animasi



berikut ini kita akan membuat animasi robot di CodeblockOpenGL C++ sederhana. ikuti langkah langkah berikut ini:


Untuk bisa membuat projek seperti diatas anda harus menyiapkan beberapa hal dalam penyetingan di komoputer anda yang berkaitan dengan openGL. diantaranya yaitu :
  1. Open GL download disini :  View openGL
  2. CodeBlock setting dengan openGL caranya lihat disini: view
  3. buka codeblock dan buat projek baru caranya dapat dilihat disini : view
  4. copy semua sourcode yang tersedia di blog ini.




#include <GL/glut.h>
#include <math.h>
#define BASE_HEIGHT 4.0/2
#define BASE_RADIUS 1.0/2
#define HEAD_HEIGHT 1.25/2
#define HEAD_RADIUS 0.75/2
#define NECK_HEIGHT 0.5/2
#define EYE_LEVEL 0.75/2
#define NOSE_LENGTH 0.5/2
#define LOWER_ARM_HEIGHT 2.0/2
#define LOWER_ARM_WIDTH 0.5/2
#define UPPER_ARM_HEIGHT 1.25/2
#define UPPER_ARM_WIDTH 0.5/2
#define ARM_TRANSLATION 0.22/2
#define alpha 0.0
#define pi 3.14159265
static GLfloat theta[] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
static GLint axis = 0;
GLUquadricObj *p;
GLfloat x = 0.0;
GLfloat y = 0.0;
GLfloat xpos = 0.0;
GLfloat ypos = 0.0;
GLfloat zpos = 0.0;
GLfloat ambient[3];
GLfloat diffuse[3];
GLfloat specular[3];
GLfloat shiness[] = {50.0f};
float width = 500;
float height = 500;
void base(void);
void head(void);
void neck(void);
void upper_rarm(void);
void upper_larm(void);
void lower_rarm(void);
void lower_larm(void);
void init(void);
void display(void);
void reshape (int width, int height);
void keyboard(unsigned char, int, int);
void processSpecialKeys(int, int, int);
void jump (void);
void lsphere (void);
void init1 (void);

void base (void) {
double angle, angleInc;
int i;
angle = pi / 180;
angleInc = angle;
glPushMatrix();

ambient[0] = 1.0; ambient[1] = 0.0; ambient[2] = 0.0;
diffuse[0] = 1.0; diffuse[1] = 0.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glRotatef (-90.0, 1.0, 0.0, 0.0);
gluQuadricDrawStyle(p, GLU_FILL);
gluCylinder (p, BASE_RADIUS, BASE_RADIUS, BASE_HEIGHT, 20, 20);

glPopMatrix();

glPushMatrix();

gluQuadricDrawStyle (p, GLU_FILL);
glTranslatef (0.0, BASE_HEIGHT, 0.0);
glRotatef (-90.0, 1.0, 0.0, 0.0);
gluDisk (p, 0.0, BASE_RADIUS, 20, 20);
glTranslatef (0.0, 0.0, -BASE_HEIGHT);
gluDisk (p, 0.0, BASE_RADIUS, 20, 20);
glPopMatrix();
}


void neck (void) {
glPushMatrix();

ambient[0] = 1.0; ambient[1] = 1.0; ambient[2] = 0.0;
diffuse[0] = 1.0; diffuse[1] = 1.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(0.0, BASE_HEIGHT, 0.0);
glRotatef (-90.0, 1.0, 0.0, 0.0);
gluQuadricDrawStyle(p, GLU_FILL);
gluCylinder (p, HEAD_RADIUS/2, HEAD_RADIUS/2, HEAD_HEIGHT, 8, 6);
glPopMatrix();
}

void head (void) {
glPushMatrix();

ambient[0] = 1.0; ambient[1] = 0.0; ambient[2] = 1.0;
diffuse[0] = 1.0; diffuse[1] = 0.0; diffuse[2] = 1.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glRotatef (-90.0, 1.0, 0.0, 0.0);
gluQuadricDrawStyle(p, GLU_FILL);
gluCylinder (p, HEAD_RADIUS, HEAD_RADIUS, HEAD_HEIGHT, 20, 20);

glPushMatrix();

gluDisk (p, 0.0, HEAD_RADIUS, 20, 20);
glTranslatef (0.0, 0.0, HEAD_HEIGHT);
gluDisk (p, 0.0, HEAD_RADIUS, 20, 20);
glPopMatrix();

glPushMatrix();
glTranslatef (0.25, -HEAD_RADIUS+0.12, EYE_LEVEL);

ambient[0] = 1.0; ambient[1] = 1.0; ambient[2] = 1.0;
diffuse[0] = 1.0; diffuse[1] = 1.0; diffuse[2] = 1.0;
specular[0] = 0.5; specular[1] = 0.5; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

gluQuadricDrawStyle(p, GLU_FILL);
gluSphere (p, 0.125, 6, 6);
glPopMatrix();

glPushMatrix();
glTranslatef (-0.25, -HEAD_RADIUS+0.12, EYE_LEVEL);
ambient[0] = 1.0; ambient[1] = 1.0; ambient[2] = 1.0;
diffuse[0] = 1.0; diffuse[1] = 1.0; diffuse[2] = 1.0;
specular[0] = 0.5; specular[1] = 0.5; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);


gluQuadricDrawStyle(p, GLU_FILL);
gluSphere (p, 0.125, 6, 6);
glPopMatrix();

glPushMatrix();
ambient[0] = 1.0; ambient[1] = 0.5; ambient[2] = 0.0;
diffuse[0] = 1.0; diffuse[1] = 0.5; diffuse[2] = 0.0;
specular[0] = 0.5; specular[1] = 0.5; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);
glTranslatef(0.0, -HEAD_RADIUS, NOSE_LENGTH);
glRotatef(90.0, 1.0, 0.0, 0.0);
gluQuadricDrawStyle(p, GLU_FILL);
gluCylinder(p, 0.125, 0, NOSE_LENGTH, 8,6);
glPopMatrix();

glPopMatrix();
}

void lower_rarm(void) {
glPushMatrix();

ambient[0] = 0.0; ambient[1] = 1.0; ambient[2] = 0.0;
diffuse[0] = 0.0; diffuse[1] = 1.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(0.0, 0.5 * LOWER_ARM_HEIGHT, ARM_TRANSLATION);
glScalef(LOWER_ARM_WIDTH, LOWER_ARM_HEIGHT, LOWER_ARM_WIDTH);
glutSolidCube(1.0);
glPopMatrix();
}

void lower_larm(void) {
glPushMatrix();

ambient[0] = 0.0; ambient[1] = 1.0; ambient[2] = 0.0;
diffuse[0] = 0.0; diffuse[1] = 1.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(0.0, 0.5 * LOWER_ARM_HEIGHT, -ARM_TRANSLATION);
glScalef(LOWER_ARM_WIDTH, LOWER_ARM_HEIGHT, LOWER_ARM_WIDTH);
glutSolidCube(1.0);
glPopMatrix();
}

void upper_rarm(void) {
glPushMatrix();

ambient[0] = 0.0; ambient[1] = 0.0; ambient[2] = 1.0;
diffuse[0] = 0.0; diffuse[1] = 0.0; diffuse[2] = 1.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(0.0, 0.5 * UPPER_ARM_HEIGHT, ARM_TRANSLATION);
glScalef(UPPER_ARM_WIDTH, UPPER_ARM_HEIGHT, UPPER_ARM_WIDTH);
glutSolidCube(1.0);
glPopMatrix();
}

void upper_larm(void) {
glPushMatrix();

ambient[0] = 0.0; ambient[1] = 0.0; ambient[2] = 1.0;
diffuse[0] = 0.0; diffuse[1] = 0.0; diffuse[2] = 1.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(0.0, 0.5 * UPPER_ARM_HEIGHT, -ARM_TRANSLATION);
glScalef(UPPER_ARM_WIDTH, UPPER_ARM_HEIGHT, UPPER_ARM_WIDTH);
glutSolidCube(1.0);
glPopMatrix();
}


void init1(void){
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] = {50.0};
GLfloat light_position[] = {1.0, 1.0, 1.0, 1.0};
GLfloat white_light[] = {0.3, 0.3, 0.3, 1.0};
GLfloat lmodel_ambient[] = {1.0, 1.0, 0.0, 1.0};
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}

void lsphere(void){
glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT);
glutSolidSphere(1.0, 20, 16);
glFlush();
}

void display(void) {

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0.3, 5.3, 12.0, 0.0, 1.25, 0.0, 0.0, 1.0, 0.0);

glPushMatrix();
ambient[0] = 1.0; ambient[1] = 0.3; ambient[2] = 0.3;
diffuse[0] = 1.0; diffuse[1] = 1.0; diffuse[2] = 1.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);


glTranslatef(0.0, 5.0, 0.0);
lsphere();
glPopMatrix();

glPushMatrix();
ambient[0] = 0.3; ambient[1] = 0.3; ambient[2] = 0.3;
diffuse[0] = 0.0; diffuse[1] = 0.0; diffuse[2] = 1.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(3.0, 0.5, 1.0);
glutSolidCube(1.0);
glPopMatrix();

glPushMatrix();
ambient[0] = 0.3; ambient[1] = 0.3; ambient[2] = 0.3;
diffuse[0] = 1.0; diffuse[1] = 0.0; diffuse[2] = 1.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(-4.0, 0.5, 3.0);
glutSolidCone(0.5, 1.5, 20, 15);
glPopMatrix();

glPushMatrix();
ambient[0] = 0.3; ambient[1] = 0.3; ambient[2] = 0.3;
diffuse[0] = 1.0; diffuse[1] = 0.0; diffuse[2] = 0.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glTranslatef(-3.0, 0.5, -3.0);
glutSolidTeapot(1.0);
glPopMatrix();

glPushMatrix();
ambient[0] = 0.5; ambient[1] = 0.5; ambient[2] = 0.5;
diffuse[0] = 1.0; diffuse[1] = 1.0; diffuse[2] = 1.0;
specular[0] = 0.7; specular[1] = 0.6; specular[2] = 0.5;

glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialfv(GL_FRONT, GL_SHININESS, shiness);

glBegin(GL_POLYGON);
glVertex3f(5.0, 0.0, 5.0);
glVertex3f(5.0, 0.0, -5.0);
glVertex3f(-5.0, 0.0, -5.0);
glVertex3f(-5.0, 0.0, 5.0);
glVertex3f(5.0, 0.0, 5.0);
glEnd();

glPopMatrix();

glTranslatef (xpos, ypos, zpos);
glRotatef(theta[0], 0.0, 1.0, 0.0);
base();
neck();

glPushMatrix();
glTranslatef(0.0, BASE_HEIGHT + HEAD_HEIGHT/2, 0.0);
glRotatef(theta[2], 1.0, 0.0, 0.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
head();
glPopMatrix();


glPushMatrix();
glTranslatef(BASE_RADIUS, BASE_HEIGHT - BASE_RADIUS / 2, 0.0);
glRotatef(180.0, 0.0, 0.0, 1.0);
glRotatef(270.0, 0.0, 1.0, 0.0);
glRotatef(theta[4], 0.0, 0.0, 1.0);
lower_rarm();
glTranslatef(0.0, LOWER_ARM_HEIGHT, 0.0);
glRotatef(0.0, 0.0, 0.0, 180.0);
glRotatef(theta[6], 0.0, 0.0, 1.0);
upper_rarm();
glPopMatrix();

glPushMatrix();
glTranslatef(-BASE_RADIUS, BASE_HEIGHT - BASE_RADIUS / 2, 0.0);
glRotatef(180.0, 0.0, 0.0, 1.0);
glRotatef(270.0, 0.0, 1.0, 0.0);
glRotatef(theta[3], 0.0, 0.0, 1.0);
lower_larm();
glTranslatef(0.0, LOWER_ARM_HEIGHT, 0.0);
glRotatef(0.0, 0.0, 0.0, 180.0);
glRotatef(theta[5], 0.0, 0.0, 1.0);
upper_larm();
glPopMatrix();


glFlush();
glutSwapBuffers();
}

void keyboard (unsigned char key, int x, int y) {
switch (key) {
case 'a': theta[1] += 5.0;
if (theta[1] > 90.0)
theta[1] = 90.0;
break;

case 'z': theta[1] -= 5.0;
if (theta[1] < -90.0)
theta[1] = -90.0;
break;

case 'o': theta[2] += 5.0;
if (theta[2] > 45.0)
theta[2] = 45.0;
break;

case 'p': theta[2] -= 5.0;
if (theta[2] < -45.0)
theta[2] = -45.0;
break;

case 'k': theta[3] -= 5.0; break;
case 'l': theta[3] += 5.0; break;

case 'h': theta[4] -= 5.0; break;
case 'j': theta[4] += 5.0; break;

case 'n': theta[5] -= 5.0; break;
case 'm': theta[5] += 5.0; break;

case 'v': theta[6] -= 5.0; break;
case 'b': theta[6] += 5.0; break;

case 'e': theta[0] = theta[1] = theta[2] = theta[3] = theta[4] = theta[5] = theta[6] = xpos = ypos = zpos = 0.0;
break;

case 'r': theta[0] = theta[1] = theta[2] = theta[3] = theta[4] = theta[5] = theta[6] = 0.0;
break;

case 'q': exit(0); break;
}
glutPostRedisplay();
}


void processSpecialKeys(int key, int x, int y) {
switch(key) {
case GLUT_KEY_UP:
xpos -= cos(90 * pi/180 + theta[0] * pi/180);
zpos += sin(90 * pi/180 + theta[0] * pi/180);
if (xpos > 5)
xpos = 5;
if (zpos > 5)
zpos = 5;
if (xpos < -5)
xpos = -5;
if (zpos < -5)
zpos = -5;
break;
case GLUT_KEY_DOWN:
xpos += cos(90 * pi/180 + theta[0] * pi/180);
zpos -= sin(90 * pi/180 + theta[0] * pi/180);
if (xpos > 5)
xpos = 5;
if (zpos > 5)
zpos = 5;
if (xpos < -5)
xpos = -5;
if (zpos < -5)
zpos = -5;
break;
case GLUT_KEY_LEFT: theta[0] -= 5.0; break;
case GLUT_KEY_RIGHT: theta[0] += 5.0; break;
case GLUT_KEY_PAGE_UP: ypos += 1.0; break;
case GLUT_KEY_PAGE_DOWN: ypos -= 1.0; break;
}
glutPostRedisplay();
}

void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(100.0, (GLfloat) w / (GLfloat) h, 0.5, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

void init (void) {
GLfloat lightIntensity[] = {0.7f, 0.7f, 0.7f, 1.0f};
GLfloat light_position[] = {2.0f, 6.0f, 3.0f, 0.0f};

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);

glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightIntensity);

glClearColor(0.0, 0.0, 0.0, 0.0);
glColor3f(1.0, 0.0, 0.0);
p = gluNewQuadric();
}

int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutCreateWindow("Robot");
init();
init1();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutSpecialFunc (processSpecialKeys);
glutMainLoop();
return 0;
}


kemudian build code dengan menekan tombol f9... da inilah dia hasilnya...


tombol efek animasi yang di buat berikut ini adalah

  • p = untuk menggerakan kepala naik turun
  • k = memutar tangan kanan searah jarum jam
  • l = memutar tangan kanan berlawanan arah jarum jam
  • h= memutar tangan kiti searah jarum jam
  • j = memutar tangan kiri berlawanan arah jarum jam
  • key down = mundur
  • key up = maju
  • key right = memutar badan ke kanan
  • key left = memutar badan ke kiri
  • m = memutar pergelanga tangan searah jarum jam
  • n = memutar pergelangan tangan berlawanan arah jarum jam
  • v = memutar pergelangan tangan kiri berlawanan arah jarum jam
  • m= memutar pergelangan tangan kiri searah jarum jam
  • z = kepala menengok ke kanan
  • a = kepala menengok ke kiri
  • e = kembali ke posisi tengah

demikian tutorialnya semoga bermanfaat. jangan lupa komen bila berhasil dan juga tidak berhasil. semoga bermanfaat dan selamat mengerjakan tugasnya.. terimaksih..

Daftar Pustaka
  1. https://www.opengl.org/discussion_boards/showthread.php/179964-Opengl-Robot-c




Contoh Projek 3D lainnya.


Baca Juga Projek OpenGL dengan C++ Lainnya  dibawah ini :

 Contoh Projek 2D openGL

Baca juga Animasi 2D untuk projek openGL lainnya dibawah ini

Dasar OpenGL

Baca juga Dasar Dari OpenGL dibawah ini jika kalian ingin menekuninya.


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