week03-1
void setup(){
size(400,400,P3D);//開啟3D模式
} void draw(){ background(128);//灰色背景 translate(mouseX,mouseY); rotateY(radians(frameCount));//對Y旋轉 box(200);//大小200的3D Box 盒子 }
week03-2size(400,400); //2D座標系統 stroke(255,0,0);//筆觸是紅色 strokeWeight(8);//筆觸的權重大小 point(200,200);//預設的點 只有1pixel line(200,0,400,100);//畫線 rect(50,50,100,100);//四邊形 x,y,w,h fill(255,255,0);//填黃色 ellipse(300,200,50,80);//橢圓 x,y,w,hweek03-3size(400,400); rect(50,50,100,100); rect(50,200,100,100,20); rect(200,50,100,100,10,20,30,40);week03-4void setup(){ size(500,500); } void draw(){ //background(255); fill(255,0,0); //紅色 rect(0,0,50,50); fill(255,255,0);//黃色 rect(0,50,50,50); fill(0,255,0);//綠色 rect(0,100,50,50); fill(0,0,255);//藍色 rect(0,150,50,50); if(mousePressed)line(mouseX,mouseY,pmouseX,pmouseY); } void mousePressed(){ if(mouseX<50){ if(mouseY<50) stroke(255,0,0); else if(mouseY<100) stroke(255,255,0); else if(mouseY<150) stroke(0,255,0); else if(mouseY<200) stroke(0,0,255); } }week03-4bweek03-5void setup(){ size(500,500); } void draw(){ //background(255); stroke(0); fill(255,0,0); //紅色 rect(0,0,50,50); fill(255,255,0);//黃色 rect(0,50,50,50); fill(0,255,0);//綠色 rect(0,100,50,50); fill(0,0,255);//藍色 rect(0,150,50,50); stroke(myStroke); if(mousePressed)line(mouseX,mouseY,pmouseX,pmouseY); } color myStroke; void mousePressed(){ if(mouseX<50){ if(mouseY<50) myStroke=color(255,0,0); else if(mouseY<100) myStroke=color(255,255,0); else if(mouseY<150) myStroke=color(0,255,0); else if(mouseY<200) myStroke=color(0,0,255); } }void setup(){ size(400,400); } float x,y; //貓的座標 void draw(){ background(255); ellipse(x,y,40,40); ellipse(mouseX,mouseY,40,20); x=(x*14+mouseX)/15; y=(y*14+mouseY)/15; }//新的座標 舊的座標*14 目標*1week03-6void setup(){ size(400,400); } float startX=10,startY=10; float stopX=390,stopY=390; void draw(){ //background(255); ellipse(startX,startY,10,10); ellipse(stopX,stopY,10,10); //lerp()可以做內插 要給他 0.0~1.0之間的數 float midX=lerp(startX,stopX,frameCount /200.0); float midY=lerp(startY,stopY,frameCount /200.0); //frameCount 是「第幾個frame」1小時=60分 1分=60秒 1秒=60 frame ellipse(midX,midY,10,10); }week03-7size(400,400); int x1=340,x2=40,x3=360,x4=60; int y1=80,y2=40,y3=360,y4=320; line(x1,y1,x2,y2); line(x3,y3,x4,y4); bezier(x1,y1,x2,y2,x3,y3,x4,y4); //貝式曲線week03-8void setup(){ size(400,400); } int x1=340,x2=40,x3=360,x4=60; int y1=80,y2=40,y3=360,y4=320; void draw(){ background(255); line(x1,y1,x2,y2); line(x3,y3,x4,y4); bezier(x1,y1,x2,y2,x3,y3,x4,y4); //貝式曲線 float t=frameCount/200.0 %1; float t2=1-t; float x=x1*t2*t2*t2+3*x2*t*t2*t2+3*x3*t*t*t2+x4*t*t*t; float y=y1*t2*t2*t2+3*y2*t*t2*t2+3*y3*t*t*t2+y4*t*t*t; ellipse(x,y,10,10); }week03-8bvoid setup(){ size(400,400); } int x1=120,x2=320,x3=320,x4=120; int y1=80,y2=20,y3=300,y4=300; void draw(){ background(255); line(x1,y1,x2,y2); line(x3,y3,x4,y4); bezier(x1,y1,x2,y2,x3,y3,x4,y4); //貝式曲線 float t=frameCount/200.0 %1; float t2=1-t; float x=x1*t2*t2*t2+3*x2*t*t2*t2+3*x3*t*t*t2+x4*t*t*t; float y=y1*t2*t2*t2+3*y2*t*t2*t2+3*y3*t*t*t2+y4*t*t*t; ellipse(x,y,10,10); }week03-9float [] x=new float[1000]; float [] y=new float[1000]; void setup(){ size(400,400,P3D); for(int i=0;i<1000;i++){ x[i]=random(400); y[i]=random(400); } } void draw() { background(0);//黑色的背景 stroke(255);//白色的線條 for(int i=0;i<1000;i++){ point(x[i],y[i]); //現在只有 2D 的點 還差 z 座標 } }week03-10float [] x=new float[5000]; float [] y=new float[5000]; float [] z=new float[5000]; void setup(){ size(400,400,P3D); for(int i=0;i<5000;i++){ x[i]=random(400); y[i]=random(400); z[i]=random(-400,400); } } void draw() { background(0);//黑色的背景 stroke(255);//白色的線條 translate(0,0,mouseY); for(int i=0;i<5000;i++){ point(x[i],y[i],z[i]); //現在是3D 的點 } }week03-11void setup() { size(400,400,P3D); } void draw() { background(128); translate(mouseX,mouseY); rotateY(radians(frameCount)); sphere(200); }week03-12void setup() { size(400,400,P3D); } void draw() { background(128); lights();//加上打光 translate(mouseX,mouseY); rotateY(radians(frameCount)); sphere(200); }week03-13void setup() { size(600,400,P3D); } void draw() { background(128); lights(); pushMatrix();//備份矩陣 translate(300,100);//習慣上 要往右再縮 sphere(100); popMatrix();//還原矩陣 //要備份矩陣 還原矩陣 就不會出錯 pushMatrix(); translate(100,100); sphere(100); popMatrix(); }
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