作業1:會旋轉的3D盒子
//week03_01_P3D_translate_rotateY_radians_box
void setup(){
size(400,400,P3D); //開啟3D模式
}
void draw(){
background(128);
translate(mouseX,mouseY);
rotateY(radians(frameCount)); //對Y旋轉
box(200); //大小200的3D Box盒子
}
作業2:
//week03_02_2D_point_line_rect_ellipse
size(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(255,55,0); //填黃色
ellipse(300,200,50,80); //橢圓x,y,w,h
作業3:
//week03_03_rect_corners
size(400,400);
rect(50,50,100,100);
rect(50,200,100,100,20);
rect(200,50,100,100,10,20,30,40);
作業4:
a:
//week03_4_mousePressed_stroke_line
void 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);
}
}
b:
//week03_4b_mousePressed_stroke_line
void 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);
}
}
作業5:貓抓老鼠
//week03_05_mouse_cat_x_y
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;
}
作業6:
//week03_06_lerp_frameCount
void setup(){
size(400,400);
}
float startX=10, startY=10;
float stopX=390, stopY=390;
void draw(){
ellipse(startX, startY,10,10);
ellipse(stopX, stopY,10,10);
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=60frame
ellipse(midX,midY,10,10);
}
作業7:畫出貝氏曲線
//week03_07_bezier_curve
size(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); //貝氏曲線
作業8:貝氏曲線
a:
//week03_08_bezier_equation
void 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); //貝氏曲線
float t=frameCount /200.0;
float t2=1-t;
float x= x1*t2*t2*t2 +3*x2*t2*t2*t2 +3*x3*t2*t2*t2 +3*x4*t2*t2*t2;
float y= y1*t2*t2*t2 +3*y2*t2*t2*t2 +3*y3*t2*t2*t2 +3*y4*t2*t2*t2;
ellipse(x,y,10,10);
}
b:
//week03_08b_bezier_equation
void 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); //貝氏曲線
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);
}
作業9:
//week03_09_3D_random_random_point
float [] 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); //白色的背景
for(int i=0;i<1000;i++){
point(x[i], y[i]); //現在只有2D的點, 還差z座標
}
}
作業10:
//week03_10_3D_random_random_point_trandlate
float [] 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(-1000,1000);
}
}
void draw(){
background(0); //黑色的背景
stroke(255); //白色的背景
translate(0,0,mouseY);
for(int i=0;i<5000;i++){
point(x[i], y[i],z[i]); //現在是3D的點
}
}
作業11:
//week03_11_3D_sphere_translate_rootateY
void setup(){
size(400,400,P3D);
}
void draw(){
background(128);
translate(mouseX, mouseY);
rotateY(radians(frameCount));
sphere(200);
}
作業12:
//week03_12_3D_sphere_translate_rotateY_lights
void setup(){
size(400,400,P3D);
}
void draw(){
background(128);
lights();
translate(mouseX, mouseY);
rotateY(radians(frameCount));
sphere(200);
}
作業13:
//week03_13_3D_pshMatrix_trandlate_sphere_popMatrix
void setup(){
size(600,400,P3D);
}
void draw(){
background(128);
lights();
pushMatrix();//備份矩陣
translate(300,100); //習慣上,要再往右縮
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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