課堂作業1
//week09_1_gundam_head_body PShape body,head; void setup(){ size(400,400,P3D); body = loadShape("body.obj"); head = loadShape("head.obj"); } void draw(){ background(204); translate(200,300); sphere(10); //原點的球 scale(10,-10,10); shape(body,0,0); shape(head,0,0); }
課堂作業2
//week09_2_gundam_head_body_push_trt_pop PShape body,head; void setup(){ size(400,400,P3D); body = loadShape("body.obj"); head = loadShape("head.obj"); } void draw(){ background(204); translate(200,300); sphere(10); //原點的球 scale(10,-10,10); shape(body,0,0); pushMatrix(); translate(0,22.5); rotateY(radians(mouseX-200)); translate(0,-22.5); shape(head,0,0); popMatrix(); }
//week09_3_gundam_uparm_upuparm_push_trt_pop PShape uparm1, upuparm1; void setup(){ size(400,400,P3D); uparm1 = loadShape("uparm1.obj"); upuparm1 = loadShape("upuparm1.obj"); } void draw(){ background(204); translate(200,300); sphere(3); //小一點,比較清楚 scale(10,-10,10); shape(upuparm1,0,0); //上上手臂 pushMatrix(); translate(-4.1,19.9); //再掛回去原本的位置 rotateX(radians(mouseY)); translate(4.1,-19.9); // 把物體的旋轉中心,放到座標中心 //translate(mouseX/10.0, -mouseY/10.0); //一邊移動、一邊找數值 //println(mouseX/10.0, -mouseY/10.0); //印出適合的數值 ex. 4.1, 19.9 shape(uparm1,0,0); //上手臂 popMatrix(); }
課堂作業4
//week09_4_gundam_uparm_upuparm_hand_push_trt_pop PShape uparm1, upuparm1,hand1; void setup(){ size(400,400,P3D); uparm1 = loadShape("uparm1.obj"); upuparm1 = loadShape("upuparm1.obj"); hand1 = loadShape("hand1.obj"); } void draw(){ background(204); translate(200,300); sphere(3); //小一點,比較清楚 scale(10,-10,10); shape(upuparm1,0,0); //上上手臂 pushMatrix(); translate(-4.1,19.9); //再掛回去原本的位置 rotateZ(radians(mouseX)); translate(4.1,-19.9); // 把物體的旋轉中心,放到座標中心 shape(uparm1,0,0); //上手臂 pushMatrix(); translate(-4.5, 16.9); rotateX(radians(mouseY)); translate(4.5, -16.9); //translate(mouseX/10.0, -mouseY/10.0); //一邊移動、一邊找數值 //println(mouseX/10.0, -mouseY/10.0); //印出適合的數值 ex. 4.5, -16.9 shape(hand1,0,0); popMatrix(); popMatrix(); }
課堂作業5//week09_5_gundam_uparm_upuparm_hand_keyboard_mouse_angle PShape uparm1, upuparm1,hand1; void setup(){ size(400,400,P3D); uparm1 = loadShape("uparm1.obj"); upuparm1 = loadShape("upuparm1.obj"); hand1 = loadShape("hand1.obj"); } float [] angle = new float[20]; //準備20個關節 int ID = 0; //關節的代碼 之後會用 angle[ID] 來改變值 void keyPressed(){ if(key=='1') ID = 1; if(key=='2') ID = 2; } void mouseDragged(){ angle[ID] += mouseX - pmouseX; //X方向的移動,可改變某個關節的角度 } void draw(){ background(204); translate(200,300); sphere(3); //小一點,比較清楚 scale(10,-10,10); shape(upuparm1,0,0); //上上手臂 pushMatrix(); translate(-4.1,19.9); //再掛回去原本的位置 rotateZ(radians(angle[1])); translate(4.1,-19.9); // 把物體的旋轉中心,放到座標中心 shape(uparm1,0,0); //上手臂 pushMatrix(); translate(-4.5, 16.9); rotateX(radians(angle[2])); translate(4.5, -16.9); //translate(mouseX/10.0, -mouseY/10.0); //一邊移動、一邊找數值 //println(mouseX/10.0, -mouseY/10.0); //印出適合的數值 ex. 4.5, -16.9 shape(hand1,0,0); popMatrix(); popMatrix(); }
課堂作業6//week09_6_save_saveStrings_loadStrings void setup(){ size(300,300); rect(10, 10, 80, 80); rect(110, 110, 80, 80); save("file.png"); //這個範例,可把某個畫面 save()存檔 another = loadStrings("lines.txt"); //如果順利讀到,就有陣列了 } int x = 10, y = 10, ID = 0; void draw(){ background(204); if(another != null){ int [] now = int(split(another[ID], ' ')); rect(now[0], now[1], 80, 80); ID = (ID+1) % another.length; } rect(x, y, 80, 80); } void mouseDragged(){ x += mouseX - pmouseX; y += mouseY - pmouseY; String now = x + " " + y; //現在的座標字串 lines.add(now); //println(now); //在小黑印出來 } ArrayList<String> lines = new ArrayList<String>(); // ArrayList 資料結構 String [] another; //另外一個讀到的字串資料結構 void keyPressed(){ String [] arr = new String[lines.size()]; //傳統的 Java 陣列的資料結構 lines.toArray(arr); //把ArrayList轉換成傳統的 陣列,以便存檔 if(key=='s') saveStrings("lines.txt", arr); //按下英文小寫 s 會存檔 }
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