作業1
//week09-1-gundam-head-body //要記得把檔案拉進來 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); //y要上下再反過來 shape(body,0,0); shape(head,0,0); }
作業2//week09-2-gundam-head-body-push-trt-pop //要記得把檔案拉進來 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); //y要上下再反過來 shape(body,0,0); pushMatrix(); translate(0,22.5); rotateY(radians(mouseX-200)); rotateX(radians(mouseY-60)); translate(0,-22.5); shape(head,0,0); popMatrix(); }作業3//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 rotate(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(); }作業4//week09-4-gundam-uparm-upuparm-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); //剛剛把手移動到座標中心的移動量 //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(); }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); //剛剛把手移動到座標中心的移動量 //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(); }作業6//week09-6-save-saveStrings-loadStrings //按 ctrl+k 查看 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"); } 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; //現在座標的字串 lines.add(now);//println(now); // 在小黑印出來 } ArrayList<String> lines =new ArrayList<String>(); //ArrayList 資料結構 String []another; //另一個讀到字串的資料結構(一開始沒有東西) 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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