size(400,400,P3D); // (3) 要有 P3D 的 OpenGL 3D 功能
PShape gundam = loadShape("Gundam.obj"); // (1)讀入 3D 模型
translate(width/2,height/2); // 放到畫面中心
pushMatrix(); // 備分矩陣
translate(0,100); // (5) 再往下移一點點,比較好看
scale(10,-10,10); // (4) 把模型放大 shape(10) 上下要再倒過來
shape(gundam,0,0); // (2) 畫出 3D 模型
popMatrix(); // 還原矩陣
PShape gundam;
void setup(){
size(400,400,P3D);
gundam = loadShape("Gundam.obj");
}
void draw(){
background(128);
translate(width/2,height/2+100);
pushMatrix();
scale(10,-10,10);
rotateY(radians(frameCount));
shape(gundam,0,0);
popMatrix();
pushMatrix();
translate(100,0,0);
scale(10,-10,10);
shape(gundam,0,0);
popMatrix();
}
PShape gundam;
void setup(){
size(400,400,P3D);
gundam = loadShape("FinalBaseMesh.obj");
}
void draw(){
background(128);
lights();
translate(width/2,height/2+100);
pushMatrix();
scale(10,-10,10);
rotateY(radians(frameCount));
shape(gundam,0,0);
popMatrix();
}
PShape body,head;
void setup(){
size(400,400,P3D);
body = loadShape("body.obj");
head = loadShape("head.obj");
}
void draw(){
background(255);
translate(width/2,height/2+100);
sphere(10);
scale(10,-10,10);
pushMatrix();
translate(0, +22.5);
rotate(radians(x));
//translate(x/10,y/10);
//println(x/10,y/10);
translate(0, -22.5);
shape(head,0,0);
popMatrix();
shape(body,0,0);
}
float x = 0,y = 0;
void mouseDragged(){
x += mouseX - pmouseX;
y -= mouseY - pmouseY;
}
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