複習(gundam body,head)
PShape body = loadShape("body.obj");PShape head = loadShape("head.obj");size(400,400,P3D);translate(200,300);sphere(10);scale(10,-10,10);//y要上下再反過來shape(body,0,0);shape(head,0,0);
//week09-1 gumdam head bodyPShape 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); scale(10,-10,10);//y要上下再反過來 shape(body,0,0); shape(head,0,0); }//week09-2-gumdam-head-body-push-trt-popPShape 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(mouseX-60));translate(0,-22.5);shape(head,0,0);popMatrix();}
//week09-3-gumdam-uparm-upuparm 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);//原點的球(to be smaller) scale(10,-10,10);//y要上下再反過來 shape(upuparm1,0,0);//上上手臂 pushMatrix(); translate(-4.1,19.9); rotateX(radians(mouseY)); translate(4.1,-19.9); //translate(mouseX/10.0,-mouseY/10.0);//一邊移動,一邊找到數值 //println(mouseX/10.0,-mouseY/10.0);//印出適合的數值,(小黑) shape(uparm1,0,0);//上手臂 popMatrix(); }
//week09-4-gumdam-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);//原點的球(to be smaller) scale(10,-10,10);//y要上下再反過來 shape(upuparm1,0,0);//上上手臂 pushMatrix(); translate(-4.1,19.9); //rotateX(radians(mouseY)); translate(4.1,-19.9); //translate(mouseX/10.0,-mouseY/10.0);//一邊移動,一邊找到數值 //println(mouseX/10.0,-mouseY/10.0);//印出適合的數值,(小黑) shape(uparm1,0,0);//上手臂 pushMatrix(); translate(mouseX/10.0,-mouseY/10.0);//一邊移動,一邊找到數值 println(mouseX/10.0,-mouseY/10.0);//印出適合的數值,(小黑) shape(hand1,0,0);//上手臂 popMatrix(); popMatrix(); }//week09-4-gumdam-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);//原點的球(to be smaller) scale(10,-10,10);//y要上下再反過來 shape(upuparm1,0,0);//上上手臂 pushMatrix(); translate(-4.1,19.9); rotateZ(radians(mouseX)); translate(4.1,-19.9); //translate(mouseX/10.0,-mouseY/10.0);//一邊移動,一邊找到數值 //println(mouseX/10.0,-mouseY/10.0);//印出適合的數值,(小黑) 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,一邊找到數值 //println(mouseX/10.0,-mouseY/10.0);//印出適合的數值,(小黑) shape(hand1,0,0);//上手臂 popMatrix(); popMatrix(); }用鍵盤控制不同關節
//week09_5_gumdam_uparm_upuparm_hand_keyboard_mouse_angle_rot 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; } void draw(){ background(204); translate(200,300); sphere(3);//原點的球(to be smaller) scale(10,-10,10);//y要上下再反過來 shape(upuparm1,0,0);//上上手臂 pushMatrix(); translate(-4.1,19.9); rotateZ(radians(angle[1])); translate(4.1,-19.9); //translate(mouseX/10.0,-mouseY/10.0);//一邊移動,一邊找到數值 //println(mouseX/10.0,-mouseY/10.0);//印出適合的數值,(小黑) 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,一邊找到數值 //println(mouseX/10.0,-mouseY/10.0);//印出適合的數值,(小黑) shape(hand1,0,0);//上手臂 popMatrix(); popMatrix(); }存檔(txt檔為點移動的資料)
//week09-6-save-saveStrings-loadStrings void setup(){ size(300,300); rect(10,10,80,80); rect(110,110,80,80); save("file.png");//this example can save a 畫面 } int x = 10,y = 10; void draw(){ background(204); 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);//印出來 } ArrayList<String> lines = new ArrayList<String>(); void keyPressed(){ String[] arr = new String[lines.size()];//java陣列結構 lines.toArray(arr);//arraylist轉換成傳統陣列以便存檔 if(key=='s') saveStrings("lines.txt",arr);//pressed s,save }//week09-6-save-saveStrings-loadStrings void setup(){ size(300,300); rect(10,10,80,80); rect(110,110,80,80); save("file.png");//this example can save a 畫面 another = loadStrings("lines.txt");//如果順利讀到,就有陣列,沒讀到就回傳null值 } 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);//印出來 } ArrayList<String> lines = new ArrayList<String>(); 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()];//java陣列結構 lines.toArray(arr);//arraylist轉換成傳統陣列以便存檔 if(key=='s') saveStrings("lines.txt",arr);//pressed s,save }









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