- 程式碼:
//week08_1_loadShape_shape
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(); //備份矩陣
translate(0,100); //(5)再往下移一點點
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
- 執行結果:
作業2:改成互動模式的程式風格
- 程式碼
//week08_2_PShape_gundam_setup_draw_push_scale_shape_pop
//改成互動模式的程式風格
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();
}
- 執行結果:
- 程式碼:
//week08_3_another_obj_large
PShape gundam; //要再把 Gundam.obj等檔案拉進來
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();
}
- 執行結果:
- 程式碼:
//week08_4_gundam_body_head
//慢慢把「切割開」的模式,逐一組合起來
//把四個檔案拉進來AO.jpg body.mtl body.obj Diffuse.jpg
PShape body,head;
//頭的兩個檔案 head.obj head.mtl
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); //(3)再掛回原來的地方
rotate(radians(x)); //(2)轉動
//translate(x/10,y/10); //要放在小x,y的座標
//println(x/10,y/10)//印出座標, 等一下要取上面的數
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;
}
- 執行結果:




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