// week09_1_gumdan_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);
scale(10, -10, 10);
shape(body, 0, 0);
shape(head, 0, 0);
}
// week09_2_gumdan_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);
rotateX(radians(mouseX-200));
rotateX(radians(mouseY-60));
translate(0, -22.5);
shape(head, 0, 0);
popMatrix();
}
// week09_3_gumdan_uparm_upuparm_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);
rotateX(radians(mouseY));
translate(4.1, -19.9);
//translate(mouseX/10.0, -mouseY/10.0); // 邊移動 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();
}
// week09_4_gumdan_uparm_upuparm_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);
rotateZ(radians(mouseX));
translate(4.1, -19.9);
shape(uparm1, 0, 0);
pushMatrix();
translate(-4.1, 19.9);
rotateZ(radians(mouseX));
translate(4.1, -19.9);
// translate(mouseX/10.0, -mouseY/10.0); // 邊移動 邊找數值
// println(mouseX/10.0, -mouseY/10.0); // 4.5, -16.9
shape(hand1, 0, 0);
popMatrix();
popMatrix();
}
// week09_5_gumdan_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; // 關節代碼 之後要用 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方向移動 可改變某關節的角度
}
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);
rotateZ(radians(angle[1]));
translate(4.1, -19.9);
shape(uparm1, 0, 0);
pushMatrix();
translate(-4.1, +16.9);
rotateX(radians(angle[2]));
translate(4.1, -16.9);
// translate(mouseX/10.0, -mouseY/10.0); // 邊移動 邊找數值
// println(mouseX/10.0, -mouseY/10.0); // 4.5, -16.9
shape(hand1, 0, 0);
popMatrix();
popMatrix();
}
// 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
}
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
void keyPressed(){
String [] arr = new String[lines.size()]; // 傳統 java 陣列的資料結構
lines.toArray(arr); // 把ArrayList 存成傳統陣列 以便存檔
if(key=='s') saveStrings("lines.txt", arr); // 按下英文小寫s 會存檔
}
// 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
}
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;
void keyPressed(){
String [] arr = new String[lines.size()]; // 傳統 java 陣列的資料結構
lines.toArray(arr); // 把ArrayList 存成傳統陣列 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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