week09-0_複習
PShape body = loadShape("body.obj");
PShape head = loadShape("head.obj");
size(400,400,P3D);
translate(200,300);
sphere(10); // 原點的球
scale(10,-10,10); // y 要再上下翻轉過來
shape(body,0,0);
shape(head,0,0);先複習上週,把頭跟身體先做出來
week09-1_gundam_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); // 原點的球
scale(10,-10,10); // y 要再上下翻轉過來
shape(body,0,0);
shape(head,0,0);
}
week09-2_gundam_head_body_push_trt_pop
// week09_2_gundam_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); shape(body,0,0); pushMatrix(); translate(0,22.5); rotateY(radians(mouseX-200)); rotateX(radians(mouseY-170)); translate(0,-22.5); shape(head,0,0); popMatrix();頭可以對x,y軸做旋轉week09_3_gundam_uparm_upuparm_push_trt_pop// week09_3_gundam_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); // 小一點,比較清楚 scale(10,-10,10); shape(upuparm1,0,0); // 上上手臂 pushMatrix(); // translate(); // rotate(); 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 ex: 4.1,-19.9 shape(uparm1,0,0); // 上手臂 popMatrix(); }可以移動hand// 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 rotateX(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,一邊找到數值 // 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(); }上手臂會旋轉week09-4_gundam_uparm_upuparm_hand_push_trt_pop// week09_4_gundam_uparm_upuparm_hand_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(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 ex: 4.1,-19.9 shape(hand1,0,0); popMatrix(); popMatrix(); }可以轉動手臂// week09_4_gundam_uparm_upuparm_hand_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(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 ex: 4.1,-19.9 shape(hand1,0,0); popMatrix(); popMatrix(); }// week09_4_gundam_uparm_upuparm_hand_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); // 剛剛把手移到座標中心的移動量 // 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 ex: 4.1,-19.9 shape(hand1,0,0); popMatrix(); popMatrix(); }做出會做神奇扭曲的旋轉手臂week09-5_gundam_uparm_upuparm_hand_keybord_mouse_angle// week09_5_gundam_uparm_upuparm_hand_keybord_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); // 剛剛把手移到座標中心的移動量 // 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 ex: 4.1,-19.9 shape(hand1,0,0); popMatrix(); popMatrix();}一開始的狀態按下鍵盤建'1'(要英文輸入法)可轉動大手臂按下鍵盤建'2'(要英文輸入法)可轉動小手臂week09-6// week09_6_save_saveStrings_loadStrings size(300,300); rect(10,10,80,80); rect(110,110,80,80); save("file.png");// week09_6_save_saveStrings_loadStrings void setup(){ size(300,300); rect(10,10,80,80); rect(110,110,80,80); save("file.png"); } 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 println(now); // 在小黑印出來 } void keyPressed(){ //if(key == 's') saveStrings("" }移動方塊// 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 }按下英文小寫 's',可存檔多了ArrayList的資料結構,讓下一次的執行,可以沿著剛剛存檔的座標軌跡自動移動
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