作業0:複習上周的程式,上周最後一個程式作業
作業1:PShape body,head;
void setup(){
size(400,400,P3D);
body =loadShape("body.obj");
head = loadShape("head.obj");
}
void draw(){
translate(200,300);
sphere(10); //球當原點
scale(10,-10.10); //上下反過來
shape(body,0,0);
shape(head,0,0);
}
作業2:讓上週程式變更簡單
//week09_2_guamdan_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); //球當原點
scale(10,-10.10); //上下反過來
shape(body,0,0);
pushMatrix();
translate(0,22,5);
//rotate(radians(mouseX-200));
rotateY(radians(mouseX-200));
//rotateX(radians(mouseY-60));
translate(0,-22,5);
shape(head,0,0);
popMatrix();
}
作業3:改移下讓他變成手臂和上手臂
//week09-3_gumdan_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);
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);
//println(mouseX/10.0,-mouseY/10.0);
shape(uparm1,0,0);
popMatrix();
}
作業4:把手臂掛回去,讓他變成可以自由行動的手臂
//week09-4_gumdan_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);
scale(10,-10,10);
shape(upuparm1,0,0);
pushMatrix();
translate(-4.1,19.9);
rotateZ(radians(mouseX));
translate(4.1,-19.9);
shape(uparm1,0,0);
pushMatrix();
translate(-4.5,16.9);
rotateX(radians(mouseY));
translate(4.5,-16.9);
//translate(mouseX/10.0,-mouseY/10.0); //一邊一移動,一邊印出數值
//println(mouseX/10.0,-mouseY/10.0);//印出適合的數值
shape(hand1,0,0);
popMatrix();
popMatrix();
}
作業5:我們想要讓他結合鍵盤,按下"1"時轉上臂,"2"時轉下面手臂
//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];
int ID=0;
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);
scale(10,-10,10);
shape(upuparm1,0,0);
pushMatrix();
translate(-4.1,19.9);
rotateZ(radians(angle[1]));
translate(4.1,-19.9);
shape(uparm1,0,0);
pushMatrix();
translate(-4.5,16.9);
rotateX(radians(angle[2]));
translate(4.5,-16.9);
//translate(mouseX/10.0,-mouseY/10.0); //一邊一移動,一邊印出數值
//println(mouseX/10.0,-mouseY/10.0);//印出適合的數值
shape(hand1,0,0);
popMatrix();
popMatrix();
}
作業6:
//week09-6_save_saveString_loadStrings
void setup(){
size(300,300);
rect(10,10,80,80);
rect(110,110,80,80);
save("file.png");//把畫面存檔
another=loadStrings("lines.txt");
}
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);//print(now);//小黑印出來
}
ArrayList<String> lines = new ArrayList<String>();//ArrayList資料結構
String [] another;//另外一個讀到字串的資烙結構
void keyPressed(){
String [] arr=new String[lines.size()];//傳統的java陣列資料結構
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s會存檔
}
作業7:
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