2025-04-17 Week09
1. 複習: 繼續建出 Gundam 的關節結構
2. 主題: 鍵盤滑鼠切換關節、調整角度
3. 主題: 讀檔、寫檔
查看期中成績
1. 複習: 繼續建出 Gundam 的關節結構
2. 主題: 鍵盤滑鼠切換關節、調整角度
3. 主題: 讀檔、寫檔
查看期中成績
課堂練習1
先小小複習一下上禮拜教的
//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要上下再反過來
shape(body,0,0);
shape(head,0,0);
}
課堂練習2
加上TRT
//week09_2_gundam_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); //y要上下再反過來
shape(body,0,0);
pushMatrix();
translate(0,22.5);
rotateY(radians(mouseX-200));
rotateX(radians(mouseY-60));
translate(0,-22.5);
shape(head,0,0);
popMatrix();
}
課堂練習3
複習完上週進度 接下來我們延續上周教的 現在繼續尋找下一個關節
//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(-4.1,20); //再掛回去原來的位置
rotateX(radians(mouseY));
translate(4.1,-20); //把物體的旋轉中心放到座標中心
//先用下面兩行找適合的數值
//translate(mouseX/10.0,-mouseY/10.0); //一邊移動一邊找適合的數值
//println(mouseX/10.0,-mouseY/10.0); //印出適合的數值 4.1,-19.9
shape(uparm1,0,0); //上手臂
popMatrix();
}
課堂練習4
剛剛做好了上手臂跟上上手臂 現在再加上一個手
//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(-4.1,20); //再掛回去原來的位置
rotateZ(radians(mouseX));
translate(4.1,-20); //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);
//translate(mouseX/10.0,-mouseY/10.0); //一邊移動一邊找適合的數值
//println(mouseX/10.0,-mouseY/10.0); //印出適合的數值 4.5,-16.9
shape(hand1,0,0);
popMatrix();
popMatrix();
}
課堂練習5
現在來用鍵盤加滑鼠控制關節
//week09_5_gundam_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(-4.1,20); //再掛回去原來的位置
rotateZ(radians(angle[1]));
translate(4.1,-20); //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);
//translate(mouseX/10.0,-mouseY/10.0); //一邊移動一邊找適合的數值
//println(mouseX/10.0,-mouseY/10.0); //印出適合的數值 4.5,-16.96
shape(hand1,0,0);
popMatrix();
popMatrix();
}
課堂練習6
讀檔(綠色螢光筆) 跟 存檔(黃色螢光筆)
//week09_6_save_saveStrings_loadStrings
void setup(){
size(300,300);
rect(10,10,80,80);
rect(110,110,80,80);
save("file.png"); //這個範例可以把某個畫面save
another=loadStrings("lines.txt"); //如果順利讀到 就有陣列了
}
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








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