//week09-1 gundam-head-body
PShape body,head; void setup(){ size(400,400,P3D); body = loadShape("body.obj"); head = loadShape("head.obj"); } void draw(){ translate(200,300); background(204); 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); }
//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(){ translate(200,300); background(204); 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-60)); translate(0,-22.5); shape(head,0,0); popMatrix(); }//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(-4.1,19.9);//再掛回去原本的位置 rotateX(radians(mouseY)); translate(4.1,-19.9); //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(); }//week09-4-gundam-uparm-upuparm-hand1-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. 4.5 -16.9 shape(hand1,0,0); popMatrix(); popMatrix(); }//week09-5-gundam-uparm-upuparm-hand1-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 mousePressed(){ 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. 4.5 -16.9 shape(hand1,0,0); popMatrix(); popMatrix(); }//week09-6-save-saveStrings-loadStrings void setup(){ size(300,300); 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 lines.add(now);//小黑印出來 } ArrayList<String> lines = new ArrayList<String>();//ArrayList 資料結構 String [] another;//另外一個讀到的字串的資料結構(一開始沒有東西) void keyPressed(){ String [] arr = new String[lines.size()];//傳統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 }
沒有留言:
張貼留言