week09
// 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);
}
// week09-2_gundam_head_body_push_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();
}
// 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(uparm1, 0, 0);// 上上手臂
pushMatrix();
translate(-4.1, 19.9);// 再掛回原本的位置
rotateX(radians(mouseY));
translate(4.1, -19.9);// 再掛回原本的位置
// 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(upuparm1, 0, 0);// 上手臂
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);// 把剛剛手移到做邊中心的移動量
//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);// 上手臂
popMatrix();
popMatrix();
}
// week09-5_gundam_uparm_upuparm_hand_ketboard_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]來改變數值
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);// 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);// 把剛剛手移到做邊中心的移動量
shape(hand1, 0, 0);// 上手臂
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,可以把某個畫面 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); // println(now);// 在小黑印出來
}
ArrayList<String> lines = new ArrayList<String>();// ArrayList 資料結構
String[] another;// 另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
}
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