2025年5月29日 星期四

12750263_week15

week15_01_multiple_windows


void setup(){

  size(300,200);

  background(255,0,0);

  WindowB child=new WindowB();

}

void draw(){


}

class WindowB extends PApplet{

  public WindowB(){

    super();

    PApplet.runSketch(new String[]{this.getClass().getName()},this);

  }

  public void settings(){

    size(300,200);

  }

  public void setup(){

    //size(300,200);

    background(0,255,0);

  }

  public void draw(){

  }

week15_02_multiple_window_PGraphics

PGraphics pg;

void setup(){

  size(400,400,P3D);

  pg=createGraphics(200,200,P3D);

}

void draw(){

  background(255,0,0);

  pg.beginDraw();

  pg.background(0,255,0);

  pg.translate(100,100);

  pg.rotateY(radians(frameCount));

  pg.box(100);

  pg.endDraw();

  

  image(pg,0,0);

}

week15_03_multiple_windows_pg1_pg2_pg3_pg4

PGraphics pg,pg2,pg3,pg4;

void setup(){

  size(400,400,P3D);

  pg=createGraphics(200,200,P3D);

  pg2=createGraphics(200,200,P3D);

  pg3=createGraphics(200,200,P3D);

  pg4=createGraphics(200,200,P3D);

}

void draw(){

  background(255,0,0);

  pg.beginDraw();

  pg.background(0,255,0);

  pg.translate(100,100);

  pg.rotateY(radians(frameCount));

  pg.box(100);

  pg.endDraw();

  

  pg2.beginDraw();

  pg2.background(255,255,0);

  pg2.translate(100,100);

  pg2.rotateY(radians(frameCount));

  pg2.box(100);

  pg2.endDraw();

  

  pg3.beginDraw();

  pg3.background(255,0,0);

  pg3.translate(100,100);

  pg3.rotateY(radians(frameCount));

  pg3.box(100);

  pg3.endDraw();

  

  pg4.beginDraw();

  pg4.background(255,0,255);

  pg4.translate(100,100);

  pg4.rotateY(radians(frameCount));

  pg4.box(100);

  pg4.endDraw();

  

  image(pg,0,0);

  image(pg2,200,0);

  image(pg3,0,200);

  image(pg4,200,200);

}

week15_04_Arcball_rotation_PGraphics_pg

PGraphics pg,pg2,pg3,pg4;

Arcball arcball;

void setup(){

  size(400,400,P3D);

  arcball=new Arcball(this,200);

  pg=createGraphics(200,200,P3D);

  pg2=createGraphics(200,200,P3D);

  pg3=createGraphics(200,200,P3D);

  pg4=createGraphics(200,200,P3D);

}

void mousePressed(){

  arcball.mousePressed();

}

void mouseDragged(){

  arcball.mouseDragged();

}

void draw(){

  background(255,0,0);

  arcball.run();

  pg.beginDraw();

  pg.background(0,255,0);

  arcball.run();

  //pg.translate(100,100);

  //pg.rotateY(radians(frameCount));

  pg.box(100);

  pg.endDraw();

  

  pg2.beginDraw();

  pg2.background(255,255,0);

  pg2.translate(100,100);

  pg2.rotateY(radians(frameCount));

  pg2.box(100);

  pg2.endDraw();

  

  pg3.beginDraw();

  pg3.background(255,0,0);

  pg3.translate(100,100);

  pg3.rotateY(radians(frameCount));

  pg3.box(100);

  pg3.endDraw();

  

  pg4.beginDraw();

  pg4.background(255,0,255);

  pg4.translate(100,100);

  pg4.rotateY(radians(frameCount));

  pg4.box(100);

  pg4.endDraw();

  

  image(pg,0,0);

  image(pg2,200,0);

  image(pg3,0,200);

  image(pg4,200,200);

}

week15_5_postman_mouseDragged_head_angleX_0_atan2

//修改自 week11_3_postman_again

// 重新來一次, 讓程式的架構變更清楚

PImage postman, head, body, uparm1, hand1, uparm2, hand2, foot1, foot2;

void setup(){ // 把上面的圖, 都拉近新專案裡

  size(560, 560);

  postman = loadImage("postman.png");

  head = loadImage("head.png");

  body = loadImage("body.png");

  uparm1 = loadImage("uparm1.png");

  uparm2 = loadImage("uparm2.png");

  hand1 = loadImage("hand1.png");

  hand2 = loadImage("hand2.png");

  foot1 = loadImage("foot1.png"); // 增加腳 旋轉中心 220,375

  foot2 = loadImage("foot2.png"); // 增加腳 旋轉中心 260,372

}

float [] angleX = new float[10]; // 在 3D 的世界裡, 我們的旋轉

float [] angleY = new float[10];

int ID = 0; // 一開始是頭的關節

ArrayList<String> lines = new ArrayList<String>();

void keyPressed(){

  if(key=='s'){ // 現在動作的所有關節,都存起來

    String now = ""; // 空字串

    for(int i=0; i<10; i++){

      now += angleX[i] + " "; // 後面有空格

      now += angleY[i] + " "; // 後面有空格

    }

    lines.add(now); // 把現在的動作的這行, 加到 lines 裡

    String [] arr = new String[lines.size()];

    lines.toArray(arr);

    saveStrings("angles.txt", arr);

    println("現在存檔:" + now);

  }

  if(key=='r'){

    String [] file = loadStrings("angles.txt");

    if(file != null){

      for(int i=0; i<file.length; i++){

        lines.add(file[i]);

        println("現在讀檔:" + file[i]);

      }

    }

  }

  if(key=='p') playing = !playing; // 播動畫 <=> 不播動畫

  

  if(key=='1') ID = 1; // 左邊臂

  if(key=='2') ID = 2; // 左邊手

  if(key=='3') ID = 3; // 右邊臂

  if(key=='4') ID = 4; // 右邊手

  if(key=='5') ID = 5; // 左邊腳

  if(key=='6') ID = 6; // 右邊腳

  if(key=='0') ID = 0; // 頭

}

boolean playing = false; // 一開始,不播放動畫, 按下 'p'可切換

void mouseDragged(){

  float dx=mouseX-236,dy=mouseY-231;

  angleX[0]=degrees(atan2(dy,dx))+90;

  //angleX[ID] += mouseX - pmouseX;

  //angleY[ID] += mouseY - pmouseY; // 多了這一行

}

int R = 0;

void myInterpolate(){ // 請不要剪貼, 老師重寫

  if(lines.size()>=2){ // 要有2行以上, 才能做內插

    float alpha = (frameCount%30)/30.0; // 介於 0.0~1.0中間的值

    if(alpha==0.0) R = (R+1)%lines.size(); // 如果變到0.0就換下一組

    int R2 = (R+1)%lines.size();

    float [] oldAngle = float(split( lines.get( R ), ' '));

    float [] newAngle = float(split( lines.get( R2 ), ' '));

    for(int i=0; i<10; i++){

      angleX[i] = oldAngle[i*2+0]*(1-alpha) + newAngle[i*2+0]*alpha;

      angleY[i] = oldAngle[i*2+1]*(1-alpha) + newAngle[i*2+1]*alpha;

    }

  }

}

void draw(){

  background(#FFFFF2);

  if(playing) myInterpolate();

  image(body, 0, 0); // 先畫身體

  

  pushMatrix();

    translate(+236, +231); // 再放回去正確的位置

    rotate(radians(angleX[0]));

    translate(-236, -231); // 把頭的旋轉中心, 放到(0,0)

    image(head, 0, 0); // 再畫頭

  popMatrix();


  pushMatrix(); // 腳 foot1

    translate(220, 375);

    rotate(radians(angleX[5]));

    translate(-220, -375);

    image(foot1, 0, 0);

  popMatrix();


  pushMatrix(); // 腳 foot2

    translate(260, 372);

    rotate(radians(angleX[6]));

    translate(-260, -372);

    image(foot2, 0, 0);

  popMatrix();

  

  pushMatrix(); // 要畫左邊的上手臂、手肘

    translate(+185, +261);

    rotate(radians(angleX[1]));

    translate(-185, -261);

    image(uparm1, 0, 0); // 上手臂

    pushMatrix();

      translate(+116, +265);

      rotate(radians(angleX[2]));

      translate(-116, -265);

      image(hand1, 0, 0); // 手肘

    popMatrix();

  popMatrix();  

  

  pushMatrix(); // 要畫右邊的上手臂、手肘

    translate(290, 262);

    rotate(radians(angleX[3]));

    translate(-290, -262);

    image(uparm2, 0, 0);

    pushMatrix();

      translate(357, 259);

      rotate(radians(angleX[4]));

      translate(-357, -259);

      image(hand2, 0, 0);

    popMatrix();

  popMatrix();

}

week15_6_postman_mouseDragged_posX_posY_ID_angleX_ID_atan2

//week15_5_postman_mouseDragged_head_angleX_0_atan2

//修改自 week11_3_postman_again

// 重新來一次, 讓程式的架構變更清楚

PImage postman, head, body, uparm1, hand1, uparm2, hand2, foot1, foot2;

void setup(){ // 把上面的圖, 都拉近新專案裡

  size(560, 560);

  postman = loadImage("postman.png");

  head = loadImage("head.png");

  body = loadImage("body.png");

  uparm1 = loadImage("uparm1.png");

  uparm2 = loadImage("uparm2.png");

  hand1 = loadImage("hand1.png");

  hand2 = loadImage("hand2.png");

  foot1 = loadImage("foot1.png"); // 增加腳 旋轉中心 220,375

  foot2 = loadImage("foot2.png"); // 增加腳 旋轉中心 260,372

}

float [] angleX = new float[10]; // 在 3D 的世界裡, 我們的旋轉

float [] angleY = new float[10];

int ID = 0; // 一開始是頭的關節

ArrayList<String> lines = new ArrayList<String>();

void keyPressed(){

  if(key=='s'){ // 現在動作的所有關節,都存起來

    String now = ""; // 空字串

    for(int i=0; i<10; i++){

      now += angleX[i] + " "; // 後面有空格

      now += angleY[i] + " "; // 後面有空格

    }

    lines.add(now); // 把現在的動作的這行, 加到 lines 裡

    String [] arr = new String[lines.size()];

    lines.toArray(arr);

    saveStrings("angles.txt", arr);

    println("現在存檔:" + now);

  }

  if(key=='r'){

    String [] file = loadStrings("angles.txt");

    if(file != null){

      for(int i=0; i<file.length; i++){

        lines.add(file[i]);

        println("現在讀檔:" + file[i]);

      }

    }

  }

  if(key=='p') playing = !playing; // 播動畫 <=> 不播動畫

  

  if(key=='1') ID = 1; // 左邊臂

  if(key=='2') ID = 2; // 左邊手

  if(key=='3') ID = 3; // 右邊臂

  if(key=='4') ID = 4; // 右邊手

  if(key=='5') ID = 5; // 左邊腳

  if(key=='6') ID = 6; // 右邊腳

  if(key=='0') ID = 0; // 頭

}

boolean playing = false; // 一開始,不播放動畫, 按下 'p'可切換

float[]posX={+236,+185,+116,290,357,220,260};

float[]posY={+231,+261,+265,262,259,375,372};

float[]posAngle={90,180,180,0,0,-90,0};

void mouseDragged(){

  float dx=mouseX-posX[ID],dy=mouseY-posY[ID];

  angleX[ID]=degrees(atan2(dy,dx))+posAngle[ID];

  //angleX[ID] += mouseX - pmouseX;

  //angleY[ID] += mouseY - pmouseY; // 多了這一行

}

int R = 0;

void myInterpolate(){ // 請不要剪貼, 老師重寫

  if(lines.size()>=2){ // 要有2行以上, 才能做內插

    float alpha = (frameCount%30)/30.0; // 介於 0.0~1.0中間的值

    if(alpha==0.0) R = (R+1)%lines.size(); // 如果變到0.0就換下一組

    int R2 = (R+1)%lines.size();

    float [] oldAngle = float(split( lines.get( R ), ' '));

    float [] newAngle = float(split( lines.get( R2 ), ' '));

    for(int i=0; i<10; i++){

      angleX[i] = oldAngle[i*2+0]*(1-alpha) + newAngle[i*2+0]*alpha;

      angleY[i] = oldAngle[i*2+1]*(1-alpha) + newAngle[i*2+1]*alpha;

    }

  }

}

void draw(){

  background(#FFFFF2);

  if(playing) myInterpolate();

  image(body, 0, 0); // 先畫身體

  

  pushMatrix();

    translate(+236, +231); // 再放回去正確的位置

    rotate(radians(angleX[0]));

    translate(-236, -231); // 把頭的旋轉中心, 放到(0,0)

    image(head, 0, 0); // 再畫頭

  popMatrix();


  pushMatrix(); // 腳 foot1

    translate(220, 375);

    rotate(radians(angleX[5]));

    translate(-220, -375);

    image(foot1, 0, 0);

  popMatrix();


  pushMatrix(); // 腳 foot2

    translate(260, 372);

    rotate(radians(angleX[6]));

    translate(-260, -372);

    image(foot2, 0, 0);

  popMatrix();

  

  pushMatrix(); // 要畫左邊的上手臂、手肘

    translate(+185, +261);

    rotate(radians(angleX[1]));

    translate(-185, -261);

    image(uparm1, 0, 0); // 上手臂

    pushMatrix();

      translate(+116, +265);

      rotate(radians(angleX[2]));

      translate(-116, -265);

      image(hand1, 0, 0); // 手肘

    popMatrix();

  popMatrix();  

  

  pushMatrix(); // 要畫右邊的上手臂、手肘

    translate(290, 262);

    rotate(radians(angleX[3]));

    translate(-290, -262);

    image(uparm2, 0, 0);

    pushMatrix();

      translate(357, 259);

      rotate(radians(angleX[4]));

      translate(-357, -259);

      image(hand2, 0, 0);

    popMatrix();

  popMatrix();

}

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