//week15_01_multiple_windows
void setup(){ size(200,200);//小的第1個視窗 background(255,0,0); WindowB child=new WindowB();//請windowB發威 } void draw(){//空白的,要放 } //以下會獨立執行 class WindowB extends PApplet{ public WindowB(){//[建構子]constructor super();//呼叫上一層建構子 PApplet.runSketch(new String[]{this.getClass().getName()}, this); } public void settings(){ size(300,200); } public void setup(){ background(0,255,0); } public void draw(){//空白的 } }
//week15_02_multiple_windows_PGraphics PGraphics pg;//在外面宣告,不同人都可以用 void setup(){ size(400,400,P3D);//主要的視窗 pg=createGraphics(200,200,P3D);//有一個小的 } void draw(){ background(255,0,0);//紅色的背景 pg.beginDraw(); pg.background(0,255,0);//綠色小背景 pg.translate(100,100); pg.rotateY(radians(frameCount)); pg.box(100); pg.endDraw(); image(pg,0,0); }//week15_02_multiple_windows_PGraphics PGraphics pg,pg2,pg3,pg4;//在外面宣告,不同人都可以用 void setup(){ size(400,400,P3D);//主要的視窗 pg=createGraphics(200,200,P3D);//有一個小的 pg2=createGraphics(200,200,P3D); pg3=createGraphics(200,200,P3D); pg4=createGraphics(200,200,P3D); } void draw(){ background(255,0,0);//紅色的背景 pg.beginDraw(); pg.background(0,255,0);//綠色小背景 pg.translate(100,100); pg.rotateY(radians(frameCount)); pg.box(100); pg.endDraw(); pg2.beginDraw(); pg2.background(255,255,0);//綠色小背景 pg2.translate(100,100); pg2.rotateY(radians(frameCount)); pg2.box(100); pg2.endDraw(); pg3.beginDraw(); pg3.background(255,0,0);//綠色小背景 pg3.translate(100,100); pg3.rotateY(radians(frameCount)); pg3.box(100); pg3.endDraw(); pg4.beginDraw(); pg4.background(255,0,255);//紫色小背景 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 //修改至week15_03_multiple_windows_PGraphics PGraphics pg,pg2,pg3,pg4;//在外面宣告,不同人都可以用 Arcball arcball; void setup(){ size(400,400,P3D);//主要的視窗 arcball=new Arcball(this,200); pg=createGraphics(200,200,P3D);//有一個小的 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);//紅色的背景 pg.beginDraw(); pg.background(0,255,0);//綠色小背景 arcball.run(); //pg.translate(100,100); //pg.rotateY(radians(frameCount)); pg.box(100); pg.endDraw(); pg2.beginDraw(); pg2.background(255,255,0);//綠色小背景 pg2.translate(100,100); pg2.rotateY(radians(frameCount)); pg2.box(100); pg2.endDraw(); pg3.beginDraw(); pg3.background(255,0,0);//綠色小背景 pg3.translate(100,100); pg3.rotateY(radians(frameCount)); pg3.box(100); pg3.endDraw(); pg4.beginDraw(); pg4.background(255,0,255);//紫色小背景 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); } arcball:// Ariel and V3ga's arcball class with a couple tiny mods by Robert Hodgin class Arcball { PApplet parent; float center_x, center_y, radius; Vec3 v_down, v_drag; Quat q_now, q_down, q_drag; Vec3[] axisSet; int axis; float mxv, myv; float x, y; Arcball(PApplet parent, float radius){ this.parent = parent; this.radius = radius; v_down = new Vec3(); v_drag = new Vec3(); q_now = new Quat(); q_down = new Quat(); q_drag = new Quat(); axisSet = new Vec3[] {new Vec3(1.0f, 0.0f, 0.0f), new Vec3(0.0f, 1.0f, 0.0f), new Vec3(0.0f, 0.0f, 1.0f)}; axis = -1; // no constraints... } void mousePressed(){ v_down = mouse_to_sphere(parent.mouseX, parent.mouseY); q_down.set(q_now); q_drag.reset(); } void mouseDragged(){ v_drag = mouse_to_sphere(parent.mouseX, parent.mouseY); q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag)); } void run(){ center_x = 100; center_y = 100; q_now = Quat.mul(q_drag, q_down); pg.translate(center_x, center_y); applyQuat2Matrix(q_now); x += mxv; y += myv; mxv -= mxv * .01; myv -= myv * .01; } Vec3 mouse_to_sphere(float x, float y){ Vec3 v = new Vec3(); v.x = (x - center_x) / radius; v.y = (y - center_y) / radius; float mag = v.x * v.x + v.y * v.y; if (mag > 1.0f){ v.normalize(); } else { v.z = sqrt(1.0f - mag); } return (axis == -1) ? v : constrain_vector(v, axisSet[axis]); } Vec3 constrain_vector(Vec3 vector, Vec3 axis){ Vec3 res = new Vec3(); res.sub(vector, Vec3.mul(axis, Vec3.dot(axis, vector))); res.normalize(); return res; } void applyQuat2Matrix(Quat q){ // instead of transforming q into a matrix and applying it... float[] aa = q.getValue(); pg.rotate(aa[0], aa[1], aa[2], aa[3]); } } static class Vec3{ float x, y, z; Vec3(){ } Vec3(float x, float y, float z){ this.x = x; this.y = y; this.z = z; } void normalize(){ float length = length(); x /= length; y /= length; z /= length; } float length(){ return (float) Math.sqrt(x * x + y * y + z * z); } static Vec3 cross(Vec3 v1, Vec3 v2){ Vec3 res = new Vec3(); res.x = v1.y * v2.z - v1.z * v2.y; res.y = v1.z * v2.x - v1.x * v2.z; res.z = v1.x * v2.y - v1.y * v2.x; return res; } static float dot(Vec3 v1, Vec3 v2){ return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; } static Vec3 mul(Vec3 v, float d){ Vec3 res = new Vec3(); res.x = v.x * d; res.y = v.y * d; res.z = v.z * d; return res; } void sub(Vec3 v1, Vec3 v2){ x = v1.x - v2.x; y = v1.y - v2.y; z = v1.z - v2.z; } } static class Quat{ float w, x, y, z; Quat(){ reset(); } Quat(float w, float x, float y, float z){ this.w = w; this.x = x; this.y = y; this.z = z; } void reset(){ w = 1.0f; x = 0.0f; y = 0.0f; z = 0.0f; } void set(float w, Vec3 v){ this.w = w; x = v.x; y = v.y; z = v.z; } void set(Quat q){ w = q.w; x = q.x; y = q.y; z = q.z; } static Quat mul(Quat q1, Quat q2){ Quat res = new Quat(); res.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z; res.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y; res.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z; res.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x; return res; } float[] getValue(){ // transforming this quat into an angle and an axis vector... float[] res = new float[4]; float sa = (float) Math.sqrt(1.0f - w * w); if (sa < EPSILON){ sa = 1.0f; } res[0] = (float) Math.acos(w) * 2.0f; res[1] = x / sa; res[2] = y / sa; res[3] = z / sa; return res; } }// 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(){ //angleX[ID] += mouseX - pmouseX; //angleY[ID] += mouseY - pmouseY; // 多了這一行 float dx=mouseX-236,dy=mouseY-231; angleX[0]=degrees(atan2(dy,dx))+90; } 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(); } //float[] posX={236,185,116,290,
沒有留言:
張貼留言