//week15-1
void setup(){
size(300,200);//小的第一個視窗
background(255,0,0);
WindowB child = new WindowB();
}
void draw(){
}
//以下會獨立執行
class WindowB extend PApplet{
public WindowB(){//建構子(constructor)
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(){
}
}
week15-2
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); //有一個小的視窗
}
void draw(){
background(255, 0, 0);//紅色大背景
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);
}
week15-3
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); //有一個小的視窗
pg2 = createGraphics(200, 200, P3D); //有一個小的視窗
pg3= createGraphics(200, 200, P3D); //有一個小的視窗
pg4 = createGraphics(200, 200, P3D); //有一個小的視窗
}
void draw(){
background(255, 0, 0);//紅色大背景
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); //黃色小背景
pg2.translate(100,100);
pg2.rotateY(radians(frameCount));
pg2.box(100);
pg2.endDraw();
pg3.beginDraw();
pg3.background(255, 0, 0); //紅色小背景
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);
}
week15-4
PGraphics pg, pg2, pg3, pg4; //在外面宣告,不同人都可以用
Arcball arcball; //用偷來的Arcaball宣告小寫arcball
void setup(){
size(400,400,P3D); //主要的視窗
arcball = new Arcball(this, 200);
pg = createGraphics(200, 200, P3D); //有一個小的視窗
pg2 = createGraphics(200, 200, P3D); //有一個小的視窗
pg3= createGraphics(200, 200, P3D); //有一個小的視窗
pg4 = createGraphics(200, 200, P3D); //有一個小的視窗
}
void mousePressed(){
arcball.mousePressed();
}
void mouseDragged(){
arcball.mouseDragged();
}
void draw(){
background(255, 0, 0);//紅色大背景
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); //黃色小背景
pg2.translate(100,100);
pg2.rotateY(radians(frameCount));
pg2.box(100);
pg2.endDraw();
pg3.beginDraw();
pg3.background(255, 0, 0); //紅色小背景
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);
}
week15-5
PImage postman, head, body, uparm1, hand1, uparm2, hand2, foot1, foot2;
void setup(){ //把上面的圖,都拉進來
size(560, 560);
postman = loadImage("postman.png");
head = loadImage("head.png");
body = loadImage("body.png");
uparm1 = loadImage("uparm1.png");
hand1 = loadImage("hand1.png");
uparm2 = loadImage("uparm2.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'){ //現在的動作的所有關節,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; //左臂
if(key=='2') ID = 2; //左手
if(key=='3') ID = 3; //右臂
if(key=='4') ID = 4; //友手
if(key=='5') ID = 5; //(待用)
if(key=='6') ID = 6; //(待用)
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(){
//要把原本mouseX左右移動,改成像IK的轉動
//從void draw()找到頭「掛的位置」+236, +231
float dx = mouseX - 236, dy = mouseY -231; //減掉座標
angleX[0] = degrees(atan2(dy, dx)) +90 ; //頭的角度
//angleX[ID] += mouseX - pmouseX;
//angleY[ID] += mouseY - pmouseY; //多了這一行
}
int R=0;
void myInterpolate(){
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+0]*(1-alpha) + newAngle[i*2+0]*alpha;
}
}
}
void draw(){
background(#FFFFF2);
if(playing) myInterpolate();
image(body, 0, 0); //先畫身體
pushMatrix();//畫頭
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();//左邊上手臂、手肘
translate(+185, +261); //再放回去正確的位置
rotate(radians(angleX[1]));
translate(-185, -261);
image(uparm1, 0, 0); //再畫上手臂
pushMatrix();
translate(+116, +265); //放回去
rotate(radians(angleX[2]));
translate(-116, -265);
image(hand1, 0, 0); //畫手
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
PImage postman, head, body, uparm1, hand1, uparm2, hand2, foot1, foot2;
void setup(){ //把上面的圖,都拉進來
size(560, 560);
postman = loadImage("postman.png");
head = loadImage("head.png");
body = loadImage("body.png");
uparm1 = loadImage("uparm1.png");
hand1 = loadImage("hand1.png");
uparm2 = loadImage("uparm2.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'){ //現在的動作的所有關節,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; //左臂
if(key=='2') ID = 2; //左手
if(key=='3') ID = 3; //右臂
if(key=='4') ID = 4; //友手
if(key=='5') ID = 5; //(待用)
if(key=='6') ID = 6; //(待用)
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, -90};
void mouseDragged(){
//要把原本mouseX左右移動,改成像IK的轉動
//從void draw()找到頭「掛的位置」+236, +231
//float dx = mouseX - 236, dy = mouseY -231; //減掉座標
//angleX[0] = degrees(atan2(dy, dx)) +90 ; //頭的角度
float dx = mouseX - posX[ID], dy = mouseY - posY[ID]; //減掉座標
angleX[ID] = degrees(atan2(dy, dx)) +posAngle[ID]; //某個關節的角度
//angleX[ID] += mouseX - pmouseX;
//angleY[ID] += mouseY - pmouseY; //多了這一行
}
int R=0;
void myInterpolate(){
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+0]*(1-alpha) + newAngle[i*2+0]*alpha;
}
}
}
void draw(){
background(#FFFFF2);
if(playing) myInterpolate();
image(body, 0, 0); //先畫身體
pushMatrix();//畫頭
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();//左邊上手臂、手肘
translate(+185, +261); //再放回去正確的位置
rotate(radians(angleX[1]));
translate(-185, -261);
image(uparm1, 0, 0); //再畫上手臂
pushMatrix();
translate(+116, +265); //放回去
rotate(radians(angleX[2]));
translate(-116, -265);
image(hand1, 0, 0); //畫手
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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