。多重視窗&運鏡
1. 多重視窗
範例:File > Examples > Demos > Tesrs > MultiWindows
//week15_01_multiple_windows
//File > Examples > Demos > Tesrs > MultiWindows
void setup() {
size(200, 200);
background(255, 0, 0);
WindowB child = new WindowB();
}
void draw() {
}
class WindowB extends PApplet {
public WindowB() {//建構子
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() {
}
}執行結果:
2. PGraphics//week15_02_multiple_windows_Pgraohics
PGraphics pg;
void setup(){
size(400,400,P3D);
pg = createGraphics(200,200,P3D);
}
void draw(){
background(200,0,0);
pg.beginDraw();
pg.background(0,255,0);
pg.translate(100,100);
pg.rotateY(radians(frameCount));
pg.box(100);
pg.endDraw();
image(pg,0,0);
}
然後更多視窗...//week15_03_multiple_windows_Pgraohics_pg1_pg2_pg3_pg4
PGraphics pg1,pg2,pg3,pg4;
void setup(){
size(400,400,P3D);
pg1 = createGraphics(200,200,P3D);
pg2 = createGraphics(200,200,P3D);
pg3 = createGraphics(200,200,P3D);
pg4 = createGraphics(200,200,P3D);
}
void draw(){
background(200,0,0);
pg1.beginDraw();
pg1.background(0,255,0);
pg1.translate(100,100);
pg1.rotateY(radians(frameCount));
pg1.box(100);
pg1.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(0,255,255);
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(pg1,0,0);
image(pg2,200,0);
image(pg3,0,200);
image(pg4,200,200);
}
執行結果:

3. PGraphic加上範例的arcball讓攝影機在球面上移動
>>利用範例"MultiWindows"中Arcball的class做修改
//week15_04_pg_arcball
//自File > Examples > Demos > Tesrs > MultiWindows 參考Arcball
PGraphics pg1,pg2,pg3,pg4;
Arcball arcball;
void setup(){
size(400,400,P3D);
arcball = new Arcball(this, 200);
pg1 = 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(200,0,0);
pg1.beginDraw();
pg1.background(0,255,0);
arcball.run();
//pg1.translate(100,100);
//pg1.rotateY(radians(frameCount));
pg1.box(100);
pg1.endDraw();
pg2.
pg2.beginDraw();
pg2.background(255,255,0);
pg2.translate(100,100);
pg2.rotateY(radians(frameCount));
pg2.box(100);
pg2.endDraw();
pg3.beginDraw();
pg3.background(0,255,255);
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(pg1,0,0);
image(pg2,200,0);
image(pg3,0,200);
image(pg4,200,200);
}
執行結果:
。Review//week15_05_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(){
//頭部座標:(236,231)
float dx = mouseX -236, dy = mouseY - 231;
angleX[0] = degrees(atan2(dy,dx))+90;
//原本跟著滑鼠X軸左右移動改為IK轉動(跟著滑鼠的方向)
//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+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();
}
範例:File > Examples > Demos > Tesrs > MultiWindows
//week15_01_multiple_windows
//File > Examples > Demos > Tesrs > MultiWindows
void setup() {
size(200, 200);
background(255, 0, 0);
WindowB child = new WindowB();
}
void draw() {
}
class WindowB extends PApplet {
public WindowB() {//建構子
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() {
}
}
執行結果:
2. PGraphics//week15_02_multiple_windows_Pgraohics
PGraphics pg;
void setup(){
size(400,400,P3D);
pg = createGraphics(200,200,P3D);
}
void draw(){
background(200,0,0);
pg.beginDraw();
pg.background(0,255,0);
pg.translate(100,100);
pg.rotateY(radians(frameCount));
pg.box(100);
pg.endDraw();
image(pg,0,0);
}然後更多視窗...//week15_03_multiple_windows_Pgraohics_pg1_pg2_pg3_pg4
PGraphics pg1,pg2,pg3,pg4;
void setup(){
size(400,400,P3D);
pg1 = createGraphics(200,200,P3D);
pg2 = createGraphics(200,200,P3D);
pg3 = createGraphics(200,200,P3D);
pg4 = createGraphics(200,200,P3D);
}
void draw(){
background(200,0,0);
pg1.beginDraw();
pg1.background(0,255,0);
pg1.translate(100,100);
pg1.rotateY(radians(frameCount));
pg1.box(100);
pg1.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(0,255,255);
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(pg1,0,0);
image(pg2,200,0);
image(pg3,0,200);
image(pg4,200,200);
}
執行結果:3. PGraphic加上範例的arcball讓攝影機在球面上移動 >>利用範例"MultiWindows"中Arcball的class做修改//week15_04_pg_arcball
//自File > Examples > Demos > Tesrs > MultiWindows 參考Arcball
PGraphics pg1,pg2,pg3,pg4;
Arcball arcball;
void setup(){
size(400,400,P3D);
arcball = new Arcball(this, 200);
pg1 = 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(200,0,0);
pg1.beginDraw();
pg1.background(0,255,0);
arcball.run();
//pg1.translate(100,100);
//pg1.rotateY(radians(frameCount));
pg1.box(100);
pg1.endDraw(); pg2.
pg2.beginDraw();
pg2.background(255,255,0);
pg2.translate(100,100);
pg2.rotateY(radians(frameCount));
pg2.box(100);
pg2.endDraw();
pg3.beginDraw();
pg3.background(0,255,255);
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(pg1,0,0);
image(pg2,200,0);
image(pg3,0,200);
image(pg4,200,200);
}執行結果:
。Review//week15_05_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(){
//頭部座標:(236,231)
float dx = mouseX -236, dy = mouseY - 231;
angleX[0] = degrees(atan2(dy,dx))+90;
//原本跟著滑鼠X軸左右移動改為IK轉動(跟著滑鼠的方向)
//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+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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