1.
PShape body,head;
PShape uparm1,upuparm1,hand1;
void setup(){
size(400,400,P3D);
body=loadShape("body.obj");
head=loadShape("head.obj");
uparm1=loadShape("uparm1.obj");
upuparm1=loadShape("upuparm1.obj");
hand1=loadShape("hand1.obj");
}
void draw(){
background(#C0EBD7);
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();
pushMatrix();
shape(upuparm1,0,0);//上上手臂
pushMatrix();
translate(-4.1,19.9); //再掛回去原來的位置
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);
//translate(mouseX/10.0,-mouseY/10.0); //一邊移動一邊找適合的數值
//println(mouseX/10.0,-mouseY/10.0); //印出適合的數值 4.5,-16.96
shape(hand1,0,0);
popMatrix();
popMatrix();
popMatrix();
}
2.PShape body,head;
PShape uparm1,upuparm1,hand1;
void setup(){
size(400,400,P3D);
body=loadShape("body.obj");
head=loadShape("head.obj");
uparm1=loadShape("uparm1.obj");
upuparm1=loadShape("upuparm1.obj");
hand1=loadShape("hand1.obj");
}
float [] angleX = new float[10];
float [] angleY = new float[10];
int ID = 0;
void mouseDragged(){
angleX[ID] += radians(mouseX - pmouseX);
angleY[ID] += radians(mouseY - pmouseY);
}
void draw(){
background(#C0EBD7);
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(angleX[0]);
rotateX(angleY[0]);
translate(0,-22.5);
shape(head,0,0);
popMatrix();
pushMatrix();
shape(upuparm1,0,0);//上上手臂
pushMatrix();
translate(-4.1,19.9); //再掛回去原來的位置
rotateZ(angleY[2]);
rotateY(angleX[2]);
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(angleY[3]);
rotateY(angleX[3]);
translate(4.5,-16.9);
shape(hand1,0,0);
popMatrix();
popMatrix();
popMatrix();
}
4.PShape body,head;
PShape uparm1,upuparm1,hand1;
void setup(){
size(400,400,P3D);
body=loadShape("body.obj");
head=loadShape("head.obj");
uparm1=loadShape("uparm1.obj");
upuparm1=loadShape("upuparm1.obj");
hand1=loadShape("hand1.obj");
}
float [] angleX = new float[10];
float [] angleY = new float[10];
int ID = 0;
void mouseDragged(){
angleX[ID] += radians(mouseX - pmouseX);
angleY[ID] += radians(mouseY - pmouseY);
}
void keyPressed(){
if(key=='1') ID = 1;
if(key=='2') ID = 2;
if(key=='3') ID = 3;
if(key=='4') ID = 4;
if(key=='5') ID = 5;
if(key=='6') ID = 6;
if(key=='7') ID = 7;
if(key=='8') ID = 8;
if(key=='9') ID = 9;
if(key=='0') ID = 0;
}
void draw(){
background(#C0EBD7);
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(angleX[0]);
rotateX(angleY[0]);
translate(0,-22.5);
shape(head,0,0);
popMatrix();
pushMatrix();
translate(-4.2,19.6);
rotateY(angleX[1]);
rotateX(angleY[1]);
translate(2.9,-20.8);
//transltae(mouseX/10.0,-mouseY/10.0);
//println(mouseX/10.0,-mouseY/10.0);
shape(upuparm1,0,0);//上上手臂
pushMatrix();
translate(-4.1,19.9); //再掛回去原來的位置
rotateZ(angleY[2]);
rotateY(angleX[2]);
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(angleY[3]);
rotateY(angleX[3]);
translate(4.5,-16.9);
shape(hand1,0,0);
popMatrix();
popMatrix();
popMatrix();
}
5.
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