課堂作業1
//week15_1_multiple_windows //File-examples-Demos-tests-multipleWindows void setup() { size(200, 200);//小的第一個視窗 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(200, 200); } public void setup() { size(200, 200); background(0, 255, 0); } public void draw() { } }
課堂作業2//week15_2_multiple_window_PGraphics PGraphics pg; void setup() { size(400, 400, P3D);//主視窗 pg = createGraphics(200, 200, P3D);//小視窗 } 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); }
課堂作業3//week15_3_multiple_windows_pg1_pg2_pg3_pg4 PGraphics pg, pg2, pg3, pg4; void setup() { size(400, 400, P3D);//主視窗 pg = createGraphics(200, 200, P3D);//小視窗 pg2 = createGraphics(200, 200, P3D);//小視窗 pg3 = createGraphics(200, 200, P3D);//小視窗 pg4 = createGraphics(200, 200, P3D);//小視窗 } void draw() { 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(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(pg, 0, 0); image(pg2, 200, 0); image(pg3, 0, 200); image(pg4, 200, 200); }
課堂作業4//week15_4_arcball_rotation_PGraphics_pg PGraphics pg, pg2, pg3, pg4; Arcball arcball; void setup() { size(400, 400, P3D);//主視窗 arcball = new Arcball(this, 200); pg2 = createGraphics(200, 200, P3D);//小視窗 pg3 = createGraphics(200, 200, P3D);//小視窗 pg4 = createGraphics(200, 200, P3D);//小視窗 pg = createGraphics(200, 200, P3D);//小視窗 println(pg); } void mousePressed() { arcball.mousePressed(); } void mouseDragged() { arcball.mouseDragged(); } void draw() { println(pg); pg.beginDraw(); pg.background(255, 0, 0); pg.beginDraw(); pg.background(0, 255, 0); //pg.translate(100, 100); //pg.rotateY(radians(frameCount)); arcball.run(); 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(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(pg, 0, 0); image(pg2, 200, 0); image(pg3, 0, 200); image(pg4, 200, 200); }
課堂作業5// week15_5_postman_mouseDragged_posX_posY_ID_angleX_ID_atan2 // 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(); }
課堂作業6// week15_6_postman_mouseDragged_posX_posY_ID_angleX_ID_atan2 // 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, 90}; void mouseDragged(){ float dx = mouseX - posX[ID], dy = mouseY - posY[ID]; 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(); }
課堂作業7課堂作業8




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