2025年6月10日 星期二

12750512-林政杰-week15

 week15-1

程式碼:

// week15_01_multiple_windows

// google: processing multiple windows

// File > Examples > Demos > Tests > MultipleWindows

void setup(){

  size(300, 200); // 小的第一個視窗

  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(){

    //size(300, 200);

    background(0, 255, 0);

  }

  public void draw(){ //空白的,要放!

  

  }

}

week15-2
程式碼:
// week15_02_multiple_window_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
程式碼:
// week15_03_multiple_windows_pg_pg2_pg3_pg4
// 修改自 week15_02_multiple_window_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

程式碼:

// 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; // 我們 pg 200x200 的旋轉中心,變成 pg 裡的旋轉

    center_y = 100;

    q_now = Quat.mul(q_drag, q_down);

    pg.translate(center_x, center_y); // 讓它的旋轉,變成 pg 裡的旋轉

    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;

  }

}

Arcball_視窗

// 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; // 我們 pg 200x200 的旋轉中心,變成 pg 裡的旋轉

    center_y = 100;

    q_now = Quat.mul(q_drag, q_down);

    pg.translate(center_x, center_y); // 讓它的旋轉,變成 pg 裡的旋轉

    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;

  }

}











week15-5

程式碼:

// week15_5_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(){

  // 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

  // 要把原本 mouseX 的左右移動,改成像 IK 的轉動

  //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((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();

}











week15-6

程式碼:

// week15_06_postman_mouseDragged_posX_posY_angleX ID_atan2

// week11_3_postman_again

// 重新來一次,讓程式架構變更清楚

PImage postman, head, body, uparm1, hand1, uparm2, hand2, foot1, foot2;

void setup(){ //把上面的圖都拉進新專案裡

  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世界,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); //把現在動作的這行,加到 lines 裡

    String [] arr = new String[lines.size()];

    lines.toArray(arr);

    saveStrings("angle.txt", arr);

    println("現在存檔:" + now);

  }

   if(key=='r'){

     String [] file = loadStrings("angles.txt");

     if(file != null){ // 如果有讀到檔案

        for(int i=0; i<file.length; i++){ // 就檔案內容逐行

          lines.add(file[i]); //加到 lines 資料結構

        }

      }

   }

  if(key=='p') playing = !playing; //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, 0-90, -90};

void mouseDragged(){

  // 要把原本 mouseX 的左右移動,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;

  //angleX[0] = degrees(atan2(dy, dx)) + 90; //減調座標

  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,才能做內差

    int R2 = (R+1)%lines.size();

    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

    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();

    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(); //foot1

    translate(220, 375);

    rotate(radians(angleX[5]));

    translate(-220, -375);

    image(foot1, 0, 0);

  popMatrix();

  pushMatrix(); //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);

    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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