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!
}
}
week15-4
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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