第一節
PImage imgBG;
PGraphics pg;
//https://gentlejourneysbirthing.com/home/colorful_watercolor_texture_by_connyduck-d6o409f/
ArrayList<PVector> points;
void setup(){
size(800,600,P2D);
stroke(255);
noFill();
points = new ArrayList<PVector>();
angle = atan2(-cy, -cx);//一開始mouseX,mouseY為0,所以角度向左上角
imgBG=loadImage("watercolor_texture.png");
pg = createGraphics(800,600);
drawPG();
}//之後可引導 mousePressed 在小齒輪後, 才能開始控制轉動
float r0=225, r1=57, r2=37.3;
float cx=320, cy=240;
float angle;
void drawPG(){
pg.beginDraw();
pg.noFill();
pg.strokeWeight(2);
pg.stroke(255);
pg.beginShape();
int a = points.size();
if(a>2){
pg.vertex(points.get(a-2).x, points.get(a-2).y);
pg.vertex(points.get(a-1).x, points.get(a-1).y);
}//只畫最後的點,前面不用再畫,可能會快一點
/* for( PVector pt : points ){
pg.vertex(pt.x, pt.y);//之後可變彩色漸層色彩
}*/
pg.endShape();
pg.endDraw();
}
void draw(){
background(0);
imgBG.mask(pg);
image(imgBG,0,0);
colorMode(RGB);
stroke(128);
strokeWeight(1);
ellipse(cx,cy, r0*2, r0*2);
angle += deltaAngle();
float angle2= -angle * r0 / r1;
float x=cx+(r0-r1)*cos(angle), y=cy+(r0-r1)*sin(angle);
//line(cx,cy, x, y);//不要畫線,比較好看
circle2(x,y, r1, angle2);
//if(mousePressed) saveFrame();
}
void circle2(float cx, float cy, float r, float angle){
ellipse(cx,cy, r*2, r*2);
for(float a=angle; a<angle+PI*2;a+=PI/4){
line(cx,cy, cx+r*cos(a), cy+r*sin(a));
}
}
float deltaAngle(){
float angleNow=atan2(mouseY-cy,mouseX-cx);
float angleOld=atan2(pmouseY-cy,pmouseX-cx);
float delta = angleNow - angleOld;
if( abs(delta)> PI ){
if(delta>0) delta-=PI*2;
else delta += PI*2;
}
return delta;
}
void mouseDragged(){//按下mouse才開始記錄點
float angle2= -angle * r0 / r1;
float x=cx+(r0-r1)*cos(angle), y=cy+(r0-r1)*sin(angle);
float x2=x+r2*cos(angle2), y2=y+r2*sin(angle2);
points.add( new PVector(x2,y2) );
drawPG();
}
#include <GL/glut.h>
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glColor3b(1,0,0);
glPushMatrix();
glRotatef(angle,0,0,1);
glutSolidCube(1);
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("08160643");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
第二節
#include <GL/glut.h>
float angle=0;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glColor3b(1,0,0);
glPushMatrix();
glRotatef(angle,0,0,1);
glScalef(0.5,0.1,0.1);
glColor3f(0,0,1);
glutSolidCube(1);
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("08160643");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
glTranslatef(0.25,0,0);(把關節移到中間)
#include <GL/glut.h>
float angle=0;
void hand()
{
glPushMatrix();
glScalef(0.5,0.1,0.1);
glColor3f(0,0,1);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); glutSolidCube(1);
//glColor3b(1,0,0);
glPushMatrix();
glTranslatef(0.5,0.5,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
hand();
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("08160643");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
第三節
#include <GL/glut.h>
float angle=0;
void hand()
{
glPushMatrix();
glScalef(0.5,0.1,0.1);
glColor3f(0,0,1);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); glutSolidCube(0.5);
//glColor3b(1,0,0);
glPushMatrix();
glTranslatef(0.25,0.25,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
hand();
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
hand();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("08160643");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
#include <GL/glut.h>
float angle=0;
void hand()
{
glPushMatrix();
glScalef(0.5,0.1,0.1);
glColor3f(0,0,1);
glutSolidCube(1);
glPopMatrix();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1,1,1); glutSolidCube(0.5);
//glColor3b(1,0,0);
glPushMatrix();
glTranslatef(0.25,0.25,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
hand();
glPushMatrix();
glTranslatef(0.25,0,0);
glRotatef(angle,0,0,1);
glTranslatef(0.25,0,0);
hand();
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.25,0.25,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
hand();
glPushMatrix();
glTranslatef(-0.25,0,0);
glRotatef(-angle,0,0,1);
glTranslatef(-0.25,0,0);
hand();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
angle++;
}
int main(int argc, char ** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("08160643");
glutDisplayFunc(display);
glutIdleFunc(display);
glutMainLoop();
}
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