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📄 reach3.pde

📁 This is processing for java examples.
💻 PDE
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/** * Reach 3.  * Based on code from Keith Peters (www.bit-101.com) *  * The arm follows the position of the ball by * calculating the angles with atan2(). */int numSegments = 6;float[] x = new float[numSegments];float[] y = new float[numSegments];float[] angle = new float[numSegments];float segLength = 15;float targetX, targetY;float ballX = 50;float ballY = 50;int ballXDirection = 1;int ballYDirection = -1;void setup() {  size(200, 200);  smooth();   strokeWeight(20.0);  stroke(0, 100);  noFill();  x[x.length-1] = width/2;     // Set base x-coordinate  y[x.length-1] = height;  // Set base y-coordinate}void draw() {  background(226);    strokeWeight(20);  ballX = ballX + 1.0 * ballXDirection;  ballY = ballY + 0.8 * ballYDirection;  if(ballX > width-25 || ballX < 25) {    ballXDirection *= -1;   }  if(ballY > height-25 || ballY < 25) {    ballYDirection *= -1;   }  ellipse(ballX, ballY, 30, 30);    reachSegment(0, ballX, ballY);  for(int i=1; i<numSegments; i++) {    reachSegment(i, targetX, targetY);  }  for(int i=x.length-1; i>=1; i--) {    positionSegment(i, i-1);    }   for(int i=0; i<x.length; i++) {    segment(x[i], y[i], angle[i], (i+1)*2);   }}void positionSegment(int a, int b) {  x[b] = x[a] + cos(angle[a]) * segLength;  y[b] = y[a] + sin(angle[a]) * segLength; }void reachSegment(int i, float xin, float yin) {  float dx = xin - x[i];  float dy = yin - y[i];  angle[i] = atan2(dy, dx);    targetX = xin - cos(angle[i]) * segLength;  targetY = yin - sin(angle[i]) * segLength;}void segment(float x, float y, float a, float sw) {  strokeWeight(sw);  pushMatrix();  translate(x, y);  rotate(a);  line(0, 0, segLength, 0);  popMatrix();}

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