sol*_*lub 5 processing geometry transform rotation
我想:
因此整个东西就像一个铰接臂,可以 向右或向左弯曲。
为了尽可能清晰,我制作了一些图表。
我知道我可以:
translate()scale(1, -1)atan2()函数旋转它问题
当将这 3 个结合在一起时,我得到了这样的结果:
旋转角度似乎是正确的,但显然平移有问题(无论是在 X 轴还是 Y 轴上),我无法弄清楚到底是什么。
我怀疑枢轴翻译缺失,或者转换顺序不正确(或者两者都有)。
如果有人能帮助我理解我做错了什么以及如何解决这个问题,我将非常感激。
int W = 40;
int H = 40;
int offset = 10;
float[] p0 = {-W/2, -H/2};
float[] p1 = {-W/2, H/2};
float[] p2 = {W/2, H/2};
float[] p3 = {W/2, -H/2 - offset};
PShape object;
void setup(){
size(600, 600, P2D);
smooth(8);
noFill();
}
void draw(){
background(255);
pushMatrix();
translate(width>>1, height>>1);
float angle = atan2(p3[1] - p0[1], p3[0] - p0[0]);
for (int i = 0; i < 6; i++){
int factor = (i % 2 == 0) ? 1 : -1;
//Height translation
translate(0, H*factor);
//Flip all quads except 1st one
if (i > 0){
scale(1, -1);
}
//Rotate once every 2 quads
if (i%2 == 1){
rotate(-angle*2);
}
object();
}
popMatrix();
}
void object() {
beginShape(QUADS);
vertex(p0[0], p0[1]);
vertex(p1[0], p1[1]);
vertex(p2[0], p2[1]);
vertex(p3[0], p3[1]);
endShape();
}
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终于找到解决方法了
修复:
QUADS不正确add_library('controlP5')
W, H = 40, 40
nQuads = 8
offset = 0
p0 = PVector(-W/2, -H/2)
p1 = PVector(-W/2, H/2)
p2 = PVector(W/2, H/2)
p3 = PVector(W/2, -H/2)
def setup():
size(600, 600, P2D)
noFill()
smooth(8)
global cp5, slider
cp5 = ControlP5(this)
slider = cp5.addSlider('Bend').setPosition(width/2-50, height-150).setSize(100,10).setHandleSize(40).setDecimalPrecision(1).setColorBackground(color(100)).setColorForeground(color(140)).setColorActive(color(240)).setRange(-H, H).setValue(offset).setSliderMode(Slider.FLEXIBLE)
def draw():
background(255)
global off1, off2
if slider.getValue() >= 0:
factor = -1
off1 = slider.getValue()
off2 = 0
else:
factor = 1
off2 = abs(slider.getValue())
off1 = 0
pushMatrix()
translate(width>>1, height>>1)
angle = atan2(p3.y - p0.y - abs(slider.getValue()), p3.x - p0.x)
H2 = -H/2 + W *tan(angle)/2
for i in range(nQuads):
pivotHeight = H2 if i%2 == 1 else H/2
#Height translation
if i > 0:
translate(0 , pivotHeight)
#Rotate once every 2 quads
if i%2 == 1:
rotate(angle*2*factor)
#Height translation
if i > 0:
translate(0 , pivotHeight)
#Flip all quads except 1st one
if i > 0:
scale(1, -1)
object()
popMatrix()
def object():
beginShape(QUADS)
vertex(p0.x, p0.y - off1)
vertex(p1.x, p1.y)
vertex(p2.x, p2.y)
vertex(p3.x, p3.y - off2)
endShape()
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