我正在尝试使用体面的OOP方法来使对象在网格的单元格内单独旋转。我当前的结果是围绕0、0参考点旋转所有对象,而不是围绕其自己的像元旋转每个对象。
当然,需要的是正确的转换函数,但是当我尝试在innerSquare函数中应用它时,translate(x,y); -这会导致更奇怪的行为。
我仍处于早期学习阶段,我们将不胜感激!
可以在这里查看代码: https://editor.p5js.org/knectar/sketches/BJpI5_BG4
或直接:
var cols, rows;
var w = 50;
var grid = [];
function setup() {
createCanvas(400, 400);
// load the col / row vars with values that dynamically read from the canvas.
cols = floor(width/w);
rows = floor(height/w);
// load the the array with generic row and column values
for (var j = 0; j < rows; j++){
for (var i = 0; i < cols; i++){
// And for each, create an object instance based on the Shape class.
var shape = new Shape(i,j);
grid.push(shape);
}
}
}
function draw() {
background(51);
frameRate(2);
// draw grid (outer squares)
for (var i = 0; i < grid.length; i++) {
grid[i].outerGrid();
}
// draw inner squares
for (var i = 0; i < grid.length; i++) {
grid[i].innerSquare();
}
}
function Shape(i, j) {
this.i = i;
this.j = j;
var x = this.i*w;
var y = this.j*w;
this.outerGrid = function () {
push();
stroke(200, 0, 255);
noFill();
rect(x, y, w, w);
translate(x, y);
pop();
}
this.innerSquare = function () {
// translate(x, y);
noFill();
stroke(150, 0, 255);
rect(x+10, y+10, w-20, w-20);
rotate(radians(frameCount));
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
答案 0 :(得分:2)
如果要围绕枢轴旋转矩形,则可以通过这种方式绘制,矩形的中心位于位置(0,0):
let rect_w = (w-20);
rect(-rect_w/2, -rect_w/2, rect_w, rect_w);
旋转(rotate()
)围绕(0,0)的矩形,它也是矩形的中心:
rotate(angle);
将矩形转换(translate()
)到最终位置:
let tx = x+10 + rect_w / 2;
let ty = y+10 + rect_w / 2;
translate(tx, ty);
在执行此操作之前,必须先保存(push()
),然后再保存(pop()
)。当前模型矩阵的操作必须以相反的顺序执行:
例如
this.innerSquare = function () {
noFill();
stroke(150, 0, 255);
let ts = millis()/1000.0;
let angle = radians(ts*2.0*Math.PI*5.0); // or "frameCount"
let rect_w = (w-20);
let tx = x+10 + rect_w / 2;
let ty = y+10 + rect_w / 2;
push();
translate(tx, ty);
rotate(angle);
rect(-rect_w/2, -rect_w/2, rect_w, rect_w);
pop();
}
请参见示例,其中我将建议的更改应用于原始代码:
var cols, rows;
var w = 50;
var grid = [];
function setup() {
createCanvas(400, 400);
// load the col / row vars with values that dynamically read from the canvas.
cols = floor(width/w);
rows = floor(height/w);
// load the the array with generic row and column values
for (var j = 0; j < rows; j++){
for (var i = 0; i < cols; i++){
// And for each, create an object instance based on the Shape class.
var shape = new Shape(i,j);
grid.push(shape);
}
}
}
function draw() {
background(51);
//frameRate(2);
// draw grid (outer squares)
for (var i = 0; i < grid.length; i++) {
grid[i].outerGrid();
}
// draw inner squares
for (var i = 0; i < grid.length; i++) {
grid[i].innerSquare();
}
}
function Shape(i, j) {
this.i = i;
this.j = j;
var x = this.i*w;
var y = this.j*w;
this.outerGrid = function () {
push();
stroke(200, 0, 255);
noFill();
rect(x, y, w, w);
translate(x, y);
pop();
}
this.innerSquare = function () {
noFill();
stroke(150, 0, 255);
let ts = millis()/1000.0;
let angle = radians(ts*2.0*Math.PI*5.0);
let rect_w = (w-20);
let tx = x+10 + rect_w / 2;
let ty = y+10 + rect_w / 2;
push();
translate(tx, ty);
rotate(angle);
rect(-rect_w/2, -rect_w/2, rect_w, rect_w);
pop();
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>