Question: Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing the lengths of each consecutive line segment of the Pokmon 2. (double) A 1xN vector

 Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing the
lengths of each consecutive line segment of the Pokmon 2. (double) A

Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing the lengths of each consecutive line segment of the Pokmon 2. (double) A 1xN vector containing the counterdlockwise angles in degrees between each consecutive line segment and its previous line segment Plot Output: 1. The plotted Pokmon Background: You have taken an interest in guessing Pokmon by their outines and wonder if MATLAB can do it for you. Just like the Who's that Pokmon!" minigame, you will create an outline of a Pokmon as specified by the inputs Function Description: This function will take a vector of line segment lengths and angles and plot a Pokmon. The drawing will start at (0,0) and each line segment will be drawn from where the last one ends. Your first input will be a vector speaifying the lengths of each consecutive line segment in the Pokmon. Your second input will be a vector specifying the counterdlockwise angles between consecutive line segments. Draw the Pokmon with a black line. Example: The following input to whosDat Pok mon will result in the hexagon below: whosDat Pokemon([S, 5, 5, 5, 5, 5], [6e, 6e, 6, 60, 6, 60); Function Name: whosDatPokemon Inputs: 1. (double) A 1xN vector containing the lengths of each consecutive line segment of the Pokmon 2. (double) A 1xN vector containing the counterdlockwise angles in degrees between each consecutive line segment and its previous line segment Plot Output: 1. The plotted Pokmon Background: You have taken an interest in guessing Pokmon by their outines and wonder if MATLAB can do it for you. Just like the Who's that Pokmon!" minigame, you will create an outline of a Pokmon as specified by the inputs Function Description: This function will take a vector of line segment lengths and angles and plot a Pokmon. The drawing will start at (0,0) and each line segment will be drawn from where the last one ends. Your first input will be a vector speaifying the lengths of each consecutive line segment in the Pokmon. Your second input will be a vector specifying the counterdlockwise angles between consecutive line segments. Draw the Pokmon with a black line. Example: The following input to whosDat Pok mon will result in the hexagon below: whosDat Pokemon([S, 5, 5, 5, 5, 5], [6e, 6e, 6, 60, 6, 60)

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