mirror of
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synced 2026-06-16 04:26:26 +02:00
Removing 3D example, integrated into Basics and Topics
This commit is contained in:
@@ -0,0 +1,59 @@
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/**
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* Brick Tower
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* by Ira Greenberg.
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*
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* 3D castle tower constructed out of individual bricks.
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* Uses the PVector and Cube classes.
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*/
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float bricksPerLayer = 16.0;
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float brickLayers = 18.0;
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Cube brick;
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float brickWidth = 60, brickHeight = 25, brickDepth = 25;
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float radius = 175.0;
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float angle = 0;
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void setup(){
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size(640, 360, P3D);
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brick = new Cube(brickWidth, brickHeight, brickDepth);
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}
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void draw(){
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background(0);
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float tempX = 0, tempY = 0, tempZ = 0;
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fill(182, 62, 29);
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noStroke();
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// Add basic light setup
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lights();
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translate(width/2, height*1.2, -380);
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// Tip tower to see inside
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rotateX(radians(-45));
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// Slowly rotate tower
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rotateY(frameCount * PI/600);
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for (int i = 0; i < brickLayers; i++){
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// Increment rows
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tempY-=brickHeight;
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// Alternate brick seams
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angle = 360.0 / bricksPerLayer * i/2;
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for (int j = 0; j < bricksPerLayer; j++){
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tempZ = cos(radians(angle))*radius;
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tempX = sin(radians(angle))*radius;
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pushMatrix();
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translate(tempX, tempY, tempZ);
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rotateY(radians(angle));
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// Add crenelation
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if (i==brickLayers-1){
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if (j%2 == 0){
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brick.create();
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}
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}
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// Create main tower
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else {
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brick.create();
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}
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popMatrix();
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angle += 360.0/bricksPerLayer;
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}
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}
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}
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@@ -0,0 +1,60 @@
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class Cube {
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PVector[] vertices = new PVector[24];
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float w, h, d;
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Cube(){ }
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Cube(float w, float h, float d){
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this.w = w;
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this.h = h;
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this.d = d;
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// Cube composed of 6 quads
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// Front
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vertices[0] = new PVector(-w/2, -h/2, d/2);
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vertices[1] = new PVector(w/2, -h/2, d/2);
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vertices[2] = new PVector(w/2, h/2, d/2);
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vertices[3] = new PVector(-w/2, h/2, d/2);
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// Left
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vertices[4] = new PVector(-w/2, -h/2, d/2);
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vertices[5] = new PVector(-w/2, -h/2, -d/2);
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vertices[6] = new PVector(-w/2, h/2, -d/2);
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vertices[7] = new PVector(-w/2, h/2, d/2);
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// Right
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vertices[8] = new PVector(w/2, -h/2, d/2);
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vertices[9] = new PVector(w/2, -h/2, -d/2);
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vertices[10] = new PVector(w/2, h/2, -d/2);
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vertices[11] = new PVector(w/2, h/2, d/2);
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// Back
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vertices[12] = new PVector(-w/2, -h/2, -d/2);
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vertices[13] = new PVector(w/2, -h/2, -d/2);
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vertices[14] = new PVector(w/2, h/2, -d/2);
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vertices[15] = new PVector(-w/2, h/2, -d/2);
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// Top
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vertices[16] = new PVector(-w/2, -h/2, d/2);
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vertices[17] = new PVector(-w/2, -h/2, -d/2);
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vertices[18] = new PVector(w/2, -h/2, -d/2);
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vertices[19] = new PVector(w/2, -h/2, d/2);
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// Bottom
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vertices[20] = new PVector(-w/2, h/2, d/2);
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vertices[21] = new PVector(-w/2, h/2, -d/2);
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vertices[22] = new PVector(w/2, h/2, -d/2);
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vertices[23] = new PVector(w/2, h/2, d/2);
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}
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void create(){
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for (int i=0; i<6; i++){
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beginShape(QUADS);
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for (int j = 0; j < 4; j++){
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vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);
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}
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endShape();
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}
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}
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}
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@@ -0,0 +1,10 @@
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class Dimension3D{
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float w, h, d;
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Dimension3D(float w, float h, float d){
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this.w=w;
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this.h=h;
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this.d=d;
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}
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}
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@@ -0,0 +1,52 @@
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/**
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* I Like Icosahedra
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* by Ira Greenberg.
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*
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* This example plots icosahedra. The Icosahdron is a regular
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* polyhedron composed of twenty equalateral triangles.
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*/
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Icosahedron ico1;
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Icosahedron ico2;
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Icosahedron ico3;
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void setup(){
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size(640, 360, P3D);
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ico1 = new Icosahedron(75);
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ico2 = new Icosahedron(75);
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ico3 = new Icosahedron(75);
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}
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void draw(){
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background(0);
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lights();
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translate(width/2, height/2);
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pushMatrix();
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translate(-width/3.5, 0);
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rotateX(frameCount*PI/185);
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rotateY(frameCount*PI/-200);
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stroke(170, 0, 0);
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noFill();
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ico1.create();
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popMatrix();
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pushMatrix();
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rotateX(frameCount*PI/200);
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rotateY(frameCount*PI/300);
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stroke(150, 0, 180);
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fill(170, 170, 0);
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ico2.create();
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popMatrix();
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pushMatrix();
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translate(width/3.5, 0);
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rotateX(frameCount*PI/-200);
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rotateY(frameCount*PI/200);
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noStroke();
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fill(0, 0, 185);
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ico3.create();
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popMatrix();
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}
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@@ -0,0 +1,159 @@
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class Icosahedron extends Shape3D{
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// icosahedron
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PVector topPoint;
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PVector[] topPent = new PVector[5];
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PVector bottomPoint;
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PVector[] bottomPent = new PVector[5];
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float angle = 0, radius = 150;
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float triDist;
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float triHt;
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float a, b, c;
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// constructor
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Icosahedron(float radius){
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this.radius = radius;
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init();
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}
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Icosahedron(PVector v, float radius){
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super(v);
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this.radius = radius;
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init();
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}
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// calculate geometry
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void init(){
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c = dist(cos(0)*radius, sin(0)*radius, cos(radians(72))*radius, sin(radians(72))*radius);
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b = radius;
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a = (float)(Math.sqrt(((c*c)-(b*b))));
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triHt = (float)(Math.sqrt((c*c)-((c/2)*(c/2))));
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for (int i=0; i<topPent.length; i++){
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topPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, triHt/2.0f);
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angle+=radians(72);
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}
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topPoint = new PVector(0, 0, triHt/2.0f+a);
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angle = 72.0f/2.0f;
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for (int i=0; i<topPent.length; i++){
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bottomPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, -triHt/2.0f);
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angle+=radians(72);
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}
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bottomPoint = new PVector(0, 0, -(triHt/2.0f+a));
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}
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// draws icosahedron
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void create(){
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for (int i=0; i<topPent.length; i++){
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// icosahedron top
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beginShape();
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if (i<topPent.length-1){
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
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vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
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}
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else {
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
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vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
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}
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endShape(CLOSE);
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// icosahedron bottom
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beginShape();
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if (i<bottomPent.length-1){
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vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
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vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
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vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
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}
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else {
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vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
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vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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}
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endShape(CLOSE);
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}
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// icosahedron body
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for (int i=0; i<topPent.length; i++){
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if (i<topPent.length-2){
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beginShape();
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
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vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
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endShape(CLOSE);
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beginShape();
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vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
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endShape(CLOSE);
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}
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else if (i==topPent.length-2){
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beginShape();
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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endShape(CLOSE);
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beginShape();
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
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endShape(CLOSE);
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}
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else if (i==topPent.length-1){
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beginShape();
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
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endShape(CLOSE);
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beginShape();
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vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
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endShape(CLOSE);
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}
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}
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}
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// overrided methods fom Shape3D
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void rotZ(float theta){
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float tx=0, ty=0, tz=0;
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// top point
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tx = cos(theta)*topPoint.x+sin(theta)*topPoint.y;
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ty = sin(theta)*topPoint.x-cos(theta)*topPoint.y;
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topPoint.x = tx;
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topPoint.y = ty;
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// bottom point
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tx = cos(theta)*bottomPoint.x+sin(theta)*bottomPoint.y;
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ty = sin(theta)*bottomPoint.x-cos(theta)*bottomPoint.y;
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bottomPoint.x = tx;
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bottomPoint.y = ty;
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// top and bottom pentagons
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for (int i=0; i<topPent.length; i++){
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tx = cos(theta)*topPent[i].x+sin(theta)*topPent[i].y;
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ty = sin(theta)*topPent[i].x-cos(theta)*topPent[i].y;
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topPent[i].x = tx;
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topPent[i].y = ty;
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tx = cos(theta)*bottomPent[i].x+sin(theta)*bottomPent[i].y;
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ty = sin(theta)*bottomPent[i].x-cos(theta)*bottomPent[i].y;
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bottomPent[i].x = tx;
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bottomPent[i].y = ty;
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}
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}
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void rotX(float theta){
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}
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void rotY(float theta){
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}
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}
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@@ -0,0 +1,82 @@
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abstract class Shape3D{
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float x, y, z;
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float w, h, d;
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Shape3D(){
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}
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Shape3D(float x, float y, float z){
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this.x = x;
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this.y = y;
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this.z = z;
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}
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Shape3D(PVector p){
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x = p.x;
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y = p.y;
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z = p.z;
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}
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Shape3D(Dimension3D dim){
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w = dim.w;
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h = dim.h;
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d = dim.d;
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}
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Shape3D(float x, float y, float z, float w, float h, float d){
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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this.h = h;
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this.d = d;
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}
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Shape3D(float x, float y, float z, Dimension3D dim){
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this.x = x;
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this.y = y;
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this.z = z;
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w = dim.w;
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h = dim.h;
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d = dim.d;
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}
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Shape3D(PVector p, Dimension3D dim){
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x = p.x;
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y = p.y;
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z = p.z;
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w = dim.w;
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h = dim.h;
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d = dim.d;
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}
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void setLoc(PVector p){
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x=p.x;
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y=p.y;
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z=p.z;
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}
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void setLoc(float x, float y, float z){
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this.x=x;
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this.y=y;
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this.z=z;
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}
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// override if you need these
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void rotX(float theta){
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}
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void rotY(float theta){
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}
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void rotZ(float theta){
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}
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// must be implemented in subclasses
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abstract void init();
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abstract void create();
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}
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@@ -0,0 +1,30 @@
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/**
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* Primitives 3D.
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*
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* Placing mathematically 3D objects in synthetic space.
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* The lights() method reveals their imagined dimension.
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* The box() and sphere() functions each have one parameter
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* which is used to specify their size. These shapes are
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* positioned using the translate() function.
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*/
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size(640, 360, P3D);
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background(0);
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lights();
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||||
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noStroke();
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pushMatrix();
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translate(130, height/2, 0);
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rotateY(1.25);
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rotateX(-0.4);
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box(100);
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popMatrix();
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noFill();
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stroke(255);
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pushMatrix();
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translate(500, height*0.35, -200);
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sphere(280);
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popMatrix();
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@@ -0,0 +1,74 @@
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/**
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* RGB Cube.
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||||
*
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||||
* The three primary colors of the additive color model are red, green, and blue.
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||||
* This RGB color cube displays smooth transitions between these colors.
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||||
*/
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||||
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||||
float xmag, ymag = 0;
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||||
float newXmag, newYmag = 0;
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||||
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||||
void setup()
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||||
{
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||||
size(640, 360, P3D);
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||||
noStroke();
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||||
colorMode(RGB, 1);
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||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
background(0.5);
|
||||
|
||||
pushMatrix();
|
||||
|
||||
translate(width/2, height/2, -30);
|
||||
|
||||
newXmag = mouseX/float(width) * TWO_PI;
|
||||
newYmag = mouseY/float(height) * TWO_PI;
|
||||
|
||||
float diff = xmag-newXmag;
|
||||
if (abs(diff) > 0.01) { xmag -= diff/4.0; }
|
||||
|
||||
diff = ymag-newYmag;
|
||||
if (abs(diff) > 0.01) { ymag -= diff/4.0; }
|
||||
|
||||
rotateX(-ymag);
|
||||
rotateY(-xmag);
|
||||
|
||||
scale(90);
|
||||
beginShape(QUADS);
|
||||
|
||||
fill(0, 1, 1); vertex(-1, 1, 1);
|
||||
fill(1, 1, 1); vertex( 1, 1, 1);
|
||||
fill(1, 0, 1); vertex( 1, -1, 1);
|
||||
fill(0, 0, 1); vertex(-1, -1, 1);
|
||||
|
||||
fill(1, 1, 1); vertex( 1, 1, 1);
|
||||
fill(1, 1, 0); vertex( 1, 1, -1);
|
||||
fill(1, 0, 0); vertex( 1, -1, -1);
|
||||
fill(1, 0, 1); vertex( 1, -1, 1);
|
||||
|
||||
fill(1, 1, 0); vertex( 1, 1, -1);
|
||||
fill(0, 1, 0); vertex(-1, 1, -1);
|
||||
fill(0, 0, 0); vertex(-1, -1, -1);
|
||||
fill(1, 0, 0); vertex( 1, -1, -1);
|
||||
|
||||
fill(0, 1, 0); vertex(-1, 1, -1);
|
||||
fill(0, 1, 1); vertex(-1, 1, 1);
|
||||
fill(0, 0, 1); vertex(-1, -1, 1);
|
||||
fill(0, 0, 0); vertex(-1, -1, -1);
|
||||
|
||||
fill(0, 1, 0); vertex(-1, 1, -1);
|
||||
fill(1, 1, 0); vertex( 1, 1, -1);
|
||||
fill(1, 1, 1); vertex( 1, 1, 1);
|
||||
fill(0, 1, 1); vertex(-1, 1, 1);
|
||||
|
||||
fill(0, 0, 0); vertex(-1, -1, -1);
|
||||
fill(1, 0, 0); vertex( 1, -1, -1);
|
||||
fill(1, 0, 1); vertex( 1, -1, 1);
|
||||
fill(0, 0, 1); vertex(-1, -1, 1);
|
||||
|
||||
endShape();
|
||||
|
||||
popMatrix();
|
||||
}
|
||||
@@ -0,0 +1,116 @@
|
||||
/**
|
||||
* Shape Transform
|
||||
* by Ira Greenberg.
|
||||
*
|
||||
* Illustrates the geometric relationship
|
||||
* between Cube, Pyramid, Cone and
|
||||
* Cylinder 3D primitives.
|
||||
*
|
||||
* Instructions:<br />
|
||||
* Up Arrow - increases points<br />
|
||||
* Down Arrow - decreases points<br />
|
||||
* 'p' key toggles between cube/pyramid<br />
|
||||
*/
|
||||
|
||||
int pts = 4;
|
||||
float angle = 0;
|
||||
float radius = 99;
|
||||
float cylinderLength = 95;
|
||||
|
||||
//vertices
|
||||
PVector vertices[][];
|
||||
boolean isPyramid = false;
|
||||
|
||||
float angleInc;
|
||||
|
||||
void setup(){
|
||||
size(640, 360, P3D);
|
||||
noStroke();
|
||||
angleInc = PI/300.0;
|
||||
}
|
||||
|
||||
void draw(){
|
||||
background(170, 95, 95);
|
||||
lights();
|
||||
fill(255, 200, 200);
|
||||
translate(width/2, height/2);
|
||||
rotateX(frameCount * angleInc);
|
||||
rotateY(frameCount * angleInc);
|
||||
rotateZ(frameCount * angleInc);
|
||||
|
||||
// initialize vertex arrays
|
||||
vertices = new PVector[2][pts+1];
|
||||
|
||||
// fill arrays
|
||||
for (int i = 0; i < 2; i++){
|
||||
angle = 0;
|
||||
for(int j = 0; j <= pts; j++){
|
||||
vertices[i][j] = new PVector();
|
||||
if (isPyramid){
|
||||
if (i==1){
|
||||
vertices[i][j].x = 0;
|
||||
vertices[i][j].y = 0;
|
||||
}
|
||||
else {
|
||||
vertices[i][j].x = cos(radians(angle)) * radius;
|
||||
vertices[i][j].y = sin(radians(angle)) * radius;
|
||||
}
|
||||
}
|
||||
else {
|
||||
vertices[i][j].x = cos(radians(angle)) * radius;
|
||||
vertices[i][j].y = sin(radians(angle)) * radius;
|
||||
}
|
||||
vertices[i][j].z = cylinderLength;
|
||||
// the .0 after the 360 is critical
|
||||
angle += 360.0/pts;
|
||||
}
|
||||
cylinderLength *= -1;
|
||||
}
|
||||
|
||||
// draw cylinder tube
|
||||
beginShape(QUAD_STRIP);
|
||||
for(int j = 0; j <= pts; j++){
|
||||
vertex(vertices[0][j].x, vertices[0][j].y, vertices[0][j].z);
|
||||
vertex(vertices[1][j].x, vertices[1][j].y, vertices[1][j].z);
|
||||
}
|
||||
endShape();
|
||||
|
||||
//draw cylinder ends
|
||||
for (int i = 0; i < 2; i++){
|
||||
beginShape();
|
||||
for(int j = 0; j < pts; j++){
|
||||
vertex(vertices[i][j].x, vertices[i][j].y, vertices[i][j].z);
|
||||
}
|
||||
endShape(CLOSE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
up/down arrow keys control
|
||||
polygon detail.
|
||||
*/
|
||||
void keyPressed(){
|
||||
if(key == CODED) {
|
||||
// pts
|
||||
if (keyCode == UP) {
|
||||
if (pts < 90){
|
||||
pts++;
|
||||
}
|
||||
}
|
||||
else if (keyCode == DOWN) {
|
||||
if (pts > 4){
|
||||
pts--;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (key =='p'){
|
||||
if (isPyramid){
|
||||
isPyramid = false;
|
||||
}
|
||||
else {
|
||||
isPyramid = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,182 @@
|
||||
/**
|
||||
* Interactive Toroid
|
||||
* by Ira Greenberg.
|
||||
*
|
||||
* Illustrates the geometric relationship between Toroid, Sphere, and Helix
|
||||
* 3D primitives, as well as lathing principal.
|
||||
*
|
||||
* Instructions: <br />
|
||||
* UP arrow key pts++ <br />
|
||||
* DOWN arrow key pts-- <br />
|
||||
* LEFT arrow key segments-- <br />
|
||||
* RIGHT arrow key segments++ <br />
|
||||
* 'a' key toroid radius-- <br />
|
||||
* 's' key toroid radius++ <br />
|
||||
* 'z' key initial polygon radius-- <br />
|
||||
* 'x' key initial polygon radius++ <br />
|
||||
* 'w' key toggle wireframe/solid shading <br />
|
||||
* 'h' key toggle sphere/helix <br />
|
||||
*/
|
||||
|
||||
int pts = 40;
|
||||
float angle = 0;
|
||||
float radius = 60.0;
|
||||
|
||||
// lathe segments
|
||||
int segments = 60;
|
||||
float latheAngle = 0;
|
||||
float latheRadius = 100.0;
|
||||
|
||||
//vertices
|
||||
PVector vertices[], vertices2[];
|
||||
|
||||
// for shaded or wireframe rendering
|
||||
boolean isWireFrame = false;
|
||||
|
||||
// for optional helix
|
||||
boolean isHelix = false;
|
||||
float helixOffset = 5.0;
|
||||
|
||||
void setup(){
|
||||
size(640, 360, P3D);
|
||||
}
|
||||
|
||||
void draw(){
|
||||
background(50, 64, 42);
|
||||
// basic lighting setup
|
||||
lights();
|
||||
// 2 rendering styles
|
||||
// wireframe or solid
|
||||
if (isWireFrame){
|
||||
stroke(255, 255, 150);
|
||||
noFill();
|
||||
}
|
||||
else {
|
||||
noStroke();
|
||||
fill(150, 195, 125);
|
||||
}
|
||||
//center and spin toroid
|
||||
translate(width/2, height/2, -100);
|
||||
|
||||
rotateX(frameCount*PI/150);
|
||||
rotateY(frameCount*PI/170);
|
||||
rotateZ(frameCount*PI/90);
|
||||
|
||||
// initialize point arrays
|
||||
vertices = new PVector[pts+1];
|
||||
vertices2 = new PVector[pts+1];
|
||||
|
||||
// fill arrays
|
||||
for(int i=0; i<=pts; i++){
|
||||
vertices[i] = new PVector();
|
||||
vertices2[i] = new PVector();
|
||||
vertices[i].x = latheRadius + sin(radians(angle))*radius;
|
||||
if (isHelix){
|
||||
vertices[i].z = cos(radians(angle))*radius-(helixOffset*
|
||||
segments)/2;
|
||||
}
|
||||
else{
|
||||
vertices[i].z = cos(radians(angle))*radius;
|
||||
}
|
||||
angle+=360.0/pts;
|
||||
}
|
||||
|
||||
// draw toroid
|
||||
latheAngle = 0;
|
||||
for(int i=0; i<=segments; i++){
|
||||
beginShape(QUAD_STRIP);
|
||||
for(int j=0; j<=pts; j++){
|
||||
if (i>0){
|
||||
vertex(vertices2[j].x, vertices2[j].y, vertices2[j].z);
|
||||
}
|
||||
vertices2[j].x = cos(radians(latheAngle))*vertices[j].x;
|
||||
vertices2[j].y = sin(radians(latheAngle))*vertices[j].x;
|
||||
vertices2[j].z = vertices[j].z;
|
||||
// optional helix offset
|
||||
if (isHelix){
|
||||
vertices[j].z+=helixOffset;
|
||||
}
|
||||
vertex(vertices2[j].x, vertices2[j].y, vertices2[j].z);
|
||||
}
|
||||
// create extra rotation for helix
|
||||
if (isHelix){
|
||||
latheAngle+=720.0/segments;
|
||||
}
|
||||
else {
|
||||
latheAngle+=360.0/segments;
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
left/right arrow keys control ellipse detail
|
||||
up/down arrow keys control segment detail.
|
||||
'a','s' keys control lathe radius
|
||||
'z','x' keys control ellipse radius
|
||||
'w' key toggles between wireframe and solid
|
||||
'h' key toggles between toroid and helix
|
||||
*/
|
||||
void keyPressed(){
|
||||
if(key == CODED) {
|
||||
// pts
|
||||
if (keyCode == UP) {
|
||||
if (pts<40){
|
||||
pts++;
|
||||
}
|
||||
}
|
||||
else if (keyCode == DOWN) {
|
||||
if (pts>3){
|
||||
pts--;
|
||||
}
|
||||
}
|
||||
// extrusion length
|
||||
if (keyCode == LEFT) {
|
||||
if (segments>3){
|
||||
segments--;
|
||||
}
|
||||
}
|
||||
else if (keyCode == RIGHT) {
|
||||
if (segments<80){
|
||||
segments++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// lathe radius
|
||||
if (key =='a'){
|
||||
if (latheRadius>0){
|
||||
latheRadius--;
|
||||
}
|
||||
}
|
||||
else if (key == 's'){
|
||||
latheRadius++;
|
||||
}
|
||||
// ellipse radius
|
||||
if (key =='z'){
|
||||
if (radius>10){
|
||||
radius--;
|
||||
}
|
||||
}
|
||||
else if (key == 'x'){
|
||||
radius++;
|
||||
}
|
||||
// wireframe
|
||||
if (key =='w'){
|
||||
if (isWireFrame){
|
||||
isWireFrame=false;
|
||||
}
|
||||
else {
|
||||
isWireFrame=true;
|
||||
}
|
||||
}
|
||||
// helix
|
||||
if (key =='h'){
|
||||
if (isHelix){
|
||||
isHelix=false;
|
||||
}
|
||||
else {
|
||||
isHelix=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
/**
|
||||
* Vertices
|
||||
* by Simon Greenwold.
|
||||
*
|
||||
* Draw a cylinder centered on the y-axis, going down
|
||||
* from y=0 to y=height. The radius at the top can be
|
||||
* different from the radius at the bottom, and the
|
||||
* number of sides drawn is variable.
|
||||
*/
|
||||
|
||||
void setup() {
|
||||
size(640, 360, P3D);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
lights();
|
||||
translate(width / 2, height / 2);
|
||||
rotateY(map(mouseX, 0, width, 0, PI));
|
||||
rotateZ(map(mouseY, 0, height, 0, -PI));
|
||||
noStroke();
|
||||
fill(255, 255, 255);
|
||||
translate(0, -40, 0);
|
||||
drawCylinder(10, 180, 200, 16); // Draw a mix between a cylinder and a cone
|
||||
//drawCylinder(70, 70, 120, 64); // Draw a cylinder
|
||||
//drawCylinder(0, 180, 200, 4); // Draw a pyramid
|
||||
}
|
||||
|
||||
void drawCylinder(float topRadius, float bottomRadius, float tall, int sides) {
|
||||
float angle = 0;
|
||||
float angleIncrement = TWO_PI / sides;
|
||||
beginShape(QUAD_STRIP);
|
||||
for (int i = 0; i < sides + 1; ++i) {
|
||||
vertex(topRadius*cos(angle), 0, topRadius*sin(angle));
|
||||
vertex(bottomRadius*cos(angle), tall, bottomRadius*sin(angle));
|
||||
angle += angleIncrement;
|
||||
}
|
||||
endShape();
|
||||
|
||||
// If it is not a cone, draw the circular top cap
|
||||
if (topRadius != 0) {
|
||||
angle = 0;
|
||||
beginShape(TRIANGLE_FAN);
|
||||
|
||||
// Center point
|
||||
vertex(0, 0, 0);
|
||||
for (int i = 0; i < sides + 1; i++) {
|
||||
vertex(topRadius * cos(angle), 0, topRadius * sin(angle));
|
||||
angle += angleIncrement;
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
|
||||
// If it is not a cone, draw the circular bottom cap
|
||||
if (bottomRadius != 0) {
|
||||
angle = 0;
|
||||
beginShape(TRIANGLE_FAN);
|
||||
|
||||
// Center point
|
||||
vertex(0, tall, 0);
|
||||
for (int i = 0; i < sides + 1; i++) {
|
||||
vertex(bottomRadius * cos(angle), tall, bottomRadius * sin(angle));
|
||||
angle += angleIncrement;
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
/**
|
||||
* Explode
|
||||
* by Daniel Shiffman.
|
||||
*
|
||||
* Mouse horizontal location controls breaking apart of image and
|
||||
* Maps pixels from a 2D image into 3D space. Pixel brightness controls
|
||||
* translation along z axis.
|
||||
*/
|
||||
|
||||
PImage img; // The source image
|
||||
int cellsize = 2; // Dimensions of each cell in the grid
|
||||
int columns, rows; // Number of columns and rows in our system
|
||||
|
||||
void setup() {
|
||||
size(640, 360, P3D);
|
||||
img = loadImage("eames.jpg"); // Load the image
|
||||
columns = img.width / cellsize; // Calculate # of columns
|
||||
rows = img.height / cellsize; // Calculate # of rows
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
// Begin loop for columns
|
||||
for ( int i = 0; i < columns; i++) {
|
||||
// Begin loop for rows
|
||||
for ( int j = 0; j < rows; j++) {
|
||||
int x = i*cellsize + cellsize/2; // x position
|
||||
int y = j*cellsize + cellsize/2; // y position
|
||||
int loc = x + y*img.width; // Pixel array location
|
||||
color c = img.pixels[loc]; // Grab the color
|
||||
// Calculate a z position as a function of mouseX and pixel brightness
|
||||
float z = (mouseX / float(width)) * brightness(img.pixels[loc]) - 20.0;
|
||||
// Translate to the location, set fill and stroke, and draw the rect
|
||||
pushMatrix();
|
||||
translate(x + 200, y + 100, z);
|
||||
fill(c, 204);
|
||||
noStroke();
|
||||
rectMode(CENTER);
|
||||
rect(0, 0, cellsize, cellsize);
|
||||
popMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 44 KiB |
@@ -0,0 +1,46 @@
|
||||
/**
|
||||
* Extrusion.
|
||||
*
|
||||
* Converts a flat image into spatial data points and rotates the points
|
||||
* around the center.
|
||||
*/
|
||||
|
||||
PImage extrude;
|
||||
int[][] values;
|
||||
float angle = 0;
|
||||
|
||||
void setup() {
|
||||
size(640, 360, P3D);
|
||||
|
||||
// Load the image into a new array
|
||||
extrude = loadImage("ystone08.jpg");
|
||||
extrude.loadPixels();
|
||||
values = new int[extrude.width][extrude.height];
|
||||
for (int y = 0; y < extrude.height; y++) {
|
||||
for (int x = 0; x < extrude.width; x++) {
|
||||
color pixel = extrude.get(x, y);
|
||||
values[x][y] = int(brightness(pixel));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
|
||||
// Update the angle
|
||||
angle += 0.005;
|
||||
|
||||
// Rotate around the center axis
|
||||
translate(width/2, 0, -128);
|
||||
rotateY(angle);
|
||||
translate(-extrude.width/2, 100, -128);
|
||||
|
||||
// Display the image mass
|
||||
for (int y = 0; y < extrude.height; y++) {
|
||||
for (int x = 0; x < extrude.width; x++) {
|
||||
stroke(values[x][y]);
|
||||
point(x, y, -values[x][y]);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,89 @@
|
||||
/**
|
||||
* Zoom.
|
||||
*
|
||||
* Move the cursor over the image to alter its position. Click and press
|
||||
* the mouse to zoom and set the density of the matrix by typing numbers 1-5.
|
||||
* This program displays a series of lines with their heights corresponding to
|
||||
* a color value read from an image.
|
||||
*/
|
||||
|
||||
PImage img;
|
||||
//boolean onetime = true;
|
||||
int[][] imgPixels;
|
||||
float sval = 1.0;
|
||||
float nmx, nmy;
|
||||
int res = 5;
|
||||
|
||||
void setup()
|
||||
{
|
||||
size(640, 360, P3D);
|
||||
noFill();
|
||||
stroke(255);
|
||||
img = loadImage("ystone08.jpg");
|
||||
imgPixels = new int[img.width][img.height];
|
||||
for (int i = 0; i < img.height; i++) {
|
||||
for (int j = 0; j < img.width; j++) {
|
||||
imgPixels[j][i] = img.get(j, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
background(0);
|
||||
|
||||
nmx = nmx + (mouseX-nmx)/20;
|
||||
nmy += (mouseY-nmy)/20;
|
||||
|
||||
if(mousePressed) {
|
||||
sval += 0.005;
|
||||
}
|
||||
else {
|
||||
sval -= 0.01;
|
||||
}
|
||||
|
||||
sval = constrain(sval, 1.0, 2.5);
|
||||
|
||||
translate(width/2 + nmx * sval-100, height/2 + nmy*sval - 200, -50);
|
||||
scale(sval);
|
||||
rotateZ(PI/9 - sval + 1.0);
|
||||
rotateX(PI/sval/8 - 0.125);
|
||||
rotateY(sval/8 - 0.125);
|
||||
|
||||
translate(-width/2, -height/2, 0);
|
||||
|
||||
for (int i = 0; i < img.height; i += res) {
|
||||
for (int j = 0; j < img.width; j += res) {
|
||||
float rr = red(imgPixels[j][i]);
|
||||
float gg = green(imgPixels[j][i]);
|
||||
float bb = blue(imgPixels[j][i]);
|
||||
float tt = rr+gg+bb;
|
||||
stroke(rr, gg, gg);
|
||||
line(i, j, tt/10-20, i, j, tt/10 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void keyPressed() {
|
||||
if(key == '1') {
|
||||
res = 1;
|
||||
}
|
||||
else if (key == '2') {
|
||||
res = 2;
|
||||
}
|
||||
else if (key == '3') {
|
||||
res = 3;
|
||||
}
|
||||
else if (key == '4') {
|
||||
res = 4;
|
||||
}
|
||||
else if (key == '5') {
|
||||
res = 5;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
|
||||
// Custom Cube Class
|
||||
|
||||
class Cube{
|
||||
PVector[] vertices = new PVector[24];
|
||||
float w, h, d;
|
||||
|
||||
// Default constructor
|
||||
Cube(){ }
|
||||
|
||||
// Constructor 2
|
||||
Cube(float w, float h, float d) {
|
||||
this.w = w;
|
||||
this.h = h;
|
||||
this.d = d;
|
||||
|
||||
// cube composed of 6 quads
|
||||
//front
|
||||
vertices[0] = new PVector(-w/2,-h/2,d/2);
|
||||
vertices[1] = new PVector(w/2,-h/2,d/2);
|
||||
vertices[2] = new PVector(w/2,h/2,d/2);
|
||||
vertices[3] = new PVector(-w/2,h/2,d/2);
|
||||
//left
|
||||
vertices[4] = new PVector(-w/2,-h/2,d/2);
|
||||
vertices[5] = new PVector(-w/2,-h/2,-d/2);
|
||||
vertices[6] = new PVector(-w/2,h/2,-d/2);
|
||||
vertices[7] = new PVector(-w/2,h/2,d/2);
|
||||
//right
|
||||
vertices[8] = new PVector(w/2,-h/2,d/2);
|
||||
vertices[9] = new PVector(w/2,-h/2,-d/2);
|
||||
vertices[10] = new PVector(w/2,h/2,-d/2);
|
||||
vertices[11] = new PVector(w/2,h/2,d/2);
|
||||
//back
|
||||
vertices[12] = new PVector(-w/2,-h/2,-d/2);
|
||||
vertices[13] = new PVector(w/2,-h/2,-d/2);
|
||||
vertices[14] = new PVector(w/2,h/2,-d/2);
|
||||
vertices[15] = new PVector(-w/2,h/2,-d/2);
|
||||
//top
|
||||
vertices[16] = new PVector(-w/2,-h/2,d/2);
|
||||
vertices[17] = new PVector(-w/2,-h/2,-d/2);
|
||||
vertices[18] = new PVector(w/2,-h/2,-d/2);
|
||||
vertices[19] = new PVector(w/2,-h/2,d/2);
|
||||
//bottom
|
||||
vertices[20] = new PVector(-w/2,h/2,d/2);
|
||||
vertices[21] = new PVector(-w/2,h/2,-d/2);
|
||||
vertices[22] = new PVector(w/2,h/2,-d/2);
|
||||
vertices[23] = new PVector(w/2,h/2,d/2);
|
||||
}
|
||||
void create(){
|
||||
// Draw cube
|
||||
for (int i=0; i<6; i++){
|
||||
beginShape(QUADS);
|
||||
for (int j=0; j<4; j++){
|
||||
vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
}
|
||||
void create(color[]quadBG){
|
||||
// Draw cube
|
||||
for (int i=0; i<6; i++){
|
||||
fill(quadBG[i]);
|
||||
beginShape(QUADS);
|
||||
for (int j=0; j<4; j++){
|
||||
vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,117 @@
|
||||
/**
|
||||
* Cubes Contained Within a Cube
|
||||
* by Ira Greenberg.
|
||||
*
|
||||
* Collision detection against all
|
||||
* outer cube's surfaces.
|
||||
* Uses the Point3D and Cube classes.
|
||||
*/
|
||||
|
||||
Cube stage; // external large cube
|
||||
int cubies = 20;
|
||||
Cube[]c = new Cube[cubies]; // internal little cubes
|
||||
color[][]quadBG = new color[cubies][6];
|
||||
|
||||
// Controls cubie's movement
|
||||
float[]x = new float[cubies];
|
||||
float[]y = new float[cubies];
|
||||
float[]z = new float[cubies];
|
||||
float[]xSpeed = new float[cubies];
|
||||
float[]ySpeed = new float[cubies];
|
||||
float[]zSpeed = new float[cubies];
|
||||
|
||||
// Controls cubie's rotation
|
||||
float[]xRot = new float[cubies];
|
||||
float[]yRot = new float[cubies];
|
||||
float[]zRot = new float[cubies];
|
||||
|
||||
// Size of external cube
|
||||
float bounds = 300;
|
||||
|
||||
void setup() {
|
||||
size(640, 360, P3D);
|
||||
|
||||
for (int i = 0; i < cubies; i++){
|
||||
// Each cube face has a random color component
|
||||
float colorShift = random(-75, 75);
|
||||
quadBG[i][0] = color(0);
|
||||
quadBG[i][1] = color(51);
|
||||
quadBG[i][2] = color(102);
|
||||
quadBG[i][3] = color(153);
|
||||
quadBG[i][4] = color(204);
|
||||
quadBG[i][5] = color(255);
|
||||
|
||||
// Cubies are randomly sized
|
||||
float cubieSize = random(5, 15);
|
||||
c[i] = new Cube(cubieSize, cubieSize, cubieSize);
|
||||
|
||||
// Initialize cubie's position, speed and rotation
|
||||
x[i] = 0;
|
||||
y[i] = 0;
|
||||
z[i] = 0;
|
||||
|
||||
xSpeed[i] = random(-1, 1);
|
||||
ySpeed[i] = random(-1, 1);
|
||||
zSpeed[i] = random(-1, 1);
|
||||
|
||||
xRot[i] = random(40, 100);
|
||||
yRot[i] = random(40, 100);
|
||||
zRot[i] = random(40, 100);
|
||||
}
|
||||
|
||||
// Instantiate external large cube
|
||||
stage = new Cube(bounds, bounds, bounds);
|
||||
}
|
||||
|
||||
void draw(){
|
||||
background(50);
|
||||
lights();
|
||||
|
||||
// Center in display window
|
||||
translate(width/2, height/2, -130);
|
||||
|
||||
// Outer transparent cube
|
||||
noFill();
|
||||
|
||||
// Rotate everything, including external large cube
|
||||
rotateX(frameCount * 0.001);
|
||||
rotateY(frameCount * 0.002);
|
||||
rotateZ(frameCount * 0.001);
|
||||
stroke(255);
|
||||
|
||||
// Draw external large cube
|
||||
stage.create();
|
||||
|
||||
// Move and rotate cubies
|
||||
for (int i = 0; i < cubies; i++){
|
||||
pushMatrix();
|
||||
translate(x[i], y[i], z[i]);
|
||||
rotateX(frameCount*PI/xRot[i]);
|
||||
rotateY(frameCount*PI/yRot[i]);
|
||||
rotateX(frameCount*PI/zRot[i]);
|
||||
noStroke();
|
||||
c[i].create(quadBG[i]);
|
||||
x[i] += xSpeed[i];
|
||||
y[i] += ySpeed[i];
|
||||
z[i] += zSpeed[i];
|
||||
popMatrix();
|
||||
|
||||
// Draw lines connecting cubbies
|
||||
stroke(0);
|
||||
if (i < cubies-1){
|
||||
line(x[i], y[i], z[i], x[i+1], y[i+1], z[i+1]);
|
||||
}
|
||||
|
||||
// Check wall collisions
|
||||
if (x[i] > bounds/2 || x[i] < -bounds/2){
|
||||
xSpeed[i]*=-1;
|
||||
}
|
||||
if (y[i] > bounds/2 || y[i] < -bounds/2){
|
||||
ySpeed[i]*=-1;
|
||||
}
|
||||
if (z[i] > bounds/2 || z[i] < -bounds/2){
|
||||
zSpeed[i]*=-1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user