Removing 3D example, integrated into Basics and Topics

This commit is contained in:
Casey Reas
2011-09-06 00:28:13 +00:00
parent d6ca9bb3e1
commit 136b97bea5
46 changed files with 0 additions and 1469 deletions
@@ -0,0 +1,59 @@
/**
* Brick Tower
* by Ira Greenberg.
*
* 3D castle tower constructed out of individual bricks.
* Uses the PVector and Cube classes.
*/
float bricksPerLayer = 16.0;
float brickLayers = 18.0;
Cube brick;
float brickWidth = 60, brickHeight = 25, brickDepth = 25;
float radius = 175.0;
float angle = 0;
void setup(){
size(640, 360, P3D);
brick = new Cube(brickWidth, brickHeight, brickDepth);
}
void draw(){
background(0);
float tempX = 0, tempY = 0, tempZ = 0;
fill(182, 62, 29);
noStroke();
// Add basic light setup
lights();
translate(width/2, height*1.2, -380);
// Tip tower to see inside
rotateX(radians(-45));
// Slowly rotate tower
rotateY(frameCount * PI/600);
for (int i = 0; i < brickLayers; i++){
// Increment rows
tempY-=brickHeight;
// Alternate brick seams
angle = 360.0 / bricksPerLayer * i/2;
for (int j = 0; j < bricksPerLayer; j++){
tempZ = cos(radians(angle))*radius;
tempX = sin(radians(angle))*radius;
pushMatrix();
translate(tempX, tempY, tempZ);
rotateY(radians(angle));
// Add crenelation
if (i==brickLayers-1){
if (j%2 == 0){
brick.create();
}
}
// Create main tower
else {
brick.create();
}
popMatrix();
angle += 360.0/bricksPerLayer;
}
}
}
@@ -0,0 +1,60 @@
class Cube {
PVector[] vertices = new PVector[24];
float w, h, d;
Cube(){ }
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(){
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();
}
}
}
@@ -0,0 +1,10 @@
class Dimension3D{
float w, h, d;
Dimension3D(float w, float h, float d){
this.w=w;
this.h=h;
this.d=d;
}
}
@@ -0,0 +1,52 @@
/**
* I Like Icosahedra
* by Ira Greenberg.
*
* This example plots icosahedra. The Icosahdron is a regular
* polyhedron composed of twenty equalateral triangles.
*/
Icosahedron ico1;
Icosahedron ico2;
Icosahedron ico3;
void setup(){
size(640, 360, P3D);
ico1 = new Icosahedron(75);
ico2 = new Icosahedron(75);
ico3 = new Icosahedron(75);
}
void draw(){
background(0);
lights();
translate(width/2, height/2);
pushMatrix();
translate(-width/3.5, 0);
rotateX(frameCount*PI/185);
rotateY(frameCount*PI/-200);
stroke(170, 0, 0);
noFill();
ico1.create();
popMatrix();
pushMatrix();
rotateX(frameCount*PI/200);
rotateY(frameCount*PI/300);
stroke(150, 0, 180);
fill(170, 170, 0);
ico2.create();
popMatrix();
pushMatrix();
translate(width/3.5, 0);
rotateX(frameCount*PI/-200);
rotateY(frameCount*PI/200);
noStroke();
fill(0, 0, 185);
ico3.create();
popMatrix();
}
@@ -0,0 +1,159 @@
class Icosahedron extends Shape3D{
// icosahedron
PVector topPoint;
PVector[] topPent = new PVector[5];
PVector bottomPoint;
PVector[] bottomPent = new PVector[5];
float angle = 0, radius = 150;
float triDist;
float triHt;
float a, b, c;
// constructor
Icosahedron(float radius){
this.radius = radius;
init();
}
Icosahedron(PVector v, float radius){
super(v);
this.radius = radius;
init();
}
// calculate geometry
void init(){
c = dist(cos(0)*radius, sin(0)*radius, cos(radians(72))*radius, sin(radians(72))*radius);
b = radius;
a = (float)(Math.sqrt(((c*c)-(b*b))));
triHt = (float)(Math.sqrt((c*c)-((c/2)*(c/2))));
for (int i=0; i<topPent.length; i++){
topPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, triHt/2.0f);
angle+=radians(72);
}
topPoint = new PVector(0, 0, triHt/2.0f+a);
angle = 72.0f/2.0f;
for (int i=0; i<topPent.length; i++){
bottomPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, -triHt/2.0f);
angle+=radians(72);
}
bottomPoint = new PVector(0, 0, -(triHt/2.0f+a));
}
// draws icosahedron
void create(){
for (int i=0; i<topPent.length; i++){
// icosahedron top
beginShape();
if (i<topPent.length-1){
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
}
else {
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
}
endShape(CLOSE);
// icosahedron bottom
beginShape();
if (i<bottomPent.length-1){
vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
}
else {
vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
}
endShape(CLOSE);
}
// icosahedron body
for (int i=0; i<topPent.length; i++){
if (i<topPent.length-2){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
endShape(CLOSE);
}
else if (i==topPent.length-2){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
endShape(CLOSE);
}
else if (i==topPent.length-1){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
endShape(CLOSE);
}
}
}
// overrided methods fom Shape3D
void rotZ(float theta){
float tx=0, ty=0, tz=0;
// top point
tx = cos(theta)*topPoint.x+sin(theta)*topPoint.y;
ty = sin(theta)*topPoint.x-cos(theta)*topPoint.y;
topPoint.x = tx;
topPoint.y = ty;
// bottom point
tx = cos(theta)*bottomPoint.x+sin(theta)*bottomPoint.y;
ty = sin(theta)*bottomPoint.x-cos(theta)*bottomPoint.y;
bottomPoint.x = tx;
bottomPoint.y = ty;
// top and bottom pentagons
for (int i=0; i<topPent.length; i++){
tx = cos(theta)*topPent[i].x+sin(theta)*topPent[i].y;
ty = sin(theta)*topPent[i].x-cos(theta)*topPent[i].y;
topPent[i].x = tx;
topPent[i].y = ty;
tx = cos(theta)*bottomPent[i].x+sin(theta)*bottomPent[i].y;
ty = sin(theta)*bottomPent[i].x-cos(theta)*bottomPent[i].y;
bottomPent[i].x = tx;
bottomPent[i].y = ty;
}
}
void rotX(float theta){
}
void rotY(float theta){
}
}
@@ -0,0 +1,82 @@
abstract class Shape3D{
float x, y, z;
float w, h, d;
Shape3D(){
}
Shape3D(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
Shape3D(PVector p){
x = p.x;
y = p.y;
z = p.z;
}
Shape3D(Dimension3D dim){
w = dim.w;
h = dim.h;
d = dim.d;
}
Shape3D(float x, float y, float z, float w, float h, float d){
this.x = x;
this.y = y;
this.z = z;
this.w = w;
this.h = h;
this.d = d;
}
Shape3D(float x, float y, float z, Dimension3D dim){
this.x = x;
this.y = y;
this.z = z;
w = dim.w;
h = dim.h;
d = dim.d;
}
Shape3D(PVector p, Dimension3D dim){
x = p.x;
y = p.y;
z = p.z;
w = dim.w;
h = dim.h;
d = dim.d;
}
void setLoc(PVector p){
x=p.x;
y=p.y;
z=p.z;
}
void setLoc(float x, float y, float z){
this.x=x;
this.y=y;
this.z=z;
}
// override if you need these
void rotX(float theta){
}
void rotY(float theta){
}
void rotZ(float theta){
}
// must be implemented in subclasses
abstract void init();
abstract void create();
}
@@ -0,0 +1,30 @@
/**
* Primitives 3D.
*
* Placing mathematically 3D objects in synthetic space.
* The lights() method reveals their imagined dimension.
* The box() and sphere() functions each have one parameter
* which is used to specify their size. These shapes are
* positioned using the translate() function.
*/
size(640, 360, P3D);
background(0);
lights();
noStroke();
pushMatrix();
translate(130, height/2, 0);
rotateY(1.25);
rotateX(-0.4);
box(100);
popMatrix();
noFill();
stroke(255);
pushMatrix();
translate(500, height*0.35, -200);
sphere(280);
popMatrix();
@@ -0,0 +1,74 @@
/**
* RGB Cube.
*
* The three primary colors of the additive color model are red, green, and blue.
* This RGB color cube displays smooth transitions between these colors.
*/
float xmag, ymag = 0;
float newXmag, newYmag = 0;
void setup()
{
size(640, 360, P3D);
noStroke();
colorMode(RGB, 1);
}
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();
}
}