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https://github.com/processing/processing4.git
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Re-adding Topics to SVN
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39
java/examples/Topics/Interaction/Follow1/Follow1.pde
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39
java/examples/Topics/Interaction/Follow1/Follow1.pde
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/**
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* Follow 1.
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* Based on code from Keith Peters (www.bit-101.com).
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*
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* A line segment is pushed and pulled by the cursor.
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*/
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float x = 100;
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float y = 100;
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float angle1 = 0.0;
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float segLength = 50;
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void setup() {
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size(200, 200);
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smooth();
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strokeWeight(20.0);
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stroke(0, 100);
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}
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void draw() {
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background(226);
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float dx = mouseX - x;
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float dy = mouseY - y;
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angle1 = atan2(dy, dx);
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x = mouseX - (cos(angle1) * segLength);
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y = mouseY - (sin(angle1) * segLength);
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segment(x, y, angle1);
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ellipse(x, y, 20, 20);
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}
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void segment(float x, float y, float a) {
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pushMatrix();
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translate(x, y);
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rotate(a);
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line(0, 0, segLength, 0);
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popMatrix();
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}
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42
java/examples/Topics/Interaction/Follow2/Follow2.pde
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42
java/examples/Topics/Interaction/Follow2/Follow2.pde
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/**
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* Follow 2.
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* Based on code from Keith Peters (www.bit-101.com).
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*
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* A two-segmented arm follows the cursor position. The relative
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* angle between the segments is calculated with atan2() and the
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* position calculated with sin() and cos().
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*/
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float[] x = new float[2];
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float[] y = new float[2];
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float segLength = 50;
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void setup() {
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size(200, 200);
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smooth();
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strokeWeight(20.0);
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stroke(0, 100);
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}
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void draw() {
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background(226);
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dragSegment(0, mouseX, mouseY);
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dragSegment(1, x[0], y[0]);
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}
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void dragSegment(int i, float xin, float yin) {
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float dx = xin - x[i];
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float dy = yin - y[i];
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float angle = atan2(dy, dx);
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x[i] = xin - cos(angle) * segLength;
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y[i] = yin - sin(angle) * segLength;
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segment(x[i], y[i], angle);
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}
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void segment(float x, float y, float a) {
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pushMatrix();
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translate(x, y);
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rotate(a);
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line(0, 0, segLength, 0);
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popMatrix();
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}
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44
java/examples/Topics/Interaction/Follow3/Follow3.pde
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44
java/examples/Topics/Interaction/Follow3/Follow3.pde
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/**
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* Follow 3.
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* Based on code from Keith Peters (www.bit-101.com).
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*
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* A segmented line follows the mouse. The relative angle from
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* each segment to the next is calculated with atan2() and the
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* position of the next is calculated with sin() and cos().
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*/
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float[] x = new float[20];
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float[] y = new float[20];
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float segLength = 9;
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void setup() {
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size(200, 200);
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smooth();
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strokeWeight(5);
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stroke(0, 100);
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}
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void draw() {
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background(226);
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dragSegment(0, mouseX, mouseY);
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for(int i=0; i<x.length-1; i++) {
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dragSegment(i+1, x[i], y[i]);
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}
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}
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void dragSegment(int i, float xin, float yin) {
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float dx = xin - x[i];
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float dy = yin - y[i];
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float angle = atan2(dy, dx);
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x[i] = xin - cos(angle) * segLength;
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y[i] = yin - sin(angle) * segLength;
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segment(x[i], y[i], angle);
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}
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void segment(float x, float y, float a) {
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pushMatrix();
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translate(x, y);
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rotate(a);
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line(0, 0, segLength, 0);
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popMatrix();
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}
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49
java/examples/Topics/Interaction/Reach1/Reach1.pde
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49
java/examples/Topics/Interaction/Reach1/Reach1.pde
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/**
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* Reach 1.
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* Based on code from Keith Peters (www.bit-101.com)
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*
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* The arm follows the position of the mouse by
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* calculating the angles with atan2().
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*/
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float x = 100;
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float y = 100;
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float x2 = 100;
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float y2 = 100;
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float segLength = 30;
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void setup() {
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size(200, 200);
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smooth();
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strokeWeight(20.0);
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stroke(0, 100);
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}
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void draw() {
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background(226);
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float dx = mouseX - x;
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float dy = mouseY - y;
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float angle1 = atan2(dy, dx);
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float tx = mouseX - cos(angle1) * segLength;
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float ty = mouseY - sin(angle1) * segLength;
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dx = tx - x2;
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dy = ty - y2;
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float angle2 = atan2(dy, dx);
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x = x2 + cos(angle2) * segLength;
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y = y2 + sin(angle2) * segLength;
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segment(x, y, angle1);
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segment(x2, y2, angle2);
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}
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void segment(float x, float y, float a) {
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pushMatrix();
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translate(x, y);
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rotate(a);
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line(0, 0, segLength, 0);
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popMatrix();
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}
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60
java/examples/Topics/Interaction/Reach2/Reach2.pde
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60
java/examples/Topics/Interaction/Reach2/Reach2.pde
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/**
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* Reach 2.
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* Based on code from Keith Peters (www.bit-101.com)
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*
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* The arm follows the position of the mouse by
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* calculating the angles with atan2().
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*/
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int numSegments = 10;
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float[] x = new float[numSegments];
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float[] y = new float[numSegments];
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float[] angle = new float[numSegments];
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float segLength = 20;
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float targetX, targetY;
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void setup() {
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size(200, 200);
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smooth();
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strokeWeight(20.0);
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stroke(0, 100);
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x[x.length-1] = 0; // Set base x-coordinate
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y[x.length-1] = height; // Set base y-coordinate
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}
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void draw() {
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background(226);
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reachSegment(0, mouseX, mouseY);
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for(int i=1; i<numSegments; i++) {
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reachSegment(i, targetX, targetY);
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}
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for(int i=x.length-1; i>=1; i--) {
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positionSegment(i, i-1);
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}
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for(int i=0; i<x.length; i++) {
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segment(x[i], y[i], angle[i], (i+1)*2);
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}
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}
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void positionSegment(int a, int b) {
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x[b] = x[a] + cos(angle[a]) * segLength;
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y[b] = y[a] + sin(angle[a]) * segLength;
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}
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void reachSegment(int i, float xin, float yin) {
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float dx = xin - x[i];
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float dy = yin - y[i];
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angle[i] = atan2(dy, dx);
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targetX = xin - cos(angle[i]) * segLength;
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targetY = yin - sin(angle[i]) * segLength;
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}
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void segment(float x, float y, float a, float sw) {
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strokeWeight(sw);
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pushMatrix();
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translate(x, y);
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rotate(a);
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line(0, 0, segLength, 0);
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popMatrix();
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}
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77
java/examples/Topics/Interaction/Reach3/Reach3.pde
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77
java/examples/Topics/Interaction/Reach3/Reach3.pde
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/**
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* Reach 3.
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* Based on code from Keith Peters (www.bit-101.com)
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*
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* The arm follows the position of the ball by
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* calculating the angles with atan2().
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*/
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int numSegments = 6;
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float[] x = new float[numSegments];
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float[] y = new float[numSegments];
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float[] angle = new float[numSegments];
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float segLength = 15;
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float targetX, targetY;
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float ballX = 50;
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float ballY = 50;
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int ballXDirection = 1;
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int ballYDirection = -1;
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void setup() {
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size(200, 200);
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smooth();
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strokeWeight(20.0);
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stroke(0, 100);
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noFill();
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x[x.length-1] = width/2; // Set base x-coordinate
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y[x.length-1] = height; // Set base y-coordinate
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}
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void draw() {
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background(226);
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strokeWeight(20);
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ballX = ballX + 1.0 * ballXDirection;
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ballY = ballY + 0.8 * ballYDirection;
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if(ballX > width-25 || ballX < 25) {
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ballXDirection *= -1;
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}
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if(ballY > height-25 || ballY < 25) {
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ballYDirection *= -1;
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}
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ellipse(ballX, ballY, 30, 30);
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reachSegment(0, ballX, ballY);
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for(int i=1; i<numSegments; i++) {
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reachSegment(i, targetX, targetY);
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}
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for(int i=x.length-1; i>=1; i--) {
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positionSegment(i, i-1);
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}
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for(int i=0; i<x.length; i++) {
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segment(x[i], y[i], angle[i], (i+1)*2);
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}
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}
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void positionSegment(int a, int b) {
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x[b] = x[a] + cos(angle[a]) * segLength;
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y[b] = y[a] + sin(angle[a]) * segLength;
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}
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void reachSegment(int i, float xin, float yin) {
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float dx = xin - x[i];
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float dy = yin - y[i];
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angle[i] = atan2(dy, dx);
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targetX = xin - cos(angle[i]) * segLength;
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targetY = yin - sin(angle[i]) * segLength;
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}
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void segment(float x, float y, float a, float sw) {
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strokeWeight(sw);
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pushMatrix();
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translate(x, y);
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rotate(a);
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line(0, 0, segLength, 0);
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popMatrix();
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}
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37
java/examples/Topics/Interaction/Tickle/Tickle.pde
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37
java/examples/Topics/Interaction/Tickle/Tickle.pde
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/**
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* Tickle.
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*
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* The word "tickle" jitters when the cursor hovers over.
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* Sometimes, it can be tickled off the screen.
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*/
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String message = "tickle";
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float x, y; // X and Y coordinates of text
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float hr, vr; // horizontal and vertical radius of the text
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void setup() {
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size(200, 200);
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PFont font = loadFont("AmericanTypewriter-24.vlw");
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textFont(font);
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textAlign(CENTER, CENTER);
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hr = textWidth(message) / 2;
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vr = (textAscent() + textDescent()) / 2;
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noStroke();
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x = width / 2;
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y = height / 2;
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}
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void draw() {
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// instead of clearing the background, fade it by drawing
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// a semi-transparent rectangle on top
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fill(204, 120);
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rect(0, 0, width, height);
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fill(0);
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// If the cursor is over the text, change the position
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if (abs(mouseX - x) < hr &&
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abs(mouseY - y) < vr) {
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x += random(-5, 5);
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y += random(-5, 5);
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}
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text("tickle", x, y);
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}
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