mirror of
https://github.com/processing/processing4.git
synced 2026-02-03 21:59:20 +01:00
moving the OpenGL examples to the core
This commit is contained in:
58
java/examples/OpenGL/Advanced/Particles/Particle.pde
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58
java/examples/OpenGL/Advanced/Particles/Particle.pde
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@@ -0,0 +1,58 @@
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class Particle {
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PVector velocity;
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float lifespan = 255;
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PShape part;
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float partSize;
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PVector gravity = new PVector(0,0.1);
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Particle() {
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partSize = random(10,60);
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part = createShape(QUAD);
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part.noStroke();
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part.texture(sprite);
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part.normal(0, 0, 1);
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part.vertex(-partSize/2, -partSize/2, 0, 0);
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part.vertex(+partSize/2, -partSize/2, sprite.width, 0);
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part.vertex(+partSize/2, +partSize/2, sprite.width, sprite.height);
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part.vertex(-partSize/2, +partSize/2, 0, sprite.height);
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part.end();
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rebirth(width/2,height/2);
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lifespan = random(255);
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}
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PShape getShape() {
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return part;
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}
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void rebirth(float x, float y) {
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float a = random(TWO_PI);
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float speed = random(0.5,4);
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velocity = new PVector(cos(a), sin(a));
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velocity.mult(speed);
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lifespan = 255;
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part.resetMatrix();
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part.translate(x, y);
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}
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boolean isDead() {
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if (lifespan < 0) {
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return true;
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} else {
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return false;
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}
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}
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public void update() {
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lifespan = lifespan - 1;
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velocity.add(gravity);
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part.tint(255,lifespan);
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part.translate(velocity.x, velocity.y);
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}
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}
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36
java/examples/OpenGL/Advanced/Particles/ParticleSystem.pde
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36
java/examples/OpenGL/Advanced/Particles/ParticleSystem.pde
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@@ -0,0 +1,36 @@
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class ParticleSystem {
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ArrayList<Particle> particles;
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PShape particleShape;
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ParticleSystem(int n) {
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particles = new ArrayList<Particle>();
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particleShape = createShape(PShape.GROUP);
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for (int i = 0; i < n; i++) {
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Particle p = new Particle();
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particles.add(p);
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particleShape.addChild(p.getShape());
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}
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}
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void update() {
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for (Particle p : particles) {
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p.update();
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}
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}
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void setEmitter(float x, float y) {
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for (Particle p : particles) {
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if (p.isDead()) {
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p.rebirth(x, y);
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}
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}
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}
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void display() {
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shape(particleShape);
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}
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}
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31
java/examples/OpenGL/Advanced/Particles/Particles.pde
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31
java/examples/OpenGL/Advanced/Particles/Particles.pde
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@@ -0,0 +1,31 @@
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// Particles, by Daniel Shiffman
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ParticleSystem ps;
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PImage sprite;
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void setup() {
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size(640, 400, P3D);
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orientation(LANDSCAPE);
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sprite = loadImage("sprite.png");
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ps = new ParticleSystem(10000);
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// Writing to the depth buffer is disabled to avoid rendering
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// artifacts due to the fact that the particles are semi-transparent
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// but not z-sorted.
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hint(DISABLE_DEPTH_MASK);
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}
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void draw () {
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background(0);
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ps.update();
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ps.display();
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ps.setEmitter(mouseX,mouseY);
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fill(255);
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textSize(16);
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text("Frame rate: " + int(frameRate),10,20);
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}
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161
java/examples/OpenGL/Advanced/Patch/Patch.pde
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161
java/examples/OpenGL/Advanced/Patch/Patch.pde
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@@ -0,0 +1,161 @@
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// Bezier patch By Maritus Watz:
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// http://www.openprocessing.org/sketch/57709
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// Normal calculation added by Andres Colubri
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// Direct port of sample code by Paul Bourke.
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// Original code: http://paulbourke.net/geometry/bezier/
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int ni=4, nj=5, RESI=ni*10, RESJ=nj*10;
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PVector outp[][], inp[][];
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PVector normp[][];
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boolean autoNormals = false;
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void setup() {
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size(600, 600, P3D);
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build();
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}
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void draw() {
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background(255);
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translate(width/2,height/2);
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lights();
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scale(0.9);
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rotateY(map(mouseX,0,width,-PI,PI));
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rotateX(map(mouseY,0,height,-PI,PI));
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noStroke();
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fill(255);
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for(int i=0; i<RESI-1; i++) {
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beginShape(QUAD_STRIP);
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for(int j=0; j<RESJ; j++) {
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if (!autoNormals) {
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normal(normp[i][j].x, normp[i][j].y, normp[i][j].z);
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}
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vertex(outp[i][j].x,outp[i][j].y,outp[i][j].z);
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vertex(outp[i+1][j].x,outp[i+1][j].y,outp[i+1][j].z);
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}
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endShape();
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}
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}
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void keyPressed() {
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if(key==' ') build();
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saveFrame("bezPatch.png");
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}
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void build() {
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int i, j, ki, kj;
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double mui, muj, bi, bj, dbi, dbj;
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outp=new PVector[RESI][RESJ];
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normp=new PVector[RESI][RESJ];
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inp=new PVector[ni+1][nj+1];
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PVector uitang = new PVector();
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PVector ujtang = new PVector();
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for (i=0;i<=ni;i++) {
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for (j=0;j<=nj;j++) {
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inp[i][j]=new PVector(i,j,random(-3,3));
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}
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}
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for (i=0;i<RESI;i++) {
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mui = i / (double)(RESI-1);
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for (j=0;j<RESJ;j++) {
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muj = j / (double)(RESJ-1);
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outp[i][j]=new PVector();
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uitang.set(0, 0, 0);
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ujtang.set(0, 0, 0);
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for (ki=0;ki<=ni;ki++) {
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bi = BezierBlend(ki, mui, ni);
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dbi = DBezierBlend(ki, mui, ni);
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for (kj=0;kj<=nj;kj++) {
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bj = BezierBlend(kj, muj, nj);
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dbj = DBezierBlend(kj, muj, nj);
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outp[i][j].x += (inp[ki][kj].x * bi * bj);
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outp[i][j].y += (inp[ki][kj].y * bi * bj);
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outp[i][j].z += (inp[ki][kj].z * bi * bj);
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uitang.x += (inp[ki][kj].x * dbi * bj);
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uitang.y += (inp[ki][kj].y * dbi * bj);
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uitang.z += (inp[ki][kj].z * dbi * bj);
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ujtang.x += (inp[ki][kj].x * bi * dbj);
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ujtang.y += (inp[ki][kj].y * bi * dbj);
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ujtang.z += (inp[ki][kj].z * bi * dbj);
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}
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}
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outp[i][j].add(new PVector(-ni/2,-nj/2,0));
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outp[i][j].mult(100);
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uitang.normalize();
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ujtang.normalize();
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normp[i][j] = uitang.cross(ujtang);
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}
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}
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}
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double BezierBlend(int k, double mu, int n) {
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int nn, kn, nkn;
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double blend=1;
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nn = n;
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kn = k;
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nkn = n - k;
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while (nn >= 1) {
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blend *= nn;
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nn--;
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if (kn > 1) {
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blend /= (double)kn;
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kn--;
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}
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if (nkn > 1) {
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blend /= (double)nkn;
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nkn--;
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}
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}
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if (k > 0)
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blend *= Math.pow(mu, (double)k);
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if (n-k > 0)
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blend *= Math.pow(1-mu, (double)(n-k));
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return(blend);
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}
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double DBezierBlend(int k, double mu, int n) {
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int nn, kn, nkn;
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double dblendf = 1;
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nn = n;
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kn = k;
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nkn = n - k;
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while (nn >= 1) {
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dblendf *= nn;
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nn--;
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if (kn > 1) {
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dblendf /= (double)kn;
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kn--;
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}
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if (nkn > 1) {
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dblendf /= (double)nkn;
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nkn--;
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}
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}
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double fk = 1;
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double dk = 0;
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double fnk = 1;
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double dnk = 0;
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if (k > 0) {
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fk = Math.pow(mu, (double)k);
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dk = k*Math.pow(mu, (double)k-1);
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}
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if (n-k > 0) {
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fnk = Math.pow(1-mu, (double)(n-k));
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dnk = (k-n)*Math.pow(1-mu, (double)(n-k-1));
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}
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dblendf *= (dk * fnk + fk * dnk);
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return(dblendf);
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}
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261
java/examples/OpenGL/Advanced/Planets/Perlin.pde
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261
java/examples/OpenGL/Advanced/Planets/Perlin.pde
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@@ -0,0 +1,261 @@
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// Implementation of 1D, 2D, and 3D Perlin noise. Based on the
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// C code by Paul Bourke:
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// http://local.wasp.uwa.edu.au/~pbourke/texture_colour/perlin/
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class Perlin {
|
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int B = 0x100;
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int BM = 0xff;
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int N = 0x1000;
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int NP = 12;
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int NM = 0xfff;
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int p[];
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float g3[][];
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float g2[][];
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float g1[];
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|
||||
void normalize2(float v[]) {
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float s = sqrt(v[0] * v[0] + v[1] * v[1]);
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||||
v[0] = v[0] / s;
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v[1] = v[1] / s;
|
||||
}
|
||||
|
||||
void normalize3(float v[]) {
|
||||
float s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
||||
v[0] = v[0] / s;
|
||||
v[1] = v[1] / s;
|
||||
v[2] = v[2] / s;
|
||||
}
|
||||
|
||||
float sCurve(float t) {
|
||||
return t * t * (3.0 - 2.0 * t);
|
||||
}
|
||||
|
||||
float at2(float q[], float rx, float ry) {
|
||||
return rx * q[0] + ry * q[1];
|
||||
}
|
||||
|
||||
float at3(float q[], float rx, float ry, float rz) {
|
||||
return rx * q[0] + ry * q[1] + rz * q[2];
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||||
}
|
||||
|
||||
Perlin() {
|
||||
p = new int[B + B + 2];
|
||||
g3 = new float[B + B + 2][3];
|
||||
g2 = new float[B + B + 2][2];
|
||||
g1 = new float[B + B + 2];
|
||||
|
||||
init();
|
||||
}
|
||||
|
||||
void init() {
|
||||
int i, j, k;
|
||||
|
||||
for (i = 0 ; i < B ; i++) {
|
||||
p[i] = i;
|
||||
g1[i] = (random(B + B) - B) / B;
|
||||
|
||||
for (j = 0 ; j < 2 ; j++)
|
||||
g2[i][j] = (random(B + B) - B) / B;
|
||||
normalize2(g2[i]);
|
||||
|
||||
for (j = 0 ; j < 3 ; j++)
|
||||
g3[i][j] = (random(B + B) - B) / B;
|
||||
normalize3(g3[i]);
|
||||
}
|
||||
|
||||
while (0 < --i) {
|
||||
k = p[i];
|
||||
p[i] = p[j = int(random(B))];
|
||||
p[j] = k;
|
||||
}
|
||||
|
||||
for (i = 0 ; i < B + 2 ; i++) {
|
||||
p[B + i] = p[i];
|
||||
g1[B + i] = g1[i];
|
||||
for (j = 0 ; j < 2 ; j++)
|
||||
g2[B + i][j] = g2[i][j];
|
||||
for (j = 0 ; j < 3 ; j++)
|
||||
g3[B + i][j] = g3[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
float noise1(float[] vec) {
|
||||
int bx0, bx1;
|
||||
float rx0, rx1, sx, t, u, v;
|
||||
|
||||
t = vec[0] + N;
|
||||
bx0 = int(t) & BM;
|
||||
bx1 = (bx0 + 1) & BM;
|
||||
rx0 = t - int(t);
|
||||
rx1 = rx0 - 1.0;
|
||||
|
||||
sx = sCurve(rx0);
|
||||
u = rx0 * g1[p[bx0]];
|
||||
v = rx1 * g1[p[bx1]];
|
||||
|
||||
return lerp(u, v, sx);
|
||||
}
|
||||
|
||||
float noise2(float[] vec) {
|
||||
int bx0, bx1, by0, by1, b00, b10, b01, b11;
|
||||
float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v;
|
||||
float[] q;
|
||||
int i, j;
|
||||
|
||||
t = vec[0] + N;
|
||||
bx0 = int(t) & BM;
|
||||
bx1 = (bx0 + 1) & BM;
|
||||
rx0 = t - int(t);
|
||||
rx1 = rx0 - 1.0;
|
||||
|
||||
t = vec[1] + N;
|
||||
by0 = int(t) & BM;
|
||||
by1 = (by0 + 1) & BM;
|
||||
ry0 = t - int(t);
|
||||
ry1 = ry0 - 1.0;
|
||||
|
||||
i = p[bx0];
|
||||
j = p[bx1];
|
||||
|
||||
b00 = p[i + by0];
|
||||
b10 = p[j + by0];
|
||||
b01 = p[i + by1];
|
||||
b11 = p[j + by1];
|
||||
|
||||
sx = sCurve(rx0);
|
||||
sy = sCurve(ry0);
|
||||
|
||||
q = g2[b00];
|
||||
u = at2(q, rx0, ry0);
|
||||
q = g2[b10];
|
||||
v = at2(q, rx1, ry0);
|
||||
a = lerp(u, v, sx);
|
||||
|
||||
q = g2[b01] ;
|
||||
u = at2(q, rx0, ry1);
|
||||
q = g2[b11] ;
|
||||
v = at2(q, rx1, ry1);
|
||||
b = lerp(u, v, sx);
|
||||
|
||||
return lerp(a, b, sy);
|
||||
}
|
||||
|
||||
float noise3(float[] vec) {
|
||||
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
|
||||
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
|
||||
float[] q;
|
||||
int i, j;
|
||||
|
||||
t = vec[0] + N;
|
||||
bx0 = int(t) & BM;
|
||||
bx1 = (bx0 + 1) & BM;
|
||||
rx0 = t - int(t);
|
||||
rx1 = rx0 - 1.0;
|
||||
|
||||
t = vec[1] + N;
|
||||
by0 = int(t) & BM;
|
||||
by1 = (by0 + 1) & BM;
|
||||
ry0 = t - int(t);
|
||||
ry1 = ry0 - 1.0;
|
||||
|
||||
t = vec[2] + N;
|
||||
bz0 = int(t) & BM;
|
||||
bz1 = (bz0 + 1) & BM;
|
||||
rz0 = t - int(t);
|
||||
rz1 = rz0 - 1.0;
|
||||
|
||||
i = p[bx0];
|
||||
j = p[bx1];
|
||||
|
||||
b00 = p[i + by0];
|
||||
b10 = p[j + by0];
|
||||
b01 = p[i + by1];
|
||||
b11 = p[j + by1];
|
||||
|
||||
t = sCurve(rx0);
|
||||
sy = sCurve(ry0);
|
||||
sz = sCurve(rz0);
|
||||
|
||||
q = g3[b00 + bz0];
|
||||
u = at3(q, rx0, ry0, rz0);
|
||||
q = g3[b10 + bz0];
|
||||
v = at3(q, rx1, ry0, rz0);
|
||||
a = lerp(u, v, t);
|
||||
|
||||
q = g3[b01 + bz0];
|
||||
u = at3(q, rx0, ry1, rz0);
|
||||
q = g3[b11 + bz0];
|
||||
v = at3(q, rx1, ry1, rz0);
|
||||
b = lerp(u, v, t);
|
||||
|
||||
c = lerp(a, b, sy);
|
||||
|
||||
q = g3[b00 + bz1];
|
||||
u = at3(q, rx0, ry0, rz1);
|
||||
q = g3[b10 + bz1];
|
||||
v = at3(q, rx1, ry0, rz1);
|
||||
a = lerp(u, v, t);
|
||||
|
||||
q = g3[b01 + bz1];
|
||||
u = at3(q, rx0, ry1, rz1);
|
||||
q = g3[b11 + bz1];
|
||||
v = at3(q, rx1, ry1, rz1);
|
||||
b = lerp(u, v, t);
|
||||
|
||||
d = lerp(a, b, sy);
|
||||
|
||||
return lerp(c, d, sz);
|
||||
}
|
||||
|
||||
// In what follows "nalpha" is the weight when the sum is formed.
|
||||
// Typically it is 2, as this approaches 1 the function is noisier.
|
||||
// "nbeta" is the harmonic scaling/spacing, typically 2. n is the
|
||||
// number of harmonics added up in the final result. Higher number
|
||||
// results in more detailed noise.
|
||||
|
||||
float noise1D(float x, float nalpha, float nbeta, int n) {
|
||||
float val, sum = 0;
|
||||
float v[] = {x};
|
||||
float nscale = 1;
|
||||
|
||||
for (int i = 0; i < n; i++) {
|
||||
val = noise1(v);
|
||||
sum += val / nscale;
|
||||
nscale *= nalpha;
|
||||
v[0] *= nbeta;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float noise2D(float x, float y, float nalpha, float nbeta, int n) {
|
||||
float val,sum = 0;
|
||||
float v[] = {x, y};
|
||||
float nscale = 1;
|
||||
|
||||
for (int i = 0; i < n; i++) {
|
||||
val = noise2(v);
|
||||
sum += val / nscale;
|
||||
nscale *= nalpha;
|
||||
v[0] *= nbeta;
|
||||
v[1] *= nbeta;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float noise3D(float x, float y, float z, float nalpha, float nbeta, int n) {
|
||||
float val, sum = 0;
|
||||
float v[] = {x, y, z};
|
||||
float nscale = 1;
|
||||
|
||||
for (int i = 0 ; i < n; i++) {
|
||||
val = noise3(v);
|
||||
sum += val / nscale;
|
||||
nscale *= nalpha;
|
||||
v[0] *= nbeta;
|
||||
v[1] *= nbeta;
|
||||
v[2] *= nbeta;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
|
||||
122
java/examples/OpenGL/Advanced/Planets/Planets.pde
Normal file
122
java/examples/OpenGL/Advanced/Planets/Planets.pde
Normal file
@@ -0,0 +1,122 @@
|
||||
// Planets, by Andres Colubri
|
||||
//
|
||||
// Sun and mercury textures from http://planetpixelemporium.com
|
||||
// Star field picture from http://www.galacticimages.com/
|
||||
|
||||
PImage starfield;
|
||||
|
||||
PShape sun;
|
||||
PImage suntex;
|
||||
|
||||
PShape planet1;
|
||||
PImage surftex1;
|
||||
PImage cloudtex;
|
||||
|
||||
PShape planet2;
|
||||
PImage surftex2;
|
||||
|
||||
void setup() {
|
||||
size(800, 480, P3D);
|
||||
|
||||
starfield = loadImage("starfield.jpg");
|
||||
suntex = loadImage("sun.jpg");
|
||||
surftex1 = loadImage("planet.jpg");
|
||||
|
||||
// We need trilinear sampling for this texture so it looks good
|
||||
// even when rendered very small.
|
||||
//PTexture.Parameters params1 = PTexture.newParameters(ARGB, TRILINEAR);
|
||||
surftex2 = loadImage("mercury.jpg");
|
||||
|
||||
/*
|
||||
// The clouds texture will "move" having the values of its u
|
||||
// texture coordinates displaced by adding a constant increment
|
||||
// in each frame. This requires REPEAT wrapping mode so texture
|
||||
// coordinates can be larger than 1.
|
||||
//PTexture.Parameters params2 = PTexture.newParameters();
|
||||
//params2.wrapU = REPEAT;
|
||||
cloudtex = createImage(512, 256);
|
||||
|
||||
// Using 3D Perlin noise to generate a clouds texture that is seamless on
|
||||
// its edges so it can be applied on a sphere.
|
||||
cloudtex.loadPixels();
|
||||
Perlin perlin = new Perlin();
|
||||
for (int j = 0; j < cloudtex.height; j++) {
|
||||
for (int i = 0; i < cloudtex.width; i++) {
|
||||
// The angle values corresponding to each u,v pair:
|
||||
float u = float(i) / cloudtex.width;
|
||||
float v = float(j) / cloudtex.height;
|
||||
float phi = map(u, 0, 1, TWO_PI, 0);
|
||||
float theta = map(v, 0, 1, -HALF_PI, HALF_PI);
|
||||
// The x, y, z point corresponding to these angles:
|
||||
float x = cos(phi) * cos(theta);
|
||||
float y = sin(theta);
|
||||
float z = sin(phi) * cos(theta);
|
||||
float n = perlin.noise3D(x, y, z, 1.2, 2, 8);
|
||||
cloudtex.pixels[j * cloudtex.width + i] = color(255, 255, 255, 255 * n * n);
|
||||
}
|
||||
}
|
||||
cloudtex.updatePixels();
|
||||
*/
|
||||
|
||||
noStroke();
|
||||
fill(255);
|
||||
sphereDetail(40);
|
||||
|
||||
sun = createShape(SPHERE, 150);
|
||||
sun.texture(suntex);
|
||||
|
||||
planet1 = createShape(SPHERE, 150);
|
||||
planet1.texture(surftex1);
|
||||
|
||||
planet2 = createShape(SPHERE, 50);
|
||||
planet2.texture(surftex2);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
// Even we draw a full screen image after this, it is recommended to use
|
||||
// background to clear the screen anyways, otherwise A3D will think
|
||||
// you want to keep each drawn frame in the framebuffer, which results in
|
||||
// slower rendering.
|
||||
background(0);
|
||||
|
||||
// Disabling writing to the depth mask so the
|
||||
// background image doesn't occludes any 3D object.
|
||||
hint(DISABLE_DEPTH_MASK);
|
||||
image(starfield, 0, 0, width, height);
|
||||
hint(ENABLE_DEPTH_MASK);
|
||||
|
||||
/*
|
||||
// Displacing the u texture coordinate of layer 1 in planet
|
||||
// so it creates the effect of moving clouds.
|
||||
PShape3D p = (PShape3D)planet1;
|
||||
p.loadTexcoords(1);
|
||||
for (int i = 0; i < p.getVertexCount(); i++) {
|
||||
float u = p.texcoords[2 * i + 0];
|
||||
u += 0.002;
|
||||
p.texcoords[2 * i + 0] = u;
|
||||
}
|
||||
p.updateTexcoords();
|
||||
*/
|
||||
|
||||
pushMatrix();
|
||||
translate(width/2, height/2, -300);
|
||||
|
||||
pushMatrix();
|
||||
rotateY(PI * frameCount / 500);
|
||||
shape(sun);
|
||||
popMatrix();
|
||||
|
||||
pointLight(255, 255, 255, 0, 0, 0);
|
||||
rotateY(PI * frameCount / 300);
|
||||
translate(0, 0, 300);
|
||||
|
||||
shape(planet2);
|
||||
|
||||
popMatrix();
|
||||
|
||||
noLights();
|
||||
pointLight(255, 255, 255, 0, 0, -150);
|
||||
|
||||
translate(0.75 * width, 0.6 * height, 50);
|
||||
shape(planet1);
|
||||
}
|
||||
190
java/examples/OpenGL/Advanced/Ribbons/ArcBall.pde
Normal file
190
java/examples/OpenGL/Advanced/Ribbons/ArcBall.pde
Normal file
@@ -0,0 +1,190 @@
|
||||
// Ariel and V3ga's arcball class with a couple tiny mods by Robert Hodgin
|
||||
|
||||
class Arcball {
|
||||
float center_x, center_y, radius;
|
||||
Vec3 v_down, v_drag;
|
||||
Quat q_now, q_down, q_drag;
|
||||
Vec3[] axisSet;
|
||||
int axis;
|
||||
float mxv, myv;
|
||||
float x, y;
|
||||
|
||||
Arcball(float center_x, float center_y, float radius){
|
||||
this.center_x = center_x;
|
||||
this.center_y = center_y;
|
||||
this.radius = radius;
|
||||
|
||||
v_down = new Vec3();
|
||||
v_drag = new Vec3();
|
||||
|
||||
q_now = new Quat();
|
||||
q_down = new Quat();
|
||||
q_drag = new Quat();
|
||||
|
||||
axisSet = new Vec3[] {new Vec3(1.0f, 0.0f, 0.0f), new Vec3(0.0f, 1.0f, 0.0f), new Vec3(0.0f, 0.0f, 1.0f)};
|
||||
axis = -1; // no constraints...
|
||||
}
|
||||
|
||||
void mousePressed(){
|
||||
v_down = mouse_to_sphere(mouseX, mouseY);
|
||||
q_down.set(q_now);
|
||||
q_drag.reset();
|
||||
}
|
||||
|
||||
void mouseDragged(){
|
||||
v_drag = mouse_to_sphere(mouseX, mouseY);
|
||||
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag));
|
||||
}
|
||||
|
||||
void run(){
|
||||
q_now = Quat.mul(q_drag, q_down);
|
||||
applyQuat2Matrix(q_now);
|
||||
|
||||
x += mxv;
|
||||
y += myv;
|
||||
mxv -= mxv * .01;
|
||||
myv -= myv * .01;
|
||||
}
|
||||
|
||||
Vec3 mouse_to_sphere(float x, float y){
|
||||
Vec3 v = new Vec3();
|
||||
v.x = (x - center_x) / radius;
|
||||
v.y = (y - center_y) / radius;
|
||||
|
||||
float mag = v.x * v.x + v.y * v.y;
|
||||
if (mag > 1.0f){
|
||||
v.normalize();
|
||||
} else {
|
||||
v.z = sqrt(1.0f - mag);
|
||||
}
|
||||
|
||||
return (axis == -1) ? v : constrain_vector(v, axisSet[axis]);
|
||||
}
|
||||
|
||||
Vec3 constrain_vector(Vec3 vector, Vec3 axis){
|
||||
Vec3 res = new Vec3();
|
||||
res.sub(vector, Vec3.mul(axis, Vec3.dot(axis, vector)));
|
||||
res.normalize();
|
||||
return res;
|
||||
}
|
||||
|
||||
void applyQuat2Matrix(Quat q){
|
||||
// instead of transforming q into a matrix and applying it...
|
||||
|
||||
float[] aa = q.getValue();
|
||||
rotate(aa[0], aa[1], aa[2], aa[3]);
|
||||
}
|
||||
}
|
||||
|
||||
static class Vec3{
|
||||
float x, y, z;
|
||||
|
||||
Vec3(){
|
||||
}
|
||||
|
||||
Vec3(float x, float y, float z){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
void normalize(){
|
||||
float length = length();
|
||||
x /= length;
|
||||
y /= length;
|
||||
z /= length;
|
||||
}
|
||||
|
||||
float length(){
|
||||
return (float) Math.sqrt(x * x + y * y + z * z);
|
||||
}
|
||||
|
||||
static Vec3 cross(Vec3 v1, Vec3 v2){
|
||||
Vec3 res = new Vec3();
|
||||
res.x = v1.y * v2.z - v1.z * v2.y;
|
||||
res.y = v1.z * v2.x - v1.x * v2.z;
|
||||
res.z = v1.x * v2.y - v1.y * v2.x;
|
||||
return res;
|
||||
}
|
||||
|
||||
static float dot(Vec3 v1, Vec3 v2){
|
||||
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
|
||||
}
|
||||
|
||||
static Vec3 mul(Vec3 v, float d){
|
||||
Vec3 res = new Vec3();
|
||||
res.x = v.x * d;
|
||||
res.y = v.y * d;
|
||||
res.z = v.z * d;
|
||||
return res;
|
||||
}
|
||||
|
||||
void sub(Vec3 v1, Vec3 v2){
|
||||
x = v1.x - v2.x;
|
||||
y = v1.y - v2.y;
|
||||
z = v1.z - v2.z;
|
||||
}
|
||||
}
|
||||
|
||||
static class Quat{
|
||||
float w, x, y, z;
|
||||
|
||||
Quat(){
|
||||
reset();
|
||||
}
|
||||
|
||||
Quat(float w, float x, float y, float z){
|
||||
this.w = w;
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
void reset(){
|
||||
w = 1.0f;
|
||||
x = 0.0f;
|
||||
y = 0.0f;
|
||||
z = 0.0f;
|
||||
}
|
||||
|
||||
void set(float w, Vec3 v){
|
||||
this.w = w;
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
|
||||
void set(Quat q){
|
||||
w = q.w;
|
||||
x = q.x;
|
||||
y = q.y;
|
||||
z = q.z;
|
||||
}
|
||||
|
||||
static Quat mul(Quat q1, Quat q2){
|
||||
Quat res = new Quat();
|
||||
res.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
|
||||
res.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
|
||||
res.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;
|
||||
res.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;
|
||||
return res;
|
||||
}
|
||||
|
||||
float[] getValue(){
|
||||
// transforming this quat into an angle and an axis vector...
|
||||
|
||||
float[] res = new float[4];
|
||||
|
||||
float sa = (float) Math.sqrt(1.0f - w * w);
|
||||
if (sa < EPSILON){
|
||||
sa = 1.0f;
|
||||
}
|
||||
|
||||
res[0] = (float) Math.acos(w) * 2.0f;
|
||||
res[1] = x / sa;
|
||||
res[2] = y / sa;
|
||||
res[3] = z / sa;
|
||||
|
||||
return res;
|
||||
}
|
||||
}
|
||||
307
java/examples/OpenGL/Advanced/Ribbons/BSpline.pde
Normal file
307
java/examples/OpenGL/Advanced/Ribbons/BSpline.pde
Normal file
@@ -0,0 +1,307 @@
|
||||
final int MAX_BEZIER_ORDER = 10; // Maximum curve order.
|
||||
|
||||
final float[][] BSplineMatrix = {
|
||||
{-1.0/6.0, 1.0/2.0, -1.0/2.0, 1.0/6.0},
|
||||
{ 1.0/2.0, -1.0, 1.0/2.0, 0.0},
|
||||
{-1.0/2.0, 0.0, 1.0/2.0, 0.0},
|
||||
{ 1.0/6.0, 2.0/3.0, 1.0/6.0, 0.0}
|
||||
};
|
||||
|
||||
// The element(i, n) of this array contains the binomial coefficient
|
||||
// C(i, n) = n!/(i!(n-i)!)
|
||||
final int[][] BinomialCoefTable = {
|
||||
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{1, 2, 3, 4, 5, 6, 7, 8, 9, 10},
|
||||
{0, 1, 3, 6, 10, 15, 21, 28, 36, 45},
|
||||
{0, 0, 1, 4, 10, 20, 35, 56, 84, 120},
|
||||
{0, 0, 0, 1, 5, 15, 35, 70, 126, 210},
|
||||
{0, 0, 0, 0, 1, 6, 21, 56, 126, 252},
|
||||
{0, 0, 0, 0, 0, 1, 7, 28, 84, 210},
|
||||
{0, 0, 0, 0, 0, 0, 1, 8, 36, 120},
|
||||
{0, 0, 0, 0, 0, 0, 0, 1, 9, 45},
|
||||
{0, 0, 0, 0, 0, 0, 0, 0, 1, 10},
|
||||
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1}
|
||||
};
|
||||
|
||||
// The element of this(i, j) of this table contains(i/10)^(3-j).
|
||||
final float[][] TVectorTable = {
|
||||
// t^3, t^2, t^1, t^0
|
||||
{ 0, 0, 0, 1}, // t = 0.0
|
||||
{0.001, 0.01, 0.1, 1}, // t = 0.1
|
||||
{0.008, 0.04, 0.2, 1}, // t = 0.2
|
||||
{0.027, 0.09, 0.3, 1}, // t = 0.3
|
||||
{0.064, 0.16, 0.4, 1}, // t = 0.4
|
||||
{0.125, 0.25, 0.5, 1}, // t = 0.5
|
||||
{0.216, 0.36, 0.6, 1}, // t = 0.6
|
||||
{0.343, 0.49, 0.7, 1}, // t = 0.7
|
||||
{0.512, 0.64, 0.8, 1}, // u = 0.8
|
||||
{0.729, 0.81, 0.9, 1}, // t = 0.9
|
||||
{ 1, 1, 1, 1} // t = 1.0
|
||||
};
|
||||
|
||||
// The element of this(i, j) of this table contains(3-j)*(i/10)^(2-j) if
|
||||
// j < 3, 0 otherwise.
|
||||
final float[][] DTVectorTable = {
|
||||
// 3t^2, 2t^1, t^0
|
||||
{ 0, 0, 1, 0}, // t = 0.0
|
||||
{0.03, 0.2, 1, 0}, // t = 0.1
|
||||
{0.12, 0.4, 1, 0}, // t = 0.2
|
||||
{0.27, 0.6, 1, 0}, // t = 0.3
|
||||
{0.48, 0.8, 1, 0}, // t = 0.4
|
||||
{0.75, 1.0, 1, 0}, // t = 0.5
|
||||
{1.08, 1.2, 1, 0}, // t = 0.6
|
||||
{1.47, 1.4, 1, 0}, // t = 0.7
|
||||
{1.92, 1.6, 1, 0}, // t = 0.8
|
||||
{2.43, 1.8, 1, 0}, // t = 0.9
|
||||
{ 3, 2, 1, 0} // t = 1.0
|
||||
};
|
||||
|
||||
abstract class Curve3D {
|
||||
abstract void feval(float t, PVector p);
|
||||
abstract void deval(float t, PVector d);
|
||||
abstract float fevalX(float t);
|
||||
abstract float fevalY(float t);
|
||||
abstract float fevalZ(float t);
|
||||
abstract float devalX(float t);
|
||||
abstract float devalY(float t);
|
||||
abstract float devalZ(float t);
|
||||
}
|
||||
|
||||
abstract class Spline extends Curve3D {
|
||||
// The factorial of n.
|
||||
int factorial(int n) {
|
||||
return n <= 0 ? 1 : n * factorial(n - 1);
|
||||
}
|
||||
|
||||
// Gives n!/(i!(n-i)!).
|
||||
int binomialCoef(int i, int n) {
|
||||
if ((i <= MAX_BEZIER_ORDER) && (n <= MAX_BEZIER_ORDER)) return BinomialCoefTable[i][n - 1];
|
||||
else return int(factorial(n) / (factorial(i) * factorial(n - i)));
|
||||
}
|
||||
|
||||
// Evaluates the Berstein polinomial(i, n) at u.
|
||||
float bersteinPol(int i, int n, float u) {
|
||||
return binomialCoef(i, n) * pow(u, i) * pow(1 - u, n - i);
|
||||
}
|
||||
|
||||
// The derivative of the Berstein polinomial.
|
||||
float dbersteinPol(int i, int n, float u) {
|
||||
float s1, s2;
|
||||
if (i == 0) s1 = 0;
|
||||
else s1 = i * pow(u, i-1) * pow(1 - u, n - i);
|
||||
if (n == i) s2 = 0;
|
||||
else s2 = -(n - i) * pow(u, i) * pow(1 - u, n - i - 1);
|
||||
return binomialCoef(i, n) *(s1 + s2);
|
||||
}
|
||||
}
|
||||
|
||||
class BSpline extends Spline {
|
||||
// Control points.
|
||||
float[][] bsplineCPoints;
|
||||
|
||||
// Parameters.
|
||||
boolean lookup;
|
||||
|
||||
// Auxiliary arrays used in the calculations.
|
||||
float[][] M3;
|
||||
float[] TVector, DTVector;
|
||||
|
||||
// Point and tangent vectors.
|
||||
float[] pt, tg;
|
||||
|
||||
BSpline() {
|
||||
initParameters(true);
|
||||
}
|
||||
|
||||
BSpline(boolean t) {
|
||||
initParameters(t);
|
||||
}
|
||||
|
||||
// Sets lookup table use.
|
||||
void initParameters(boolean t) {
|
||||
bsplineCPoints = new float[4][3];
|
||||
TVector = new float[4];
|
||||
DTVector = new float[4];
|
||||
M3 = new float[4][3];
|
||||
pt = new float[3];
|
||||
tg = new float[3];
|
||||
lookup = t;
|
||||
}
|
||||
|
||||
// Sets n-th control point.
|
||||
void setCPoint(int n, PVector P) {
|
||||
bsplineCPoints[n][0] = P.x;
|
||||
bsplineCPoints[n][1] = P.y;
|
||||
bsplineCPoints[n][2] = P.z;
|
||||
updateMatrix3();
|
||||
}
|
||||
|
||||
// Gets n-th control point.
|
||||
void getCPoint(int n, PVector P) {
|
||||
P.set(bsplineCPoints[n]);
|
||||
}
|
||||
|
||||
// Replaces the current B-spline control points(0, 1, 2) with(1, 2, 3). This
|
||||
// is used when a new spline is to be joined to the recently drawn.
|
||||
void shiftBSplineCPoints() {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
bsplineCPoints[0][i] = bsplineCPoints[1][i];
|
||||
bsplineCPoints[1][i] = bsplineCPoints[2][i];
|
||||
bsplineCPoints[2][i] = bsplineCPoints[3][i];
|
||||
}
|
||||
updateMatrix3();
|
||||
}
|
||||
|
||||
void copyCPoints(int n_source, int n_dest) {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
bsplineCPoints[n_dest][i] = bsplineCPoints[n_source][i];
|
||||
}
|
||||
}
|
||||
|
||||
// Updates the temporal matrix used in order 3 calculations.
|
||||
void updateMatrix3() {
|
||||
float s;
|
||||
int i, j, k;
|
||||
for(i = 0; i < 4; i++) {
|
||||
for(j = 0; j < 3; j++) {
|
||||
s = 0;
|
||||
for(k = 0; k < 4; k++) s += BSplineMatrix[i][k] * bsplineCPoints[k][j];
|
||||
M3[i][j] = s;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void feval(float t, PVector p) {
|
||||
evalPoint(t);
|
||||
p.set(pt);
|
||||
}
|
||||
|
||||
void deval(float t, PVector d) {
|
||||
evalTangent(t);
|
||||
d.set(tg);
|
||||
}
|
||||
|
||||
float fevalX(float t) {
|
||||
evalPoint(t);
|
||||
return pt[0];
|
||||
}
|
||||
|
||||
float fevalY(float t) {
|
||||
evalPoint(t);
|
||||
return pt[1];
|
||||
}
|
||||
|
||||
float fevalZ(float t) {
|
||||
evalPoint(t);
|
||||
return pt[2];
|
||||
}
|
||||
|
||||
float devalX(float t) {
|
||||
evalTangent(t);
|
||||
return tg[0];
|
||||
}
|
||||
|
||||
float devalY(float t) {
|
||||
evalTangent(t);
|
||||
return tg[1];
|
||||
}
|
||||
|
||||
float devalZ(float t) {
|
||||
evalTangent(t);
|
||||
return tg[2];
|
||||
}
|
||||
|
||||
// Point evaluation.
|
||||
void evalPoint(float t) {
|
||||
if (lookup) {
|
||||
bsplinePointI(int(10 * t));
|
||||
} else {
|
||||
bsplinePoint(t);
|
||||
}
|
||||
}
|
||||
|
||||
// Tangent evaluation.
|
||||
void evalTangent(float t) {
|
||||
if (lookup) {
|
||||
bsplineTangentI(int(10 * t));
|
||||
} else {
|
||||
bsplineTangent(t);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculates the point on the cubic spline corresponding to the parameter value t in [0, 1].
|
||||
void bsplinePoint(float t) {
|
||||
// Q(u) = UVector * BSplineMatrix * BSplineCPoints
|
||||
|
||||
float s;
|
||||
int i, j, k;
|
||||
|
||||
for(i = 0; i < 4; i++) {
|
||||
TVector[i] = pow(t, 3 - i);
|
||||
}
|
||||
|
||||
for(j = 0; j < 3; j++) {
|
||||
s = 0;
|
||||
for(k = 0; k < 4; k++) {
|
||||
s += TVector[k] * M3[k][j];
|
||||
}
|
||||
pt[j] = s;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculates the tangent vector of the spline at t.
|
||||
void bsplineTangent(float t) {
|
||||
// Q(u) = DTVector * BSplineMatrix * BSplineCPoints
|
||||
|
||||
float s;
|
||||
int i, j, k;
|
||||
|
||||
for(i = 0; i < 4; i++) {
|
||||
if (i < 3) {
|
||||
DTVector[i] = (3 - i) * pow(t, 2 - i);
|
||||
} else {
|
||||
DTVector[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
for(j = 0; j < 3; j++) {
|
||||
s = 0;
|
||||
for(k = 0; k < 4; k++) {
|
||||
s += DTVector[k] * M3[k][j];
|
||||
}
|
||||
tg[j] = s;
|
||||
}
|
||||
}
|
||||
|
||||
// Gives the point on the cubic spline corresponding to t/10(using the lookup table).
|
||||
void bsplinePointI(int t) {
|
||||
// Q(u) = TVectorTable[u] * BSplineMatrix * BSplineCPoints
|
||||
|
||||
float s;
|
||||
int j, k;
|
||||
|
||||
for(j = 0; j < 3; j++) {
|
||||
s = 0;
|
||||
for(k = 0; k < 4; k++) {
|
||||
s += TVectorTable[t][k] * M3[k][j];
|
||||
}
|
||||
pt[j] = s;
|
||||
}
|
||||
}
|
||||
|
||||
// Calulates the tangent vector of the spline at t/10.
|
||||
void bsplineTangentI(int t) {
|
||||
// Q(u) = DTVectorTable[u] * BSplineMatrix * BSplineCPoints
|
||||
|
||||
float s;
|
||||
int j, k;
|
||||
|
||||
for(j = 0; j < 3; j++) {
|
||||
s = 0;
|
||||
for(k = 0; k < 4; k++) {
|
||||
s += DTVectorTable[t][k] * M3[k][j];
|
||||
}
|
||||
tg[j] = s;
|
||||
}
|
||||
}
|
||||
}
|
||||
495
java/examples/OpenGL/Advanced/Ribbons/Geometry.pde
Normal file
495
java/examples/OpenGL/Advanced/Ribbons/Geometry.pde
Normal file
@@ -0,0 +1,495 @@
|
||||
BSpline splineSide1;
|
||||
BSpline splineCenter;
|
||||
BSpline splineSide2;
|
||||
PVector flipTestV;
|
||||
int uspacing;
|
||||
|
||||
int HELIX = 0;
|
||||
int STRAND = 1;
|
||||
int COIL = 2;
|
||||
int LHANDED = -1;
|
||||
int RHANDED = 1;
|
||||
|
||||
void createRibbonModel(ArrayList residues, PShape model, ArrayList trj) {
|
||||
// For line ribbons
|
||||
ArrayList vertices0 = new ArrayList();
|
||||
ArrayList vertices1 = new ArrayList();
|
||||
ArrayList vertices2 = new ArrayList();
|
||||
|
||||
// For flat ribbons
|
||||
ArrayList vertices = new ArrayList();
|
||||
ArrayList normals = new ArrayList();
|
||||
|
||||
if (ribbonDetail == 1) uspacing = 10;
|
||||
else if (ribbonDetail == 2) uspacing = 5;
|
||||
else if (ribbonDetail == 3) uspacing = 2;
|
||||
else uspacing = 1;
|
||||
|
||||
flipTestV = new PVector();
|
||||
splineSide1 = new BSpline(false);
|
||||
splineCenter = new BSpline(false);
|
||||
splineSide2 = new BSpline(false);
|
||||
|
||||
int[] ss = new int[residues.size()];
|
||||
int[] handness = new int[residues.size()];
|
||||
|
||||
calculateSecStr(residues, ss, handness);
|
||||
|
||||
for (int i = 0; i < residues.size(); i++) {
|
||||
constructControlPoints(residues, i, ss[i], handness[i]);
|
||||
|
||||
if (renderMode == 0) {
|
||||
generateSpline(0, vertices0);
|
||||
generateSpline(1, vertices1);
|
||||
generateSpline(2, vertices2);
|
||||
}
|
||||
else {
|
||||
generateFlatRibbon(vertices, normals);
|
||||
}
|
||||
}
|
||||
|
||||
if (renderMode == 0) {
|
||||
model = createShape();
|
||||
model.stroke(ribbonColor);
|
||||
model.noFill();
|
||||
model.beginContour();
|
||||
for (int i = 0; i < vertices0.size(); i++) {
|
||||
PVector posVec = (PVector)vertices0.get(i);
|
||||
model.vertex(posVec.x, posVec.y, posVec.z);
|
||||
}
|
||||
model.endContour();
|
||||
model.beginContour();
|
||||
for (int i = 0; i < vertices1.size(); i++) {
|
||||
PVector posVec = (PVector)vertices1.get(i);
|
||||
model.vertex(posVec.x, posVec.y, posVec.z);
|
||||
}
|
||||
model.endContour();
|
||||
model.beginContour();
|
||||
for (int i = 0; i < vertices2.size(); i++) {
|
||||
PVector posVec = (PVector)vertices2.get(i);
|
||||
model.vertex(posVec.x, posVec.y, posVec.z);
|
||||
}
|
||||
model.endContour();
|
||||
model.end(OPEN);
|
||||
} else {
|
||||
// The ribbon construction is fairly inneficient here, since
|
||||
// it could use triangle strips instead to avoid duplicating
|
||||
// shared vertices...
|
||||
model = createShape(TRIANGLES);
|
||||
model.noStroke();
|
||||
model.fill(ribbonColor);
|
||||
for (int i = 0; i < vertices.size(); i++) {
|
||||
PVector posVec = (PVector)vertices.get(i);
|
||||
PVector normVec = (PVector)normals.get(i);
|
||||
model.normal(-normVec.x, -normVec.y, -normVec.z);
|
||||
model.vertex(posVec.x, posVec.y, posVec.z);
|
||||
}
|
||||
model.end();
|
||||
}
|
||||
|
||||
trj.add(model);
|
||||
|
||||
if (renderMode == 0) {
|
||||
int totCount = vertices0.size() + vertices1.size() + vertices2.size();
|
||||
println("Adding new model with " + totCount + " vertices.");
|
||||
} else {
|
||||
println("Adding new model with " + vertices.size() + " vertices.");
|
||||
}
|
||||
}
|
||||
|
||||
float calculateGyrRadius(ArrayList atoms) {
|
||||
PVector ati, atj;
|
||||
float dx, dy, dz;
|
||||
float r = 0;
|
||||
for (int i = 0; i < atoms.size(); i++) {
|
||||
ati = (PVector)atoms.get(i);
|
||||
for (int j = i + 1; j < atoms.size(); j++) {
|
||||
atj = (PVector)atoms.get(j);
|
||||
|
||||
dx = ati.x - atj.x;
|
||||
dy = ati.y - atj.y;
|
||||
dz = ati.z - atj.z;
|
||||
r += dx * dx + dy * dy + dz * dz;
|
||||
}
|
||||
}
|
||||
return sqrt(r) / (atoms.size() + 1);
|
||||
}
|
||||
|
||||
// Does a cheap and dirty secondary structure assignment to the protein
|
||||
// residues given in the array.
|
||||
void calculateSecStr(ArrayList residues, int[] ss, int[] handness) {
|
||||
PVector c0, n1, ca1, c1, n2;
|
||||
HashMap res0, res1, res2;
|
||||
int n = residues.size();
|
||||
|
||||
float[] phi = new float[n];
|
||||
float[] psi = new float[n];
|
||||
|
||||
for (int i = 0; i < n; i++) {
|
||||
if (i == 0 || i == n - 1) {
|
||||
phi[i] = 90;
|
||||
psi[i] = 90;
|
||||
} else {
|
||||
res0 = (HashMap)residues.get(i - 1);
|
||||
res1 = (HashMap)residues.get(i);
|
||||
res2 = (HashMap)residues.get(i + 1);
|
||||
|
||||
c0 = (PVector)res0.get("C");
|
||||
n1 = (PVector)res1.get("N");
|
||||
ca1 = (PVector)res1.get("CA");
|
||||
c1 = (PVector)res1.get("C");
|
||||
n2 = (PVector)res2.get("N");
|
||||
|
||||
phi[i] = calculateTorsionalAngle(c0, n1, ca1, c1);
|
||||
psi[i] = calculateTorsionalAngle(n1, ca1, c1, n2);
|
||||
}
|
||||
}
|
||||
|
||||
int firstHelix = 0;
|
||||
int nconsRHelix = 0;
|
||||
int nconsLHelix = 0;
|
||||
int firstStrand = 0;
|
||||
int nconsStrand = 0;
|
||||
for (int i = 0; i < n; i++) {
|
||||
// Right-handed helix
|
||||
if ((dist(phi[i], psi[i], -60, -45) < 30) && (i < n - 1)) {
|
||||
if (nconsRHelix == 0) firstHelix = i;
|
||||
nconsRHelix++;
|
||||
}
|
||||
else {
|
||||
if (3 <= nconsRHelix) {
|
||||
for (int k = firstHelix; k < i; k++) {
|
||||
ss[k] = HELIX;
|
||||
handness[k] = RHANDED;
|
||||
}
|
||||
}
|
||||
nconsRHelix = 0;
|
||||
}
|
||||
|
||||
// Left-handed helix
|
||||
if ((dist(phi[i], psi[i], +60, +45) < 30) && (i < n - 1)) {
|
||||
if (nconsLHelix == 0) firstHelix = i;
|
||||
nconsLHelix++;
|
||||
|
||||
} else {
|
||||
if (3 <= nconsLHelix) {
|
||||
for (int k = firstHelix; k < i; k++) {
|
||||
ss[k] = HELIX;
|
||||
handness[k] = LHANDED;
|
||||
}
|
||||
}
|
||||
nconsLHelix = 0;
|
||||
}
|
||||
|
||||
// Strand
|
||||
if ((dist(phi[i], psi[i], -110, +130) < 30) && (i < n - 1)) {
|
||||
if (nconsStrand == 0) firstStrand = i;
|
||||
nconsStrand++;
|
||||
} else {
|
||||
if (2 <= nconsStrand) {
|
||||
for (int k = firstStrand; k < i; k++) {
|
||||
ss[k] = STRAND;
|
||||
handness[k] = RHANDED;
|
||||
|
||||
}
|
||||
}
|
||||
nconsStrand = 0;
|
||||
}
|
||||
|
||||
ss[i] = COIL;
|
||||
handness[i] = RHANDED;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculates the torsional angle defined by four atoms with positions at0, at1, at2 and at3.
|
||||
float calculateTorsionalAngle(PVector at0, PVector at1, PVector at2, PVector at3) {
|
||||
PVector r01 = PVector.sub(at0, at1);
|
||||
PVector r32 = PVector.sub(at3, at2);
|
||||
PVector r12 = PVector.sub(at1, at2);
|
||||
|
||||
PVector p = r12.cross(r01);
|
||||
PVector q = r12.cross(r32);
|
||||
PVector r = r12.cross(q);
|
||||
|
||||
float u = q.dot(q);
|
||||
float v = r.dot(r);
|
||||
|
||||
float a;
|
||||
if (u <= 0.0 || v <= 0.0) {
|
||||
a = 360.0;
|
||||
} else {
|
||||
float u1 = p.dot(q); // u1 = p * q
|
||||
float v1 = p.dot(r); // v1 = p * r
|
||||
|
||||
u = u1 / sqrt(u);
|
||||
v = v1 / sqrt(v);
|
||||
|
||||
if (abs(u) > 0.01 || abs(v) > 0.01) a = degrees(atan2(v, u));
|
||||
else a = 360.0;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
void generateSpline(int n, ArrayList vertices) {
|
||||
int ui;
|
||||
float u;
|
||||
PVector v0, v1;
|
||||
|
||||
v1 = new PVector();
|
||||
|
||||
if (n == 0) splineSide1.feval(0, v1);
|
||||
else if (n == 1) splineCenter.feval(0, v1);
|
||||
else splineSide2.feval(0, v1);
|
||||
vertices.add(new PVector(v1.x, v1.y, v1.z));
|
||||
|
||||
for (ui = 1; ui <= 10; ui ++) {
|
||||
if (ui % uspacing == 0) {
|
||||
u = 0.1 * ui;
|
||||
|
||||
if (n == 0) splineSide1.feval(u, v1);
|
||||
else if (n == 1) splineCenter.feval(u, v1);
|
||||
else splineSide2.feval(u, v1);
|
||||
|
||||
vertices.add(new PVector(v1.x, v1.y, v1.z));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void generateFlatRibbon(ArrayList vertices, ArrayList normals) {
|
||||
PVector CentPoint0, CentPoint1;
|
||||
PVector Sid1Point0, Sid1Point1;
|
||||
PVector Sid2Point0, Sid2Point1;
|
||||
PVector Transversal, Tangent;
|
||||
PVector Normal0, Normal1;
|
||||
int ui;
|
||||
float u;
|
||||
|
||||
CentPoint0 = new PVector();
|
||||
CentPoint1 = new PVector();
|
||||
Sid1Point0 = new PVector();
|
||||
Sid1Point1 = new PVector();
|
||||
Sid2Point0 = new PVector();
|
||||
Sid2Point1 = new PVector();
|
||||
Transversal = new PVector();
|
||||
Tangent = new PVector();
|
||||
Normal0 = new PVector();
|
||||
Normal1 = new PVector();
|
||||
|
||||
// The initial geometry is generated.
|
||||
splineSide1.feval(0, Sid1Point1);
|
||||
splineCenter.feval(0, CentPoint1);
|
||||
splineSide2.feval(0, Sid2Point1);
|
||||
|
||||
// The tangents at the three previous points are the same.
|
||||
splineSide2.deval(0, Tangent);
|
||||
|
||||
// Vector transversal to the ribbon.
|
||||
Transversal = PVector.sub(Sid1Point1, Sid2Point1);
|
||||
|
||||
// The normal is calculated.
|
||||
Normal1 = Transversal.cross(Tangent);
|
||||
Normal1.normalize();
|
||||
|
||||
for (ui = 1; ui <= 10; ui ++) {
|
||||
if (ui % uspacing == 0) {
|
||||
u = 0.1 * ui;
|
||||
|
||||
// The geometry of the previous iteration is saved.
|
||||
Sid1Point0.set(Sid1Point1);
|
||||
CentPoint0.set(CentPoint1);
|
||||
Sid2Point0.set(Sid2Point1);
|
||||
Normal0.set(Normal1);
|
||||
|
||||
// The new geometry is generated.
|
||||
splineSide1.feval(u, Sid1Point1);
|
||||
splineCenter.feval(u, CentPoint1);
|
||||
splineSide2.feval(u, Sid2Point1);
|
||||
|
||||
// The tangents at the three previous points are the same.
|
||||
splineSide2.deval(u, Tangent);
|
||||
// Vector transversal to the ribbon.
|
||||
Transversal = PVector.sub(Sid1Point1, Sid2Point1);
|
||||
// The normal is calculated.
|
||||
Normal1 = Transversal.cross(Tangent);
|
||||
Normal1.normalize();
|
||||
|
||||
// The (Sid1Point0, Sid1Point1, CentPoint1) triangle is added.
|
||||
vertices.add(new PVector(Sid1Point0.x, Sid1Point0.y, Sid1Point0.z));
|
||||
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
|
||||
|
||||
vertices.add(new PVector(Sid1Point1.x, Sid1Point1.y, Sid1Point1.z));
|
||||
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
|
||||
|
||||
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
|
||||
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
|
||||
|
||||
// The (Sid1Point0, CentPoint1, CentPoint0) triangle is added.
|
||||
vertices.add(new PVector(Sid1Point0.x, Sid1Point0.y, Sid1Point0.z));
|
||||
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
|
||||
|
||||
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
|
||||
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
|
||||
|
||||
vertices.add(new PVector(CentPoint0.x, CentPoint0.y, CentPoint0.z));
|
||||
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
|
||||
|
||||
// (Sid2Point0, Sid2Point1, CentPoint1) triangle is added.
|
||||
vertices.add(new PVector(Sid2Point0.x, Sid2Point0.y, Sid2Point0.z));
|
||||
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
|
||||
|
||||
vertices.add(new PVector(Sid2Point1.x, Sid2Point1.y, Sid2Point1.z));
|
||||
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
|
||||
|
||||
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
|
||||
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
|
||||
|
||||
// (Sid2Point0, CentPoint1, CentPoint0) triangle is added.
|
||||
vertices.add(new PVector(Sid2Point0.x, Sid2Point0.y, Sid2Point0.z));
|
||||
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
|
||||
|
||||
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
|
||||
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
|
||||
|
||||
vertices.add(new PVector(CentPoint0.x, CentPoint0.y, CentPoint0.z));
|
||||
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/******************************************************************************
|
||||
* The code in the following three functions is based in the method introduced
|
||||
* in this paper:
|
||||
* "Algorithm for ribbon models of proteins."
|
||||
* Authors: Mike Carson and Charles E. Bugg
|
||||
* Published in: J.Mol.Graphics 4, pp. 121-122 (1986)
|
||||
******************************************************************************/
|
||||
|
||||
// Shifts the control points one place to the left.
|
||||
void shiftControlPoints() {
|
||||
splineSide1.shiftBSplineCPoints();
|
||||
splineCenter.shiftBSplineCPoints();
|
||||
splineSide2.shiftBSplineCPoints();
|
||||
}
|
||||
|
||||
// Adds a new control point to the arrays CPCenter, CPRight and CPLeft
|
||||
void addControlPoints(PVector ca0, PVector ox0, PVector ca1, int ss, int handness) {
|
||||
PVector A, B, C, D, p0, cpt0, cpt1, cpt2;
|
||||
|
||||
A = PVector.sub(ca1, ca0);
|
||||
B = PVector.sub(ox0, ca0);
|
||||
|
||||
// Vector normal to the peptide plane (pointing outside in the case of the
|
||||
// alpha helix).
|
||||
C = A.cross(B);
|
||||
|
||||
// Vector contained in the peptide plane (perpendicular to its direction).
|
||||
D = C.cross(A);
|
||||
|
||||
// Normalizing vectors.
|
||||
C.normalize();
|
||||
D.normalize();
|
||||
|
||||
// Flipping test (to avoid self crossing in the strands).
|
||||
if ((ss != HELIX) && (90.0 < degrees(PVector.angleBetween(flipTestV, D)))) {
|
||||
// Flip detected. The plane vector is inverted.
|
||||
D.mult(-1.0);
|
||||
}
|
||||
|
||||
// The central control point is constructed.
|
||||
cpt0 = linearComb(0.5, ca0, 0.5, ca1);
|
||||
splineCenter.setCPoint(3, cpt0);
|
||||
|
||||
if (ss == HELIX) {
|
||||
// When residue i is contained in a helix, the control point is moved away
|
||||
// from the helix axis, along the C direction.
|
||||
p0 = new PVector();
|
||||
splineCenter.getCPoint(3, p0);
|
||||
cpt0 = linearComb(1.0, p0, handness * helixDiam, C);
|
||||
splineCenter.setCPoint(3, cpt0);
|
||||
}
|
||||
|
||||
// The control points for the side ribbons are constructed.
|
||||
cpt1 = linearComb(1.0, cpt0, +ribbonWidth[ss], D);
|
||||
splineSide1.setCPoint(3, cpt1);
|
||||
|
||||
cpt2 = linearComb(1.0, cpt0, -ribbonWidth[ss], D);
|
||||
splineSide2.setCPoint(3, cpt2);
|
||||
|
||||
// Saving the plane vector (for the flipping test in the next call).
|
||||
flipTestV.set(D);
|
||||
}
|
||||
|
||||
void constructControlPoints(ArrayList residues, int res, int ss, int handness) {
|
||||
PVector ca0, ox0, ca1;
|
||||
PVector p0, p1, p2, p3;
|
||||
|
||||
p1 = new PVector();
|
||||
p2 = new PVector();
|
||||
p3 = new PVector();
|
||||
|
||||
HashMap res0, res1;
|
||||
|
||||
res0 = res1 = null;
|
||||
if (res == 0) {
|
||||
// The control points 2 and 3 are created.
|
||||
flipTestV.set(0, 0, 0);
|
||||
|
||||
res0 = (HashMap)residues.get(res);
|
||||
res1 = (HashMap)residues.get(res + 1);
|
||||
ca0 = (PVector)res0.get("CA");
|
||||
ox0 = (PVector)res0.get("O");
|
||||
ca1 = (PVector)res1.get("CA");
|
||||
addControlPoints(ca0, ox0, ca1, ss, handness);
|
||||
splineSide1.copyCPoints(3, 2);
|
||||
splineCenter.copyCPoints(3, 2);
|
||||
splineSide2.copyCPoints(3, 2);
|
||||
|
||||
res0 = (HashMap)residues.get(res + 1);
|
||||
res1 = (HashMap)residues.get(res + 2);
|
||||
ca0 = (PVector)res0.get("CA");
|
||||
ox0 = (PVector)res0.get("O");
|
||||
ca1 = (PVector)res1.get("CA");
|
||||
addControlPoints(ca0, ox0, ca1, ss, handness);
|
||||
|
||||
// We still need the two first control points.
|
||||
// Moving backwards along the cp_center[2] - cp_center[3] direction.
|
||||
splineCenter.getCPoint(2, p2);
|
||||
splineCenter.getCPoint(3, p3);
|
||||
|
||||
p1 = linearComb(2.0, p2, -1, p3);
|
||||
splineCenter.setCPoint(1, p1);
|
||||
splineSide1.setCPoint(1, linearComb(1.0, p1, +ribbonWidth[ss], flipTestV));
|
||||
splineSide2.setCPoint(1, linearComb(1.0, p1, -ribbonWidth[ss], flipTestV));
|
||||
|
||||
p0 = linearComb(2.0, p1, -1, p2);
|
||||
splineCenter.setCPoint(0, p0);
|
||||
splineSide1.setCPoint(0, linearComb(1.0, p0, +ribbonWidth[ss], flipTestV));
|
||||
splineSide2.setCPoint(0, linearComb(1.0, p0, -ribbonWidth[ss], flipTestV));
|
||||
} else {
|
||||
shiftControlPoints();
|
||||
if ((residues.size() - 1 == res) || (residues.size() - 2 == res)) {
|
||||
// Moving forward along the cp_center[1] - cp_center[2] direction.
|
||||
splineCenter.getCPoint(1, p1);
|
||||
splineCenter.getCPoint(2, p2);
|
||||
|
||||
p3 = linearComb(2.0, p2, -1, p1);
|
||||
splineCenter.setCPoint(3, p3);
|
||||
splineSide1.setCPoint(3, linearComb(1.0, p3, +ribbonWidth[ss], flipTestV));
|
||||
splineSide2.setCPoint(3, linearComb(1.0, p3, -ribbonWidth[ss], flipTestV));
|
||||
} else {
|
||||
res0 = (HashMap)residues.get(res + 1);
|
||||
res1 = (HashMap)residues.get(res + 2);
|
||||
ca0 = (PVector)res0.get("CA");
|
||||
ox0 = (PVector)res0.get("O");
|
||||
ca1 = (PVector)res1.get("CA");
|
||||
addControlPoints(ca0, ox0, ca1, ss, handness);
|
||||
}
|
||||
}
|
||||
splineSide1.updateMatrix3();
|
||||
splineCenter.updateMatrix3();
|
||||
splineSide2.updateMatrix3();
|
||||
}
|
||||
|
||||
PVector linearComb(float scalar0, PVector vector0, float scalar1, PVector vector1) {
|
||||
return PVector.add(PVector.mult(vector0, scalar0), PVector.mult(vector1, scalar1));
|
||||
}
|
||||
115
java/examples/OpenGL/Advanced/Ribbons/PDB.pde
Normal file
115
java/examples/OpenGL/Advanced/Ribbons/PDB.pde
Normal file
@@ -0,0 +1,115 @@
|
||||
void readPDB(String filename) {
|
||||
String strLines[];
|
||||
|
||||
float xmin, xmax, ymin, ymax, zmin, zmax;
|
||||
|
||||
String xstr, ystr, zstr;
|
||||
float x, y, z;
|
||||
int res, res0;
|
||||
int nmdl;
|
||||
String atstr, resstr;
|
||||
|
||||
PShape model;
|
||||
ArrayList atoms;
|
||||
ArrayList residues;
|
||||
HashMap residue;
|
||||
PVector v;
|
||||
String s;
|
||||
strLines = loadStrings(filename);
|
||||
|
||||
models = new ArrayList();
|
||||
|
||||
xmin = ymin = zmin = 10000;
|
||||
xmax = ymax = zmax = -10000;
|
||||
|
||||
atoms = null;
|
||||
residues = null;
|
||||
residue = null;
|
||||
model = null;
|
||||
res0 = -1;
|
||||
nmdl = -1;
|
||||
for (int i = 0; i < strLines.length; i++) {
|
||||
s = strLines[i];
|
||||
|
||||
if (s.startsWith("MODEL") || (s.startsWith("ATOM") && res0 == -1)) {
|
||||
nmdl++;
|
||||
|
||||
res0 = -1;
|
||||
|
||||
atoms = new ArrayList();
|
||||
residues = new ArrayList();
|
||||
}
|
||||
|
||||
if (s.startsWith("ATOM")) {
|
||||
atstr = s.substring(12, 15);
|
||||
atstr = atstr.trim();
|
||||
resstr = s.substring(22, 26);
|
||||
resstr = resstr.trim();
|
||||
res = parseInt(resstr);
|
||||
|
||||
xstr = s.substring(30, 37);
|
||||
xstr = xstr.trim();
|
||||
ystr = s.substring(38, 45);
|
||||
ystr = ystr.trim();
|
||||
zstr = s.substring(46, 53);
|
||||
zstr = zstr.trim();
|
||||
|
||||
x = scaleFactor * parseFloat(xstr);
|
||||
y = scaleFactor * parseFloat(ystr);
|
||||
z = scaleFactor * parseFloat(zstr);
|
||||
v = new PVector(x, y, z);
|
||||
|
||||
xmin = min(xmin, x);
|
||||
xmax = max(xmax, x);
|
||||
|
||||
ymin = min(ymin, y);
|
||||
ymax = max(ymax, y);
|
||||
|
||||
zmin = min(zmin, z);
|
||||
zmax = max(zmax, z);
|
||||
|
||||
atoms.add(v);
|
||||
|
||||
if (res0 != res) {
|
||||
if (residue != null) residues.add(residue);
|
||||
residue = new HashMap();
|
||||
}
|
||||
residue.put(atstr, v);
|
||||
|
||||
res0 = res;
|
||||
}
|
||||
|
||||
if (s.startsWith("ENDMDL") || s.startsWith("TER")) {
|
||||
if (residue != null) residues.add(residue);
|
||||
|
||||
createRibbonModel(residues, model, models);
|
||||
float rgyr = calculateGyrRadius(atoms);
|
||||
|
||||
res0 = -1;
|
||||
residue = null;
|
||||
atoms = null;
|
||||
residues = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (residue != null) {
|
||||
if (residue != null) residues.add(residue);
|
||||
|
||||
createRibbonModel(residues, model, models);
|
||||
float rgyr = calculateGyrRadius(atoms);
|
||||
|
||||
atoms = null;
|
||||
residues = null;
|
||||
}
|
||||
|
||||
// Centering models at (0, 0, 0).
|
||||
float dx = -0.5f * (xmin + xmax);
|
||||
float dy = -0.5f * (ymin + ymax);
|
||||
float dz = -0.5f * (zmin + zmax);
|
||||
for (int n = 0; n < models.size(); n++) {
|
||||
model = (PShape) models.get(n);
|
||||
model.translate(dx, dy, dz);
|
||||
}
|
||||
|
||||
println("Loaded PDB file with " + models.size() + " models.");
|
||||
}
|
||||
50
java/examples/OpenGL/Advanced/Ribbons/Ribbons.pde
Normal file
50
java/examples/OpenGL/Advanced/Ribbons/Ribbons.pde
Normal file
@@ -0,0 +1,50 @@
|
||||
// Ribbons, by Andres Colubri
|
||||
// ArcBall class by Ariel, V3ga and Robert Hodgin (flight404)
|
||||
// This sketch loads 3D atomic coordinates of a protein molecule
|
||||
// from a file in PDB format (http://www.pdb.org/) and displays
|
||||
// the structure using a ribbon representation.
|
||||
|
||||
String pdbFile = "4HHB.pdb"; // PDB file to read
|
||||
//String pdbFile = "1CBS.pdb";
|
||||
//String pdbFile = "2POR.pdb";
|
||||
|
||||
// Some parameters to control the visual appearance:
|
||||
float scaleFactor = 5; // Size factor
|
||||
int renderMode = 1; // 0 = lines, 1 = flat ribbons
|
||||
int ribbonDetail = 4; // Ribbon detail: from 1 (lowest) to 4 (highest)
|
||||
float helixDiam = 10; // Helix diameter.
|
||||
int[] ribbonWidth = {10, 7, 2}; // Ribbon widths for helix, strand and coil
|
||||
color ribbonColor = color(20, 30, 200, 255); // Ribbon color
|
||||
|
||||
// All the molecular models read from the PDB file (it could contain more than one)
|
||||
ArrayList models;
|
||||
|
||||
Arcball arcball;
|
||||
|
||||
void setup() {
|
||||
size(800, 600, P3D);
|
||||
|
||||
arcball = new Arcball(width/2, height/2, 600);
|
||||
readPDB(pdbFile);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
|
||||
lights();
|
||||
|
||||
translate(width/2, height/2, 200);
|
||||
arcball.run();
|
||||
|
||||
for (int i = 0; i < models.size(); i++) {
|
||||
shape((PShape)models.get(i));
|
||||
}
|
||||
}
|
||||
|
||||
void mousePressed(){
|
||||
arcball.mousePressed();
|
||||
}
|
||||
|
||||
void mouseDragged(){
|
||||
arcball.mouseDragged();
|
||||
}
|
||||
1573
java/examples/OpenGL/Advanced/Ribbons/data/1CBS.pdb
Normal file
1573
java/examples/OpenGL/Advanced/Ribbons/data/1CBS.pdb
Normal file
File diff suppressed because it is too large
Load Diff
3257
java/examples/OpenGL/Advanced/Ribbons/data/2POR.pdb
Normal file
3257
java/examples/OpenGL/Advanced/Ribbons/data/2POR.pdb
Normal file
File diff suppressed because it is too large
Load Diff
5991
java/examples/OpenGL/Advanced/Ribbons/data/4HHB.pdb
Normal file
5991
java/examples/OpenGL/Advanced/Ribbons/data/4HHB.pdb
Normal file
File diff suppressed because it is too large
Load Diff
104
java/examples/OpenGL/Advanced/Trefoil/Surface.pde
Normal file
104
java/examples/OpenGL/Advanced/Trefoil/Surface.pde
Normal file
@@ -0,0 +1,104 @@
|
||||
// Code to draw a trefoil knot surface, with normals and texture
|
||||
// coordinates.
|
||||
// Adapted from the parametric equations example by Philip Rideout:
|
||||
// http://iphone-3d-programming.labs.oreilly.com/ch03.html
|
||||
|
||||
// This function draws a trefoil knot surface as a triangle mesh derived
|
||||
// from its parametric equation.
|
||||
PShape createTrefoil(float s, int ny, int nx, PImage tex) {
|
||||
PVector p0, p1, p2;
|
||||
PVector n0, n1, n2;
|
||||
float u0, u1, v0, v1;
|
||||
|
||||
PShape obj = createShape(TRIANGLES);
|
||||
obj.texture(tex);
|
||||
|
||||
for (int j = 0; j < nx; j++) {
|
||||
u0 = float(j) / nx;
|
||||
u1 = float(j + 1) / nx;
|
||||
for (int i = 0; i < ny; i++) {
|
||||
v0 = float(i) / ny;
|
||||
v1 = float(i + 1) / ny;
|
||||
|
||||
p0 = evalPoint(u0, v0);
|
||||
n0 = evalNormal(u0, v0);
|
||||
|
||||
p1 = evalPoint(u0, v1);
|
||||
n1 = evalNormal(u0, v1);
|
||||
|
||||
p2 = evalPoint(u1, v1);
|
||||
n2 = evalNormal(u1, v1);
|
||||
|
||||
// Triangle p0-p1-p2
|
||||
obj.normal(n0.x, n0.y, n0.z);
|
||||
obj.vertex(s * p0.x, s * p0.y, s * p0.z, u0, v0);
|
||||
obj.normal(n1.x, n1.y, n1.z);
|
||||
obj.vertex(s * p1.x, s * p1.y, s * p1.z, u0, v1);
|
||||
obj.normal(n2.x, n2.y, n2.z);
|
||||
obj.vertex(s * p2.x, s * p2.y, s * p2.z, u1, v1);
|
||||
|
||||
p1 = evalPoint(u1, v0);
|
||||
n1 = evalNormal(u1, v0);
|
||||
|
||||
// Triangle p0-p2-p1
|
||||
obj.normal(n0.x, n0.y, n0.z);
|
||||
obj.vertex(s * p0.x, s * p0.y, s * p0.z, u0, v0);
|
||||
obj.normal(n2.x, n2.y, n2.z);
|
||||
obj.vertex(s * p2.x, s * p2.y, s * p2.z, u1, v1);
|
||||
obj.normal(n1.x, n1.y, n1.z);
|
||||
obj.vertex(s * p1.x, s * p1.y, s * p1.z, u1, v0);
|
||||
}
|
||||
}
|
||||
obj.end();
|
||||
return obj;
|
||||
}
|
||||
|
||||
// Evaluates the surface normal corresponding to normalized
|
||||
// parameters (u, v)
|
||||
PVector evalNormal(float u, float v) {
|
||||
// Compute the tangents and their cross product.
|
||||
PVector p = evalPoint(u, v);
|
||||
PVector tangU = evalPoint(u + 0.01, v);
|
||||
PVector tangV = evalPoint(u, v + 0.01);
|
||||
tangU.sub(p);
|
||||
tangV.sub(p);
|
||||
|
||||
PVector normUV = tangV.cross(tangU);
|
||||
normUV.normalize();
|
||||
return normUV;
|
||||
}
|
||||
|
||||
// Evaluates the surface point corresponding to normalized
|
||||
// parameters (u, v)
|
||||
PVector evalPoint(float u, float v) {
|
||||
float a = 0.5;
|
||||
float b = 0.3;
|
||||
float c = 0.5;
|
||||
float d = 0.1;
|
||||
float s = TWO_PI * u;
|
||||
float t = (TWO_PI * (1 - v)) * 2;
|
||||
|
||||
float r = a + b * cos(1.5 * t);
|
||||
float x = r * cos(t);
|
||||
float y = r * sin(t);
|
||||
float z = c * sin(1.5 * t);
|
||||
|
||||
PVector dv = new PVector();
|
||||
dv.x = -1.5 * b * sin(1.5 * t) * cos(t) -
|
||||
(a + b * cos(1.5 * t)) * sin(t);
|
||||
dv.y = -1.5 * b * sin(1.5 * t) * sin(t) +
|
||||
(a + b * cos(1.5 * t)) * cos(t);
|
||||
dv.z = 1.5 * c * cos(1.5 * t);
|
||||
|
||||
PVector q = dv;
|
||||
q.normalize();
|
||||
PVector qvn = new PVector(q.y, -q.x, 0);
|
||||
qvn.normalize();
|
||||
PVector ww = q.cross(qvn);
|
||||
|
||||
PVector pt = new PVector();
|
||||
pt.x = x + d * (qvn.x * cos(s) + ww.x * sin(s));
|
||||
pt.y = y + d * (qvn.y * cos(s) + ww.y * sin(s));
|
||||
pt.z = z + d * ww.z * sin(s);
|
||||
return pt;
|
||||
}
|
||||
42
java/examples/OpenGL/Advanced/Trefoil/Trefoil.pde
Normal file
42
java/examples/OpenGL/Advanced/Trefoil/Trefoil.pde
Normal file
@@ -0,0 +1,42 @@
|
||||
// Trefoil, by Andres Colubri
|
||||
// A parametric surface is textured procedurally
|
||||
// by drawing on an offscreen PGraphics surface.
|
||||
|
||||
PGraphics pg;
|
||||
PShape trefoil;
|
||||
|
||||
void setup() {
|
||||
size(280, 400, P3D);
|
||||
|
||||
textureMode(NORMAL);
|
||||
noStroke();
|
||||
|
||||
// Creating offscreen surface for 3D rendering.
|
||||
pg = createGraphics(32, 512, P3D);
|
||||
pg.beginDraw();
|
||||
pg.background(0, 0);
|
||||
pg.noStroke();
|
||||
pg.fill(255, 0, 0, 200);
|
||||
pg.endDraw();
|
||||
|
||||
// Saving trefoil surface into a PShape3D object
|
||||
trefoil = createTrefoil(250, 60, 15, pg);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
|
||||
pg.beginDraw();
|
||||
pg.ellipse(random(pg.width), random(pg.height), 4, 4);
|
||||
pg.endDraw();
|
||||
|
||||
ambient(250, 250, 250);
|
||||
pointLight(255, 255, 255, 0, 0, 200);
|
||||
|
||||
pushMatrix();
|
||||
translate(width/2, height/2, -200);
|
||||
rotateX(frameCount * PI / 500);
|
||||
rotateY(frameCount * PI / 500);
|
||||
shape(trefoil);
|
||||
popMatrix();
|
||||
}
|
||||
283
java/examples/OpenGL/Advanced/Wiggling/Wiggling.pde
Normal file
283
java/examples/OpenGL/Advanced/Wiggling/Wiggling.pde
Normal file
@@ -0,0 +1,283 @@
|
||||
// Press 'w' to start wiggling, space to restore
|
||||
// original positions.
|
||||
|
||||
PShape cube;
|
||||
float cubeSize = 200;
|
||||
float circleRad = 50;
|
||||
int circleRes = 20;
|
||||
float noiseMag = 1;
|
||||
|
||||
boolean wiggling = false;
|
||||
|
||||
void setup() {
|
||||
size(400, 400, P3D);
|
||||
|
||||
createCube();
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
|
||||
translate(width/2, height/2);
|
||||
rotateX(frameCount * 0.01f);
|
||||
rotateY(frameCount * 0.01f);
|
||||
|
||||
shape(cube);
|
||||
|
||||
if (wiggling) {
|
||||
PVector pos = null;
|
||||
for (int i = 0; i < cube.getChildCount(); i++) {
|
||||
PShape face = cube.getChild(i);
|
||||
for (int j = 0; j < face.getVertexCount(); j++) {
|
||||
pos = face.getVertex(j, pos);
|
||||
pos.x += random(-noiseMag/2, +noiseMag/2);
|
||||
pos.y += random(-noiseMag/2, +noiseMag/2);
|
||||
pos.z += random(-noiseMag/2, +noiseMag/2);
|
||||
face.setVertex(j, pos.x, pos.y, pos.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
println(frameRate);
|
||||
}
|
||||
|
||||
public void keyPressed() {
|
||||
if (key == 'w') {
|
||||
wiggling = !wiggling;
|
||||
} else if (key == ' ') {
|
||||
restoreCube();
|
||||
} else if (key == '1') {
|
||||
cube.strokeWeight(1);
|
||||
} else if (key == '2') {
|
||||
cube.strokeWeight(5);
|
||||
} else if (key == '3') {
|
||||
cube.strokeWeight(10);
|
||||
}
|
||||
}
|
||||
|
||||
void createCube() {
|
||||
cube = createShape(GROUP);
|
||||
|
||||
PShape face;
|
||||
|
||||
// Front face
|
||||
face = createShape(POLYGON);
|
||||
face.stroke(255, 0, 0);
|
||||
face.fill(255);
|
||||
face.beginContour();
|
||||
face.vertex(-cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.vertex(+cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.vertex(+cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.vertex(-cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.endContour();
|
||||
face.beginContour();
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = circleRad * cos(angle);
|
||||
float z = +cubeSize/2;
|
||||
face.vertex(x, y, z);
|
||||
}
|
||||
face.endContour();
|
||||
face.end(CLOSE);
|
||||
cube.addChild(face);
|
||||
|
||||
// Back face
|
||||
face = createShape(POLYGON);
|
||||
face.stroke(255, 0, 0);
|
||||
face.fill(255);
|
||||
face.beginContour();
|
||||
face.vertex(+cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.vertex(-cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.vertex(-cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.vertex(+cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.endContour();
|
||||
face.beginContour();
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = circleRad * cos(angle);
|
||||
float z = -cubeSize/2;
|
||||
face.vertex(x, y, z);
|
||||
}
|
||||
face.endContour();
|
||||
face.end(CLOSE);
|
||||
cube.addChild(face);
|
||||
|
||||
// Right face
|
||||
face = createShape(POLYGON);
|
||||
face.stroke(255, 0, 0);
|
||||
face.fill(255);
|
||||
face.beginContour();
|
||||
face.vertex(+cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.vertex(+cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.vertex(+cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.vertex(+cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.endContour();
|
||||
face.beginContour();
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = +cubeSize/2;
|
||||
float y = circleRad * sin(angle);
|
||||
float z = circleRad * cos(angle);
|
||||
face.vertex(x, y, z);
|
||||
}
|
||||
face.endContour();
|
||||
face.end(CLOSE);
|
||||
cube.addChild(face);
|
||||
|
||||
// Left face
|
||||
face = createShape(POLYGON);
|
||||
face.stroke(255, 0, 0);
|
||||
face.fill(255);
|
||||
face.beginContour();
|
||||
face.vertex(-cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.vertex(-cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.vertex(-cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.vertex(-cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.endContour();
|
||||
face.beginContour();
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = -cubeSize/2;
|
||||
float y = circleRad * sin(angle);
|
||||
float z = circleRad * cos(angle);
|
||||
face.vertex(x, y, z);
|
||||
}
|
||||
face.endContour();
|
||||
face.end(CLOSE);
|
||||
cube.addChild(face);
|
||||
|
||||
// Top face
|
||||
face = createShape(POLYGON);
|
||||
face.stroke(255, 0, 0);
|
||||
face.fill(255);
|
||||
face.beginContour();
|
||||
face.vertex(-cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.vertex(+cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.vertex(+cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.vertex(-cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.endContour();
|
||||
face.beginContour();
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = +cubeSize/2;
|
||||
float z = circleRad * cos(angle);
|
||||
face.vertex(x, y, z);
|
||||
}
|
||||
face.endContour();
|
||||
face.end(CLOSE);
|
||||
cube.addChild(face);
|
||||
|
||||
// Bottom face
|
||||
face = createShape(POLYGON);
|
||||
face.stroke(255, 0, 0);
|
||||
face.fill(255);
|
||||
face.beginContour();
|
||||
face.vertex(+cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.vertex(-cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.vertex(-cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.vertex(+cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.endContour();
|
||||
face.beginContour();
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = -cubeSize/2;
|
||||
float z = circleRad * cos(angle);
|
||||
face.vertex(x, y, z);
|
||||
}
|
||||
face.endContour();
|
||||
face.end(CLOSE);
|
||||
cube.addChild(face);
|
||||
}
|
||||
|
||||
void restoreCube() {
|
||||
PShape face;
|
||||
|
||||
// Front face
|
||||
face = cube.getChild(0);
|
||||
face.setVertex(0, -cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(1, +cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(2, +cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(3, -cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = circleRad * cos(angle);
|
||||
float z = +cubeSize/2;
|
||||
face.setVertex(4 + i, x, y, z);
|
||||
}
|
||||
|
||||
// Back face
|
||||
face = cube.getChild(1);
|
||||
face.setVertex(0, +cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(1, -cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(2, -cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(3, +cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = circleRad * cos(angle);
|
||||
float z = -cubeSize/2;
|
||||
face.setVertex(4 + i, x, y, z);
|
||||
}
|
||||
|
||||
// Right face
|
||||
face = cube.getChild(2);
|
||||
face.setVertex(0, +cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(1, +cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(2, +cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(3, +cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = +cubeSize/2;
|
||||
float y = circleRad * sin(angle);
|
||||
float z = circleRad * cos(angle);
|
||||
face.setVertex(4 + i, x, y, z);
|
||||
}
|
||||
|
||||
// Left face
|
||||
face = cube.getChild(3);
|
||||
face.setVertex(0, -cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(1, -cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(2, -cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(3, -cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = -cubeSize/2;
|
||||
float y = circleRad * sin(angle);
|
||||
float z = circleRad * cos(angle);
|
||||
face.setVertex(4 + i, x, y, z);
|
||||
}
|
||||
|
||||
// Top face
|
||||
face = cube.getChild(4);
|
||||
face.setVertex(0, -cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(1, +cubeSize/2, +cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(2, +cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(3, -cubeSize/2, +cubeSize/2, -cubeSize/2);
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = +cubeSize/2;
|
||||
float z = circleRad * cos(angle);
|
||||
face.setVertex(4 + i, x, y, z);
|
||||
}
|
||||
|
||||
// Bottom face
|
||||
face = cube.getChild(5);
|
||||
face.setVertex(0, +cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(1, -cubeSize/2, -cubeSize/2, +cubeSize/2);
|
||||
face.setVertex(2, -cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
face.setVertex(3, +cubeSize/2, -cubeSize/2, -cubeSize/2);
|
||||
for (int i = 0; i < circleRes; i++) {
|
||||
float angle = TWO_PI * i / circleRes;
|
||||
float x = circleRad * sin(angle);
|
||||
float y = -cubeSize/2;
|
||||
float z = circleRad * cos(angle);
|
||||
face.setVertex(4 + i, x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user