moving the OpenGL examples to the core

This commit is contained in:
benfry
2012-07-20 20:24:58 +00:00
parent b30328bb66
commit 40ecd562e3
133 changed files with 0 additions and 0 deletions
@@ -1,58 +0,0 @@
class Particle {
PVector velocity;
float lifespan = 255;
PShape part;
float partSize;
PVector gravity = new PVector(0,0.1);
Particle() {
partSize = random(10,60);
part = createShape(QUAD);
part.noStroke();
part.texture(sprite);
part.normal(0, 0, 1);
part.vertex(-partSize/2, -partSize/2, 0, 0);
part.vertex(+partSize/2, -partSize/2, sprite.width, 0);
part.vertex(+partSize/2, +partSize/2, sprite.width, sprite.height);
part.vertex(-partSize/2, +partSize/2, 0, sprite.height);
part.end();
rebirth(width/2,height/2);
lifespan = random(255);
}
PShape getShape() {
return part;
}
void rebirth(float x, float y) {
float a = random(TWO_PI);
float speed = random(0.5,4);
velocity = new PVector(cos(a), sin(a));
velocity.mult(speed);
lifespan = 255;
part.resetMatrix();
part.translate(x, y);
}
boolean isDead() {
if (lifespan < 0) {
return true;
} else {
return false;
}
}
public void update() {
lifespan = lifespan - 1;
velocity.add(gravity);
part.tint(255,lifespan);
part.translate(velocity.x, velocity.y);
}
}
@@ -1,36 +0,0 @@
class ParticleSystem {
ArrayList<Particle> particles;
PShape particleShape;
ParticleSystem(int n) {
particles = new ArrayList<Particle>();
particleShape = createShape(PShape.GROUP);
for (int i = 0; i < n; i++) {
Particle p = new Particle();
particles.add(p);
particleShape.addChild(p.getShape());
}
}
void update() {
for (Particle p : particles) {
p.update();
}
}
void setEmitter(float x, float y) {
for (Particle p : particles) {
if (p.isDead()) {
p.rebirth(x, y);
}
}
}
void display() {
shape(particleShape);
}
}
@@ -1,31 +0,0 @@
// Particles, by Daniel Shiffman
ParticleSystem ps;
PImage sprite;
void setup() {
size(640, 400, P3D);
orientation(LANDSCAPE);
sprite = loadImage("sprite.png");
ps = new ParticleSystem(10000);
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
ps.update();
ps.display();
ps.setEmitter(mouseX,mouseY);
fill(255);
textSize(16);
text("Frame rate: " + int(frameRate),10,20);
}
@@ -1,161 +0,0 @@
// Bezier patch By Maritus Watz:
// http://www.openprocessing.org/sketch/57709
// Normal calculation added by Andres Colubri
// Direct port of sample code by Paul Bourke.
// Original code: http://paulbourke.net/geometry/bezier/
int ni=4, nj=5, RESI=ni*10, RESJ=nj*10;
PVector outp[][], inp[][];
PVector normp[][];
boolean autoNormals = false;
void setup() {
size(600, 600, P3D);
build();
}
void draw() {
background(255);
translate(width/2,height/2);
lights();
scale(0.9);
rotateY(map(mouseX,0,width,-PI,PI));
rotateX(map(mouseY,0,height,-PI,PI));
noStroke();
fill(255);
for(int i=0; i<RESI-1; i++) {
beginShape(QUAD_STRIP);
for(int j=0; j<RESJ; j++) {
if (!autoNormals) {
normal(normp[i][j].x, normp[i][j].y, normp[i][j].z);
}
vertex(outp[i][j].x,outp[i][j].y,outp[i][j].z);
vertex(outp[i+1][j].x,outp[i+1][j].y,outp[i+1][j].z);
}
endShape();
}
}
void keyPressed() {
if(key==' ') build();
saveFrame("bezPatch.png");
}
void build() {
int i, j, ki, kj;
double mui, muj, bi, bj, dbi, dbj;
outp=new PVector[RESI][RESJ];
normp=new PVector[RESI][RESJ];
inp=new PVector[ni+1][nj+1];
PVector uitang = new PVector();
PVector ujtang = new PVector();
for (i=0;i<=ni;i++) {
for (j=0;j<=nj;j++) {
inp[i][j]=new PVector(i,j,random(-3,3));
}
}
for (i=0;i<RESI;i++) {
mui = i / (double)(RESI-1);
for (j=0;j<RESJ;j++) {
muj = j / (double)(RESJ-1);
outp[i][j]=new PVector();
uitang.set(0, 0, 0);
ujtang.set(0, 0, 0);
for (ki=0;ki<=ni;ki++) {
bi = BezierBlend(ki, mui, ni);
dbi = DBezierBlend(ki, mui, ni);
for (kj=0;kj<=nj;kj++) {
bj = BezierBlend(kj, muj, nj);
dbj = DBezierBlend(kj, muj, nj);
outp[i][j].x += (inp[ki][kj].x * bi * bj);
outp[i][j].y += (inp[ki][kj].y * bi * bj);
outp[i][j].z += (inp[ki][kj].z * bi * bj);
uitang.x += (inp[ki][kj].x * dbi * bj);
uitang.y += (inp[ki][kj].y * dbi * bj);
uitang.z += (inp[ki][kj].z * dbi * bj);
ujtang.x += (inp[ki][kj].x * bi * dbj);
ujtang.y += (inp[ki][kj].y * bi * dbj);
ujtang.z += (inp[ki][kj].z * bi * dbj);
}
}
outp[i][j].add(new PVector(-ni/2,-nj/2,0));
outp[i][j].mult(100);
uitang.normalize();
ujtang.normalize();
normp[i][j] = uitang.cross(ujtang);
}
}
}
double BezierBlend(int k, double mu, int n) {
int nn, kn, nkn;
double blend=1;
nn = n;
kn = k;
nkn = n - k;
while (nn >= 1) {
blend *= nn;
nn--;
if (kn > 1) {
blend /= (double)kn;
kn--;
}
if (nkn > 1) {
blend /= (double)nkn;
nkn--;
}
}
if (k > 0)
blend *= Math.pow(mu, (double)k);
if (n-k > 0)
blend *= Math.pow(1-mu, (double)(n-k));
return(blend);
}
double DBezierBlend(int k, double mu, int n) {
int nn, kn, nkn;
double dblendf = 1;
nn = n;
kn = k;
nkn = n - k;
while (nn >= 1) {
dblendf *= nn;
nn--;
if (kn > 1) {
dblendf /= (double)kn;
kn--;
}
if (nkn > 1) {
dblendf /= (double)nkn;
nkn--;
}
}
double fk = 1;
double dk = 0;
double fnk = 1;
double dnk = 0;
if (k > 0) {
fk = Math.pow(mu, (double)k);
dk = k*Math.pow(mu, (double)k-1);
}
if (n-k > 0) {
fnk = Math.pow(1-mu, (double)(n-k));
dnk = (k-n)*Math.pow(1-mu, (double)(n-k-1));
}
dblendf *= (dk * fnk + fk * dnk);
return(dblendf);
}
@@ -1,261 +0,0 @@
// Implementation of 1D, 2D, and 3D Perlin noise. Based on the
// C code by Paul Bourke:
// http://local.wasp.uwa.edu.au/~pbourke/texture_colour/perlin/
class Perlin {
int B = 0x100;
int BM = 0xff;
int N = 0x1000;
int NP = 12;
int NM = 0xfff;
int p[];
float g3[][];
float g2[][];
float g1[];
void normalize2(float v[]) {
float s = sqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
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];
}
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;
}
}
@@ -1,122 +0,0 @@
// 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);
}
@@ -1,190 +0,0 @@
// 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;
}
}
@@ -1,307 +0,0 @@
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;
}
}
}
@@ -1,495 +0,0 @@
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));
}
@@ -1,115 +0,0 @@
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.");
}
@@ -1,50 +0,0 @@
// 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();
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,104 +0,0 @@
// 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;
}
@@ -1,42 +0,0 @@
// 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();
}
@@ -1,283 +0,0 @@
// 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);
}
}
@@ -1,256 +0,0 @@
class Gesture {
float damp = 5.0;
float dampInv = 1.0 / damp;
float damp1 = damp - 1;
int w;
int h;
int capacity;
Vec3f path[];
int crosses[];
Polygon polygons[];
int nPoints;
int nPolys;
float jumpDx, jumpDy;
boolean exists;
float INIT_TH = 14;
float thickness = INIT_TH;
Gesture(int mw, int mh) {
w = mw;
h = mh;
capacity = 600;
path = new Vec3f[capacity];
polygons = new Polygon[capacity];
crosses = new int[capacity];
for (int i=0;i<capacity;i++) {
polygons[i] = new Polygon();
polygons[i].npoints = 4;
path[i] = new Vec3f();
crosses[i] = 0;
}
nPoints = 0;
nPolys = 0;
exists = false;
jumpDx = 0;
jumpDy = 0;
}
void clear() {
nPoints = 0;
exists = false;
thickness = INIT_TH;
}
void clearPolys() {
nPolys = 0;
}
void addPoint(float x, float y) {
if (nPoints >= capacity) {
// there are all sorts of possible solutions here,
// but for abject simplicity, I don't do anything.
}
else {
float v = distToLast(x, y);
float p = getPressureFromVelocity(v);
path[nPoints++].set(x,y,p);
if (nPoints > 1) {
exists = true;
jumpDx = path[nPoints-1].x - path[0].x;
jumpDy = path[nPoints-1].y - path[0].y;
}
}
}
float getPressureFromVelocity(float v) {
final float scale = 18;
final float minP = 0.02;
final float oldP = (nPoints > 0) ? path[nPoints-1].p : 0;
return ((minP + max(0, 1.0 - v/scale)) + (damp1*oldP))*dampInv;
}
void setPressures() {
// pressures vary from 0...1
float pressure;
Vec3f tmp;
float t = 0;
float u = 1.0 / (nPoints - 1)*TWO_PI;
for (int i = 0; i < nPoints; i++) {
pressure = sqrt((1.0 - cos(t))*0.5);
path[i].p = pressure;
t += u;
}
}
float distToLast(float ix, float iy) {
if (nPoints > 0) {
Vec3f v = path[nPoints-1];
float dx = v.x - ix;
float dy = v.y - iy;
return mag(dx, dy);
}
else {
return 30;
}
}
void compile() {
// compute the polygons from the path of Vec3f's
if (exists) {
clearPolys();
Vec3f p0, p1, p2;
float radius0, radius1;
float ax, bx, cx, dx;
float ay, by, cy, dy;
int axi, bxi, cxi, dxi, axip, axid;
int ayi, byi, cyi, dyi, ayip, ayid;
float p1x, p1y;
float dx01, dy01, hp01, si01, co01;
float dx02, dy02, hp02, si02, co02;
float dx13, dy13, hp13, si13, co13;
float taper = 1.0;
int nPathPoints = nPoints - 1;
int lastPolyIndex = nPathPoints - 1;
float npm1finv = 1.0 / max(1, nPathPoints - 1);
// handle the first point
p0 = path[0];
p1 = path[1];
radius0 = p0.p * thickness;
dx01 = p1.x - p0.x;
dy01 = p1.y - p0.y;
hp01 = sqrt(dx01*dx01 + dy01*dy01);
if (hp01 == 0) {
hp02 = 0.0001;
}
co01 = radius0 * dx01 / hp01;
si01 = radius0 * dy01 / hp01;
ax = p0.x - si01;
ay = p0.y + co01;
bx = p0.x + si01;
by = p0.y - co01;
int xpts[];
int ypts[];
int LC = 20;
int RC = w-LC;
int TC = 20;
int BC = h-TC;
float mint = 0.618;
float tapow = 0.4;
// handle the middle points
int i = 1;
Polygon apoly;
for (i = 1; i < nPathPoints; i++) {
taper = pow((lastPolyIndex-i)*npm1finv,tapow);
p0 = path[i-1];
p1 = path[i ];
p2 = path[i+1];
p1x = p1.x;
p1y = p1.y;
radius1 = Math.max(mint,taper*p1.p*thickness);
// assumes all segments are roughly the same length...
dx02 = p2.x - p0.x;
dy02 = p2.y - p0.y;
hp02 = (float) Math.sqrt(dx02*dx02 + dy02*dy02);
if (hp02 != 0) {
hp02 = radius1/hp02;
}
co02 = dx02 * hp02;
si02 = dy02 * hp02;
// translate the integer coordinates to the viewing rectangle
axi = axip = (int)ax;
ayi = ayip = (int)ay;
axi=(axi<0)?(w-((-axi)%w)):axi%w;
axid = axi-axip;
ayi=(ayi<0)?(h-((-ayi)%h)):ayi%h;
ayid = ayi-ayip;
// set the vertices of the polygon
apoly = polygons[nPolys++];
xpts = apoly.xpoints;
ypts = apoly.ypoints;
xpts[0] = axi = axid + axip;
xpts[1] = bxi = axid + (int) bx;
xpts[2] = cxi = axid + (int)(cx = p1x + si02);
xpts[3] = dxi = axid + (int)(dx = p1x - si02);
ypts[0] = ayi = ayid + ayip;
ypts[1] = byi = ayid + (int) by;
ypts[2] = cyi = ayid + (int)(cy = p1y - co02);
ypts[3] = dyi = ayid + (int)(dy = p1y + co02);
// keep a record of where we cross the edge of the screen
crosses[i] = 0;
if ((axi<=LC)||(bxi<=LC)||(cxi<=LC)||(dxi<=LC)) {
crosses[i]|=1;
}
if ((axi>=RC)||(bxi>=RC)||(cxi>=RC)||(dxi>=RC)) {
crosses[i]|=2;
}
if ((ayi<=TC)||(byi<=TC)||(cyi<=TC)||(dyi<=TC)) {
crosses[i]|=4;
}
if ((ayi>=BC)||(byi>=BC)||(cyi>=BC)||(dyi>=BC)) {
crosses[i]|=8;
}
//swap data for next time
ax = dx;
ay = dy;
bx = cx;
by = cy;
}
// handle the last point
p2 = path[nPathPoints];
apoly = polygons[nPolys++];
xpts = apoly.xpoints;
ypts = apoly.ypoints;
xpts[0] = (int)ax;
xpts[1] = (int)bx;
xpts[2] = (int)(p2.x);
xpts[3] = (int)(p2.x);
ypts[0] = (int)ay;
ypts[1] = (int)by;
ypts[2] = (int)(p2.y);
ypts[3] = (int)(p2.y);
}
}
void smooth() {
// average neighboring points
final float weight = 18;
final float scale = 1.0 / (weight + 2);
int nPointsMinusTwo = nPoints - 2;
Vec3f lower, upper, center;
for (int i = 1; i < nPointsMinusTwo; i++) {
lower = path[i-1];
center = path[i];
upper = path[i+1];
center.x = (lower.x + weight*center.x + upper.x)*scale;
center.y = (lower.y + weight*center.y + upper.y)*scale;
}
}
}
@@ -1,19 +0,0 @@
class Vec3f {
float x;
float y;
float p; // Pressure
Vec3f() {
set(0, 0, 0);
}
Vec3f(float ix, float iy, float ip) {
set(ix, iy, ip);
}
void set(float ix, float iy, float ip) {
x = ix;
y = iy;
p = ip;
}
}
@@ -1,189 +0,0 @@
/**
* Yellowtail
* by Golan Levin (www.flong.com).
*
* Click, drag, and release to create a kinetic gesture.
*
* Yellowtail (1998-2000) is an interactive software system for the gestural
* creation and performance of real-time abstract animation. Yellowtail repeats
* a user's strokes end-over-end, enabling simultaneous specification of a
* line's shape and quality of movement. Each line repeats according to its
* own period, producing an ever-changing and responsive display of lively,
* worm-like textures.
*/
import java.awt.Polygon;
Gesture gestureArray[];
final int nGestures = 36; // Number of gestures
final int minMove = 3; // Minimum travel for a new point
int currentGestureID;
Polygon tempP;
int tmpXp[];
int tmpYp[];
void setup() {
size(1024, 768, P2D);
background(0, 0, 0);
noStroke();
currentGestureID = -1;
gestureArray = new Gesture[nGestures];
for (int i = 0; i < nGestures; i++) {
gestureArray[i] = new Gesture(width, height);
}
clearGestures();
}
void draw() {
background(0);
updateGeometry();
fill(255, 255, 245);
for (int i = 0; i < nGestures; i++) {
renderGesture(gestureArray[i], width, height);
}
}
void mousePressed() {
currentGestureID = (currentGestureID+1) % nGestures;
Gesture G = gestureArray[currentGestureID];
G.clear();
G.clearPolys();
G.addPoint(mouseX, mouseY);
}
void mouseDragged() {
if (currentGestureID >= 0) {
Gesture G = gestureArray[currentGestureID];
if (G.distToLast(mouseX, mouseY) > minMove) {
G.addPoint(mouseX, mouseY);
G.smooth();
G.compile();
}
}
}
void keyPressed() {
if (key == '+' || key == '=') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = min(96, th+1);
gestureArray[currentGestureID].compile();
}
} else if (key == '-') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = max(2, th-1);
gestureArray[currentGestureID].compile();
}
} else if (key == ' ') {
clearGestures();
}
}
void renderGesture(Gesture gesture, int w, int h) {
if (gesture.exists) {
if (gesture.nPolys > 0) {
Polygon polygons[] = gesture.polygons;
int crosses[] = gesture.crosses;
int xpts[];
int ypts[];
Polygon p;
int cr;
beginShape(QUADS);
int gnp = gesture.nPolys;
for (int i=0; i<gnp; i++) {
p = polygons[i];
xpts = p.xpoints;
ypts = p.ypoints;
vertex(xpts[0], ypts[0]);
vertex(xpts[1], ypts[1]);
vertex(xpts[2], ypts[2]);
vertex(xpts[3], ypts[3]);
if ((cr = crosses[i]) > 0) {
if ((cr & 3)>0) {
vertex(xpts[0]+w, ypts[0]);
vertex(xpts[1]+w, ypts[1]);
vertex(xpts[2]+w, ypts[2]);
vertex(xpts[3]+w, ypts[3]);
vertex(xpts[0]-w, ypts[0]);
vertex(xpts[1]-w, ypts[1]);
vertex(xpts[2]-w, ypts[2]);
vertex(xpts[3]-w, ypts[3]);
}
if ((cr & 12)>0) {
vertex(xpts[0], ypts[0]+h);
vertex(xpts[1], ypts[1]+h);
vertex(xpts[2], ypts[2]+h);
vertex(xpts[3], ypts[3]+h);
vertex(xpts[0], ypts[0]-h);
vertex(xpts[1], ypts[1]-h);
vertex(xpts[2], ypts[2]-h);
vertex(xpts[3], ypts[3]-h);
}
// I have knowingly retained the small flaw of not
// completely dealing with the corner conditions
// (the case in which both of the above are true).
}
}
endShape();
}
}
}
void updateGeometry() {
Gesture J;
for (int g=0; g<nGestures; g++) {
if ((J=gestureArray[g]).exists) {
if (g!=currentGestureID) {
advanceGesture(J);
} else if (!mousePressed) {
advanceGesture(J);
}
}
}
}
void advanceGesture(Gesture gesture) {
// Move a Gesture one step
if (gesture.exists) { // check
int nPts = gesture.nPoints;
int nPts1 = nPts-1;
Vec3f path[];
float jx = gesture.jumpDx;
float jy = gesture.jumpDy;
if (nPts > 0) {
path = gesture.path;
for (int i = nPts1; i > 0; i--) {
path[i].x = path[i-1].x;
path[i].y = path[i-1].y;
}
path[0].x = path[nPts1].x - jx;
path[0].y = path[nPts1].y - jy;
gesture.compile();
}
}
}
void clearGestures() {
for (int i = 0; i < nGestures; i++) {
gestureArray[i].clear();
}
}
@@ -1,28 +0,0 @@
/**
* Move Eye.
* by Simon Greenwold.
*
* The camera lifts up (controlled by mouseY) while looking at the same point.
*/
void setup() {
size(640, 360, P3D);
fill(204);
}
void draw() {
lights();
background(0);
// Change height of the camera with mouseY
camera(30.0, mouseY, 220.0, // eyeX, eyeY, eyeZ
0.0, 0.0, 0.0, // centerX, centerY, centerZ
0.0, 1.0, 0.0); // upX, upY, upZ
noStroke();
box(90);
stroke(255);
line(-100, 0, 0, 100, 0, 0);
line(0, -100, 0, 0, 100, 0);
line(0, 0, -100, 0, 0, 100);
}
@@ -1,115 +0,0 @@
/**
* Near and Far example
*
* This example shows the effect of setting the near and far values
* in the ortho() and perspective() functions. Both values are always
* measured from the camera eye position and along the eye-center
* vector.
*
* The spacebar switches between perspective and orthographic
* projections, to set the near value press 'n' and 'f' for far.
* A mouse click switches the near/far setting on and off.
* 'r' enables/disables rotating the object with the mouse.
*/
boolean usingPerspective = true;
boolean settingFar = true;
boolean settingEnabled = true;
boolean rotating = false;
float cameraFOV;
float cameraZ;
float cameraMaxFar;
float cameraNear;
float cameraFar;
float angleX = -PI/6;
float angleY = PI/3;
void setup() {
size(640, 360, P3D);
cameraFOV = PI/3.0;
cameraZ = (height/2.0) / tan(cameraFOV/2.0);
cameraMaxFar = cameraZ * 2.0;
cameraNear = cameraZ / 2.0;
cameraFar = cameraZ * 2.0;
}
void draw() {
background(0);
lights();
if (settingEnabled) {
if (settingFar) {
float minx = map(cameraNear, 0, cameraMaxFar, 0, width);
cameraFar = map(mouseX, minx, width, cameraNear, cameraMaxFar);
} else {
float maxx = map(cameraFar, 0, cameraMaxFar, 0, width);
cameraNear = map(mouseX, 0, maxx, 0, cameraFar);
}
}
if (usingPerspective) {
perspective(cameraFOV, float(width)/float(height), cameraNear, cameraFar);
} else {
ortho(-width/2, width/2, -height/2, height/2, cameraNear, cameraFar);
}
pushMatrix();
translate(width/2, height/2, 0);
if (rotating) {
angleX = map(mouseX, 0, width, -PI, PI);
angleY = map(mouseY, 0, width, -PI, PI);
}
rotateX(angleX);
rotateY(angleY);
stroke(50);
fill(204);
box(160);
popMatrix();
// Drawing visual clues for the near and far values.
perspective(); // Restoring to the default perspective matrix.
noStroke();
float near = map(cameraNear, 0, cameraMaxFar, 0, width);
float far = map(cameraFar, 0, cameraMaxFar, 0, width);
fill(204);
rect(0, 0, near, 20);
rect(far, 0, width - far, 20);
if (near <= far) {
fill(160);
} else {
fill(200, 50, 50);
}
rect(near, 0, far - near, 20);
}
void keyPressed() {
if (key == ' ') {
usingPerspective = !usingPerspective;
} else if (key == 'f' || key == 'F') {
settingFar = true;
} else if (key == 'n' || key == 'N') {
settingFar = false;
} else if (key == 'r' || key == 'R') {
if (rotating) {
rotating = false;
} else {
rotating = true;
settingEnabled = false;
}
}
}
void mousePressed() {
if (!rotating) {
settingEnabled = !settingEnabled;
}
}
@@ -1,41 +0,0 @@
/**
* Ortho vs Perspective.
*
* Click to see the difference between orthographic projection
* and perspective projection as applied to a simple box.
* The ortho() function sets an orthographic projection and
* defines a parallel clipping volume. All objects with the
* same dimension appear the same size, regardless of whether
* they are near or far from the camera. The parameters to this
* function specify the clipping volume where left and right
* are the minimum and maximum x values, top and bottom are the
* minimum and maximum y values, and near and far are the minimum
* and maximum z values.
*/
void setup()
{
size(640, 360, P3D);
noStroke();
fill(204);
}
void draw()
{
background(0);
lights();
if(mousePressed) {
float fov = PI/3.0;
float cameraZ = (height/2.0) / tan(fov/2.0);
perspective(fov, float(width)/float(height),
cameraZ/2.0, cameraZ*2.0);
} else {
ortho(-width/2, width/2, -height/2, height/2, 0, 400);
}
translate(width/2, height/2, 0);
rotateX(-PI/6);
rotateY(PI/3);
box(160);
}
@@ -1,41 +0,0 @@
/**
* Perspective.
*
* Move the mouse left and right to change the field of view (fov).
* Click to modify the aspect ratio. The perspective() function
* sets a perspective projection applying foreshortening, making
* distant objects appear smaller than closer ones. The parameters
* define a viewing volume with the shape of truncated pyramid.
* Objects near to the front of the volume appear their actual size,
* while farther objects appear smaller. This projection simulates
* the perspective of the world more accurately than orthographic projection.
* The version of perspective without parameters sets the default
* perspective and the version with four parameters allows the programmer
* to set the area precisely.
*/
void setup() {
size(640, 360, P3D);
noStroke();
}
void draw() {
lights();
background(204);
float cameraY = height/2.0;
float fov = mouseX/float(width) * PI/2;
float cameraZ = cameraY / tan(fov / 2.0);
float aspect = float(width)/float(height);
if (mousePressed) {
aspect = aspect / 2.0;
}
perspective(fov, aspect, cameraZ/10.0, cameraZ*10.0);
translate(width/2+30, height/2, 0);
rotateX(-PI/6);
rotateY(PI/3 + mouseY/float(height) * PI);
box(45);
translate(0, 0, -50);
box(30);
}
@@ -1,58 +0,0 @@
/**
* Brick Tower
* by Ira Greenberg.
*
* 3D castle tower constructed out of individual bricks.
* Uses the PVector and Cube classes.
*/
float bricksPerLayer = 16.0;
float brickLayers = 18.0;
Cube brick;
float brickWidth = 60, brickHeight = 25, brickDepth = 25;
float radius = 175.0;
float angle = 0;
void setup(){
size(640, 360, P3D);
brick = new Cube(brickWidth, brickHeight, brickDepth);
}
void draw(){
background(0);
float tempX = 0, tempY = 0, tempZ = 0;
fill(182, 62, 29);
noStroke();
// Add basic light setup
lights();
translate(width/2, height*1.2, -380);
// Tip tower to see inside
rotateX(radians(-45));
// Slowly rotate tower
rotateY(frameCount * PI/600);
for (int i = 0; i < brickLayers; i++){
// Increment rows
tempY-=brickHeight;
// Alternate brick seams
angle = 360.0 / bricksPerLayer * i/2;
for (int j = 0; j < bricksPerLayer; j++){
tempZ = cos(radians(angle))*radius;
tempX = sin(radians(angle))*radius;
pushMatrix();
translate(tempX, tempY, tempZ);
rotateY(radians(angle));
// Add crenelation
if (i==brickLayers-1){
if (j%2 == 0){
brick.create();
}
}
// Create main tower
else {
brick.create();
}
popMatrix();
angle += 360.0/bricksPerLayer;
}
}
}
@@ -1,68 +0,0 @@
class Cube {
PVector[] vertices = new PVector[24];
PVector[] normals = new PVector[6];
float w, h, d;
Cube(){ }
Cube(float w, float h, float d){
this.w = w;
this.h = h;
this.d = d;
// Cube composed of 6 quads
// Front
normals[0] = new PVector(0, 0, 1);
vertices[0] = new PVector(-w/2, -h/2, d/2);
vertices[1] = new PVector(w/2, -h/2, d/2);
vertices[2] = new PVector(w/2, h/2, d/2);
vertices[3] = new PVector(-w/2, h/2, d/2);
// Left
normals[1] = new PVector(-1, 0, 0);
vertices[4] = new PVector(-w/2, -h/2, d/2);
vertices[5] = new PVector(-w/2, -h/2, -d/2);
vertices[6] = new PVector(-w/2, h/2, -d/2);
vertices[7] = new PVector(-w/2, h/2, d/2);
// Right
normals[2] = new PVector(1, 0, 0);
vertices[8] = new PVector(w/2, -h/2, d/2);
vertices[9] = new PVector(w/2, -h/2, -d/2);
vertices[10] = new PVector(w/2, h/2, -d/2);
vertices[11] = new PVector(w/2, h/2, d/2);
// Back
normals[3] = new PVector(0, 0, -1);
vertices[12] = new PVector(-w/2, -h/2, -d/2);
vertices[13] = new PVector(w/2, -h/2, -d/2);
vertices[14] = new PVector(w/2, h/2, -d/2);
vertices[15] = new PVector(-w/2, h/2, -d/2);
// Top
normals[4] = new PVector(0, 1, 0);
vertices[16] = new PVector(-w/2, -h/2, d/2);
vertices[17] = new PVector(-w/2, -h/2, -d/2);
vertices[18] = new PVector(w/2, -h/2, -d/2);
vertices[19] = new PVector(w/2, -h/2, d/2);
// Bottom
normals[5] = new PVector(0, 1, 0);
vertices[20] = new PVector(-w/2, h/2, d/2);
vertices[21] = new PVector(-w/2, h/2, -d/2);
vertices[22] = new PVector(w/2, h/2, -d/2);
vertices[23] = new PVector(w/2, h/2, d/2);
}
void create(){
for (int i=0; i<6; i++){
beginShape(QUADS);
normal(normals[i].x, normals[i].y, normals[i].z);
for (int j = 0; j < 4; j++){
vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);
}
endShape();
}
}
}
@@ -1,48 +0,0 @@
/**
* Cubic Grid
* by Ira Greenberg.
*
* 3D translucent colored grid uses nested pushMatrix()
* and popMatrix() functions.
*/
float boxSize = 40;
float margin = boxSize*2;
float depth = 400;
color boxFill;
void setup() {
size(640, 360, P3D);
noStroke();
hint(DISABLE_DEPTH_TEST);
}
void draw() {
background(255);
// Center and spin grid
translate(width/2, height/2, -depth);
rotateY(frameCount * 0.01);
rotateX(frameCount * 0.01);
// Build grid using multiple translations
for (float i =- depth/2+margin; i <= depth/2-margin; i += boxSize){
pushMatrix();
for (float j =- height+margin; j <= height-margin; j += boxSize){
pushMatrix();
for (float k =- width+margin; k <= width-margin; k += boxSize){
// Base fill color on counter values, abs function
// ensures values stay within legal range
boxFill = color(abs(i), abs(j), abs(k), 50);
pushMatrix();
translate(k, j, i);
fill(boxFill);
box(boxSize, boxSize, boxSize);
popMatrix();
}
popMatrix();
}
popMatrix();
}
}
@@ -1,162 +0,0 @@
/**
* Geometry
* by Marius Watz.
*
* Using sin/cos lookup tables, blends colors, and draws a series of
* rotating arcs on the screen.
*/
// Trig lookup tables borrowed from Toxi; cryptic but effective.
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION=1.0;
int SINCOS_LENGTH= int((360.0/SINCOS_PRECISION));
// System data
boolean dosave=false;
int num;
float pt[];
int style[];
void setup() {
size(1024, 768, P3D);
background(255);
// Fill the tables
sinLUT=new float[SINCOS_LENGTH];
cosLUT=new float[SINCOS_LENGTH];
for (int i = 0; i < SINCOS_LENGTH; i++) {
sinLUT[i]= (float)Math.sin(i*DEG_TO_RAD*SINCOS_PRECISION);
cosLUT[i]= (float)Math.cos(i*DEG_TO_RAD*SINCOS_PRECISION);
}
num = 150;
pt = new float[6*num]; // rotx, roty, deg, rad, w, speed
style = new int[2*num]; // color, render style
// Set up arc shapes
int index=0;
float prob;
for (int i=0; i<num; i++) {
pt[index++] = random(PI*2); // Random X axis rotation
pt[index++] = random(PI*2); // Random Y axis rotation
pt[index++] = random(60,80); // Short to quarter-circle arcs
if(random(100)>90) pt[index]=(int)random(8,27)*10;
pt[index++] = int(random(2,50)*5); // Radius. Space them out nicely
pt[index++] = random(4,32); // Width of band
if(random(100)>90) pt[index]=random(40,60); // Width of band
pt[index++] = radians(random(5,30))/5; // Speed of rotation
// get colors
prob = random(100);
if(prob<30) style[i*2]=colorBlended(random(1), 255,0,100, 255,0,0, 210);
else if(prob<70) style[i*2]=colorBlended(random(1), 0,153,255, 170,225,255, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 200,255,0, 150,255,0, 210);
else style[i*2]=color(255,255,255, 220);
if(prob<50) style[i*2]=colorBlended(random(1), 200,255,0, 50,120,0, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 255,100,0, 255,255,0, 210);
else style[i*2]=color(255,255,255, 220);
style[i*2+1]=(int)(random(100))%3;
}
}
void draw() {
background(0);
int index=0;
translate(width/2, height/2, 0);
rotateX(PI/6);
rotateY(PI/6);
for (int i = 0; i < num; i++) {
pushMatrix();
rotateX(pt[index++]);
rotateY(pt[index++]);
if(style[i*2+1]==0) {
stroke(style[i*2]);
noFill();
strokeWeight(1);
arcLine(0,0, pt[index++],pt[index++],pt[index++]);
}
else if(style[i*2+1]==1) {
fill(style[i*2]);
noStroke();
arcLineBars(0,0, pt[index++],pt[index++],pt[index++]);
}
else {
fill(style[i*2]);
noStroke();
arc(0,0, pt[index++],pt[index++],pt[index++]);
}
// increase rotation
pt[index-5]+=pt[index]/10;
pt[index-4]+=pt[index++]/20;
popMatrix();
}
}
// Get blend of two colors
int colorBlended(float fract,
float r, float g, float b,
float r2, float g2, float b2, float a) {
r2 = (r2 - r);
g2 = (g2 - g);
b2 = (b2 - b);
return color(r + r2 * fract, g + g2 * fract, b + b2 * fract, a);
}
// Draw arc line
void arcLine(float x,float y,float deg,float rad,float w) {
int a=(int)(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
int numlines=(int)(w/2);
for (int j=0; j<numlines; j++) {
beginShape();
for (int i=0; i<a; i++) {
vertex(cosLUT[i]*rad+x,sinLUT[i]*rad+y);
}
endShape();
rad += 2;
}
}
// Draw arc line with bars
void arcLineBars(float x,float y,float deg,float rad,float w) {
int a = int((min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1)));
a /= 4;
beginShape(QUADS);
for (int i=0; i<a; i+=4) {
vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
vertex(cosLUT[i+2]*(rad+w)+x,sinLUT[i+2]*(rad+w)+y);
vertex(cosLUT[i+2]*(rad)+x,sinLUT[i+2]*(rad)+y);
}
endShape();
}
// Draw solid arc
void arc(float x,float y,float deg,float rad,float w) {
int a = int(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
beginShape(QUAD_STRIP);
for (int i = 0; i < a; i++) {
vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
}
endShape();
}
@@ -1,10 +0,0 @@
class Dimension3D{
float w, h, d;
Dimension3D(float w, float h, float d){
this.w=w;
this.h=h;
this.d=d;
}
}
@@ -1,52 +0,0 @@
/**
* I Like Icosahedra
* by Ira Greenberg.
*
* This example plots icosahedra. The Icosahdron is a regular
* polyhedron composed of twenty equalateral triangles.
*/
Icosahedron ico1;
Icosahedron ico2;
Icosahedron ico3;
void setup(){
size(640, 360, P3D);
ico1 = new Icosahedron(75);
ico2 = new Icosahedron(75);
ico3 = new Icosahedron(75);
}
void draw(){
background(0);
lights();
translate(width/2, height/2);
pushMatrix();
translate(-width/3.5, 0);
rotateX(frameCount*PI/185);
rotateY(frameCount*PI/-200);
stroke(170, 0, 0);
noFill();
ico1.create();
popMatrix();
pushMatrix();
rotateX(frameCount*PI/200);
rotateY(frameCount*PI/300);
stroke(150, 0, 180);
fill(170, 170, 0);
ico2.create();
popMatrix();
pushMatrix();
translate(width/3.5, 0);
rotateX(frameCount*PI/-200);
rotateY(frameCount*PI/200);
noStroke();
fill(0, 0, 185);
ico3.create();
popMatrix();
}
@@ -1,159 +0,0 @@
class Icosahedron extends Shape3D{
// icosahedron
PVector topPoint;
PVector[] topPent = new PVector[5];
PVector bottomPoint;
PVector[] bottomPent = new PVector[5];
float angle = 0, radius = 150;
float triDist;
float triHt;
float a, b, c;
// constructor
Icosahedron(float radius){
this.radius = radius;
init();
}
Icosahedron(PVector v, float radius){
super(v);
this.radius = radius;
init();
}
// calculate geometry
void init(){
c = dist(cos(0)*radius, sin(0)*radius, cos(radians(72))*radius, sin(radians(72))*radius);
b = radius;
a = (float)(Math.sqrt(((c*c)-(b*b))));
triHt = (float)(Math.sqrt((c*c)-((c/2)*(c/2))));
for (int i=0; i<topPent.length; i++){
topPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, triHt/2.0f);
angle+=radians(72);
}
topPoint = new PVector(0, 0, triHt/2.0f+a);
angle = 72.0f/2.0f;
for (int i=0; i<topPent.length; i++){
bottomPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, -triHt/2.0f);
angle+=radians(72);
}
bottomPoint = new PVector(0, 0, -(triHt/2.0f+a));
}
// draws icosahedron
void create(){
for (int i=0; i<topPent.length; i++){
// icosahedron top
beginShape();
if (i<topPent.length-1){
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
}
else {
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
}
endShape(CLOSE);
// icosahedron bottom
beginShape();
if (i<bottomPent.length-1){
vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
}
else {
vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
}
endShape(CLOSE);
}
// icosahedron body
for (int i=0; i<topPent.length; i++){
if (i<topPent.length-2){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
endShape(CLOSE);
}
else if (i==topPent.length-2){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
endShape(CLOSE);
}
else if (i==topPent.length-1){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
endShape(CLOSE);
}
}
}
// overrided methods fom Shape3D
void rotZ(float theta){
float tx=0, ty=0, tz=0;
// top point
tx = cos(theta)*topPoint.x+sin(theta)*topPoint.y;
ty = sin(theta)*topPoint.x-cos(theta)*topPoint.y;
topPoint.x = tx;
topPoint.y = ty;
// bottom point
tx = cos(theta)*bottomPoint.x+sin(theta)*bottomPoint.y;
ty = sin(theta)*bottomPoint.x-cos(theta)*bottomPoint.y;
bottomPoint.x = tx;
bottomPoint.y = ty;
// top and bottom pentagons
for (int i=0; i<topPent.length; i++){
tx = cos(theta)*topPent[i].x+sin(theta)*topPent[i].y;
ty = sin(theta)*topPent[i].x-cos(theta)*topPent[i].y;
topPent[i].x = tx;
topPent[i].y = ty;
tx = cos(theta)*bottomPent[i].x+sin(theta)*bottomPent[i].y;
ty = sin(theta)*bottomPent[i].x-cos(theta)*bottomPent[i].y;
bottomPent[i].x = tx;
bottomPent[i].y = ty;
}
}
void rotX(float theta){
}
void rotY(float theta){
}
}
@@ -1,82 +0,0 @@
abstract class Shape3D{
float x, y, z;
float w, h, d;
Shape3D(){
}
Shape3D(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
Shape3D(PVector p){
x = p.x;
y = p.y;
z = p.z;
}
Shape3D(Dimension3D dim){
w = dim.w;
h = dim.h;
d = dim.d;
}
Shape3D(float x, float y, float z, float w, float h, float d){
this.x = x;
this.y = y;
this.z = z;
this.w = w;
this.h = h;
this.d = d;
}
Shape3D(float x, float y, float z, Dimension3D dim){
this.x = x;
this.y = y;
this.z = z;
w = dim.w;
h = dim.h;
d = dim.d;
}
Shape3D(PVector p, Dimension3D dim){
x = p.x;
y = p.y;
z = p.z;
w = dim.w;
h = dim.h;
d = dim.d;
}
void setLoc(PVector p){
x=p.x;
y=p.y;
z=p.z;
}
void setLoc(float x, float y, float z){
this.x=x;
this.y=y;
this.z=z;
}
// override if you need these
void rotX(float theta){
}
void rotY(float theta){
}
void rotZ(float theta){
}
// must be implemented in subclasses
abstract void init();
abstract void create();
}
@@ -1,30 +0,0 @@
/**
* Primitives 3D.
*
* Placing mathematically 3D objects in synthetic space.
* The lights() method reveals their imagined dimension.
* The box() and sphere() functions each have one parameter
* which is used to specify their size. These shapes are
* positioned using the translate() function.
*/
size(640, 360, P3D);
background(0);
lights();
noStroke();
pushMatrix();
translate(130, height/2, 0);
rotateY(1.25);
rotateX(-0.4);
box(100);
popMatrix();
noFill();
stroke(255);
pushMatrix();
translate(500, height*0.35, -200);
sphere(280);
popMatrix();
@@ -1,74 +0,0 @@
/**
* RGB Cube.
*
* The three primary colors of the additive color model are red, green, and blue.
* This RGB color cube displays smooth transitions between these colors.
*/
float xmag, ymag = 0;
float newXmag, newYmag = 0;
void setup()
{
size(640, 360, P3D);
noStroke();
colorMode(RGB, 1);
}
void draw()
{
background(0.5);
pushMatrix();
translate(width/2, height/2, -30);
newXmag = mouseX/float(width) * TWO_PI;
newYmag = mouseY/float(height) * TWO_PI;
float diff = xmag-newXmag;
if (abs(diff) > 0.01) { xmag -= diff/4.0; }
diff = ymag-newYmag;
if (abs(diff) > 0.01) { ymag -= diff/4.0; }
rotateX(-ymag);
rotateY(-xmag);
scale(90);
beginShape(QUADS);
fill(0, 1, 1); vertex(-1, 1, 1);
fill(1, 1, 1); vertex( 1, 1, 1);
fill(1, 0, 1); vertex( 1, -1, 1);
fill(0, 0, 1); vertex(-1, -1, 1);
fill(1, 1, 1); vertex( 1, 1, 1);
fill(1, 1, 0); vertex( 1, 1, -1);
fill(1, 0, 0); vertex( 1, -1, -1);
fill(1, 0, 1); vertex( 1, -1, 1);
fill(1, 1, 0); vertex( 1, 1, -1);
fill(0, 1, 0); vertex(-1, 1, -1);
fill(0, 0, 0); vertex(-1, -1, -1);
fill(1, 0, 0); vertex( 1, -1, -1);
fill(0, 1, 0); vertex(-1, 1, -1);
fill(0, 1, 1); vertex(-1, 1, 1);
fill(0, 0, 1); vertex(-1, -1, 1);
fill(0, 0, 0); vertex(-1, -1, -1);
fill(0, 1, 0); vertex(-1, 1, -1);
fill(1, 1, 0); vertex( 1, 1, -1);
fill(1, 1, 1); vertex( 1, 1, 1);
fill(0, 1, 1); vertex(-1, 1, 1);
fill(0, 0, 0); vertex(-1, -1, -1);
fill(1, 0, 0); vertex( 1, -1, -1);
fill(1, 0, 1); vertex( 1, -1, 1);
fill(0, 0, 1); vertex(-1, -1, 1);
endShape();
popMatrix();
}
@@ -1,162 +0,0 @@
/**
* Legs class
* By Ira Greenberg <br />
* Processing for Flash Developers,
* Friends of ED, 2009
*/
class Legs {
// Instance properties with default values
float x = 0, y = 0, z = 0, w = 150, ht = 125;
color col = #77AA22;
// Advanced properties
float detailW = w/6.0;
float detailHt = ht/8.0;
float shoeBulge = detailHt*2.0;
float legGap = w/7.0;
// Dynamics properties
float velocity = .02, stepL, stepR, stepRate = random(10, 50);
float speedX = 1.0, speedZ, spring, damping = .5, theta;
// Default constructor
Legs() {
}
// Standard constructor
Legs(float x, float z, float w, float ht, color col) {
this.x = x;
this.z = z;
this.w = w;
this.ht = ht;
this.col = col;
fill(col);
detailW = w/6.0;
detailHt = ht/8.0;
shoeBulge = detailHt*2.0;
legGap = w/7.0;
speedX = random(-speedX, speedX);
}
// Advanced constructor
Legs(float x, float z, float w, float ht, color col, float detailW,
float detailHt, float shoeBulge, float legGap) {
this.x = x;
this.z = z;
this.w = w;
this.ht = ht;
this.col = col;
this.detailW = detailW;
this.detailHt = detailHt;
this.shoeBulge = shoeBulge;
this.legGap = legGap;
speedX = random(-speedX, speedX);
}
// Draw legs
void create() {
fill(col);
float footWidth = (w - legGap)/2;
beginShape();
vertex(x - w/2, y - ht, z);
vertex(x - w/2, y - ht + detailHt, z);
vertex(x - w/2 + detailW, y - ht + detailHt, z);
// left foot
vertex(x - w/2 + detailW, y + stepL, z);
curveVertex(x - w/2 + detailW, y + stepL, z);
curveVertex(x - w/2 + detailW, y + stepL, z);
curveVertex(x - w/2 + detailW - shoeBulge, y + detailHt/2 + stepL, z);
curveVertex(x - w/2, y + detailHt + stepL, z);
curveVertex(x - w/2, y + detailHt + stepL, z);
vertex(x - w/2 + footWidth, y + detailHt + stepL*.9, z);
// end left foot
vertex(x - w/2 + footWidth + legGap/2, y - ht + detailHt, z);
vertex(x - w/2 + footWidth + legGap/2, y - ht + detailHt, z);
// right foot
vertex(x - w/2 + footWidth + legGap, y + detailHt + stepR*.9, z);
vertex(x + w/2, y + detailHt + stepR, z);
curveVertex(x + w/2, y + detailHt + stepR, z);
curveVertex(x + w/2, y + detailHt + stepR, z);
curveVertex(x + w/2 - detailW + shoeBulge, y + detailHt/2 + stepR, z);
curveVertex(x + w/2 - detailW, y + stepR, z);
vertex(x + w/2 - detailW, y + stepR, z);
// end right foot
vertex(x + w/2 - detailW, y - ht + detailHt, z);
vertex(x + w/2, y - ht + detailHt, z);
vertex(x + w/2, y - ht, z);
endShape(CLOSE);
}
// Set advanced property values
void setDetails(float detailW, float detailHt, float shoeBulge, float legGap) {
this.detailW = detailW;
this.detailHt = detailHt;
this.shoeBulge = shoeBulge;
this.legGap = legGap;
}
// Make the legs step
void step(float stepRate) {
this.stepRate = stepRate;
spring = ht/2.0;
stepL = sin(theta)*spring;
stepR = cos(theta)*spring;
theta += radians(stepRate);
}
// Alternative overloaded step method
void step() {
spring = ht/2.0;
stepL = sin(theta)*spring;
stepR = cos(theta)*spring;
theta += radians(stepRate);
}
// Moves legs along x, y, z axes
void move() {
// Move legs along y-axis
y = stepR*damping;
// Move legs along x-axis and
// check for collision against frame edge
x += speedX;
if (screenX(x, y, z) > width) {
speedX *= -1;
}
if (screenX(x, y, z) < 0) {
speedX *= -1;
}
// Move legs along z-axis based on speed of stepping
// and check for collision against extremes
speedZ = (stepRate*velocity);
z += speedZ;
if (z > 400) {
z = 400;
velocity *= -1;
}
if (z < -100) {
z = -100;
velocity *= -1;
}
}
void setDynamics(float speedX, float spring, float damping) {
this.speedX = speedX;
this.spring = spring;
this.damping = damping;
}
}
@@ -1,45 +0,0 @@
/**
* Run-Amuck
* By Ira Greenberg <br />
* Processing for Flash Developers,
* Friends of ED, 2009
*/
int count = 250;
Legs[] legs = new Legs[count];
void setup() {
size(640, 360, P3D);
noStroke();
for (int i = 0; i < legs.length; i++) {
legs[i] = new Legs(random(-10, 10), random(-50, 150), random(.5, 5),
random(.5, 5), color(random(255), random(255), random(255)));
}
}
void draw() {
background(0);
translate(width/2, height/2);
noStroke();
fill(35);
// Draw ground plane
beginShape();
vertex(-width*2, 0, -1000);
vertex(width*2, 0, -1000);
vertex(width/2, height/2, 400);
vertex(-width/2, height/2, 400);
endShape(CLOSE);
// Update and draw the legs
for (int i = 0; i < legs.length; i++) {
legs[i].create();
// Set foot step rate
legs[i].step(random(10, 50));
// Move legs along x, y, z axes
// z-movement dependent upon step rate
legs[i].move();
}
}
@@ -1,116 +0,0 @@
/**
* Shape Transform
* by Ira Greenberg.
*
* Illustrates the geometric relationship
* between Cube, Pyramid, Cone and
* Cylinder 3D primitives.
*
* Instructions:<br />
* Up Arrow - increases points<br />
* Down Arrow - decreases points<br />
* 'p' key toggles between cube/pyramid<br />
*/
int pts = 4;
float angle = 0;
float radius = 99;
float cylinderLength = 95;
//vertices
PVector vertices[][];
boolean isPyramid = false;
float angleInc;
void setup(){
size(640, 360, P3D);
noStroke();
angleInc = PI/300.0;
}
void draw(){
background(170, 95, 95);
lights();
fill(255, 200, 200);
translate(width/2, height/2);
rotateX(frameCount * angleInc);
rotateY(frameCount * angleInc);
rotateZ(frameCount * angleInc);
// initialize vertex arrays
vertices = new PVector[2][pts+1];
// fill arrays
for (int i = 0; i < 2; i++){
angle = 0;
for(int j = 0; j <= pts; j++){
vertices[i][j] = new PVector();
if (isPyramid){
if (i==1){
vertices[i][j].x = 0;
vertices[i][j].y = 0;
}
else {
vertices[i][j].x = cos(radians(angle)) * radius;
vertices[i][j].y = sin(radians(angle)) * radius;
}
}
else {
vertices[i][j].x = cos(radians(angle)) * radius;
vertices[i][j].y = sin(radians(angle)) * radius;
}
vertices[i][j].z = cylinderLength;
// the .0 after the 360 is critical
angle += 360.0/pts;
}
cylinderLength *= -1;
}
// draw cylinder tube
beginShape(QUAD_STRIP);
for(int j = 0; j <= pts; j++){
vertex(vertices[0][j].x, vertices[0][j].y, vertices[0][j].z);
vertex(vertices[1][j].x, vertices[1][j].y, vertices[1][j].z);
}
endShape();
//draw cylinder ends
for (int i = 0; i < 2; i++){
beginShape();
for(int j = 0; j < pts; j++){
vertex(vertices[i][j].x, vertices[i][j].y, vertices[i][j].z);
}
endShape(CLOSE);
}
}
/*
up/down arrow keys control
polygon detail.
*/
void keyPressed(){
if(key == CODED) {
// pts
if (keyCode == UP) {
if (pts < 90){
pts++;
}
}
else if (keyCode == DOWN) {
if (pts > 4){
pts--;
}
}
}
if (key =='p'){
if (isPyramid){
isPyramid = false;
}
else {
isPyramid = true;
}
}
}
@@ -1,73 +0,0 @@
class Cube {
// Properties
int w, h, d;
int shiftX, shiftY, shiftZ;
// Constructor
Cube(int w, int h, int d, int shiftX, int shiftY, int shiftZ){
this.w = w;
this.h = h;
this.d = d;
this.shiftX = shiftX;
this.shiftY = shiftY;
this.shiftZ = shiftZ;
}
// Main cube drawing method, which looks
// more confusing than it really is. It's
// just a bunch of rectangles drawn for
// each cube face
void drawCube(){
beginShape(QUADS);
// Front face
normal(0, 0, 1);
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Back face
normal(0, 0, -1);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
// Left face
normal(1, 0, 0);
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Right face
normal(-1, 0, 0);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
// Top face
normal(0, 1, 0);
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
// Bottom face
normal(0, -1, 0);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
endShape();
// Add some rotation to each box for pizazz.
rotateY(radians(1));
rotateX(radians(1));
rotateZ(radians(1));
}
}
@@ -1,63 +0,0 @@
/**
* Space Junk
* by Ira Greenberg.
* Zoom suggestion
* by Danny Greenberg.
*
* Rotating cubes in space using a custom Cube class.
* Color controlled by light sources. Move the mouse left
* and right to zoom.
*/
// Used for oveall rotation
float ang;
// Cube count-lower/raise to test P3D/OPENGL performance
int limit = 500;
// Array for all cubes
Cube[]cubes = new Cube[limit];
void setup() {
size(1024, 768, P3D);
background(0);
noStroke();
// Instantiate cubes, passing in random vals for size and postion
for (int i = 0; i< cubes.length; i++){
cubes[i] = new Cube(int(random(-10, 10)), int(random(-10, 10)),
int(random(-10, 10)), int(random(-140, 140)), int(random(-140, 140)),
int(random(-140, 140)));
}
}
void draw(){
background(0);
fill(200);
// Set up some different colored lights
pointLight(51, 102, 255, 65, 60, 100);
pointLight(200, 40, 60, -65, -60, -150);
// Raise overall light in scene
ambientLight(70, 70, 10);
// Center geometry in display windwow.
// you can change 3rd argument ('0')
// to move block group closer(+)/further(-)
translate(width/2, height/2, -200 + mouseX * 0.65);
// Rotate around y and x axes
rotateY(radians(ang));
rotateX(radians(ang));
// Draw cubes
for (int i = 0; i < cubes.length; i++){
cubes[i].drawCube();
}
// Used in rotate function calls above
ang++;
}
@@ -1,62 +0,0 @@
/**
* Textured Sphere
* by Mike 'Flux' Chang (cleaned up by Aaron Koblin).
* Based on code by Toxi.
*
* A 3D textured sphere with simple rotation control.
* Note: Controls will be inverted when sphere is upside down.
* Use an "arc ball" to deal with this appropriately.
*/
PShape globe;
PImage texmap;
int sDetail = 35; // Sphere detail setting
float rotationX = 0;
float rotationY = 0;
float velocityX = 0;
float velocityY = 0;
float globeRadius = 450;
float pushBack = -300;
float[] cx, cz, sphereX, sphereY, sphereZ;
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION = 0.5;
int SINCOS_LENGTH = int(360.0 / SINCOS_PRECISION);
void setup() {
size(1024, 768, P3D);
smooth();
sphereDetail(sDetail);
texmap = loadImage("world32k.jpg");
globe = createShape(SPHERE, globeRadius);
globe.noStroke();
globe.texture(texmap);
}
void draw() {
background(0);
renderGlobe();
}
void renderGlobe() {
translate(width/2.0, height/2.0, pushBack);
lights();
rotateX(radians(-rotationX));
rotateY(radians(-rotationY));
shape(globe);
rotationX += velocityX;
rotationY += velocityY;
velocityX *= 0.95;
velocityY *= 0.95;
// Implements mouse control (interaction will be inverse when sphere is upside down)
if(mousePressed){
velocityX += (mouseY-pmouseY) * 0.01;
velocityY -= (mouseX-pmouseX) * 0.01;
}
}
@@ -1,185 +0,0 @@
// Strange "lights flashing" effect, particularly noticeable at low res (pts=10, segments=20)
// ...some problem with the automatic normal calculation maybe?
/**
* Interactive Toroid
* by Ira Greenberg.
*
* Illustrates the geometric relationship between Toroid, Sphere, and Helix
* 3D primitives, as well as lathing principal.
*
* Instructions: <br />
* UP arrow key pts++ <br />
* DOWN arrow key pts-- <br />
* LEFT arrow key segments-- <br />
* RIGHT arrow key segments++ <br />
* 'a' key toroid radius-- <br />
* 's' key toroid radius++ <br />
* 'z' key initial polygon radius-- <br />
* 'x' key initial polygon radius++ <br />
* 'w' key toggle wireframe/solid shading <br />
* 'h' key toggle sphere/helix <br />
*/
int pts = 40;
float angle = 0;
float radius = 60.0;
// lathe segments
int segments = 60;
float latheAngle = 0;
float latheRadius = 100.0;
//vertices
PVector vertices[], vertices2[];
// for shaded or wireframe rendering
boolean isWireFrame = false;
// for optional helix
boolean isHelix = false;
float helixOffset = 5.0;
void setup(){
size(640, 360, P3D);
}
void draw(){
background(50, 64, 42);
// basic lighting setup
lights();
// 2 rendering styles
// wireframe or solid
if (isWireFrame){
stroke(255, 255, 150);
noFill();
}
else {
noStroke();
fill(150, 195, 125);
}
//center and spin toroid
translate(width/2, height/2, -100);
rotateX(frameCount*PI/150);
rotateY(frameCount*PI/170);
rotateZ(frameCount*PI/90);
// initialize point arrays
vertices = new PVector[pts+1];
vertices2 = new PVector[pts+1];
// fill arrays
for(int i=0; i<=pts; i++){
vertices[i] = new PVector();
vertices2[i] = new PVector();
vertices[i].x = latheRadius + sin(radians(angle))*radius;
if (isHelix){
vertices[i].z = cos(radians(angle))*radius-(helixOffset*
segments)/2;
}
else{
vertices[i].z = cos(radians(angle))*radius;
}
angle+=360.0/pts;
}
// draw toroid
latheAngle = 0;
for(int i=0; i<=segments; i++){
beginShape(QUAD_STRIP);
for(int j=0; j<=pts; j++){
if (i>0){
vertex(vertices2[j].x, vertices2[j].y, vertices2[j].z);
}
vertices2[j].x = cos(radians(latheAngle))*vertices[j].x;
vertices2[j].y = sin(radians(latheAngle))*vertices[j].x;
vertices2[j].z = vertices[j].z;
// optional helix offset
if (isHelix){
vertices[j].z+=helixOffset;
}
vertex(vertices2[j].x, vertices2[j].y, vertices2[j].z);
}
// create extra rotation for helix
if (isHelix){
latheAngle+=720.0/segments;
}
else {
latheAngle+=360.0/segments;
}
endShape();
}
}
/*
left/right arrow keys control ellipse detail
up/down arrow keys control segment detail.
'a','s' keys control lathe radius
'z','x' keys control ellipse radius
'w' key toggles between wireframe and solid
'h' key toggles between toroid and helix
*/
void keyPressed(){
if(key == CODED) {
// pts
if (keyCode == UP) {
if (pts<40){
pts++;
}
}
else if (keyCode == DOWN) {
if (pts>3){
pts--;
}
}
// extrusion length
if (keyCode == LEFT) {
if (segments>3){
segments--;
}
}
else if (keyCode == RIGHT) {
if (segments<80){
segments++;
}
}
}
// lathe radius
if (key =='a'){
if (latheRadius>0){
latheRadius--;
}
}
else if (key == 's'){
latheRadius++;
}
// ellipse radius
if (key =='z'){
if (radius>10){
radius--;
}
}
else if (key == 'x'){
radius++;
}
// wireframe
if (key =='w'){
if (isWireFrame){
isWireFrame=false;
}
else {
isWireFrame=true;
}
}
// helix
if (key =='h'){
if (isHelix){
isHelix=false;
}
else {
isHelix=true;
}
}
}
@@ -1,67 +0,0 @@
/**
* Vertices
* by Simon Greenwold.
*
* Draw a cylinder centered on the y-axis, going down
* from y=0 to y=height. The radius at the top can be
* different from the radius at the bottom, and the
* number of sides drawn is variable.
*/
void setup() {
size(640, 360, P3D);
}
void draw() {
background(0);
lights();
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, 0, PI));
rotateZ(map(mouseY, 0, height, 0, -PI));
noStroke();
fill(255, 255, 255);
translate(0, -40, 0);
drawCylinder(10, 180, 200, 16); // Draw a mix between a cylinder and a cone
//drawCylinder(70, 70, 120, 64); // Draw a cylinder
//drawCylinder(0, 180, 200, 4); // Draw a pyramid
}
void drawCylinder(float topRadius, float bottomRadius, float tall, int sides) {
float angle = 0;
float angleIncrement = TWO_PI / sides;
beginShape(QUAD_STRIP);
for (int i = 0; i < sides + 1; ++i) {
vertex(topRadius*cos(angle), 0, topRadius*sin(angle));
vertex(bottomRadius*cos(angle), tall, bottomRadius*sin(angle));
angle += angleIncrement;
}
endShape();
// If it is not a cone, draw the circular top cap
if (topRadius != 0) {
angle = 0;
beginShape(TRIANGLE_FAN);
// Center point
vertex(0, 0, 0);
for (int i = 0; i < sides + 1; i++) {
vertex(topRadius * cos(angle), 0, topRadius * sin(angle));
angle += angleIncrement;
}
endShape();
}
// If it is not a cone, draw the circular bottom cap
if (bottomRadius != 0) {
angle = 0;
beginShape(TRIANGLE_FAN);
// Center point
vertex(0, tall, 0);
for (int i = 0; i < sides + 1; i++) {
vertex(bottomRadius * cos(angle), tall, bottomRadius * sin(angle));
angle += angleIncrement;
}
endShape();
}
}
@@ -1,18 +0,0 @@
PShape rocket;
public void setup() {
size(640, 360, P3D);
rocket = loadShape("rocket.obj");
}
public void draw() {
background(0);
lights();
translate(width/2, height/2 + 100, -200);
rotateX(PI);
rotateY(frameCount * 0.01f);
shape(rocket);
}
@@ -1,8 +0,0 @@
newmtl Default
illum 2
Ka 0.698039 0.698039 0.698039
Kd 0.698039 0.698039 0.698039
Ks 0.710000 0.710000 0.710000
Ns 76.109253
map_Kd rocket.png
File diff suppressed because it is too large Load Diff
@@ -1,35 +0,0 @@
PShape world;
float resizeFactor;
float offsetX, offsetY;
void setup() {
size(1400, 700, P2D);
smooth(4);
world = loadShape("World_map_with_nations.svg");
PVector top = world.getTop();
world.translate(-top.x, -top.y);
float r = world.getWidth() / world.getHeight();
float w = width;
float h = width / r;
if (height < h) {
h = height;
w = r * h;
offsetX = (width - w) / 2;
offsetY = 0;
} else {
offsetX = 0;
offsetY = (height - h) / 2;
}
resizeFactor = w / world.getWidth();
world.scale(resizeFactor);
}
public void draw() {
shape(world);
}
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@@ -1,35 +0,0 @@
import processing.dxf.*;
PShape rocket;
boolean record;
public void setup() {
size(640, 360, P3D);
rocket = loadShape("rocket.obj");
}
public void draw() {
if (record) {
beginRaw(DXF, "rocket.dxf");
}
background(0);
lights();
translate(width/2, height/2 + 100, -200);
rotateX(PI);
rotateY(frameCount * 0.01f);
shape(rocket);
if (record) {
endRaw();
record = false;
}
}
void keyPressed() {
if (key == 'r') record = true;
}
@@ -1,8 +0,0 @@
newmtl Default
illum 2
Ka 0.698039 0.698039 0.698039
Kd 0.698039 0.698039 0.698039
Ks 0.710000 0.710000 0.710000
Ns 76.109253
map_Kd rocket.png
File diff suppressed because it is too large Load Diff
@@ -1,46 +0,0 @@
// Robot 1: Draw from "Getting Started with Processing"
// by Reas & Fry. O'Reilly / Make 2010
import processing.pdf.*;
size(720, 480, P2D);
smooth();
strokeWeight(2);
background(204);
ellipseMode(RADIUS);
beginRaw(PDF, "robot.pdf");
// Neck
stroke(102); // Set stroke to gray
line(266, 257, 266, 162); // Left
line(276, 257, 276, 162); // Middle
line(286, 257, 286, 162); // Right
// Antennae
line(276, 155, 246, 112); // Small
line(276, 155, 306, 56); // Tall
line(276, 155, 342, 170); // Medium
// Body
noStroke(); // Disable stroke
fill(102); // Set fill to gray
ellipse(264, 377, 33, 33); // Antigravity orb
fill(0); // Set fill to black
rect(219, 257, 90, 120); // Main body
fill(102); // Set fill to gray
rect(219, 274, 90, 6); // Gray stripe
// Head
fill(0); // Set fill to black
ellipse(276, 155, 45, 45); // Head
fill(255); // Set fill to white
ellipse(288, 150, 14, 14); // Large eye
fill(0); // Set fill to black
ellipse(288, 150, 3, 3); // Pupil
fill(153); // Set fill to light gray
ellipse(263, 148, 5, 5); // Small eye 1
ellipse(296, 130, 4, 4); // Small eye 2
ellipse(305, 162, 3, 3); // Small eye 3
endRaw();
@@ -1,80 +0,0 @@
// Blending, by Andres Colubri
// Images can be blended using one of the 10 blending modes
// available in P3D.
// Images by Kevin Bjorke.
PImage pic1, pic2;
int selMode = REPLACE;
String name = "replace";
int picAlpha = 255;
void setup() {
size(800, 480, P3D);
PFont font = createFont(PFont.list()[0], 20);
textFont(font, 20);
pic1 = loadImage("bjorke1.jpg");
pic2 = loadImage("bjorke2.jpg");
}
void draw() {
background(0);
tint(255, 255);
image(pic1, 0, 0, pic1.width, pic1.height);
blendMode(selMode);
tint(255, picAlpha);
image(pic2, 0, 0, pic2.width, pic2.height);
blendMode(REPLACE);
fill(200, 50, 50);
rect(0, height - 50, map(picAlpha, 0, 255, 0, width), 50);
fill(255);
text("Selected blend mode: " + name + ". Click to move to next", 10, pic1.height + 30);
text("Drag this bar to change alpha of image", 10, height - 18);
}
void mousePressed() {
if (height - 50 < mouseY) return;
if (selMode == REPLACE) {
selMode = BLEND;
name = "blend";
} else if (selMode == BLEND) {
selMode = ADD;
name = "add";
} else if (selMode == ADD) {
selMode = SUBTRACT;
name = "subtract";
} else if (selMode == SUBTRACT) {
selMode = LIGHTEST;
name = "lightest";
} else if (selMode == LIGHTEST) {
selMode = DARKEST;
name = "darkest";
} else if (selMode == DARKEST) {
selMode = DIFFERENCE;
name = "difference";
} else if (selMode == DIFFERENCE) {
selMode = EXCLUSION;
name = "exclusion";
} else if (selMode == EXCLUSION) {
selMode = MULTIPLY;
name = "multiply";
} else if (selMode == MULTIPLY) {
selMode = SCREEN;
name = "screen";
} else if (selMode == SCREEN) {
selMode = REPLACE;
name = "replace";
}
}
void mouseDragged() {
if (height - 50 < mouseY) {
picAlpha = int(map(mouseX, 0, width, 0, 255));
}
}
@@ -1,43 +0,0 @@
/**
* Explode
* by Daniel Shiffman.
*
* Mouse horizontal location controls breaking apart of image and
* Maps pixels from a 2D image into 3D space. Pixel brightness controls
* translation along z axis.
*/
PImage img; // The source image
int cellsize = 2; // Dimensions of each cell in the grid
int columns, rows; // Number of columns and rows in our system
void setup() {
size(640, 360, P3D);
img = loadImage("eames.jpg"); // Load the image
columns = img.width / cellsize; // Calculate # of columns
rows = img.height / cellsize; // Calculate # of rows
}
void draw() {
background(0);
// Begin loop for columns
for ( int i = 0; i < columns; i++) {
// Begin loop for rows
for ( int j = 0; j < rows; j++) {
int x = i*cellsize + cellsize/2; // x position
int y = j*cellsize + cellsize/2; // y position
int loc = x + y*img.width; // Pixel array location
color c = img.pixels[loc]; // Grab the color
// Calculate a z position as a function of mouseX and pixel brightness
float z = (mouseX / float(width)) * brightness(img.pixels[loc]) - 20.0;
// Translate to the location, set fill and stroke, and draw the rect
pushMatrix();
translate(x + 200, y + 100, z);
fill(c, 204);
noStroke();
rectMode(CENTER);
rect(0, 0, cellsize, cellsize);
popMatrix();
}
}
}
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@@ -1,46 +0,0 @@
/**
* Extrusion.
*
* Converts a flat image into spatial data points and rotates the points
* around the center.
*/
PImage extrude;
int[][] values;
float angle = 0;
void setup() {
size(640, 360, P3D);
// Load the image into a new array
extrude = loadImage("ystone08.jpg");
extrude.loadPixels();
values = new int[extrude.width][extrude.height];
for (int y = 0; y < extrude.height; y++) {
for (int x = 0; x < extrude.width; x++) {
color pixel = extrude.get(x, y);
values[x][y] = int(brightness(pixel));
}
}
}
void draw() {
background(0);
// Update the angle
angle += 0.005;
// Rotate around the center axis
translate(width/2, 0, -128);
rotateY(angle);
translate(-extrude.width/2, 100, -128);
// Display the image mass
for (int y = 0; y < extrude.height; y++) {
for (int x = 0; x < extrude.width; x++) {
stroke(values[x][y]);
point(x, y, -values[x][y]);
}
}
}
@@ -1,49 +0,0 @@
/**
* Extrusion.
*
* Converts a flat image into spatial data points and rotates the points
* around the center.
*/
PImage a;
boolean onetime = true;
int[][] aPixels;
int[][] values;
float angle;
void setup() {
size(1024, 768, P3D);
aPixels = new int[width][height];
values = new int[width][height];
noFill();
// Load the image into a new array
// Extract the values and store in an array
a = loadImage("ystone08.jpg");
a.loadPixels();
for (int i = 0; i < a.height; i++) {
for (int j = 0; j < a.width; j++) {
aPixels[j][i] = a.pixels[i*a.width + j];
values[j][i] = int(blue(aPixels[j][i]));
}
}
}
void draw() {
background(255);
translate(width/2, height/2, 0);
scale(2.0);
// Update and constrain the angle
angle += 0.005;
rotateY(angle);
// Display the image mass
for (int i = 0; i < a.height; i += 2) {
for (int j = 0; j < a.width; j += 2) {
stroke(values[j][i], 153);
line(j-a.width/2, i-a.height/2, -values[j][i], j-a.width/2, i-a.height/2, -values[j][i]-10);
}
}
}
@@ -1,89 +0,0 @@
/**
* Zoom.
*
* Move the cursor over the image to alter its position. Click and press
* the mouse to zoom and set the density of the matrix by typing numbers 1-5.
* This program displays a series of lines with their heights corresponding to
* a color value read from an image.
*/
PImage img;
//boolean onetime = true;
int[][] imgPixels;
float sval = 1.0;
float nmx, nmy;
int res = 5;
void setup()
{
size(640, 360, P3D);
noFill();
stroke(255);
img = loadImage("ystone08.jpg");
imgPixels = new int[img.width][img.height];
for (int i = 0; i < img.height; i++) {
for (int j = 0; j < img.width; j++) {
imgPixels[j][i] = img.get(j, i);
}
}
}
void draw()
{
background(0);
nmx = nmx + (mouseX-nmx)/20;
nmy += (mouseY-nmy)/20;
if(mousePressed) {
sval += 0.005;
}
else {
sval -= 0.01;
}
sval = constrain(sval, 1.0, 2.5);
translate(width/2 + nmx * sval-100, height/2 + nmy*sval - 200, -50);
scale(sval);
rotateZ(PI/9 - sval + 1.0);
rotateX(PI/sval/8 - 0.125);
rotateY(sval/8 - 0.125);
translate(-width/2, -height/2, 0);
for (int i = 0; i < img.height; i += res) {
for (int j = 0; j < img.width; j += res) {
float rr = red(imgPixels[j][i]);
float gg = green(imgPixels[j][i]);
float bb = blue(imgPixels[j][i]);
float tt = rr+gg+bb;
stroke(rr, gg, gg);
line(i, j, tt/10-20, i, j, tt/10 );
}
}
}
void keyPressed() {
if(key == '1') {
res = 1;
}
else if (key == '2') {
res = 2;
}
else if (key == '3') {
res = 3;
}
else if (key == '4') {
res = 4;
}
else if (key == '5') {
res = 5;
}
}
@@ -1,22 +0,0 @@
/**
* Bezier.
*
* The first two parameters for the bezier() function specify the
* first point in the curve and the last two parameters specify
* the last point. The middle parameters set the control points
* that define the shape of the curve.
*/
void setup() {
size(640, 360, P3D);
stroke(255);
noFill();
}
void draw() {
background(0);
for (int i = 0; i < 200; i += 20) {
bezier(mouseX-(i/2.0), 40+i, 410, 20, 440, 300, 240-(i/16.0), 300+(i/8.0));
}
}
@@ -1,40 +0,0 @@
// Robot 1: Draw from "Getting Started with Processing"
// by Reas & Fry. O'Reilly / Make 2010
size(720, 480, P2D);
smooth();
strokeWeight(2);
background(204);
ellipseMode(RADIUS);
// Neck
stroke(102); // Set stroke to gray
line(266, 257, 266, 162); // Left
line(276, 257, 276, 162); // Middle
line(286, 257, 286, 162); // Right
// Antennae
line(276, 155, 246, 112); // Small
line(276, 155, 306, 56); // Tall
line(276, 155, 342, 170); // Medium
// Body
noStroke(); // Disable stroke
fill(102); // Set fill to gray
ellipse(264, 377, 33, 33); // Antigravity orb
fill(0); // Set fill to black
rect(219, 257, 90, 120); // Main body
fill(102); // Set fill to gray
rect(219, 274, 90, 6); // Gray stripe
// Head
fill(0); // Set fill to black
ellipse(276, 155, 45, 45); // Head
fill(255); // Set fill to white
ellipse(288, 150, 14, 14); // Large eye
fill(0); // Set fill to black
ellipse(288, 150, 3, 3); // Pupil
fill(153); // Set fill to light gray
ellipse(263, 148, 5, 5); // Small eye 1
ellipse(296, 130, 4, 4); // Small eye 2
ellipse(305, 162, 3, 3); // Small eye 3
@@ -1,32 +0,0 @@
/**
* Shape Primitives.
*
* The basic shape primitive functions are triangle(),
* rect(), quad(), ellipse(), and arc(). Squares are made
* with rect() and circles are made with ellipse(). Each
* of these functions requires a number of parameters to
* determine the shape's position and size.
*/
size(640, 360, P3D);
background(0);
noStroke();
fill(204);
triangle(18, 18, 18, 360, 81, 360);
fill(102);
rect(81, 81, 63, 63);
fill(204);
quad(189, 18, 216, 18, 216, 360, 144, 360);
fill(255);
ellipse(252, 144, 72, 72);
fill(204);
triangle(288, 18, 351, 360, 288, 360);
fill(255);
arc(479, 300, 280, 280, PI, TWO_PI);
@@ -1,45 +0,0 @@
/**
* TRIANGLE_STRIP Mode
* by Ira Greenberg.
*
* Generate a closed ring using the vertex() function and
* beginShape(TRIANGLE_STRIP) mode. The outerRad and innerRad
* variables control ring's radii respectively.
*/
int x;
int y;
float outerRad;
float innerRad;
void setup() {
size(640, 360, P2D);
smooth(4);
background(204);
x = width/2;
y = height/2;
outerRad = min(width, height) * 0.4;
innerRad = outerRad * 0.6;
}
void draw() {
background(204);
int pts = int(map(mouseX, 0, width, 6, 60));
float rot = 180.0/pts;
float angle = 0;
beginShape(TRIANGLE_STRIP);
for (int i = 0; i <= pts; i++) {
float px = x + cos(radians(angle)) * outerRad;
float py = y + sin(radians(angle)) * outerRad;
angle += rot;
vertex(px, py);
px = x + cos(radians(angle)) * innerRad;
py = y + sin(radians(angle)) * innerRad;
vertex(px, py);
angle += rot;
}
endShape();
}
@@ -1,39 +0,0 @@
// CameraLight, by Andres Colubri
// Simple example showing a lit rotating cube. The projection
// is set to orthographic if the mouse is pressed.
float spin = 0.0;
void setup() {
size(400, 400, P3D);
noStroke();
}
void draw() {
background(51);
lights();
if (mousePressed) {
ortho(-width/2, width/2, -height/2, height/2);
} else {
float fov = PI/3.0;
float cameraZ = (height/2.0) / tan(fov/2.0);
perspective(fov, float(width)/float(height),
cameraZ/2.0, cameraZ*2.0);
}
spin += 0.01;
pushMatrix();
translate(width/2, height/2, 0);
rotateX(PI/9);
rotateY(PI/5 + spin);
box(100);
popMatrix();
}
@@ -1,28 +0,0 @@
/**
* Directional.
*
* Move the mouse the change the direction of the light.
* Directional light comes from one direction and is stronger
* when hitting a surface squarely and weaker if it hits at a
* a gentle angle. After hitting a surface, a directional lights
* scatters in all directions.
*/
void setup() {
size(640, 360, P3D);
noStroke();
fill(204);
}
void draw() {
noStroke();
background(0);
float dirY = (mouseY / float(height) - 0.5) * 2;
float dirX = (mouseX / float(width) - 0.5) * 2;
directionalLight(204, 204, 204, -dirX, -dirY, -1);
translate(width/2 - 100, height/2, 0);
sphere(80);
translate(200, 0, 0);
sphere(80);
}
@@ -1,29 +0,0 @@
/**
* Lights 1.
*
* Uses the default lights to show a simple box. The lights() function
* is used to turn on the default lighting.
*/
float spin = 0.0;
void setup()
{
size(640, 360, P3D);
noStroke();
}
void draw()
{
background(51);
lights();
spin += 0.01;
pushMatrix();
translate(width/2, height/2, 0);
rotateX(PI/9);
rotateY(PI/5 + spin);
box(150);
popMatrix();
}
@@ -1,36 +0,0 @@
/**
* Lights 2
* by Simon Greenwold.
*
* Display a box with three different kinds of lights.
*/
void setup()
{
size(640, 360, P3D);
noStroke();
}
void draw()
{
background(0);
translate(width / 2, height / 2);
// Orange point light on the right
pointLight(150, 100, 0, // Color
200, -150, 0); // Position
// Blue directional light from the left
directionalLight(0, 102, 255, // Color
1, 0, 0); // The x-, y-, z-axis direction
// Yellow spotlight from the front
spotLight(255, 255, 109, // Color
0, 40, 200, // Position
0, -0.5, -0.5, // Direction
PI / 2, 2); // Angle, concentration
rotateY(map(mouseX, 0, width, 0, PI));
rotateX(map(mouseY, 0, height, 0, PI));
box(150);
}
@@ -1,45 +0,0 @@
/**
* LightsGL.
* Modified from an example by Simon Greenwold.
*
* Display a box with three different kinds of lights.
*/
void setup()
{
size(1024, 768, P3D);
noStroke();
}
void draw()
{
defineLights();
background(0);
for (int x = 0; x <= width; x += 100) {
for (int y = 0; y <= height; y += 100) {
pushMatrix();
translate(x, y);
rotateY(map(mouseX, 0, width, 0, PI));
rotateX(map(mouseY, 0, height, 0, PI));
box(90);
popMatrix();
}
}
}
void defineLights() {
// Orange point light on the right
pointLight(150, 100, 0, // Color
200, -150, 0); // Position
// Blue directional light from the left
directionalLight(0, 102, 255, // Color
1, 0, 0); // The x-, y-, z-axis direction
// Yellow spotlight from the front
spotLight(255, 255, 109, // Color
0, 40, 200, // Position
0, -0.5, -0.5, // Direction
PI / 2, 2); // Angle, concentration
}
@@ -1,25 +0,0 @@
/**
* Reflection
* by Simon Greenwold.
*
* Vary the specular reflection component of a material
* with the horizontal position of the mouse.
*/
void setup() {
size(640, 360, P3D);
noStroke();
colorMode(RGB, 1);
fill(0.4);
}
void draw() {
background(0);
translate(width / 2, height / 2);
// Set the specular color of lights that follow
lightSpecular(1, 1, 1);
directionalLight(0.8, 0.8, 0.8, 0, 0, -1);
float s = mouseX / float(width);
specular(s, s, s);
sphere(120);
}
@@ -1,35 +0,0 @@
/**
* Spot.
*
* Move the mouse the change the position and concentation
* of a blue spot light.
*/
int concentration = 600; // Try values 1 -> 10000
void setup()
{
//size(200, 200, P3D);
size(640, 360, P3D);
noStroke();
fill(204);
sphereDetail(60);
}
void draw()
{
background(0);
// Light the bottom of the sphere
directionalLight(51, 102, 126, 0, -1, 0);
// Orange light on the upper-right of the sphere
spotLight(204, 153, 0, 360, 160, 600, 0, 0, -1, PI/2, 600);
// Moving spotlight that follows the mouse
spotLight(102, 153, 204, 360, mouseY, 600, 0, 0, -1, PI/2, 600);
translate(width/2, height/2, 0);
sphere(120);
}
@@ -1,65 +0,0 @@
/**
* Cubic Grid
* by Ira Greenberg.
*
* 3D translucent colored grid uses nested pushMatrix()
* and popMatrix() functions.
*/
float boxSize = 20;
float margin = boxSize*2;
float depth = 400;
color boxFill;
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 360, P3D);
frameRate(60);
noSmooth();
noStroke();
}
void draw() {
background(255);
hint(DISABLE_DEPTH_TEST);
// Center and spin grid
pushMatrix();
translate(width/2, height/2, -depth);
rotateY(frameCount * 0.01);
rotateX(frameCount * 0.01);
// Build grid using multiple translations
for (float i =- depth/2+margin; i <= depth/2-margin; i += boxSize){
for (float j =- height+margin; j <= height-margin; j += boxSize){
for (float k =- width+margin; k <= width-margin; k += boxSize){
// Base fill color on counter values, abs function
// ensures values stay within legal range
boxFill = color(abs(i), abs(j), abs(k), 50);
pushMatrix();
translate(k, j, i);
fill(boxFill);
box(boxSize, boxSize, boxSize);
popMatrix();
}
}
}
popMatrix();
hint(ENABLE_DEPTH_TEST);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
fill(0);
text("fps: " + frate, 10, 20);
}
@@ -1,62 +0,0 @@
float boxSize = 20;
float margin = boxSize*2;
float depth = 400;
color boxFill;
PShape grid;
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 360, P3D);
frameRate(60);
noSmooth();
noStroke();
grid = createShape(PShape.GROUP);
// Build grid using multiple translations
for (float i =- depth/2+margin; i <= depth/2-margin; i += boxSize){
for (float j =- height+margin; j <= height-margin; j += boxSize){
for (float k =- width+margin; k <= width-margin; k += boxSize){
// Base fill color on counter values, abs function
// ensures values stay within legal range
boxFill = color(abs(i), abs(j), abs(k), 50);
PShape cube = createShape(BOX, boxSize, boxSize, boxSize);
cube.fill(boxFill);
cube.translate(k, j, i);
grid.addChild(cube);
}
}
}
}
void draw() {
background(255);
hint(DISABLE_DEPTH_TEST);
// Center and spin grid
pushMatrix();
translate(width/2, height/2, -depth);
rotateY(frameCount * 0.01);
rotateX(frameCount * 0.01);
shape(grid);
popMatrix();
hint(ENABLE_DEPTH_TEST);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
fill(0);
text("fps: " + frate, 10, 20);
}
@@ -1,118 +0,0 @@
PImage sprite;
int npartTotal = 10000;
int npartPerFrame = 25;
float speed = 1.0;
float gravity = 0.05;
float partSize = 20;
int partLifetime;
PVector positions[];
PVector velocities[];
int lifetimes[];
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 480, P3D);
frameRate(120);
sprite = loadImage("sprite.png");
partLifetime = npartTotal / npartPerFrame;
initPositions();
initVelocities();
initLifetimes();
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
// Testing some hints
//hint(DISABLE_TRANSFORM_CACHE);
//hint(ENABLE_ACCURATE_2D);
}
void draw () {
background(0);
for (int n = 0; n < npartTotal; n++) {
lifetimes[n]++;
if (lifetimes[n] == partLifetime) {
lifetimes[n] = 0;
}
if (0 <= lifetimes[n]) {
float opacity = 1.0 - float(lifetimes[n]) / partLifetime;
if (lifetimes[n] == 0) {
// Re-spawn dead particle
positions[n].x = mouseX;
positions[n].y = mouseY;
float angle = random(0, TWO_PI);
float s = random(0.5 * speed, 0.5 * speed);
velocities[n].x = s * cos(angle);
velocities[n].y = s * sin(angle);
} else {
positions[n].x += velocities[n].x;
positions[n].y += velocities[n].y;
velocities[n].y += gravity;
}
drawParticle(positions[n], opacity);
}
}
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}
void drawParticle(PVector center, float opacity) {
beginShape(QUAD);
noStroke();
tint(255, opacity * 255);
texture(sprite);
normal(0, 0, 1);
vertex(center.x - partSize/2, center.y - partSize/2, 0, 0);
vertex(center.x + partSize/2, center.y - partSize/2, sprite.width, 0);
vertex(center.x + partSize/2, center.y + partSize/2, sprite.width, sprite.height);
vertex(center.x - partSize/2, center.y + partSize/2, 0, sprite.height);
endShape();
}
void initPositions() {
positions = new PVector[npartTotal];
for (int n = 0; n < positions.length; n++) {
positions[n] = new PVector();
}
}
void initVelocities() {
velocities = new PVector[npartTotal];
for (int n = 0; n < velocities.length; n++) {
velocities[n] = new PVector();
}
}
void initLifetimes() {
// Initializing particles with negative lifetimes so they are added
// progressively into the screen during the first frames of the sketch
lifetimes = new int[npartTotal];
int t = -1;
for (int n = 0; n < lifetimes.length; n++) {
if (n % npartPerFrame == 0) {
t++;
}
lifetimes[n] = -t;
}
}
@@ -1,110 +0,0 @@
PShape particles;
PImage sprite;
int npartTotal = 10000;
int npartPerFrame = 25;
float speed = 1.0;
float gravity = 0.05;
float partSize = 20;
int partLifetime;
PVector velocities[];
int lifetimes[];
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 480, P3D);
frameRate(120);
particles = createShape(PShape.GROUP);
sprite = loadImage("sprite.png");
for (int n = 0; n < npartTotal; n++) {
PShape part = createShape(QUAD);
part.noStroke();
part.texture(sprite);
part.normal(0, 0, 1);
part.vertex(-partSize/2, -partSize/2, 0, 0);
part.vertex(+partSize/2, -partSize/2, sprite.width, 0);
part.vertex(+partSize/2, +partSize/2, sprite.width, sprite.height);
part.vertex(-partSize/2, +partSize/2, 0, sprite.height);
part.end();
particles.addChild(part);
}
partLifetime = npartTotal / npartPerFrame;
initVelocities();
initLifetimes();
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
for (int n = 0; n < particles.getChildCount(); n++) {
PShape part = particles.getChild(n);
lifetimes[n]++;
if (lifetimes[n] == partLifetime) {
lifetimes[n] = 0;
}
if (0 <= lifetimes[n]) {
float opacity = 1.0 - float(lifetimes[n]) / partLifetime;
part.tint(255, opacity * 255);
if (lifetimes[n] == 0) {
// Re-spawn dead particle
part.resetMatrix();
part.translate(mouseX, mouseY);
float angle = random(0, TWO_PI);
float s = random(0.5 * speed, 0.5 * speed);
velocities[n].x = s * cos(angle);
velocities[n].y = s * sin(angle);
} else {
part.translate(velocities[n].x, velocities[n].y);
velocities[n].y += gravity;
}
} else {
part.tint(0, 0);
}
}
shape(particles);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}
void initVelocities() {
velocities = new PVector[npartTotal];
for (int n = 0; n < velocities.length; n++) {
velocities[n] = new PVector();
}
}
void initLifetimes() {
// Initializing particles with negative lifetimes so they are added
// progressively into the screen during the first frames of the sketch
lifetimes = new int[npartTotal];
int t = -1;
for (int n = 0; n < lifetimes.length; n++) {
if (n % npartPerFrame == 0) {
t++;
}
lifetimes[n] = -t;
}
}
@@ -1,91 +0,0 @@
/**
* Esfera
* by David Pena.
*
* Distribucion aleatoria uniforme sobre la superficie de una esfera.
*/
int cuantos = 16000;
pelo[] lista ;
float[] z = new float[cuantos];
float[] phi = new float[cuantos];
float[] largos = new float[cuantos];
float radio = 200;
float rx = 0;
float ry =0;
void setup() {
size(1024, 768, P3D);
noSmooth();
frameRate(120);
radio = height/3.5;
lista = new pelo[cuantos];
for (int i=0; i<cuantos; i++){
lista[i] = new pelo();
}
noiseDetail(3);
}
void draw() {
background(0);
translate(width/2,height/2);
float rxp = ((mouseX-(width/2))*0.005);
float ryp = ((mouseY-(height/2))*0.005);
rx = (rx*0.9)+(rxp*0.1);
ry = (ry*0.9)+(ryp*0.1);
rotateY(rx);
rotateX(ry);
fill(0);
noStroke();
sphere(radio);
for (int i=0;i<cuantos;i++){
lista[i].dibujar();
}
if (frameCount % 10 == 0) {
println(frameRate);
}
}
class pelo
{
float z = random(-radio,radio);
float phi = random(TWO_PI);
float largo = random(1.15,1.2);
float theta = asin(z/radio);
void dibujar(){
float off = (noise(millis() * 0.0005,sin(phi))-0.5) * 0.3;
float offb = (noise(millis() * 0.0007,sin(z) * 0.01)-0.5) * 0.3;
float thetaff = theta+off;
float phff = phi+offb;
float x = radio * cos(theta) * cos(phi);
float y = radio * cos(theta) * sin(phi);
float z = radio * sin(theta);
float msx= screenX(x,y,z);
float msy= screenY(x,y,z);
float xo = radio * cos(thetaff) * cos(phff);
float yo = radio * cos(thetaff) * sin(phff);
float zo = radio * sin(thetaff);
float xb = xo * largo;
float yb = yo * largo;
float zb = zo * largo;
strokeWeight(1);
beginShape(LINES);
stroke(0);
vertex(x,y,z);
stroke(200,150);
vertex(xb,yb,zb);
endShape();
}
}
@@ -1,25 +0,0 @@
import processing.opengl.*;
public void setup() {
size(800, 600, OPENGL);
}
public void draw() {
background(255);
stroke(0, 10);
for (int i = 0; i < 50000; i++) {
float x0 = random(width);
float y0 = random(height);
float z0 = random(-100, 100);
float x1 = random(width);
float y1 = random(height);
float z1 = random(-100, 100);
// purely 2D lines will trigger the GLU
// tessellator to add accurate line caps,
// but performance will be substantially
// lower.
line(x0, y0, z0, x1, y1, z1);
}
if (frameCount % 10 == 0) println(frameRate);
}
@@ -1,18 +0,0 @@
import processing.opengl.*;
public void setup() {
size(800, 600, OPENGL);
noStroke();
fill(0, 1);
}
public void draw() {
background(255);
for (int i = 0; i < 50000; i++) {
float x = random(width);
float y = random(height);
rect(x, y, 30, 30);
}
if (frameCount % 10 == 0) println(frameRate);
}
@@ -1,65 +0,0 @@
PImage sprite;
int npartTotal = 50000;
float partSize = 20;
PVector positions[];
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(800, 600, P3D);
frameRate(60);
sprite = loadImage("sprite.png");
initPositions();
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
translate(width/2, height/2);
rotateY(frameCount * 0.01);
for (int n = 0; n < npartTotal; n++) {
drawParticle(positions[n]);
}
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}
void drawParticle(PVector center) {
beginShape(QUAD);
noStroke();
tint(255);
texture(sprite);
normal(0, 0, 1);
vertex(center.x - partSize/2, center.y - partSize/2, center.z, 0, 0);
vertex(center.x + partSize/2, center.y - partSize/2, center.z, sprite.width, 0);
vertex(center.x + partSize/2, center.y + partSize/2, center.z, sprite.width, sprite.height);
vertex(center.x - partSize/2, center.y + partSize/2, center.z, 0, sprite.height);
endShape();
}
void initPositions() {
positions = new PVector[npartTotal];
for (int n = 0; n < positions.length; n++) {
positions[n] = new PVector(random(-500, +500), random(-500, +500), random(-500, +500));
}
}
@@ -1,59 +0,0 @@
PShape particles;
PImage sprite;
int npartTotal = 50000;
float partSize = 20;
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(800, 600, P3D);
frameRate(60);
particles = createShape(PShape.GROUP);
sprite = loadImage("sprite.png");
for (int n = 0; n < npartTotal; n++) {
float cx = random(-500, +500);
float cy = random(-500, +500);
float cz = random(-500, +500);
PShape part = createShape(QUAD);
part.noStroke();
part.tint(255);
part.texture(sprite);
part.normal(0, 0, 1);
part.vertex(cx - partSize/2, cy - partSize/2, cz, 0, 0);
part.vertex(cx + partSize/2, cy - partSize/2, cz, sprite.width, 0);
part.vertex(cx + partSize/2, cy + partSize/2, cz, sprite.width, sprite.height);
part.vertex(cx - partSize/2, cy + partSize/2, cz, 0, sprite.height);
part.end();
particles.addChild(part);
}
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
translate(width/2, height/2);
rotateY(frameCount * 0.01);
shape(particles);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}
@@ -1,16 +0,0 @@
import processing.opengl.*;
public void setup() {
size(800, 600, OPENGL);
fill(0);
}
public void draw() {
background(255);
for (int i = 0; i < 10000; i++) {
float x = random(width);
float y = random(height);
text("HELLO", x, y);
}
if (frameCount % 10 == 0) println(frameRate);
}
@@ -1,30 +0,0 @@
void setup() {
size(255, 255, P3D);
// for (int x = 0; x < width; x++) {
// for (int y = 0; y < height; y++) {
// int c = color(x, y, 0);
// set(x, y, c);
// }
// }
loadPixels();
for (int i = 0; i < pixels.length; i++) {
int x = i % width;
int y = i / height;
int c = color(x, y, 0);
set(x, y, c);
}
updatePixels();
}
void draw() {
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
int c = get(x, y);
set(x, y, c);
}
}
println(frameRate);
}
@@ -1,16 +0,0 @@
void setup() {
size(400, 400, P3D);
background(0);
}
void draw() {
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
int c = color(random(255), random(255), random(255));
set(x, y, c);
}
}
println(frameRate);
}
@@ -1,15 +0,0 @@
void setup() {
size(400, 400, P3D);
background(0);
loadPixels();
}
void draw() {
for (int i = 0; i < pixels.length; i++) {
pixels[i] = color(random(255), random(255), random(255));
}
updatePixels();
println(frameRate);
}
@@ -1,21 +0,0 @@
size(100, 100, P2D);
beginShape(POLYGON);
fill(0, 255, 0, 255);
stroke(0, 0, 255, 255);
strokeWeight(5);
strokeJoin(ROUND);
beginContour();
vertex(10, 10);
vertex(10, 90);
vertex(90, 90);
vertex(90, 10);
endContour();
beginContour();
vertex(40, 40);
vertex(70, 40);
vertex(70, 70);
vertex(40, 70);
endContour();
endShape(CLOSE);
@@ -1,22 +0,0 @@
size(100, 100, P2D);
PShape obj = createShape(POLYGON);
obj.fill(0, 255, 0, 255);
obj.stroke(0, 0, 255, 255);
obj.strokeWeight(5);
obj.strokeJoin(ROUND);
obj.beginContour();
obj.vertex(10, 10);
obj.vertex(10, 90);
obj.vertex(90, 90);
obj.vertex(90, 10);
obj.endContour();
obj.beginContour();
obj.vertex(40, 40);
obj.vertex(70, 40);
obj.vertex(70, 70);
obj.vertex(40, 70);
obj.endContour();
obj.end(CLOSE);
shape(obj);
@@ -1,42 +0,0 @@
PShape circle;
boolean filled = true;
boolean stroked = true;
public void setup() {
size(400, 400, P2D);
fill(255, 0, 0);
stroke(0, 0, 255);
strokeWeight(3);
circle = createShape(ELLIPSE, 0, 0, 100, 100);
}
public void draw () {
background(0);
if (5000 < millis()) {
if (filled) circle.fill(map(mouseX, 0, width, 255, 0), 0, 0);
if (stroked) circle.stroke(0, 0, map(mouseY, 0, height, 255, 0));
}
translate(mouseX, mouseY);
shape(circle);
}
void keyPressed() {
if (key == 's') {
if (stroked) {
circle.noStroke();
stroked = false;
} else {
stroked = true;
}
} else if (key == 'f') {
if (filled) {
circle.noFill();
filled = false;
} else {
filled = true;
}
}
}
@@ -1,15 +0,0 @@
size(100, 100, P2D);
smooth();
PShape obj = createShape();
obj.noFill();
obj.stroke(0);
obj.strokeWeight(1);
obj.vertex(15, 40); // V1 (see p.76)
obj.bezierVertex(5, 0, 80, 0, 50, 55); // C1, C2, V2
obj.vertex(30, 45); // V3
obj.vertex(25, 75); // V4
obj.bezierVertex(50, 70, 75, 90, 80, 70); // C3, C4, V5
obj.end();
shape(obj);
@@ -1,71 +0,0 @@
// Bad-print shader. Adapted from rom Fluxus Shader Library:
// http://www.pawfal.org/index.php?page=FluxusHardwareShaderLibrary
import controlP5.*;
ControlP5 controlP5;
PShader badPrint;
boolean enabled = true;
float scaleR = 1.0, scaleG = 1.0, scaleB = 1.0;
float offsetR = 0.2, offsetG = 0.2, offsetB = 0.2;
float registerR = 0.2, registerG = 0.2, registerB = 0.2;
float sizeR = 0.1, sizeG = 0.2, sizeB = 0.1;
public void setup() {
size(800, 800, P3D);
noStroke();
fill(204);
badPrint = (PShader)loadShader("BadPrintVert.glsl", "BadPrintFrag.glsl", PShader.LIT);
shader(badPrint, PShader.LIT);
sphereDetail(60);
controlP5 = new ControlP5(this);
controlP5.addToggle("enabled").linebreak();
controlP5.addSlider("scaleR", 0, 1);
controlP5.addSlider("scaleG", 0, 1);
controlP5.addSlider("scaleB", 0, 1).linebreak();
controlP5.addSlider("offsetR", 0, 1);
controlP5.addSlider("offsetG", 0, 1);
controlP5.addSlider("offsetB", 0, 1).linebreak();
controlP5.addSlider("registerR", 0, 1);
controlP5.addSlider("registerG", 0, 1);
controlP5.addSlider("registerB", 0, 1).linebreak();
controlP5.addSlider("sizeR", 0, 1);
controlP5.addSlider("sizeG", 0, 1);
controlP5.addSlider("sizeB", 0, 1).linebreak();
}
public void draw() {
background(0);
if (enabled) {
shader(badPrint, PShader.LIT);
badPrint.set("Scale", scaleR, scaleG, scaleB);
badPrint.set("Offset", offsetR, offsetG, offsetB);
badPrint.set("Register", registerR, registerG, registerB);
badPrint.set("Size", sizeR, sizeG, sizeB);
} else {
resetShader(PShader.LIT);
}
noStroke();
pointLight(204, 204, 204, 1000, 1000, 1000);
pushMatrix();
translate(width/2, height/2);
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.01);
sphere(200);
popMatrix();
hint(DISABLE_DEPTH_TEST);
noLights();
controlP5.draw();
hint(ENABLE_DEPTH_TEST);
}
@@ -1,36 +0,0 @@
// Copyright (C) 2007 Dave Griffiths
// Licence: GPLv2 (see COPYING)
// Fluxus Shader Library
// ---------------------
// BadPrint NPR Shader
// This shader tries to emulate the effect
// of a bad printing process. Can be controlled
// with different settings for RGB
uniform vec3 Scale;
uniform vec3 Offset;
uniform vec3 Register;
uniform vec3 Size;
varying vec3 N;
varying vec3 P;
varying vec4 S;
varying vec3 L;
void main() {
vec3 l = normalize(L);
vec3 n = normalize(N);
vec2 p = S.xy;
vec2 sr = p * Size.r + Register.r;
vec2 sg = p * Size.g + Register.g;
vec2 sb = p * Size.b + Register.b;
float diffuse = dot(l,n);
float r = (sin(sr.x) + cos(sr.y)) * Scale.r + Offset.r + diffuse;
float g = (sin(sg.x) + cos(sg.y)) * Scale.g + Offset.g + diffuse;
float b = (sin(sb.x) + cos(sb.y)) * Scale.b + Offset.b + diffuse;
gl_FragColor = vec4(step(0.5, r), step(0.5, g), step(0.5, b), 1);
}
@@ -1,30 +0,0 @@
// Copyright (C) 2007 Dave Griffiths
// Licence: GPLv2 (see COPYING)
// Fluxus Shader Library
// ---------------------
// BadPrint NPR Shader
// This shader tries to emulate the effect
// of a bad printing process. Can be controlled
// with different settings for RGB
uniform mat4 projectionMatrix;
uniform mat4 projmodelviewMatrix;
uniform mat3 normalMatrix;
uniform vec4 lightPosition[8];
attribute vec4 inVertex;
attribute vec3 inNormal;
varying vec3 N;
varying vec3 P;
varying vec4 S;
varying vec3 L;
void main() {
N = normalize(normalMatrix * inNormal);
P = inVertex.xyz;
gl_Position = projmodelviewMatrix * inVertex;
L = vec3(lightPosition[0] - gl_Position);
S = projectionMatrix * gl_Position;
}
@@ -1,32 +0,0 @@
PShader blur;
boolean applyFilter = true;
void setup() {
size(400, 400, P3D);
blur = (PShader)loadShader("blur.glsl");
noStroke();
}
void draw() {
background(0);
lights();
translate(width/2, height/2);
pushMatrix();
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.01);
box(100);
popMatrix();
if (applyFilter) filter(blur);
// The sphere doesn't have blur applied on it
// because it is drawn after filter() is called.
rotateY(frameCount * 0.02);
translate(150, 0);
sphere(40);
}
void mousePressed() {
applyFilter = !applyFilter;
}
@@ -1,43 +0,0 @@
uniform sampler2D textureSampler;
uniform vec2 texcoordOffset;
varying vec4 vertColor;
varying vec4 vertTexcoord;
#define KERNEL_SIZE 9
// Gaussian kernel
// 1 2 1
// 2 4 2
// 1 2 1
float kernel[KERNEL_SIZE];
vec2 offset[KERNEL_SIZE];
void main(void) {
int i = 0;
vec4 sum = vec4(0.0);
offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
offset[1] = vec2(0.0, -texcoordOffset.t);
offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
offset[3] = vec2(-texcoordOffset.s, 0.0);
offset[4] = vec2(0.0, 0.0);
offset[5] = vec2(texcoordOffset.s, 0.0);
offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
offset[7] = vec2(0.0, texcoordOffset.t);
offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
for(i = 0; i < KERNEL_SIZE; i++) {
vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
sum += tmp * kernel[i];
}
gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
}
@@ -1,32 +0,0 @@
// This example shows how to change the default fragment shader used
// in P2D to render textures, by a custom one that applies a simple
// edge detection filter.
//
// Press the mouse to switch between the custom and the default shader.
PImage img;
PShader edges;
boolean customShader;
void setup() {
size(400, 400, P2D);
img = loadImage("berlin-1.jpg");
edges = (PShader)loadShader("edges.glsl", PShader.TEXTURED);
shader(edges, PShader.TEXTURED);
customShader = true;
}
public void draw() {
image(img, 0, 0, width, height);
}
public void mousePressed() {
if (customShader) {
resetShader(PShader.TEXTURED);
customShader = false;
} else {
shader(edges, PShader.TEXTURED);
customShader = true;
}
}
@@ -1,38 +0,0 @@
// Edge detection shader
uniform sampler2D textureSampler;
// The inverse of the texture dimensions along X and Y
uniform vec2 texcoordOffset;
varying vec4 vertColor;
varying vec4 vertTexcoord;
void main() {
vec4 sum = vec4(0);
float kernel[9];
kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
kernel[3] = -1.0; kernel[4] = +8.0; kernel[5] = -1.0;
kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
vec2 offset[9];
offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
offset[1] = vec2( 0.0, -texcoordOffset.t);
offset[2] = vec2(+texcoordOffset.s, -texcoordOffset.t);
offset[3] = vec2(-texcoordOffset.s, 0.0);
offset[4] = vec2( 0.0, 0.0);
offset[5] = vec2(+texcoordOffset.s, 0.0);
offset[6] = vec2(-texcoordOffset.s, +texcoordOffset.t);
offset[7] = vec2( 0.0, +texcoordOffset.t);
offset[8] = vec2(+texcoordOffset.s, +texcoordOffset.t);
for (int i = 0; i < 9; i++) {
vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
sum += tmp * kernel[i];
}
gl_FragColor = vec4(sum.rgb, 1.0);
}
@@ -1,11 +0,0 @@
PShader edges;
void setup() {
size(400, 400, P2D);
edges = (PShader)loadShader("edges.glsl");
}
void draw() {
rect(mouseX, mouseY, 50, 50);
filter(edges);
}
@@ -1,43 +0,0 @@
uniform sampler2D textureSampler;
uniform vec2 texcoordOffset;
varying vec4 vertColor;
varying vec4 vertTexcoord;
#define KERNEL_SIZE 9
// Edge detection kernel
// -1 -1 -1
// -1 +8 -1
// -1 -1 -1
float kernel[KERNEL_SIZE];
vec2 offset[KERNEL_SIZE];
void main(void) {
int i = 0;
vec4 sum = vec4(0.0);
offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
offset[1] = vec2(0.0, -texcoordOffset.t);
offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
offset[3] = vec2(-texcoordOffset.s, 0.0);
offset[4] = vec2(0.0, 0.0);
offset[5] = vec2(texcoordOffset.s, 0.0);
offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
offset[7] = vec2(0.0, texcoordOffset.t);
offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
kernel[3] = -1.0; kernel[4] = 8.0; kernel[5] = -1.0;
kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
for(i = 0; i < KERNEL_SIZE; i++) {
vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
sum += tmp * kernel[i];
}
gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
}
@@ -1,92 +0,0 @@
// This example uses a FxAA post-processing filter for fast
// fullscreen antialiasing:
// http://www.kotaku.com.au/2011/12/what-is-fxaa/
//
// Press any key to enable/disable the shader.
PGraphics canvas;
boolean drawing = false;
PShader fxaa;
boolean usingShader;
String message;
float msgLen;
void setup() {
size(1280, 800, P2D);
noSmooth();
canvas = createGraphics(width, height, P2D);
canvas.noSmooth();
fxaa = (PShader)loadShader("fxaa.glsl", PShader.TEXTURED);
shader(fxaa, PShader.TEXTURED);
usingShader = true;
canvas.beginDraw();
canvas.background(255);
canvas.stroke(0);
canvas.strokeWeight(15);
canvas.strokeCap(ROUND);
canvas.endDraw();
PFont font = createFont("Arial", 18);
textFont(font);
updateMessage();
drawing = false;
}
public void draw() {
if (drawing) {
canvas.beginDraw();
if (1 < dist(mouseX, mouseY, pmouseX, pmouseY)) {
canvas.line(pmouseX, pmouseY, mouseX, mouseY);
}
canvas.endDraw();
}
image(canvas, 0, 0);
drawMessage();
}
public void mousePressed() {
if (!drawing && width - msgLen < mouseX && height - 23 < mouseY) {
if (usingShader) {
resetShader(PShader.TEXTURED);
usingShader = false;
} else {
shader(fxaa, PShader.TEXTURED);
usingShader = true;
}
updateMessage();
} else {
drawing = true;
}
}
void mouseReleased() {
drawing = false;
}
void updateMessage() {
if (usingShader) {
message = "Anti-aliasing enabled";
} else {
message = "Anti-aliasing disabled";
}
msgLen = textWidth(message);
}
void drawMessage() {
if (usingShader) {
// We need the default texture shader to
// render text.
resetShader(PShader.TEXTURED);
}
fill(0);
text(message, width - msgLen, height - 5);
if (usingShader) {
shader(fxaa, PShader.TEXTURED);
}
}
@@ -1,69 +0,0 @@
// FXAA shader, GLSL code adapted from:
// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
// Whitepaper describing the technique:
// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D textureSampler;
// The inverse of the texture dimensions along X and Y
uniform vec2 texcoordOffset;
varying vec4 vertColor;
varying vec4 vertTexcoord;
void main() {
// The parameters are hardcoded for now, but could be
// made into uniforms to control fromt he program.
float FXAA_SPAN_MAX = 8.0;
float FXAA_REDUCE_MUL = 1.0/8.0;
float FXAA_REDUCE_MIN = (1.0/128.0);
vec3 rgbNW = texture2D(textureSampler, vertTexcoord.xy + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
vec3 rgbNE = texture2D(textureSampler, vertTexcoord.xy + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
vec3 rgbSW = texture2D(textureSampler, vertTexcoord.xy + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
vec3 rgbSE = texture2D(textureSampler, vertTexcoord.xy + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
vec3 rgbM = texture2D(textureSampler, vertTexcoord.xy).xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot( rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset;
vec3 rgbA = (1.0/2.0) * (
texture2D(textureSampler, vertTexcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
texture2D(textureSampler, vertTexcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
texture2D(textureSampler, vertTexcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +
texture2D(textureSampler, vertTexcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)){
gl_FragColor.xyz=rgbA;
} else {
gl_FragColor.xyz=rgbB;
}
gl_FragColor.a = 1.0;
gl_FragColor *= vertColor;
}
@@ -1,37 +0,0 @@
// Fish-eye shader, useful for dome projection
PGraphics canvas;
PShader fisheye;
PImage img;
void setup() {
size(400, 400, P3D);
canvas = createGraphics(400, 400, P3D);
fisheye = (PShader)loadShader("FishEye.glsl", PShader.TEXTURED);
fisheye.set("aperture", 180.0);
shader(fisheye, PShader.TEXTURED);
}
void draw() {
canvas.beginDraw();
canvas.background(0);
canvas.stroke(255, 0, 0);
for (int i = 0; i < width; i += 10) {
canvas.line(i, 0, i, height);
}
for (int i = 0; i < height; i += 10) {
canvas.line(0, i, width, i);
}
canvas.lights();
canvas.noStroke();
canvas.translate(mouseX, mouseY, 100);
canvas.rotateX(frameCount * 0.01f);
canvas.rotateY(frameCount * 0.01f);
canvas.box(50);
canvas.endDraw();
// The rendering of this image will be done through the fisheye shader, since
// it was set as the PShader.TEXTURED shader of the main surface.
image(canvas, 0, 0, width, height);
}
@@ -1,46 +0,0 @@
// Inspired by the "Angular Fisheye à la Bourke" sketch from
// Jonathan Cremieux, as shown in the OpenProcessing website:
// http://openprocessing.org/visuals/?visualID=12140
// Using the inverse transform of the angular fisheye as
// explained in Paul Bourke's website:
// http://paulbourke.net/miscellaneous/domefisheye/fisheye/
uniform sampler2D textureSampler;
varying vec4 vertColor;
varying vec4 vertTexcoord;
uniform float aperture;
const float PI = 3.1415926535;
void main(void) {
float apertureHalf = 0.5 * aperture * (PI / 180.0);
// This factor ajusts the coordinates in the case that
// the aperture angle is less than 180 degrees, in which
// case the area displayed is not the entire half-sphere.
float maxFactor = sin(apertureHalf);
vec2 pos = 2.0 * vertTexcoord.st - 1.0;
float l = length(pos);
if (l > 1.0) {
gl_FragColor = vec4(0, 0, 0, 1);
} else {
float x = maxFactor * pos.x;
float y = maxFactor * pos.y;
float n = length(vec2(x, y));
float z = sqrt(1.0 - n * n);
float r = atan(n, z) / PI;
float phi = atan(y, x);
float u = r * cos(phi) + 0.5;
float v = r * sin(phi) + 0.5;
gl_FragColor = texture2D(textureSampler, vec2(u, v)) * vertColor;
}
}
@@ -1,70 +0,0 @@
// Fish-eye shader on the main surface, glossy specular reflection shader
// on the offscreen canvas.
PGraphics canvas;
PShader fisheye;
PShader glossy;
PImage img;
PShape ball;
boolean usingFishEye;
void setup() {
size(800, 800, P3D);
canvas = createGraphics(800, 800, P3D);
fisheye = (PShader)loadShader("FishEye.glsl", PShader.TEXTURED);
fisheye.set("aperture", 180.0);
shader(fisheye, PShader.TEXTURED);
usingFishEye = true;
glossy = (PShader)loadShader("GlossyVert.glsl", "GlossyFrag.glsl", PShader.LIT);
glossy.set("AmbientColour", 0, 0, 0);
glossy.set("DiffuseColour", 0.9, 0.2, 0.2);
glossy.set("SpecularColour", 1.0, 1.0, 1.0);
glossy.set("AmbientIntensity", 1.0);
glossy.set("DiffuseIntensity", 1.0);
glossy.set("SpecularIntensity", 0.7);
glossy.set("Roughness", 0.7);
glossy.set("Sharpness", 0.0);
canvas.shader(glossy, PShader.LIT);
ball = createShape(SPHERE, 50);
//ball.fill(200, 50, 50);
ball.noStroke();
}
void draw() {
canvas.beginDraw();
canvas.noStroke();
canvas.background(0);
canvas.pushMatrix();
canvas.rotateY(frameCount * 0.01);
canvas.pointLight(204, 204, 204, 1000, 1000, 1000);
canvas.popMatrix();
for (float x = 0; x < canvas.width + 100; x += 100) {
for (float y = 0; y < canvas.height + 100; y += 100) {
for (float z = 0; z < 400; z += 100) {
canvas.pushMatrix();
canvas.translate(x, y, -z);
canvas.shape(ball);
canvas.popMatrix();
}
}
}
canvas.endDraw();
image(canvas, 0, 0, width, height);
println(frameRate);
}
public void mousePressed() {
if (usingFishEye) {
resetShader(PShader.TEXTURED);
usingFishEye = false;
} else {
shader(fisheye, PShader.TEXTURED);
usingFishEye = true;
}
}
@@ -1,46 +0,0 @@
// Inspired by the "Angular Fisheye à la Bourke" sketch from
// Jonathan Cremieux, as shown in the OpenProcessing website:
// http://openprocessing.org/visuals/?visualID=12140
// Using the inverse transform of the angular fisheye as
// explained in Paul Bourke's website:
// http://paulbourke.net/miscellaneous/domefisheye/fisheye/
uniform sampler2D textureSampler;
varying vec4 vertColor;
varying vec4 vertTexcoord;
uniform float aperture;
const float PI = 3.1415926535;
void main(void) {
float apertureHalf = 0.5 * aperture * (PI / 180.0);
// This factor ajusts the coordinates in the case that
// the aperture angle is less than 180 degrees, in which
// case the area displayed is not the entire half-sphere.
float maxFactor = sin(apertureHalf);
vec2 pos = 2.0 * vertTexcoord.st - 1.0;
float l = length(pos);
if (l > 1.0) {
gl_FragColor = vec4(0, 0, 0, 1);
} else {
float x = maxFactor * pos.x;
float y = maxFactor * pos.y;
float n = length(vec2(x, y));
float z = sqrt(1.0 - n * n);
float r = atan(n, z) / PI;
float phi = atan(y, x);
float u = r * cos(phi) + 0.5;
float v = r * sin(phi) + 0.5;
gl_FragColor = texture2D(textureSampler, vec2(u, v)) * vertColor;
}
}

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