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https://github.com/processing/processing4.git
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Examples mods for 2.0
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@@ -14,19 +14,18 @@ int currentFrame = 0;
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PImage[] frames = new PImage[24];
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int lastTime = 0;
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void setup()
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{
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void setup() {
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size(640, 360);
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strokeWeight(12);
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smooth();
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background(204);
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background(0);
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stroke(255);
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for (int i = 0; i < frames.length; i++) {
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frames[i] = get(); // Create a blank frame
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}
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}
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void draw()
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{
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void draw() {
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int currentTime = millis();
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if (currentTime > lastTime+30) {
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nextFrame();
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@@ -3,8 +3,6 @@
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*
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* Click and drag the mouse to draw a line.
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*/
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int px, py;
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void setup() {
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size(640, 360);
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@@ -14,8 +12,6 @@ void setup() {
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void draw() {
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stroke(255);
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if(mousePressed) {
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line(mouseX, mouseY, px, py);
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line(mouseX, mouseY, pmouseX, pmouseY);
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}
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px = mouseX;
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py = mouseY;
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}
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@@ -1,84 +0,0 @@
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/**
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* Custom Tool.
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*
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* Move the cursor across the screen to draw.
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* In addition to creating software tools to simulate pens and pencils,
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* it is possible to create unique tools to draw with.
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*/
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int dots = 1000;
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float[] dX = new float[dots];
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float[] dY = new float[dots];
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float l_0 = 0.0;
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float h_0 = 0.0;
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float legX = 0.0;
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float legY = 0.0;
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float thighX = 0.0;
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float thighY = 0.0;
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float l = 60.0; // Length of the 'leg'
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float h = 90.0; // Height of the 'leg'
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float nmx, nmy = 0.0;
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float mx, my = 0.0;
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int currentValue = 0;
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int valdir = 1;
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void setup()
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{
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size(640, 360);
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noStroke();
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smooth();
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background(102);
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}
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void draw()
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{
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// Smooth the mouse
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nmx = mouseX;
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nmy = mouseY;
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if((abs(mx - nmx) > 1.0) || (abs(my - nmy) > 1.0)) {
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mx = mx - (mx-nmx)/20.0;
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my = my - (my-nmy)/20.0;
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// Set the drawing value
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currentValue += 1* valdir;
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if(currentValue > 255 || currentValue <= 0) {
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valdir *= -1;
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}
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}
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iKinematics();
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kinematics();
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pushMatrix();
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translate(width/2, height/2);
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stroke(currentValue);
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line(thighX, thighY, legX, legY);
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popMatrix();
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stroke(255);
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point(legX + width/2, legY + height/2);
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}
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void kinematics()
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{
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thighX = h*cos(h_0);
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thighY = h*sin(h_0);
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legX = thighX + l*cos(h_0 - l_0);
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legY = thighY + l*sin(h_0 - l_0);
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}
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void iKinematics()
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{
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float tx = mx - width/2.0;
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float ty = my - height/2.0;
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float c2 = (tx*tx + ty*ty - h*h - l*l)/(2*h*l); //in degrees
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float s2 = sqrt(abs(1 - c2*c2)); // the sign here determines the bend in the joint
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l_0 = -atan2(s2, c2);
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h_0 = atan2(ty, tx) - atan2(l*s2, h+l*c2);
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}
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