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Added NearFar example
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/**
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* Near and Far example
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*
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* This example shows the effect of setting the near and far values
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* in the ortho() and perspective() functions. Both values are always
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* measured from the camera eye position and along the eye-center
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* vector.
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*
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* The spacebar switches between perspective and orthographic
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* projections, to set the near value press 'n' and 'f' for far.
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* A mouse click switches the near/far setting on and off.
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* 'r' enables/disables rotating the object with the mouse.
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*/
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boolean usingPerspective = true;
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boolean settingFar = true;
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boolean settingEnabled = true;
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boolean rotating = false;
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float cameraFOV;
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float cameraZ;
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float cameraMaxFar;
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float cameraNear;
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float cameraFar;
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float angleX = -PI/6;
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float angleY = PI/3;
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void setup() {
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size(640, 360, P3D);
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cameraFOV = PI/3.0;
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cameraZ = (height/2.0) / tan(cameraFOV/2.0);
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cameraMaxFar = cameraZ * 2.0;
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cameraNear = cameraZ / 2.0;
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cameraFar = cameraZ * 2.0;
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}
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void draw() {
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background(0);
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lights();
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if (settingEnabled) {
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if (settingFar) {
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float minx = map(cameraNear, 0, cameraMaxFar, 0, width);
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cameraFar = map(mouseX, minx, width, cameraNear, cameraMaxFar);
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} else {
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float maxx = map(cameraFar, 0, cameraMaxFar, 0, width);
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cameraNear = map(mouseX, 0, maxx, 0, cameraFar);
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}
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}
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if (usingPerspective) {
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perspective(cameraFOV, float(width)/float(height), cameraNear, cameraFar);
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} else {
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ortho(0, width, 0, height, cameraNear, cameraFar);
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}
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pushMatrix();
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translate(width/2, height/2, 0);
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if (rotating) {
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angleX = map(mouseX, 0, width, -PI, PI);
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angleY = map(mouseY, 0, width, -PI, PI);
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}
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rotateX(angleX);
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rotateY(angleY);
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stroke(50);
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fill(204);
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box(160);
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popMatrix();
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// Drawing visual clues for the near and far values.
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perspective(); // Restoring to the default perspective matrix.
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noStroke();
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float near = map(cameraNear, 0, cameraMaxFar, 0, width);
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float far = map(cameraFar, 0, cameraMaxFar, 0, width);
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fill(204);
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rect(0, 0, near, 20);
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rect(far, 0, width - far, 20);
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if (near <= far) {
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fill(160);
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} else {
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fill(200, 50, 50);
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}
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rect(near, 0, far - near, 20);
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}
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void keyPressed() {
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if (key == ' ') {
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usingPerspective = !usingPerspective;
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} else if (key == 'f' || key == 'F') {
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settingFar = true;
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} else if (key == 'n' || key == 'N') {
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settingFar = false;
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} else if (key == 'r' || key == 'R') {
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if (rotating) {
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rotating = false;
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} else {
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rotating = true;
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settingEnabled = false;
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}
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}
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}
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void mousePressed() {
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if (!rotating) {
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settingEnabled = !settingEnabled;
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}
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}
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