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https://github.com/processing/processing4.git
synced 2026-05-02 17:06:14 +02:00
Examples mods and 1 removed
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@@ -1,102 +0,0 @@
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/**
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* Bezier Ellipse
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* By Ira Greenberg
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*
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* Generates an ellipse using bezier() and
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* trig functions. Approximately every 1/2
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* second a new ellipse is plotted using
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* random values for control/anchor points.
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*/
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// arrays to hold ellipse coordinate data
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float[] px, py, cx, cy, cx2, cy2;
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// global variable-points in ellipse
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int pts = 4;
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color controlPtCol = #222222;
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color anchorPtCol = #BBBBBB;
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void setup(){
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size(640, 360);
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setEllipse(pts, 65, 65);
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frameRate(1);
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}
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void draw(){
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background(145);
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drawEllipse();
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setEllipse(int(random(3, 12)), random(-100, 150), random(-100, 150));
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}
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// Draw ellipse with anchor/control points
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void drawEllipse(){
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strokeWeight(1.125);
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stroke(255);
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noFill();
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// Create ellipse
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for (int i=0; i<pts; i++){
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if (i==pts-1) {
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bezier(px[i], py[i], cx[i], cy[i], cx2[i], cy2[i], px[0], py[0]);
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}
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else{
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bezier(px[i], py[i], cx[i], cy[i], cx2[i], cy2[i], px[i+1], py[i+1]);
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}
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}
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strokeWeight(.75);
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stroke(0);
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rectMode(CENTER);
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// Control handles and tangent lines
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for ( int i = 0; i < pts; i++){
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if (i==pts-1){ // Last loop iteration-close path
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line(px[0], py[0], cx2[i], cy2[i]);
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}
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if (i>0){
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line(px[i], py[i], cx2[i-1], cy2[i-1]);
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}
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line(px[i], py[i], cx[i], cy[i]);
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}
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for ( int i=0; i< pts; i++){
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fill(controlPtCol);
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noStroke();
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// Control handles
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ellipse(cx[i], cy[i], 4, 4);
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ellipse(cx2[i], cy2[i], 4, 4);
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fill(anchorPtCol);
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stroke(0);
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// Anchor points
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rect(px[i], py[i], 5, 5);
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}
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}
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// Fill arrays with ellipse coordinate data
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void setEllipse(int points, float radius, float controlRadius){
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pts = points;
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px = new float[points];
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py = new float[points];
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cx = new float[points];
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cy = new float[points];
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cx2 = new float[points];
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cy2 = new float[points];
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float angle = 360.0/points;
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float controlAngle1 = angle/3.0;
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float controlAngle2 = controlAngle1*2.0;
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for ( int i=0; i<points; i++){
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px[i] = width/2+cos(radians(angle))*radius;
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py[i] = height/2+sin(radians(angle))*radius;
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cx[i] = width/2+cos(radians(angle+controlAngle1))*
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controlRadius/cos(radians(controlAngle1));
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cy[i] = height/2+sin(radians(angle+controlAngle1))*
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controlRadius/cos(radians(controlAngle1));
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cx2[i] = width/2+cos(radians(angle+controlAngle2))*
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controlRadius/cos(radians(controlAngle1));
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cy2[i] = height/2+sin(radians(angle+controlAngle2))*
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controlRadius/cos(radians(controlAngle1));
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// Increment angle so trig functions keep chugging along
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angle+=360.0/points;
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}
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}
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@@ -13,6 +13,7 @@ int p3 = p2+d;
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int p4 = p3+d;
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size(640, 360);
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noSmooth();
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background(0);
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translate(140, 0);
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@@ -1,43 +1,41 @@
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/**
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* TRIANGLE_STRIP Mode
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* Triangle Strip
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* by Ira Greenberg.
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*
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* Generate a closed ring using the vertex() function and
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* beginShape(TRIANGLE_STRIP) mode. The outerRad and innerRad
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* beginShape(TRIANGLE_STRIP) mode. The outsideRadius and insideRadius
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* variables control ring's radii respectively.
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*/
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int x;
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int y;
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float outerRad;
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float innerRad;
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float outsideRadius = 150;
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float insideRadius = 100;
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void setup() {
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size(640, 360);
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background(204);
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x = width/2;
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y = height/2;
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outerRad = min(width, height) * 0.4;
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innerRad = outerRad * 0.6;
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}
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void draw() {
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background(204);
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int pts = int(map(mouseX, 0, width, 6, 60));
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float rot = 180.0/pts;
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int numPoints = int(map(mouseX, 0, width, 6, 60));
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float angle = 0;
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float angleStep = 180.0/numPoints;
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beginShape(TRIANGLE_STRIP);
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for (int i = 0; i <= pts; i++) {
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float px = x + cos(radians(angle)) * outerRad;
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float py = y + sin(radians(angle)) * outerRad;
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angle += rot;
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for (int i = 0; i <= numPoints; i++) {
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float px = x + cos(radians(angle)) * outsideRadius;
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float py = y + sin(radians(angle)) * outsideRadius;
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angle += angleStep;
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vertex(px, py);
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px = x + cos(radians(angle)) * innerRad;
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py = y + sin(radians(angle)) * innerRad;
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px = x + cos(radians(angle)) * insideRadius;
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py = y + sin(radians(angle)) * insideRadius;
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vertex(px, py);
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angle += rot;
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angle += angleStep;
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}
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endShape();
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}
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