Added updated examples from branch

This commit is contained in:
codeanticode
2012-05-09 23:58:30 +00:00
parent 9f847df04c
commit a586b8f0ae
109 changed files with 19979 additions and 0 deletions
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/**
* Move Eye.
* by Simon Greenwold.
*
* The camera lifts up (controlled by mouseY) while looking at the same point.
*/
void setup() {
size(640, 360, P3D);
orientation(LANDSCAPE);
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);
}
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/**
* 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);
orientation(LANDSCAPE);
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(0, width, 0, height, 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;
}
}
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/**
* 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);
orientation(LANDSCAPE);
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(0, width, 0, height, 50, 500);
}
translate(width/2, height/2, 0);
rotateX(-PI/6);
rotateY(PI/3);
box(160);
}
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/**
* 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);
orientation(LANDSCAPE);
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);
}