This commit is contained in:
benfry
2011-01-26 19:22:19 +00:00
parent d3a18c7964
commit eb64b2d4fc
1234 changed files with 96518 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);
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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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class MoveEye extends PApplet {
/**
* Move Eye.
* by Simon Greenwold.
*
* The camera lifts up (controlled by mouseY) while looking at the same point.
*/
public void setup() {
size(640, 360, P3D);
fill(204);
}
public void draw() {
lights();
background(0);
// Change height of the camera with mouseY
camera(30.0f, mouseY, 220.0f, // eyeX, eyeY, eyeZ
0.0f, 0.0f, 0.0f, // centerX, centerY, centerZ
0.0f, 1.0f, 0.0f); // 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);
}
static public void main(String args[]) {
PApplet.main(new String[] { "MoveEye" });
}
}

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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);
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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/**
* 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(PI * fov / 360.0);
perspective(fov, float(width)/float(height),
cameraZ/2.0, cameraZ*2.0);
} else {
ortho(-width/2, width/2, -height/2, height/2, -10, 10);
}
translate(width/2, height/2, 0);
rotateX(-PI/6);
rotateY(PI/3);
box(160);
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class OrthoVSPerspective extends PApplet {
/**
* 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.
*/
public void setup()
{
size(640, 360, P3D);
noStroke();
fill(204);
}
public void draw()
{
background(0);
lights();
if(mousePressed) {
float fov = PI/3.0f;
float cameraZ = (height/2.0f) / tan(PI * fov / 360.0f);
perspective(fov, PApplet.parseFloat(width)/PApplet.parseFloat(height),
cameraZ/2.0f, cameraZ*2.0f);
} else {
ortho(-width/2, width/2, -height/2, height/2, -10, 10);
}
translate(width/2, height/2, 0);
rotateX(-PI/6);
rotateY(PI/3);
box(160);
}
static public void main(String args[]) {
PApplet.main(new String[] { "OrthoVSPerspective" });
}
}

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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);
noStroke();
fill(204);
}
void draw()
{
background(0);
lights();
if(mousePressed) {
float fov = PI/3.0;
float cameraZ = (height/2.0) / tan(PI * fov / 360.0);
perspective(fov, float(width)/float(height),
cameraZ/2.0, cameraZ*2.0);
} else {
ortho(-width/2, width/2, -height/2, height/2, -10, 10);
}
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);
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);
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Perspective extends PApplet {
/**
* 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.
*/
public void setup() {
size(640, 360, P3D);
noStroke();
}
public void draw() {
lights();
background(204);
float cameraY = height/2.0f;
float fov = mouseX/PApplet.parseFloat(width) * PI/2;
float cameraZ = cameraY / tan(fov / 2.0f);
float aspect = PApplet.parseFloat(width)/PApplet.parseFloat(height);
if (mousePressed) {
aspect = aspect / 2.0f;
}
perspective(fov, aspect, cameraZ/10.0f, cameraZ*10.0f);
translate(width/2+30, height/2, 0);
rotateX(-PI/6);
rotateY(PI/3 + mouseY/PApplet.parseFloat(height) * PI);
box(45);
translate(0, 0, -50);
box(30);
}
static public void main(String args[]) {
PApplet.main(new String[] { "Perspective" });
}
}

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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);
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);
}

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/**
* 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;
}
}
}

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class Cube {
PVector[] vertices = new PVector[24];
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
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
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
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
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
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
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);
for (int j = 0; j < 4; j++){
vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);
}
endShape();
}
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class BrickTower extends PApplet {
/**
* Brick Tower
* by Ira Greenberg.
*
* 3D castle tower constructed out of individual bricks.
* Uses the Point3D and Cube classes.
*/
float bricksPerLayer = 16.0f;
float brickLayers = 18.0f;
Cube brick;
float brickWidth = 60, brickHeight = 25, brickDepth = 25;
float radius = 175.0f;
float angle = 0;
public void setup(){
size(640, 360, P3D);
brick = new Cube(brickWidth, brickHeight, brickDepth);
}
public 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*1.2f, -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 = 360.0f / 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 += 360.0f/bricksPerLayer;
}
}
}
class Cube {
Point3D[] vertices = new Point3D[24];
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
vertices[0] = new Point3D(-w/2,-h/2,d/2);
vertices[1] = new Point3D(w/2,-h/2,d/2);
vertices[2] = new Point3D(w/2,h/2,d/2);
vertices[3] = new Point3D(-w/2,h/2,d/2);
// Left
vertices[4] = new Point3D(-w/2,-h/2,d/2);
vertices[5] = new Point3D(-w/2,-h/2,-d/2);
vertices[6] = new Point3D(-w/2,h/2,-d/2);
vertices[7] = new Point3D(-w/2,h/2,d/2);
// Right
vertices[8] = new Point3D(w/2,-h/2,d/2);
vertices[9] = new Point3D(w/2,-h/2,-d/2);
vertices[10] = new Point3D(w/2,h/2,-d/2);
vertices[11] = new Point3D(w/2,h/2,d/2);
// Back
vertices[12] = new Point3D(-w/2,-h/2,-d/2);
vertices[13] = new Point3D(w/2,-h/2,-d/2);
vertices[14] = new Point3D(w/2,h/2,-d/2);
vertices[15] = new Point3D(-w/2,h/2,-d/2);
// Top
vertices[16] = new Point3D(-w/2,-h/2,d/2);
vertices[17] = new Point3D(-w/2,-h/2,-d/2);
vertices[18] = new Point3D(w/2,-h/2,-d/2);
vertices[19] = new Point3D(w/2,-h/2,d/2);
// Bottom
vertices[20] = new Point3D(-w/2,h/2,d/2);
vertices[21] = new Point3D(-w/2,h/2,-d/2);
vertices[22] = new Point3D(w/2,h/2,-d/2);
vertices[23] = new Point3D(w/2,h/2,d/2);
}
public void create(){
for (int i=0; i<6; i++){
beginShape(QUADS);
for (int j = 0; j < 4; j++){
vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);
}
endShape();
}
}
}
class Point3D {
float x, y, z;
Point3D(){ }
Point3D(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "BrickTower" });
}
}

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/**
* Brick Tower
* by Ira Greenberg.
*
* 3D castle tower constructed out of individual bricks.
* Uses the Point3D 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;
}
}
}

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class Cube {
Point3D[] vertices = new Point3D[24];
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
vertices[0] = new Point3D(-w/2,-h/2,d/2);
vertices[1] = new Point3D(w/2,-h/2,d/2);
vertices[2] = new Point3D(w/2,h/2,d/2);
vertices[3] = new Point3D(-w/2,h/2,d/2);
// Left
vertices[4] = new Point3D(-w/2,-h/2,d/2);
vertices[5] = new Point3D(-w/2,-h/2,-d/2);
vertices[6] = new Point3D(-w/2,h/2,-d/2);
vertices[7] = new Point3D(-w/2,h/2,d/2);
// Right
vertices[8] = new Point3D(w/2,-h/2,d/2);
vertices[9] = new Point3D(w/2,-h/2,-d/2);
vertices[10] = new Point3D(w/2,h/2,-d/2);
vertices[11] = new Point3D(w/2,h/2,d/2);
// Back
vertices[12] = new Point3D(-w/2,-h/2,-d/2);
vertices[13] = new Point3D(w/2,-h/2,-d/2);
vertices[14] = new Point3D(w/2,h/2,-d/2);
vertices[15] = new Point3D(-w/2,h/2,-d/2);
// Top
vertices[16] = new Point3D(-w/2,-h/2,d/2);
vertices[17] = new Point3D(-w/2,-h/2,-d/2);
vertices[18] = new Point3D(w/2,-h/2,-d/2);
vertices[19] = new Point3D(w/2,-h/2,d/2);
// Bottom
vertices[20] = new Point3D(-w/2,h/2,d/2);
vertices[21] = new Point3D(-w/2,h/2,-d/2);
vertices[22] = new Point3D(w/2,h/2,-d/2);
vertices[23] = new Point3D(w/2,h/2,d/2);
}
void create(){
for (int i=0; i<6; i++){
beginShape(QUADS);
for (int j = 0; j < 4; j++){
vertex(vertices[j+4*i].x, vertices[j+4*i].y, vertices[j+4*i].z);
}
endShape();
}
}
}

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/**
* 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();
}
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();
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class CubicGrid extends PApplet {
/**
* 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;
int boxFill;
public void setup() {
size(640, 360, P3D);
noStroke();
}
public void draw() {
background(255);
// Center and spin grid
translate(width/2, height/2, -depth);
rotateY(frameCount * 0.01f);
rotateX(frameCount * 0.01f);
// 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();
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "CubicGrid" });
}
}

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/**
* 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();
}
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();
}
}

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class Dimension3D{
float w, h, d;
Dimension3D(float w, float h, float d){
this.w=w;
this.h=h;
this.d=d;
}
}

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/**
* 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();
}

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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){
}
}

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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();
}

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class Dimension3D {
float w, h, d;
Dimension3D(float w, float h, float d){
this.w=w;
this.h=h;
this.d=d;
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Icosahedra extends PApplet {
/**
* I Like Icosahedra
* by Ira Greenberg.
*
* This example plots icosahedra. The Icosahdron is a regular
* polyhedron composed of 20 equalateral triangles.
*
*/
Icosahedron ico1;
Icosahedron ico2;
Icosahedron ico3;
public void setup() {
size(640, 360, P3D);
ico1 = new Icosahedron(75);
ico2 = new Icosahedron(75);
ico3 = new Icosahedron(75);
}
public void draw() {
background(0);
lights();
translate(width/2, height/2);
pushMatrix();
translate(-width/3.5f, 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/3.5f, 0);
rotateX(frameCount * PI/-200);
rotateY(frameCount * PI/200);
noStroke();
fill(0, 0, 185);
ico3.create();
popMatrix();
}
class Dimension3D {
float w, h, d;
Dimension3D(float w, float h, float d){
this.w=w;
this.h=h;
this.d=d;
}
}
class Icosahedron extends Shape3D {
// icosahedron
Vector3D topPoint;
Vector3D[] topPent = new Vector3D[5];
Vector3D bottomPoint;
Vector3D[] bottomPent = new Vector3D[5];
float angle = 0, radius = 150;
float triDist;
float triHt;
float a, b, c;
// constructor
Icosahedron(float radius) {
this.radius = radius;
init();
}
Icosahedron(Vector3D v, float radius) {
super(v);
this.radius = radius;
init();
}
// calculate geometry
public 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 Vector3D(cos(angle)*radius,
sin(angle)*radius, triHt/2.0f);
angle+=radians(72);
}
topPoint = new Vector3D(0, 0, triHt/2.0f+a);
angle = 72.0f/2.0f;
for (int i = 0; i < topPent.length; i++){
bottomPent[i] = new Vector3D(cos(angle)*radius,
sin(angle)*radius, -triHt/2.0f);
angle+=radians(72);
}
bottomPoint = new Vector3D(0, 0, -(triHt/2.0f+a));
}
// draws icosahedron
public 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
public 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;
}
}
public void rotX(float theta){
}
public void rotY(float theta){
}
}
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(Vector3D 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(Vector3D p, Dimension3D dim) {
x = p.x;
y = p.y;
z = p.z;
w = dim.w;
h = dim.h;
d = dim.d;
}
public void setLoc(Vector3D p) {
x=p.x;
y=p.y;
z=p.z;
}
public void setLoc(float x, float y, float z) {
this.x=x;
this.y=y;
this.z=z;
}
// override if you need these
public void rotX(float theta) {
}
public void rotY(float theta) {
}
public void rotZ(float theta) {
}
// must be implemented in subclasses
public abstract void init();
public abstract void create();
}
class Vector3D {
float x, y, z;
float[]origVals;
Vector3D() { }
Vector3D(float x, float y, float z) {
this.x = x;
this.y = y;
this.z = z;
// capture original values
origVals = new float[]{
x, y, z };
}
//methods
public void add(Vector3D v) {
x+=v.x;
y+=v.y;
z+=v.z;
}
public void subtract(Vector3D v) {
x-=v.x;
y-=v.y;
z-=v.z;
}
public void multiply(float s) {
x*=s;
y*=s;
z*=s;
}
public void divide(float s) {
x/=s;
y/=s;
z/=s;
}
public Vector3D getAverage(Vector3D v) {
Vector3D u = new Vector3D();
u.x = (x+v.x)/2;
u.y = (y+v.y)/2;
u.z = (z+v.z)/2;
return u;
}
public void setTo(Vector3D v) {
x = v.x;
y = v.y;
z = v.z;
}
public void reset() {
x = origVals[0];
y = origVals[1];
z = origVals[2];
}
public float getDotProduct(Vector3D v) {
return x*v.x + y*v.y + z*v.z;
}
public Vector3D getCrossProduct(Vector3D v, Vector3D u) {
Vector3D v1 = new Vector3D(v.x-x, v.y-y, v.z-z);
Vector3D v2 = new Vector3D(u.x-x, u.y-y, u.z-z);
float xx = v1.y*v2.z-v1.z*v2.y;
float yy = v1.z*v2.x-v1.x*v2.z;
float zz = v1.x*v2.y-v1.y*v2.x;
return new Vector3D(xx, yy, zz);
}
public Vector3D getNormal(Vector3D v, Vector3D u) {
Vector3D n = getCrossProduct(v, u);
n.normalize();
return(n);
}
public void normalize() {
float m = getMagnitude();
x/=m;
y/=m;
z/=m;
}
public float getMagnitude() {
return sqrt(x*x+y*y+z*z);
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Icosahedra" });
}
}

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/**
* I Like Icosahedra
* by Ira Greenberg.
*
* This example plots icosahedra. The Icosahdron is a regular
* polyhedron composed of 20 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();
}

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class Icosahedron extends Shape3D {
// icosahedron
Vector3D topPoint;
Vector3D[] topPent = new Vector3D[5];
Vector3D bottomPoint;
Vector3D[] bottomPent = new Vector3D[5];
float angle = 0, radius = 150;
float triDist;
float triHt;
float a, b, c;
// constructor
Icosahedron(float radius) {
this.radius = radius;
init();
}
Icosahedron(Vector3D 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 Vector3D(cos(angle)*radius,
sin(angle)*radius, triHt/2.0);
angle+=radians(72);
}
topPoint = new Vector3D(0, 0, triHt/2.0+a);
angle = 72.0/2.0;
for (int i = 0; i < topPent.length; i++){
bottomPent[i] = new Vector3D(cos(angle)*radius,
sin(angle)*radius, -triHt/2.0);
angle+=radians(72);
}
bottomPoint = new Vector3D(0, 0, -(triHt/2.0+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){
}
}

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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(Vector3D 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(Vector3D p, Dimension3D dim) {
x = p.x;
y = p.y;
z = p.z;
w = dim.w;
h = dim.h;
d = dim.d;
}
void setLoc(Vector3D 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();
}

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/**
* 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();

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Primitives3D extends PApplet {
public void setup() {/**
* 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(1.25f);
rotateX(-0.4f);
box(100);
popMatrix();
noFill();
stroke(255);
pushMatrix();
translate(500, height*0.35f, -200);
sphere(280);
popMatrix();
noLoop();
}
static public void main(String args[]) {
PApplet.main(new String[] { "Primitives3D" });
}
}

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/**
* 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();

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/**
* 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();
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class RGBCube extends PApplet {
/**
* 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;
public void setup()
{
size(640, 360, P3D);
noStroke();
colorMode(RGB, 1);
}
public void draw()
{
background(0.5f);
pushMatrix();
translate(width/2, height/2, -30);
newXmag = mouseX/PApplet.parseFloat(width) * TWO_PI;
newYmag = mouseY/PApplet.parseFloat(height) * TWO_PI;
float diff = xmag-newXmag;
if (abs(diff) > 0.01f) { xmag -= diff/4.0f; }
diff = ymag-newYmag;
if (abs(diff) > 0.01f) { ymag -= diff/4.0f; }
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();
}
static public void main(String args[]) {
PApplet.main(new String[] { "RGBCube" });
}
}

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/**
* 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();
}

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/**
* 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;
}
}

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/**
* 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();
}
}

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/**
* 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;
}
}

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import processing.core.*;
import processing.xml.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class RunAmuck extends PApplet {
/**
* Run-Amuck
* By Ira Greenberg <br />
* Processing for Flash Developers,
* Friends of ED, 2009
*/
int count = 250;
Legs[] legs = new Legs[count];
public 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(.5f, 5),
random(.5f, 5), color(random(255), random(255), random(255)));
}
}
public 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();
}
}
/**
* 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;
int col = 0xff77AA22;
// Advanced properties
float detailW = w/6.0f;
float detailHt = ht/8.0f;
float shoeBulge = detailHt*2.0f;
float legGap = w/7.0f;
// Dynamics properties
float velocity = .02f, stepL, stepR, stepRate = random(10, 50);
float speedX = 1.0f, speedZ, spring, damping = .5f, theta;
// Default constructor
Legs() {
}
// Standard constructor
Legs(float x, float z, float w, float ht, int col) {
this.x = x;
this.z = z;
this.w = w;
this.ht = ht;
this.col = col;
fill(col);
detailW = w/6.0f;
detailHt = ht/8.0f;
shoeBulge = detailHt*2.0f;
legGap = w/7.0f;
speedX = random(-speedX, speedX);
}
// Advanced constructor
Legs(float x, float z, float w, float ht, int 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
public 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*.9f, 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*.9f, 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
public 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
public void step(float stepRate) {
this.stepRate = stepRate;
spring = ht/2.0f;
stepL = sin(theta)*spring;
stepR = cos(theta)*spring;
theta += radians(stepRate);
}
// Alternative overloaded step method
public void step() {
spring = ht/2.0f;
stepL = sin(theta)*spring;
stepR = cos(theta)*spring;
theta += radians(stepRate);
}
// Moves legs along x, y, z axes
public 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;
}
}
public void setDynamics(float speedX, float spring, float damping) {
this.speedX = speedX;
this.spring = spring;
this.damping = damping;
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "--present", "--bgcolor=#666666", "--hide-stop", "RunAmuck" });
}
}

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/**
* 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();
}
}

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/**
* 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;
}
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class ShapeTransform extends PApplet {
/**
* Shape Transform
* by Ira Greenberg.
*
* Illustrates the geometric relationship
* between Cube, Pyramid, Cone and
* Cylinder 3D primitives.
*
* Instructions:
* Up Arrow - increases points
* Down Arrow - decreases points
* 'p' key toggles between cube/pyramid
*/
int pts = 7;
float angle = 0;
float radius = 89;
float cylinderLength = 85;
Point3D vertices[][];
boolean isPyramid = false;
public void setup(){
size(640, 360, P3D);
noStroke();
fill(204);
}
public void draw(){
background(102);
lights();
translate(width/2, height/2, 0);
rotateX(frameCount * 0.006f);
rotateY(frameCount * 0.006f);
rotateZ(frameCount * 0.006f);
// initialize point arrays
vertices = new Point3D[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 Point3D();
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 += 360.0f/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.
*/
public 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;
}
}
}
class Point3D{
float x, y, z;
// constructors
Point3D(){
}
Point3D(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "ShapeTransform" });
}
}

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/**
* Shape Transform
* by Ira Greenberg.
*
* Illustrates the geometric relationship
* between Cube, Pyramid, Cone and
* Cylinder 3D primitives.
*
* Instructions:
* Up Arrow - increases points
* Down Arrow - decreases points
* 'p' key toggles between cube/pyramid
*/
int pts = 7;
float angle = 0;
float radius = 89;
float cylinderLength = 85;
Point3D vertices[][];
boolean isPyramid = false;
void setup(){
size(640, 360, P3D);
noStroke();
fill(204);
}
void draw(){
background(102);
lights();
translate(width/2, height/2, 0);
rotateX(frameCount * 0.006);
rotateY(frameCount * 0.006);
rotateZ(frameCount * 0.006);
// initialize point arrays
vertices = new Point3D[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 Point3D();
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;
}
}
}

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/**
* 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;
}
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Toroid extends PApplet {
/**
* Interactive Toroid
* by Ira Greenberg.
*
* Illustrates the geometric relationship
* between Toroid, Sphere, and Helix
* 3D primitives, as well as lathing
* principal.
*
* Instructions:
* UP arrow key pts++;
* DOWN arrow key pts--;
* LEFT arrow key segments--;
* RIGHT arrow key segments++;
* 'a' key toroid radius--;
* 's' key toroid radius++;
* 'z' key initial polygon radius--;
* 'x' key initial polygon radius++;
* 'w' key toggle wireframe/solid shading
* 'h' key toggle sphere/helix
*/
int pts = 40;
float angle = 0;
float radius = 40.0f;
// Lathe segments
int segments = 60;
float latheAngle = 0;
float latheRadius = 100.0f;
// Vertices
Point3D vertices[], vertices2[];
// For shaded or wireframe rendering
boolean isWireFrame = false;
// For optional helix
boolean isHelix = false;
float helixOffset = 5.0f;
public void setup() {
size(640, 360, P3D);
}
public void draw(){
background(51);
// Basic lighting setup
lights();
// Two rendering styles
// Wireframe or solid
if (isWireFrame){
stroke(255);
noFill();
}
else {
noStroke();
fill(204);
}
// 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 Point3D[pts+1];
vertices2 = new Point3D[pts+1];
// Fill arrays
for(int i = 0; i <= pts; i++){
vertices[i] = new Point3D();
vertices2[i] = new Point3D();
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+=360.0f/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 += 720.0f/segments;
}
else {
latheAngle += 360.0f/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
*/
public 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;
}
}
}
class Point3D{
float x, y, z;
// constructors
Point3D(){
}
Point3D(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Toroid" });
}
}

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/**
* Interactive Toroid
* by Ira Greenberg.
*
* Illustrates the geometric relationship
* between Toroid, Sphere, and Helix
* 3D primitives, as well as lathing
* principal.
*
* Instructions:
* UP arrow key pts++;
* DOWN arrow key pts--;
* LEFT arrow key segments--;
* RIGHT arrow key segments++;
* 'a' key toroid radius--;
* 's' key toroid radius++;
* 'z' key initial polygon radius--;
* 'x' key initial polygon radius++;
* 'w' key toggle wireframe/solid shading
* 'h' key toggle sphere/helix
*/
int pts = 40;
float angle = 0;
float radius = 40.0;
// Lathe segments
int segments = 60;
float latheAngle = 0;
float latheRadius = 100.0;
// Vertices
Point3D 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(51);
// Basic lighting setup
lights();
// Two rendering styles
// Wireframe or solid
if (isWireFrame){
stroke(255);
noFill();
}
else {
noStroke();
fill(204);
}
// 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 Point3D[pts+1];
vertices2 = new Point3D[pts+1];
// Fill arrays
for(int i = 0; i <= pts; i++){
vertices[i] = new Point3D();
vertices2[i] = new Point3D();
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;
}
}
}

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/**
* 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();
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Vertices extends PApplet {
/**
* 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.
*/
public void setup() {
size(640, 360, P3D);
}
public 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
}
public 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();
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Vertices" });
}
}

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/**
* 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();
}
}

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/**
* 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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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Explode extends PApplet {
/**
* 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
public 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
}
public 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
int c = img.pixels[loc]; // Grab the color
// Calculate a z position as a function of mouseX and pixel brightness
float z = (mouseX / PApplet.parseFloat(width)) * brightness(img.pixels[loc]) - 20.0f;
// 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();
}
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Explode" });
}
}

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/**
* 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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/**
* 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]);
}
}
}

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import processing.core.*;
import processing.xml.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Extrusion extends PApplet {
/**
* Extrusion.
*
* Converts a flat image into spatial data points and rotates the points
* around the center.
*/
PImage extrude;
int[][] values;
float angle = 0;
public 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++) {
int pixel = extrude.get(x, y);
values[x][y] = PApplet.parseInt(brightness(pixel));
}
}
}
public void draw() {
background(0);
// Update the angle
angle += 0.005f;
// 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]);
}
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Extrusion" });
}
}

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/**
* 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]);
}
}
}

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/**
* 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;
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Zoom extends PApplet {
/**
* 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 = 1.0f;
float nmx, nmy;
int res = 5;
public 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);
}
}
}
public void draw()
{
background(0);
nmx = nmx + (mouseX-nmx)/20;
nmy += (mouseY-nmy)/20;
if(mousePressed) {
sval += 0.005f;
}
else {
sval -= 0.01f;
}
sval = constrain(sval, 1.0f, 2.5f);
translate(width/2 + nmx * sval-100, height/2 + nmy*sval - 200, -50);
scale(sval);
rotateZ(PI/9 - sval + 1.0f);
rotateX(PI/sval/8 - 0.125f);
rotateY(sval/8 - 0.125f);
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 );
}
}
}
public 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;
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Zoom" });
}
}

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/**
* 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;
}
}

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/**
* 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);
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Directional extends PApplet {
/**
* 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.
*/
public void setup() {
size(640, 360, P3D);
noStroke();
fill(204);
}
public void draw() {
noStroke();
background(0);
float dirY = (mouseY / PApplet.parseFloat(height) - 0.5f) * 2;
float dirX = (mouseX / PApplet.parseFloat(width) - 0.5f) * 2;
directionalLight(204, 204, 204, -dirX, -dirY, -1);
translate(width/2 - 100, height/2, 0);
sphere(80);
translate(200, 0, 0);
sphere(80);
}
static public void main(String args[]) {
PApplet.main(new String[] { "Directional" });
}
}

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/**
* 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);
}

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/**
* 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();
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Lights1 extends PApplet {
/**
* Lights 1.
*
* Uses the default lights to show a simple box. The lights() function
* is used to turn on the default lighting.
*/
float spin = 0.0f;
public void setup()
{
size(640, 360, P3D);
noStroke();
}
public void draw()
{
background(51);
lights();
spin += 0.01f;
pushMatrix();
translate(width/2, height/2, 0);
rotateX(PI/9);
rotateY(PI/5 + spin);
box(150);
popMatrix();
}
static public void main(String args[]) {
PApplet.main(new String[] { "Lights1" });
}
}

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/**
* 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();
}

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/**
* 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);
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Lights2 extends PApplet {
/**
* Lights 2
* by Simon Greenwold.
*
* Display a box with three different kinds of lights.
*/
public void setup()
{
size(640, 360, P3D);
noStroke();
}
public 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, -0.5f, -0.5f, // Direction
PI / 2, 2); // Angle, concentration
rotateY(map(mouseX, 0, width, 0, PI));
rotateX(map(mouseY, 0, height, 0, PI));
box(150);
}
static public void main(String args[]) {
PApplet.main(new String[] { "Lights2" });
}
}

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/**
* 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);
}

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/**
* 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);
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Reflection extends PApplet {
/**
* Reflection
* by Simon Greenwold.
*
* Vary the specular reflection component of a material
* with the horizontal position of the mouse.
*/
public void setup() {
size(640, 360, P3D);
noStroke();
colorMode(RGB, 1);
fill(0.4f);
}
public void draw() {
background(0);
translate(width / 2, height / 2);
// Set the specular color of lights that follow
lightSpecular(1, 1, 1);
directionalLight(0.8f, 0.8f, 0.8f, 0, 0, -1);
float s = mouseX / PApplet.parseFloat(width);
specular(s, s, s);
sphere(120);
}
static public void main(String args[]) {
PApplet.main(new String[] { "Reflection" });
}
}

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/**
* 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);
}

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/**
* 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);
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Spot extends PApplet {
/**
* Spot.
*
* Move the mouse the change the position and concentation
* of a blue spot light.
*/
int concentration = 600; // Try values 1 -> 10000
public void setup()
{
//size(200, 200, P3D);
size(640, 360, P3D);
noStroke();
fill(204);
sphereDetail(60);
}
public 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);
}
static public void main(String args[]) {
PApplet.main(new String[] { "Spot" });
}
}

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/**
* 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);
}

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/**
* Texture 1.
*
* Load an image and draw it onto a quad. The texture() function sets
* the texture image. The vertex() function maps the image to the geometry.
*/
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
rotateZ(PI/6);
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -100, 0, 400, 0);
vertex(100, 100, 0, 400, 400);
vertex(-100, 100, 0, 0, 400);
endShape();
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Texture1 extends PApplet {
/**
* Texture 1.
*
* Load an image and draw it onto a quad. The texture() function sets
* the texture image. The vertex() function maps the image to the geometry.
*/
PImage img;
public void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
public void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
rotateZ(PI/6);
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -100, 0, 400, 0);
vertex(100, 100, 0, 400, 400);
vertex(-100, 100, 0, 0, 400);
endShape();
}
static public void main(String args[]) {
PApplet.main(new String[] { "Texture1" });
}
}

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/**
* Texture 1.
*
* Load an image and draw it onto a quad. The texture() function sets
* the texture image. The vertex() function maps the image to the geometry.
*/
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
rotateZ(PI/6);
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -100, 0, 400, 0);
vertex(100, 100, 0, 400, 400);
vertex(-100, 100, 0, 0, 400);
endShape();
}

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/**
* Texture 2.
*
* Using a rectangular image to map a texture onto a triangle.
*/
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -40, 0, 400, 120);
vertex(0, 100, 0, 200, 400);
endShape();
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Texture2 extends PApplet {
/**
* Texture 2.
*
* Using a rectangular image to map a texture onto a triangle.
*/
PImage img;
public void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
public void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -40, 0, 400, 120);
vertex(0, 100, 0, 200, 400);
endShape();
}
static public void main(String args[]) {
PApplet.main(new String[] { "Texture2" });
}
}

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/**
* Texture 2.
*
* Using a rectangular image to map a texture onto a triangle.
*/
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateY(map(mouseX, 0, width, -PI, PI));
beginShape();
texture(img);
vertex(-100, -100, 0, 0, 0);
vertex(100, -40, 0, 400, 120);
vertex(0, 100, 0, 200, 400);
endShape();
}

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/**
* Texture 3.
*
* Load an image and draw it onto a cylinder and a quad.
*/
int tubeRes = 32;
float[] tubeX = new float[tubeRes];
float[] tubeY = new float[tubeRes];
PImage img;
void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
float angle = 270.0 / tubeRes;
for (int i = 0; i < tubeRes; i++) {
tubeX[i] = cos(radians(i * angle));
tubeY[i] = sin(radians(i * angle));
}
noStroke();
}
void draw() {
background(0);
translate(width / 2, height / 2);
rotateX(map(mouseY, 0, height, -PI, PI));
rotateY(map(mouseX, 0, width, -PI, PI));
beginShape(QUAD_STRIP);
texture(img);
for (int i = 0; i < tubeRes; i++) {
float x = tubeX[i] * 100;
float z = tubeY[i] * 100;
float u = img.width / tubeRes * i;
vertex(x, -100, z, u, 0);
vertex(x, 100, z, u, img.height);
}
endShape();
beginShape(QUADS);
texture(img);
vertex(0, -100, 0, 0, 0);
vertex(100, -100, 0, 100, 0);
vertex(100, 100, 0, 100, 100);
vertex(0, 100, 0, 0, 100);
endShape();
}

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