removing applet folders from svn

This commit is contained in:
benfry
2011-04-17 17:50:52 +00:00
parent 433feb6247
commit eb8c319af5
626 changed files with 0 additions and 32342 deletions
@@ -1,48 +0,0 @@
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" });
}
}
@@ -1,28 +0,0 @@
/**
* 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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@@ -1,62 +0,0 @@
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" });
}
}
@@ -1,42 +0,0 @@
/**
* 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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@@ -1,61 +0,0 @@
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" });
}
}
@@ -1,41 +0,0 @@
/**
* 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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@@ -1,152 +0,0 @@
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" });
}
}
@@ -1,61 +0,0 @@
/**
* 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;
}
}
}
@@ -1,60 +0,0 @@
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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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" });
}
}
@@ -1,47 +0,0 @@
/**
* 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;
}
}
@@ -1,416 +0,0 @@
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" });
}
}
@@ -1,53 +0,0 @@
/**
* 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();
}
@@ -1,160 +0,0 @@
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){
}
}
@@ -1,81 +0,0 @@
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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@@ -1,51 +0,0 @@
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" });
}
}
@@ -1,30 +0,0 @@
/**
* 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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@@ -1,94 +0,0 @@
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" });
}
}
@@ -1,74 +0,0 @@
/**
* 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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@@ -1,162 +0,0 @@
/**
* 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;
}
}
@@ -1,228 +0,0 @@
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" });
}
}
@@ -1,45 +0,0 @@
/**
* 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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@@ -1,147 +0,0 @@
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" });
}
}
@@ -1,114 +0,0 @@
/**
* 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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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" });
}
}
@@ -1,182 +0,0 @@
/**
* 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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@@ -1,87 +0,0 @@
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" });
}
}
@@ -1,67 +0,0 @@
/**
* 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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@@ -1,63 +0,0 @@
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" });
}
}
@@ -1,43 +0,0 @@
/**
* 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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@@ -1,67 +0,0 @@
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" });
}
}
@@ -1,46 +0,0 @@
/**
* 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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@@ -1,109 +0,0 @@
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" });
}
}
@@ -1,89 +0,0 @@
/**
* 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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@@ -1,48 +0,0 @@
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" });
}
}
@@ -1,28 +0,0 @@
/**
* 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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@@ -1,49 +0,0 @@
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" });
}
}
@@ -1,29 +0,0 @@
/**
* 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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@@ -1,56 +0,0 @@
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" });
}
}
@@ -1,36 +0,0 @@
/**
* 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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@@ -1,45 +0,0 @@
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" });
}
}
@@ -1,25 +0,0 @@
/**
* 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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@@ -1,55 +0,0 @@
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" });
}
}
@@ -1,35 +0,0 @@
/**
* 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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@@ -1,48 +0,0 @@
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" });
}
}
@@ -1,28 +0,0 @@
/**
* 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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@@ -1,45 +0,0 @@
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" });
}
}
@@ -1,25 +0,0 @@
/**
* 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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@@ -1,66 +0,0 @@
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 Texture3 extends PApplet {
/**
* 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;
public void setup() {
size(640, 360, P3D);
img = loadImage("berlin-1.jpg");
float angle = 270.0f / tubeRes;
for (int i = 0; i < tubeRes; i++) {
tubeX[i] = cos(radians(i * angle));
tubeY[i] = sin(radians(i * angle));
}
noStroke();
}
public 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();
}
static public void main(String args[]) {
PApplet.main(new String[] { "Texture3" });
}
}
@@ -1,46 +0,0 @@
/**
* 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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@@ -1,111 +0,0 @@
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 TextureCube extends PApplet {
/**
* TexturedCube
* by Dave Bollinger.
*
* Drag mouse to rotate cube. Demonstrates use of u/v coords in
* vertex() and effect on texture(). The textures get distorted using
* the P3D renderer as you can see, but they look great using OPENGL.
*/
PImage tex;
float rotx = PI/4;
float roty = PI/4;
public void setup()
{
size(640, 360, P3D);
tex = loadImage("berlin-1.jpg");
textureMode(NORMALIZED);
fill(255);
stroke(color(44,48,32));
}
public void draw()
{
background(0);
noStroke();
translate(width/2.0f, height/2.0f, -100);
rotateX(rotx);
rotateY(roty);
scale(90);
TexturedCube(tex);
}
public void TexturedCube(PImage tex) {
beginShape(QUADS);
texture(tex);
// Given one texture and six faces, we can easily set up the uv coordinates
// such that four of the faces tile "perfectly" along either u or v, but the other
// two faces cannot be so aligned. This code tiles "along" u, "around" the X/Z faces
// and fudges the Y faces - the Y faces are arbitrarily aligned such that a
// rotation along the X axis will put the "top" of either texture at the "top"
// of the screen, but is not otherwised aligned with the X/Z faces. (This
// just affects what type of symmetry is required if you need seamless
// tiling all the way around the cube)
// +Z "front" face
vertex(-1, -1, 1, 0, 0);
vertex( 1, -1, 1, 1, 0);
vertex( 1, 1, 1, 1, 1);
vertex(-1, 1, 1, 0, 1);
// -Z "back" face
vertex( 1, -1, -1, 0, 0);
vertex(-1, -1, -1, 1, 0);
vertex(-1, 1, -1, 1, 1);
vertex( 1, 1, -1, 0, 1);
// +Y "bottom" face
vertex(-1, 1, 1, 0, 0);
vertex( 1, 1, 1, 1, 0);
vertex( 1, 1, -1, 1, 1);
vertex(-1, 1, -1, 0, 1);
// -Y "top" face
vertex(-1, -1, -1, 0, 0);
vertex( 1, -1, -1, 1, 0);
vertex( 1, -1, 1, 1, 1);
vertex(-1, -1, 1, 0, 1);
// +X "right" face
vertex( 1, -1, 1, 0, 0);
vertex( 1, -1, -1, 1, 0);
vertex( 1, 1, -1, 1, 1);
vertex( 1, 1, 1, 0, 1);
// -X "left" face
vertex(-1, -1, -1, 0, 0);
vertex(-1, -1, 1, 1, 0);
vertex(-1, 1, 1, 1, 1);
vertex(-1, 1, -1, 0, 1);
endShape();
}
public void mouseDragged() {
float rate = 0.01f;
rotx += (pmouseY-mouseY) * rate;
roty += (mouseX-pmouseX) * rate;
}
static public void main(String args[]) {
PApplet.main(new String[] { "TextureCube" });
}
}
@@ -1,91 +0,0 @@
/**
* TexturedCube
* by Dave Bollinger.
*
* Drag mouse to rotate cube. Demonstrates use of u/v coords in
* vertex() and effect on texture(). The textures get distorted using
* the P3D renderer as you can see, but they look great using OPENGL.
*/
PImage tex;
float rotx = PI/4;
float roty = PI/4;
void setup()
{
size(640, 360, P3D);
tex = loadImage("berlin-1.jpg");
textureMode(NORMALIZED);
fill(255);
stroke(color(44,48,32));
}
void draw()
{
background(0);
noStroke();
translate(width/2.0, height/2.0, -100);
rotateX(rotx);
rotateY(roty);
scale(90);
TexturedCube(tex);
}
void TexturedCube(PImage tex) {
beginShape(QUADS);
texture(tex);
// Given one texture and six faces, we can easily set up the uv coordinates
// such that four of the faces tile "perfectly" along either u or v, but the other
// two faces cannot be so aligned. This code tiles "along" u, "around" the X/Z faces
// and fudges the Y faces - the Y faces are arbitrarily aligned such that a
// rotation along the X axis will put the "top" of either texture at the "top"
// of the screen, but is not otherwised aligned with the X/Z faces. (This
// just affects what type of symmetry is required if you need seamless
// tiling all the way around the cube)
// +Z "front" face
vertex(-1, -1, 1, 0, 0);
vertex( 1, -1, 1, 1, 0);
vertex( 1, 1, 1, 1, 1);
vertex(-1, 1, 1, 0, 1);
// -Z "back" face
vertex( 1, -1, -1, 0, 0);
vertex(-1, -1, -1, 1, 0);
vertex(-1, 1, -1, 1, 1);
vertex( 1, 1, -1, 0, 1);
// +Y "bottom" face
vertex(-1, 1, 1, 0, 0);
vertex( 1, 1, 1, 1, 0);
vertex( 1, 1, -1, 1, 1);
vertex(-1, 1, -1, 0, 1);
// -Y "top" face
vertex(-1, -1, -1, 0, 0);
vertex( 1, -1, -1, 1, 0);
vertex( 1, -1, 1, 1, 1);
vertex(-1, -1, 1, 0, 1);
// +X "right" face
vertex( 1, -1, 1, 0, 0);
vertex( 1, -1, -1, 1, 0);
vertex( 1, 1, -1, 1, 1);
vertex( 1, 1, 1, 0, 1);
// -X "left" face
vertex(-1, -1, -1, 0, 0);
vertex(-1, -1, 1, 1, 0);
vertex(-1, 1, 1, 1, 1);
vertex(-1, 1, -1, 0, 1);
endShape();
}
void mouseDragged() {
float rate = 0.01;
rotx += (pmouseY-mouseY) * rate;
roty += (mouseX-pmouseX) * rate;
}
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@@ -1,83 +0,0 @@
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 Bird extends PApplet {
/**
* Simple 3D Bird
* by Ira Greenberg.
*
* Using a box and 2 rects to simulate a flying bird.
* Trig functions handle the flapping and sinuous movement.
*/
float ang = 0, ang2 = 0, ang3 = 0, ang4 = 0;
float px = 0, py = 0, pz = 0;
float flapSpeed = 0.2f;
public void setup(){
size(640, 360, P3D);
noStroke();
}
public void draw(){
background(0);
lights();
// Flight
px = sin(radians(ang3)) * 170;
py = cos(radians(ang3)) * 300;
pz = sin(radians(ang4)) * 500;
translate(width/2 + px, height/2 + py, -700+pz);
rotateX(sin(radians(ang2)) * 120);
rotateY(sin(radians(ang2)) * 50);
rotateZ(sin(radians(ang2)) * 65);
// Body
fill(153);
box(20, 100, 20);
// Left wing
fill(204);
pushMatrix();
rotateY(sin(radians(ang)) * -20);
rect(-75, -50, 75, 100);
popMatrix();
// Right wing
pushMatrix();
rotateY(sin(radians(ang)) * 20);
rect(0, -50, 75, 100);
popMatrix();
// Wing flap
ang += flapSpeed;
if (ang > 3) {
flapSpeed *= -1;
}
if (ang < -3) {
flapSpeed *= -1;
}
// Increment angles
ang2 += 0.01f;
ang3 += 2.0f;
ang4 += 0.75f;
}
static public void main(String args[]) {
PApplet.main(new String[] { "Bird" });
}
}
@@ -1,63 +0,0 @@
/**
* Simple 3D Bird
* by Ira Greenberg.
*
* Using a box and 2 rects to simulate a flying bird.
* Trig functions handle the flapping and sinuous movement.
*/
float ang = 0, ang2 = 0, ang3 = 0, ang4 = 0;
float px = 0, py = 0, pz = 0;
float flapSpeed = 0.2;
void setup(){
size(640, 360, P3D);
noStroke();
}
void draw(){
background(0);
lights();
// Flight
px = sin(radians(ang3)) * 170;
py = cos(radians(ang3)) * 300;
pz = sin(radians(ang4)) * 500;
translate(width/2 + px, height/2 + py, -700+pz);
rotateX(sin(radians(ang2)) * 120);
rotateY(sin(radians(ang2)) * 50);
rotateZ(sin(radians(ang2)) * 65);
// Body
fill(153);
box(20, 100, 20);
// Left wing
fill(204);
pushMatrix();
rotateY(sin(radians(ang)) * -20);
rect(-75, -50, 75, 100);
popMatrix();
// Right wing
pushMatrix();
rotateY(sin(radians(ang)) * 20);
rect(0, -50, 75, 100);
popMatrix();
// Wing flap
ang += flapSpeed;
if (ang > 3) {
flapSpeed *= -1;
}
if (ang < -3) {
flapSpeed *= -1;
}
// Increment angles
ang2 += 0.01;
ang3 += 2.0;
ang4 += 0.75;
}
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class Bird {
// Properties
float offsetX, offsetY, offsetZ;
float w, h;
int bodyFill;
int wingFill;
float ang = 0, ang2 = 0, ang3 = 0, ang4 = 0;
float radiusX = 120, radiusY = 200, radiusZ = 700;
float rotX = 15, rotY = 10, rotZ = 5;
float flapSpeed = 0.4;
float rotSpeed = 0.1;
// Constructors
Bird(){
this(0, 0, 0, 60, 80);
}
Bird(float offsetX, float offsetY, float offsetZ,
float w, float h){
this.offsetX = offsetX;
this.offsetY = offsetY;
this.offsetZ = offsetZ;
this.h = h;
this.w = w;
bodyFill = color(153);
wingFill = color(204);
}
void setFlight(float radiusX, float radiusY, float radiusZ,
float rotX, float rotY, float rotZ){
this.radiusX = radiusX;
this.radiusY = radiusY;
this.radiusZ = radiusZ;
this.rotX = rotX;
this.rotY = rotY;
this.rotZ = rotZ;
}
void setWingSpeed(float flapSpeed){
this.flapSpeed = flapSpeed;
}
void setRotSpeed(float rotSpeed){
this.rotSpeed = rotSpeed;
}
void fly() {
pushMatrix();
float px, py, pz;
// Flight
px = sin(radians(ang3)) * radiusX;
py = cos(radians(ang3)) * radiusY;
pz = sin(radians(ang4)) * radiusZ;
translate(width/2 + offsetX + px, height/2 + offsetY+py, -700 + offsetZ+pz);
rotateX(sin(radians(ang2)) * rotX);
rotateY(sin(radians(ang2)) * rotY);
rotateZ(sin(radians(ang2)) * rotZ);
// Body
fill(bodyFill);
box(w/5, h, w/5);
// Left wing
fill(wingFill);
pushMatrix();
rotateY(sin(radians(ang)) * 20);
rect(0, -h/2, w, h);
popMatrix();
// Right wing
pushMatrix();
rotateY(sin(radians(ang)) * -20);
rect(-w, -h/2, w, h);
popMatrix();
// Wing flap
ang += flapSpeed;
if (ang > 3) {
flapSpeed*=-1;
}
if (ang < -3) {
flapSpeed*=-1;
}
// Ang's run trig functions
ang2 += rotSpeed;
ang3 += 1.25;
ang4 += 0.55;
popMatrix();
}
}
@@ -1,172 +0,0 @@
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 Birds extends PApplet {
/**
* Crazy Flocking 3D Birds
* by Ira Greenberg.
*
* Simulates a flock of birds using a Bird class and nested
* pushMatrix() / popMatrix() functions.
* Trigonometry functions handle the flapping and sinuous movement.
*/
// Flock array
int birdCount = 200;
Bird[]birds = new Bird[birdCount];
float[]x = new float[birdCount];
float[]y = new float[birdCount];
float[]z = new float[birdCount];
float[]rx = new float[birdCount];
float[]ry = new float[birdCount];
float[]rz = new float[birdCount];
float[]spd = new float[birdCount];
float[]rot = new float[birdCount];
public void setup() {
size(640, 360, P3D);
noStroke();
// Initialize arrays with random values
for (int i = 0; i < birdCount; i++){
birds[i] = new Bird(random(-300, 300), random(-300, 300),
random(-500, -2500), random(5, 30), random(5, 30));
x[i] = random(20, 340);
y[i] = random(30, 350);
z[i] = random(1000, 4800);
rx[i] = random(-160, 160);
ry[i] = random(-55, 55);
rz[i] = random(-20, 20);
spd[i] = random(.1f, 3.75f);
rot[i] = random(.025f, .15f);
}
}
public void draw() {
background(0);
lights();
for (int i = 0; i < birdCount; i++){
birds[i].setFlight(x[i], y[i], z[i], rx[i], ry[i], rz[i]);
birds[i].setWingSpeed(spd[i]);
birds[i].setRotSpeed(rot[i]);
birds[i].fly();
}
}
class Bird {
// Properties
float offsetX, offsetY, offsetZ;
float w, h;
int bodyFill;
int wingFill;
float ang = 0, ang2 = 0, ang3 = 0, ang4 = 0;
float radiusX = 120, radiusY = 200, radiusZ = 700;
float rotX = 15, rotY = 10, rotZ = 5;
float flapSpeed = 0.4f;
float rotSpeed = 0.1f;
// Constructors
Bird(){
this(0, 0, 0, 60, 80);
}
Bird(float offsetX, float offsetY, float offsetZ,
float w, float h){
this.offsetX = offsetX;
this.offsetY = offsetY;
this.offsetZ = offsetZ;
this.h = h;
this.w = w;
bodyFill = color(153);
wingFill = color(204);
}
public void setFlight(float radiusX, float radiusY, float radiusZ,
float rotX, float rotY, float rotZ){
this.radiusX = radiusX;
this.radiusY = radiusY;
this.radiusZ = radiusZ;
this.rotX = rotX;
this.rotY = rotY;
this.rotZ = rotZ;
}
public void setWingSpeed(float flapSpeed){
this.flapSpeed = flapSpeed;
}
public void setRotSpeed(float rotSpeed){
this.rotSpeed = rotSpeed;
}
public void fly() {
pushMatrix();
float px, py, pz;
// Flight
px = sin(radians(ang3)) * radiusX;
py = cos(radians(ang3)) * radiusY;
pz = sin(radians(ang4)) * radiusZ;
translate(width/2 + offsetX + px, height/2 + offsetY+py, -700 + offsetZ+pz);
rotateX(sin(radians(ang2)) * rotX);
rotateY(sin(radians(ang2)) * rotY);
rotateZ(sin(radians(ang2)) * rotZ);
// Body
fill(bodyFill);
box(w/5, h, w/5);
// Left wing
fill(wingFill);
pushMatrix();
rotateY(sin(radians(ang)) * 20);
rect(0, -h/2, w, h);
popMatrix();
// Right wing
pushMatrix();
rotateY(sin(radians(ang)) * -20);
rect(-w, -h/2, w, h);
popMatrix();
// Wing flap
ang += flapSpeed;
if (ang > 3) {
flapSpeed*=-1;
}
if (ang < -3) {
flapSpeed*=-1;
}
// Ang's run trig functions
ang2 += rotSpeed;
ang3 += 1.25f;
ang4 += 0.55f;
popMatrix();
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Birds" });
}
}
@@ -1,53 +0,0 @@
/**
* Crazy Flocking 3D Birds
* by Ira Greenberg.
*
* Simulates a flock of birds using a Bird class and nested
* pushMatrix() / popMatrix() functions.
* Trigonometry functions handle the flapping and sinuous movement.
*/
// Flock array
int birdCount = 200;
Bird[]birds = new Bird[birdCount];
float[]x = new float[birdCount];
float[]y = new float[birdCount];
float[]z = new float[birdCount];
float[]rx = new float[birdCount];
float[]ry = new float[birdCount];
float[]rz = new float[birdCount];
float[]spd = new float[birdCount];
float[]rot = new float[birdCount];
void setup() {
size(640, 360, P3D);
noStroke();
// Initialize arrays with random values
for (int i = 0; i < birdCount; i++){
birds[i] = new Bird(random(-300, 300), random(-300, 300),
random(-500, -2500), random(5, 30), random(5, 30));
x[i] = random(20, 340);
y[i] = random(30, 350);
z[i] = random(1000, 4800);
rx[i] = random(-160, 160);
ry[i] = random(-55, 55);
rz[i] = random(-20, 20);
spd[i] = random(.1, 3.75);
rot[i] = random(.025, .15);
}
}
void draw() {
background(0);
lights();
for (int i = 0; i < birdCount; i++){
birds[i].setFlight(x[i], y[i], z[i], rx[i], ry[i], rz[i]);
birds[i].setWingSpeed(spd[i]);
birds[i].setRotSpeed(rot[i]);
birds[i].fly();
}
}
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// Custom Cube Class
class Cube{
PVector[] vertices = new PVector[24];
float w, h, d;
// Default constructor
Cube(){ }
// Constructor 2
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(){
// Draw cube
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();
}
}
void create(color[]quadBG){
// Draw cube
for (int i=0; i<6; i++){
fill(quadBG[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();
}
}
}
@@ -1,226 +0,0 @@
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 CubesWithinCube extends PApplet {
/**
* Cubes Contained Within a Cube
* by Ira Greenberg.
*
* Collision detection against all
* outer cube's surfaces.
* Uses the Point3D and Cube classes.
*/
Cube stage; // external large cube
int cubies = 20;
Cube[]c = new Cube[cubies]; // internal little cubes
int[][]quadBG = new int[cubies][6];
// Controls cubie's movement
float[]x = new float[cubies];
float[]y = new float[cubies];
float[]z = new float[cubies];
float[]xSpeed = new float[cubies];
float[]ySpeed = new float[cubies];
float[]zSpeed = new float[cubies];
// Controls cubie's rotation
float[]xRot = new float[cubies];
float[]yRot = new float[cubies];
float[]zRot = new float[cubies];
// Size of external cube
float bounds = 300;
public void setup() {
size(640, 360, P3D);
for (int i = 0; i < cubies; i++){
// Each cube face has a random color component
float colorShift = random(-75, 75);
quadBG[i][0] = color(0);
quadBG[i][1] = color(51);
quadBG[i][2] = color(102);
quadBG[i][3] = color(153);
quadBG[i][4] = color(204);
quadBG[i][5] = color(255);
// Cubies are randomly sized
float cubieSize = random(5, 15);
c[i] = new Cube(cubieSize, cubieSize, cubieSize);
// Initialize cubie's position, speed and rotation
x[i] = 0;
y[i] = 0;
z[i] = 0;
xSpeed[i] = random(-1, 1);
ySpeed[i] = random(-1, 1);
zSpeed[i] = random(-1, 1);
xRot[i] = random(40, 100);
yRot[i] = random(40, 100);
zRot[i] = random(40, 100);
}
// Instantiate external large cube
stage = new Cube(bounds, bounds, bounds);
}
public void draw(){
background(50);
lights();
// Center in display window
translate(width/2, height/2, -130);
// Outer transparent cube
noFill();
// Rotate everything, including external large cube
rotateX(frameCount * 0.001f);
rotateY(frameCount * 0.002f);
rotateZ(frameCount * 0.001f);
stroke(255);
// Draw external large cube
stage.create();
// Move and rotate cubies
for (int i = 0; i < cubies; i++){
pushMatrix();
translate(x[i], y[i], z[i]);
rotateX(frameCount*PI/xRot[i]);
rotateY(frameCount*PI/yRot[i]);
rotateX(frameCount*PI/zRot[i]);
noStroke();
c[i].create(quadBG[i]);
x[i] += xSpeed[i];
y[i] += ySpeed[i];
z[i] += zSpeed[i];
popMatrix();
// Draw lines connecting cubbies
stroke(0);
if (i < cubies-1){
line(x[i], y[i], z[i], x[i+1], y[i+1], z[i+1]);
}
// Check wall collisions
if (x[i] > bounds/2 || x[i] < -bounds/2){
xSpeed[i]*=-1;
}
if (y[i] > bounds/2 || y[i] < -bounds/2){
ySpeed[i]*=-1;
}
if (z[i] > bounds/2 || z[i] < -bounds/2){
zSpeed[i]*=-1;
}
}
}
// Custom Cube Class
class Cube{
PVector[] vertices = new PVector[24];
float w, h, d;
// Default constructor
Cube(){ }
// Constructor 2
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);
}
public void create(){
// Draw cube
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();
}
}
public void create(int[]quadBG){
// Draw cube
for (int i=0; i<6; i++){
fill(quadBG[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();
}
}
}
// Extremely simple class to hold each 3D vertex
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[] { "CubesWithinCube" });
}
}
@@ -1,117 +0,0 @@
/**
* Cubes Contained Within a Cube
* by Ira Greenberg.
*
* Collision detection against all
* outer cube's surfaces.
* Uses the Point3D and Cube classes.
*/
Cube stage; // external large cube
int cubies = 20;
Cube[]c = new Cube[cubies]; // internal little cubes
color[][]quadBG = new color[cubies][6];
// Controls cubie's movement
float[]x = new float[cubies];
float[]y = new float[cubies];
float[]z = new float[cubies];
float[]xSpeed = new float[cubies];
float[]ySpeed = new float[cubies];
float[]zSpeed = new float[cubies];
// Controls cubie's rotation
float[]xRot = new float[cubies];
float[]yRot = new float[cubies];
float[]zRot = new float[cubies];
// Size of external cube
float bounds = 300;
void setup() {
size(640, 360, P3D);
for (int i = 0; i < cubies; i++){
// Each cube face has a random color component
float colorShift = random(-75, 75);
quadBG[i][0] = color(0);
quadBG[i][1] = color(51);
quadBG[i][2] = color(102);
quadBG[i][3] = color(153);
quadBG[i][4] = color(204);
quadBG[i][5] = color(255);
// Cubies are randomly sized
float cubieSize = random(5, 15);
c[i] = new Cube(cubieSize, cubieSize, cubieSize);
// Initialize cubie's position, speed and rotation
x[i] = 0;
y[i] = 0;
z[i] = 0;
xSpeed[i] = random(-1, 1);
ySpeed[i] = random(-1, 1);
zSpeed[i] = random(-1, 1);
xRot[i] = random(40, 100);
yRot[i] = random(40, 100);
zRot[i] = random(40, 100);
}
// Instantiate external large cube
stage = new Cube(bounds, bounds, bounds);
}
void draw(){
background(50);
lights();
// Center in display window
translate(width/2, height/2, -130);
// Outer transparent cube
noFill();
// Rotate everything, including external large cube
rotateX(frameCount * 0.001);
rotateY(frameCount * 0.002);
rotateZ(frameCount * 0.001);
stroke(255);
// Draw external large cube
stage.create();
// Move and rotate cubies
for (int i = 0; i < cubies; i++){
pushMatrix();
translate(x[i], y[i], z[i]);
rotateX(frameCount*PI/xRot[i]);
rotateY(frameCount*PI/yRot[i]);
rotateX(frameCount*PI/zRot[i]);
noStroke();
c[i].create(quadBG[i]);
x[i] += xSpeed[i];
y[i] += ySpeed[i];
z[i] += zSpeed[i];
popMatrix();
// Draw lines connecting cubbies
stroke(0);
if (i < cubies-1){
line(x[i], y[i], z[i], x[i+1], y[i+1], z[i+1]);
}
// Check wall collisions
if (x[i] > bounds/2 || x[i] < -bounds/2){
xSpeed[i]*=-1;
}
if (y[i] > bounds/2 || y[i] < -bounds/2){
ySpeed[i]*=-1;
}
if (z[i] > bounds/2 || z[i] < -bounds/2){
zSpeed[i]*=-1;
}
}
}
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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 PushPopCubes extends PApplet {
/**
* PushPop Cubes
* by Ira Greenberg.
*
* Array of rotating cubes creates
* dynamic field patterns. Color
* controlled by light sources. Example
* of pushMatrix() and popMatrix().
*/
// Cube class required
float ang;
int rows = 21;
int cols = 21;
int cubeCount = rows*cols;
int colSpan, rowSpan;
float rotspd = 2.0f;
Cube[] cubes = new Cube[cubeCount];
float[] angs = new float[cubeCount];
float[] rotvals = new float[cubeCount];
public void setup(){
size(640, 360, P3D);
colSpan = width/(cols-1);
rowSpan = height/(rows-1);
noStroke();
// instantiate cubes
for (int i = 0; i < cubeCount; i++){
cubes[i] = new Cube(12, 12, 6, 0, 0, 0);
/* 3 different rotation options
- 1st option: cubes each rotate uniformly
- 2nd option: cubes each rotate randomly
- 3rd option: cube columns rotate as waves
To try the different rotations, leave one
of the rotVals[i] lines uncommented below
and the other 2 commented out. */
//rotvals[i] = rotspd;
//rotvals[i] = random(-rotspd * 2, rotspd * 2);
rotvals[i] = rotspd += .01f;
}
}
public void draw(){
int cubeCounter = 0;
background(0);
fill(200);
// Set up some different colored lights
pointLight(51, 102, 255, width/3, height/2, 100);
pointLight(200, 40, 60, width/1.5f, height/2, -150);
// Raise overall light in scene
ambientLight(170, 170, 100);
// Translate, rotate and draw cubes
for (int i = 0; i < cols; i++){
for (int j = 0; j < rows; j++){
pushMatrix();
/* Translate each block.
pushmatix and popmatrix add each cube
translation to matrix, but restore
original, so each cube rotates around its
owns center */
translate(i * colSpan, j * rowSpan, -20);
//rotate each cube around y and x axes
rotateY(radians(angs[cubeCounter]));
rotateX(radians(angs[cubeCounter]));
cubes[cubeCounter].drawCube();
popMatrix();
cubeCounter++;
}
}
// Angs used in rotate function calls above
for (int i = 0; i < cubeCount; i++){
angs[i] += rotvals[i];
}
}
// Simple Cube class, based on Quads
class Cube {
// Properties
int w, h, d;
int shiftX, shiftY, shiftZ;
// Constructor
Cube(int w, int h, int d, int shiftX, int shiftY, int shiftZ){
this.w = w;
this.h = h;
this.d = d;
this.shiftX = shiftX;
this.shiftY = shiftY;
this.shiftZ = shiftZ;
}
/* Main cube drawing method, which looks
more confusing than it really is. It's
just a bunch of rectangles drawn for
each cube face */
public void drawCube(){
// Front face
beginShape(QUADS);
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Back face
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
// Left face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Right face
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
// Top face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
// Bottom face
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
endShape();
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "PushPopCubes" });
}
}
@@ -1,144 +0,0 @@
/**
* PushPop Cubes
* by Ira Greenberg.
*
* Array of rotating cubes creates
* dynamic field patterns. Color
* controlled by light sources. Example
* of pushMatrix() and popMatrix().
*/
// Cube class required
float ang;
int rows = 21;
int cols = 21;
int cubeCount = rows*cols;
int colSpan, rowSpan;
float rotspd = 2.0;
Cube[] cubes = new Cube[cubeCount];
float[] angs = new float[cubeCount];
float[] rotvals = new float[cubeCount];
void setup(){
size(640, 360, P3D);
colSpan = width/(cols-1);
rowSpan = height/(rows-1);
noStroke();
// instantiate cubes
for (int i = 0; i < cubeCount; i++){
cubes[i] = new Cube(12, 12, 6, 0, 0, 0);
/* 3 different rotation options
- 1st option: cubes each rotate uniformly
- 2nd option: cubes each rotate randomly
- 3rd option: cube columns rotate as waves
To try the different rotations, leave one
of the rotVals[i] lines uncommented below
and the other 2 commented out. */
//rotvals[i] = rotspd;
//rotvals[i] = random(-rotspd * 2, rotspd * 2);
rotvals[i] = rotspd += .01;
}
}
void draw(){
int cubeCounter = 0;
background(0);
fill(200);
// Set up some different colored lights
pointLight(51, 102, 255, width/3, height/2, 100);
pointLight(200, 40, 60, width/1.5, height/2, -150);
// Raise overall light in scene
ambientLight(170, 170, 100);
// Translate, rotate and draw cubes
for (int i = 0; i < cols; i++){
for (int j = 0; j < rows; j++){
pushMatrix();
/* Translate each block.
pushmatix and popmatrix add each cube
translation to matrix, but restore
original, so each cube rotates around its
owns center */
translate(i * colSpan, j * rowSpan, -20);
//rotate each cube around y and x axes
rotateY(radians(angs[cubeCounter]));
rotateX(radians(angs[cubeCounter]));
cubes[cubeCounter].drawCube();
popMatrix();
cubeCounter++;
}
}
// Angs used in rotate function calls above
for (int i = 0; i < cubeCount; i++){
angs[i] += rotvals[i];
}
}
// Simple Cube class, based on Quads
class Cube {
// Properties
int w, h, d;
int shiftX, shiftY, shiftZ;
// Constructor
Cube(int w, int h, int d, int shiftX, int shiftY, int shiftZ){
this.w = w;
this.h = h;
this.d = d;
this.shiftX = shiftX;
this.shiftY = shiftY;
this.shiftZ = shiftZ;
}
/* Main cube drawing method, which looks
more confusing than it really is. It's
just a bunch of rectangles drawn for
each cube face */
void drawCube(){
// Front face
beginShape(QUADS);
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Back face
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
// Left face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Right face
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
// Top face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
// Bottom face
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
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 Rotate1 extends PApplet {
/**
* Rotate 1.
*
* Rotating simultaneously in the X and Y axis.
* Transformation functions such as rotate() are additive.
* Successively calling rotate(1.0) and rotate(2.0)
* is equivalent to calling rotate(3.0).
*/
float a = 0.0f;
float rSize; // rectangle size
public void setup() {
size(640, 360, P3D);
rSize = width / 6;
noStroke();
fill(204, 204);
}
public void draw() {
background(0);
a += 0.005f;
if(a > TWO_PI) {
a = 0.0f;
}
translate(width/2, height/2);
rotateX(a);
rotateY(a * 2.0f);
rect(-rSize, -rSize, rSize*2, rSize*2);
rotateX(a * 1.001f);
rotateY(a * 2.002f);
rect(-rSize, -rSize, rSize*2, rSize*2);
}
static public void main(String args[]) {
PApplet.main(new String[] { "Rotate1" });
}
}
@@ -1,38 +0,0 @@
/**
* Rotate 1.
*
* Rotating simultaneously in the X and Y axis.
* Transformation functions such as rotate() are additive.
* Successively calling rotate(1.0) and rotate(2.0)
* is equivalent to calling rotate(3.0).
*/
float a = 0.0;
float rSize; // rectangle size
void setup() {
size(640, 360, P3D);
rSize = width / 6;
noStroke();
fill(204, 204);
}
void draw() {
background(0);
a += 0.005;
if(a > TWO_PI) {
a = 0.0;
}
translate(width/2, height/2);
rotateX(a);
rotateY(a * 2.0);
rect(-rSize, -rSize, rSize*2, rSize*2);
rotateX(a * 1.001);
rotateY(a * 2.002);
rect(-rSize, -rSize, rSize*2, rSize*2);
}
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@@ -1,62 +0,0 @@
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 Rotate2 extends PApplet {
/**
* Rotate 2.
*
* The push() and pop() functions allow for more control over transformations.
* The push function saves the current coordinate system to the stack
* and pop() restores the prior coordinate system.
*/
float a; // Angle of rotation
float offset = PI/24.0f; // Angle offset between boxes
int num = 12; // Number of boxes
int[] colors = new int[num]; // Colors of each box
int safecolor;
boolean pink = true;
public void setup()
{
size(640, 360, P3D);
noStroke();
for(int i=0; i<num; i++) {
colors[i] = color(255 * (i+1)/num);
}
lights();
}
public void draw()
{
background(0, 0, 26);
translate(width/2, height/2);
a += 0.01f;
for(int i = 0; i < num; i++) {
pushMatrix();
fill(colors[i]);
rotateY(a + offset*i);
rotateX(a/2 + offset*i);
box(200);
popMatrix();
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Rotate2" });
}
}
@@ -1,42 +0,0 @@
/**
* Rotate 2.
*
* The push() and pop() functions allow for more control over transformations.
* The push function saves the current coordinate system to the stack
* and pop() restores the prior coordinate system.
*/
float a; // Angle of rotation
float offset = PI/24.0; // Angle offset between boxes
int num = 12; // Number of boxes
color[] colors = new color[num]; // Colors of each box
color safecolor;
boolean pink = true;
void setup()
{
size(640, 360, P3D);
noStroke();
for(int i=0; i<num; i++) {
colors[i] = color(255 * (i+1)/num);
}
lights();
}
void draw()
{
background(0, 0, 26);
translate(width/2, height/2);
a += 0.01;
for(int i = 0; i < num; i++) {
pushMatrix();
fill(colors[i]);
rotateY(a + offset*i);
rotateX(a/2 + offset*i);
box(200);
popMatrix();
}
}
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@@ -1,137 +0,0 @@
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 KineticType extends PApplet {
/**
* Kinetic Type
* by Zach Lieberman.
*
* Using push() and pop() to define the curves of the lines of type.
*/
Line ln;
Line lns[];
String words[] = {
"sometimes it's like", "the lines of text", "are so happy", "that they want to dance",
"or leave the page or jump", "can you blame them?", "living on the page like that",
"waiting to be read..."
};
public void setup()
{
size(640, 360, P3D);
// Array of line objects
lns = new Line[8];
// Load the font from the sketch's data directory
textFont(loadFont("Univers66.vlw.gz"), 1.0f);
// White type
fill(255);
// Creating the line objects
for(int i = 0; i < 8; i++) {
// For every line in the array, create a Line object to animate
// i * 70 is the spacing
ln = new Line(words[i], 0, i * 70);
lns[i] = ln;
}
}
public void draw()
{
background(0);
translate(-200, -50, -450);
rotateY(0.3f);
// Now animate every line object & draw it...
for(int i = 0; i < 8; i++) {
float f1 = sin((i + 1.0f) * (millis() / 10000.0f) * TWO_PI);
float f2 = sin((8.0f - i) * (millis() / 10000.0f) * TWO_PI);
Line line = lns[i];
pushMatrix();
translate(0.0f, line.yPosition, 0.0f);
for(int j = 0; j < line.myLetters.length; j++) {
if(j != 0) {
translate(textWidth(line.myLetters[j - 1].myChar) * 75, 0.0f, 0.0f);
}
rotateY(f1 * 0.005f * f2);
pushMatrix();
scale(75.0f);
text(line.myLetters[j].myChar, 0.0f, 0.0f);
popMatrix();
}
popMatrix();
}
}
class Letter
{
char myChar;
float x;
float y;
Letter(char c, float f, float f1)
{
myChar = c;
x = f;
y = f1;
}
}
class Line
{
String myString;
int xPosition;
int yPosition;
int highlightNum;
float speed;
float curlInX;
Letter myLetters[];
Line(String s, int i, int j)
{
myString = s;
xPosition = i;
yPosition = j;
myLetters = new Letter[s.length()];
float f1 = 0.0f;
for(int k = 0; k < s.length(); k++)
{
char c = s.charAt(k);
f1 += textWidth(c);
Letter letter = new Letter(c, f1, 0.0f);
myLetters[k] = letter;
}
curlInX = 0.1f;
}
}
class Word
{
String myName;
int x;
Word(String s)
{
myName = s;
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "KineticType" });
}
}
@@ -1,66 +0,0 @@
/**
* Kinetic Type
* by Zach Lieberman.
*
* Using push() and pop() to define the curves of the lines of type.
*/
Line ln;
Line lns[];
String words[] = {
"sometimes it's like", "the lines of text", "are so happy", "that they want to dance",
"or leave the page or jump", "can you blame them?", "living on the page like that",
"waiting to be read..."
};
void setup()
{
size(640, 360, P3D);
// Array of line objects
lns = new Line[8];
// Load the font from the sketch's data directory
textFont(loadFont("Univers66.vlw.gz"), 1.0);
// White type
fill(255);
// Creating the line objects
for(int i = 0; i < 8; i++) {
// For every line in the array, create a Line object to animate
// i * 70 is the spacing
ln = new Line(words[i], 0, i * 70);
lns[i] = ln;
}
}
void draw()
{
background(0);
translate(-200, -50, -450);
rotateY(0.3);
// Now animate every line object & draw it...
for(int i = 0; i < 8; i++) {
float f1 = sin((i + 1.0) * (millis() / 10000.0) * TWO_PI);
float f2 = sin((8.0 - i) * (millis() / 10000.0) * TWO_PI);
Line line = lns[i];
pushMatrix();
translate(0.0, line.yPosition, 0.0);
for(int j = 0; j < line.myLetters.length; j++) {
if(j != 0) {
translate(textWidth(line.myLetters[j - 1].myChar) * 75, 0.0, 0.0);
}
rotateY(f1 * 0.005 * f2);
pushMatrix();
scale(75.0);
text(line.myLetters[j].myChar, 0.0, 0.0);
popMatrix();
}
popMatrix();
}
}
@@ -1,13 +0,0 @@
class Letter
{
char myChar;
float x;
float y;
Letter(char c, float f, float f1)
{
myChar = c;
x = f;
y = f1;
}
}

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