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processing4/java/libraries/opengl/examples/Performance/Esfera/Esfera.pde
2011-12-12 04:20:41 +00:00

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/**
* Esfera
* by David Pena.
*
* Distribucion aleatoria uniforme sobre la superficie de una esfera.
*/
int cuantos = 16000;
pelo[] lista ;
float[] z = new float[cuantos];
float[] phi = new float[cuantos];
float[] largos = new float[cuantos];
float radio = 200;
float rx = 0;
float ry =0;
void setup() {
size(1024, 768, P3D);
radio = height/3.5;
lista = new pelo[cuantos];
for (int i=0; i<cuantos; i++){
lista[i] = new pelo();
}
noiseDetail(3);
}
void draw() {
background(0);
translate(width/2,height/2);
float rxp = ((mouseX-(width/2))*0.005);
float ryp = ((mouseY-(height/2))*0.005);
rx = (rx*0.9)+(rxp*0.1);
ry = (ry*0.9)+(ryp*0.1);
rotateY(rx);
rotateX(ry);
fill(0);
noStroke();
sphere(radio);
for (int i=0;i<cuantos;i++){
lista[i].dibujar();
}
if (frameCount % 10 == 0) {
println(frameRate);
}
}
class pelo
{
float z = random(-radio,radio);
float phi = random(TWO_PI);
float largo = random(1.15,1.2);
float theta = asin(z/radio);
void dibujar(){
float off = (noise(millis() * 0.0005,sin(phi))-0.5) * 0.3;
float offb = (noise(millis() * 0.0007,sin(z) * 0.01)-0.5) * 0.3;
float thetaff = theta+off;
float phff = phi+offb;
float x = radio * cos(theta) * cos(phi);
float y = radio * cos(theta) * sin(phi);
float z = radio * sin(theta);
float msx= screenX(x,y,z);
float msy= screenY(x,y,z);
float xo = radio * cos(thetaff) * cos(phff);
float yo = radio * cos(thetaff) * sin(phff);
float zo = radio * sin(thetaff);
float xb = xo * largo;
float yb = yo * largo;
float zb = zo * largo;
strokeWeight(1);
beginShape(LINES);
stroke(0);
vertex(x,y,z);
stroke(200,150);
vertex(xb,yb,zb);
endShape();
}
}