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processing4/java/examples/Topics/Geometry/NoiseSphere/NoiseSphere.pde
2011-09-23 03:59:09 +00:00

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/**
* Noise Sphere
* by David Pena.
*
* Uniform random distribution on the surface of a sphere.
*/
int cuantos = 4000;
Pelo[] lista ;
float[] z = new float[cuantos];
float[] phi = new float[cuantos];
float[] largos = new float[cuantos];
float radio;
float rx = 0;
float ry =0;
void setup() {
size(640, 360, P3D);
radio = height/3;
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();
}
}
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;
beginShape(LINES);
stroke(0);
vertex(x, y, z);
stroke(200, 150);
vertex(xb, yb, zb);
endShape();
}
}