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83 lines
1.7 KiB
Plaintext
83 lines
1.7 KiB
Plaintext
/**
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* Noise Sphere
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* by David Pena.
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*
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* Uniform random distribution on the surface of a sphere.
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*/
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int cuantos = 4000;
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Pelo[] lista ;
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float[] z = new float[cuantos];
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float[] phi = new float[cuantos];
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float[] largos = new float[cuantos];
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float radio;
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float rx = 0;
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float ry =0;
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void setup() {
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size(640, 360, P3D);
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radio = height/3;
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lista = new Pelo[cuantos];
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for (int i=0; i<cuantos; i++) {
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lista[i] = new Pelo();
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}
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noiseDetail(3);
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}
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void draw() {
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background(0);
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translate(width/2, height/2);
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float rxp = ((mouseX-(width/2))*0.005);
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float ryp = ((mouseY-(height/2))*0.005);
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rx = (rx*0.9)+(rxp*0.1);
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ry = (ry*0.9)+(ryp*0.1);
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rotateY(rx);
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rotateX(ry);
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fill(0);
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noStroke();
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sphere(radio);
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for (int i = 0;i < cuantos; i++) {
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lista[i].dibujar();
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}
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}
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class Pelo
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{
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float z = random(-radio, radio);
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float phi = random(TWO_PI);
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float largo = random(1.15, 1.2);
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float theta = asin(z/radio);
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void dibujar() {
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float off = (noise(millis() * 0.0005, sin(phi))-0.5) * 0.3;
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float offb = (noise(millis() * 0.0007, sin(z) * 0.01)-0.5) * 0.3;
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float thetaff = theta+off;
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float phff = phi+offb;
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float x = radio * cos(theta) * cos(phi);
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float y = radio * cos(theta) * sin(phi);
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float z = radio * sin(theta);
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float msx= screenX(x, y, z);
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float msy= screenY(x, y, z);
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float xo = radio * cos(thetaff) * cos(phff);
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float yo = radio * cos(thetaff) * sin(phff);
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float zo = radio * sin(thetaff);
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float xb = xo * largo;
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float yb = yo * largo;
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float zb = zo * largo;
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beginShape(LINES);
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stroke(0);
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vertex(x, y, z);
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stroke(200, 150);
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vertex(xb, yb, zb);
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endShape();
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}
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}
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