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processing4/java/examples/Demos/Performance/Esfera/Esfera.pde
2013-02-16 13:08:34 -08:00

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/**
* Esfera
* by David Pena.
*
* Distribucion aleatoria uniforme sobre la superficie de una esfera.
*/
int cuantos = 16000;
Pelo[] lista ;
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 < lista.length; i++) {
lista[i] = new Pelo();
}
noiseDetail(3);
}
void draw() {
background(0);
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;
translate(width/2, height/2);
rotateY(rx);
rotateX(ry);
fill(0);
noStroke();
sphere(radio);
for (int i = 0; i < lista.length; 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);
Pelo() { // what's wrong with a constructor here
z = random(-radio, radio);
phi = random(TWO_PI);
largo = random(1.15, 1.2);
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 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();
}
}