Initial Commit
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/**
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* Move Eye.
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* by Simon Greenwold.
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*
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* The camera lifts up (controlled by mouseY) while looking at the same point.
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*/
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void setup() {
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size(640, 360, P3D);
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fill(204);
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}
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void draw() {
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lights();
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background(0);
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// Change height of the camera with mouseY
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camera(30.0, mouseY, 220.0, // eyeX, eyeY, eyeZ
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0.0, 0.0, 0.0, // centerX, centerY, centerZ
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0.0, 1.0, 0.0); // upX, upY, upZ
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noStroke();
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box(90);
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stroke(255);
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line(-100, 0, 0, 100, 0, 0);
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line(0, -100, 0, 0, 100, 0);
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line(0, 0, -100, 0, 0, 100);
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}
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@@ -0,0 +1,40 @@
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/**
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* Perspective vs. Ortho
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*
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* Move the mouse left to right to change the "far"
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* parameter for the perspective() and ortho() functions.
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* This parameter sets the maximum distance from the
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* origin away from the viewer and will clip the geometry.
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* Click a mouse button to switch between the perspective and
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* orthographic projections.
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*/
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boolean showPerspective = false;
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void setup() {
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size(600, 360, P3D);
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noFill();
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fill(255);
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noStroke();
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}
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void draw() {
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lights();
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background(0);
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float far = map(mouseX, 0, width, 120, 400);
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if (showPerspective == true) {
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perspective(PI/3.0, float(width)/float(height), 10, far);
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} else {
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ortho(-width/2.0, width/2.0, -height/2.0, height/2.0, 10, far);
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}
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translate(width/2, height/2, 0);
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rotateX(-PI/6);
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rotateY(PI/3);
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box(180);
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}
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void mousePressed() {
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showPerspective = !showPerspective;
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}
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@@ -0,0 +1,40 @@
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/**
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* Perspective.
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*
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* Move the mouse left and right to change the field of view (fov).
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* Click to modify the aspect ratio. The perspective() function
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* sets a perspective projection applying foreshortening, making
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* distant objects appear smaller than closer ones. The parameters
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* define a viewing volume with the shape of truncated pyramid.
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* Objects near to the front of the volume appear their actual size,
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* while farther objects appear smaller. This projection simulates
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* the perspective of the world more accurately than orthographic projection.
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* The version of perspective without parameters sets the default
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* perspective and the version with four parameters allows the programmer
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* to set the area precisely.
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*/
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void setup() {
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size(640, 360, P3D);
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noStroke();
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}
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void draw() {
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lights();
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background(0);
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float cameraY = height/2.0;
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float fov = mouseX/float(width) * PI/2;
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float cameraZ = cameraY / tan(fov / 2.0);
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float aspect = float(width)/float(height);
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if (mousePressed) {
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aspect = aspect / 2.0;
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}
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perspective(fov, aspect, cameraZ/10.0, cameraZ*10.0);
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translate(width/2+30, height/2, 0);
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rotateX(-PI/6);
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rotateY(PI/3 + mouseY/float(height) * PI);
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box(45);
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translate(0, 0, -50);
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box(30);
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}
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