Initial Commit

This commit is contained in:
plane000
2018-04-20 10:15:15 +01:00
parent 49150ccfe4
commit 62101e8e61
2870 changed files with 520122 additions and 0 deletions

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// Depth sorting example by Jakub Valtar
// https://github.com/JakubValtar
void setup() {
size(640, 720, P3D);
colorMode(HSB, 100, 100, 100, 100);
frameRate(60);
}
void draw() {
//beginRaw(PDF, "output" + frameCount + ".pdf");
if (!mousePressed) {
hint(ENABLE_DEPTH_SORT);
} else {
hint(DISABLE_DEPTH_SORT);
}
noStroke();
background(0);
translate(width/2, height/2, -300);
scale(2);
int rot = frameCount;
rotateZ(radians(90));
rotateX(radians(rot/60.0f * 10));
rotateY(radians(rot/60.0f * 30));
blendMode(ADD);
for (int i = 0; i < 100; i++) {
fill(map(i % 10, 0, 10, 0, 100), 100, 100, 30);
beginShape(TRIANGLES);
vertex(200, 50, -50);
vertex(100, 100, 50);
vertex(100, 0, 20);
endShape();
rotateY(radians(270.0f/100));
}
//endRaw();
if (frameCount % 30 == 0) println(frameRate);
}

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// Draws a triangle using low-level OpenGL calls.
import java.nio.*;
PShader sh;
float[] attribs;
FloatBuffer attribBuffer;
int attribVboId;
final static int VERT_CMP_COUNT = 4; // vertex component count (x, y, z, w) -> 4
final static int CLR_CMP_COUNT = 4; // color component count (r, g, b, a) -> 4
public void setup() {
size(640, 360, P3D);
// Loads a shader to render geometry w/out
// textures and lights.
sh = loadShader("frag.glsl", "vert.glsl");
attribs = new float[24];
attribBuffer = allocateDirectFloatBuffer(24);
PGL pgl = beginPGL();
IntBuffer intBuffer = IntBuffer.allocate(1);
pgl.genBuffers(1, intBuffer);
attribVboId = intBuffer.get(0);
endPGL();
}
public void draw() {
PGL pgl = beginPGL();
background(0);
// The geometric transformations will be automatically passed
// to the shader.
rotate(frameCount * 0.01f, width, height, 0);
updateGeometry();
sh.bind();
// get "vertex" attribute location in the shader
final int vertLoc = pgl.getAttribLocation(sh.glProgram, "vertex");
// enable array for "vertex" attribute
pgl.enableVertexAttribArray(vertLoc);
// get "color" attribute location in the shader
final int colorLoc = pgl.getAttribLocation(sh.glProgram, "color");
// enable array for "color" attribute
pgl.enableVertexAttribArray(colorLoc);
/*
BUFFER LAYOUT from updateGeometry()
xyzwrgbaxyzwrgbaxyzwrgba...
|v1 |v2 |v3 |...
|0 |4 |8 |12 |16 |20 |...
|xyzw|rgba|xyzw|rgba|xyzw|rgba|...
stride (values per vertex) is 8 floats
vertex offset is 0 floats (starts at the beginning of each line)
color offset is 4 floats (starts after vertex coords)
|0 |4 |8
v1 |xyzw|rgba|
v2 |xyzw|rgba|
v3 |xyzw|rgba|
|...
*/
final int stride = (VERT_CMP_COUNT + CLR_CMP_COUNT) * Float.BYTES;
final int vertexOffset = 0 * Float.BYTES;
final int colorOffset = VERT_CMP_COUNT * Float.BYTES;
// bind VBO
pgl.bindBuffer(PGL.ARRAY_BUFFER, attribVboId);
// fill VBO with data
pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * attribs.length, attribBuffer, PGL.DYNAMIC_DRAW);
// associate currently bound VBO with "vertex" shader attribute
pgl.vertexAttribPointer(vertLoc, VERT_CMP_COUNT, PGL.FLOAT, false, stride, vertexOffset);
// associate currently bound VBO with "color" shader attribute
pgl.vertexAttribPointer(colorLoc, CLR_CMP_COUNT, PGL.FLOAT, false, stride, colorOffset);
// unbind VBO
pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
pgl.drawArrays(PGL.TRIANGLES, 0, 3);
// disable arrays for attributes before unbinding the shader
pgl.disableVertexAttribArray(vertLoc);
pgl.disableVertexAttribArray(colorLoc);
sh.unbind();
endPGL();
}
// Triggers a crash when closing the output window using the close button
//public void dispose() {
// PGL pgl = beginPGL();
// IntBuffer intBuffer = IntBuffer.allocate(1);
// intBuffer.put(attribVboId);
// intBuffer.rewind();
// pgl.deleteBuffers(1, intBuffer);
// endPGL();
//}
void updateGeometry() {
// Vertex 1
attribs[0] = 0;
attribs[1] = 0;
attribs[2] = 0;
attribs[3] = 1;
// Color 1
attribs[4] = 1;
attribs[5] = 0;
attribs[6] = 0;
attribs[7] = 1;
// Vertex 2
attribs[8] = width/2;
attribs[9] = height;
attribs[10] = 0;
attribs[11] = 1;
// Color 2
attribs[12] = 0;
attribs[13] = 1;
attribs[14] = 0;
attribs[15] = 1;
// Vertex 3
attribs[16] = width;
attribs[17] = 0;
attribs[18] = 0;
attribs[19] = 1;
// Color 3
attribs[20] = 0;
attribs[21] = 0;
attribs[22] = 1;
attribs[23] = 1;
attribBuffer.rewind();
attribBuffer.put(attribs);
attribBuffer.rewind();
}
FloatBuffer allocateDirectFloatBuffer(int n) {
return ByteBuffer.allocateDirect(n * Float.BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
}

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/*
Part of the Processing project - http://processing.org
Copyright (c) 2011-12 Ben Fry and Casey Reas
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 2.1 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec4 vertColor;
void main() {
gl_FragColor = vertColor;
}

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/*
Part of the Processing project - http://processing.org
Copyright (c) 2011-12 Ben Fry and Casey Reas
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 2.1 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
uniform mat4 transform;
attribute vec4 vertex;
attribute vec4 color;
varying vec4 vertColor;
void main() {
gl_Position = transform * vertex;
vertColor = color;
}

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// Draws a triangle using low-level OpenGL calls.
import java.nio.*;
PShader sh;
float[] vertices;
float[] colors;
FloatBuffer vertexBuffer;
FloatBuffer colorBuffer;
int vertexVboId;
int colorVboId;
final static int VERT_CMP_COUNT = 4; // vertex component count (x, y, z, w) -> 4
final static int CLR_CMP_COUNT = 4; // color component count (r, g, b, a) -> 4
public void setup() {
size(640, 360, P3D);
// Loads a shader to render geometry w/out
// textures and lights.
sh = loadShader("frag.glsl", "vert.glsl");
vertices = new float[12];
colors = new float[12];
vertexBuffer = allocateDirectFloatBuffer(12);
colorBuffer = allocateDirectFloatBuffer(12);
PGL pgl = beginPGL();
// allocate buffer big enough to get all VBO ids back
IntBuffer intBuffer = IntBuffer.allocate(2);
pgl.genBuffers(2, intBuffer);
vertexVboId = intBuffer.get(0);
colorVboId = intBuffer.get(1);
endPGL();
}
public void draw() {
PGL pgl = beginPGL();
background(0);
// The geometric transformations will be automatically passed
// to the shader.
rotate(frameCount * 0.01f, width, height, 0);
updateGeometry();
sh.bind();
// get "vertex" attribute location in the shader
final int vertLoc = pgl.getAttribLocation(sh.glProgram, "vertex");
// enable array for "vertex" attribute
pgl.enableVertexAttribArray(vertLoc);
// get "color" attribute location in the shader
final int colorLoc = pgl.getAttribLocation(sh.glProgram, "color");
// enable array for "color" attribute
pgl.enableVertexAttribArray(colorLoc);
/*
BUFFER LAYOUT from updateGeometry()
Vertex buffer:
xyzwxyzwxyzw...
|v1 |v2 |v3 |...
|0 |4 |8 |...
|xyzw|xyzw|xyzw|...
Color buffer:
rgbargbargba...
|v1 |v2 |v3 |...
|0 |4 |8 |...
|rgba|rgba|rgba|...
stride (values per vertex) is 4 floats in both cases
vertex offset is 0 floats in both cases
*/
final int vertexStride = VERT_CMP_COUNT * Float.BYTES;
final int colorStride = CLR_CMP_COUNT * Float.BYTES;
final int vertexOffset = 0 * Float.BYTES;
final int colorOffset = 0 * Float.BYTES;
{ // VERTEX
// bind VBO
pgl.bindBuffer(PGL.ARRAY_BUFFER, vertexVboId);
// fill VBO with data
pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * vertices.length, vertexBuffer, PGL.DYNAMIC_DRAW);
// associate currently bound VBO with shader attribute
pgl.vertexAttribPointer(vertLoc, VERT_CMP_COUNT, PGL.FLOAT, false, vertexStride, vertexOffset);
}
{ // COLOR
// bind VBO
pgl.bindBuffer(PGL.ARRAY_BUFFER, colorVboId);
// fill bound VBO with data
pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * colors.length, colorBuffer, PGL.DYNAMIC_DRAW);
// associate currently bound VBO with shader attribute
pgl.vertexAttribPointer(colorLoc, CLR_CMP_COUNT, PGL.FLOAT, false, colorStride, colorOffset);
}
// unbind VBOs
pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
pgl.drawArrays(PGL.TRIANGLES, 0, 3);
// disable arrays for attributes before unbinding the shader
pgl.disableVertexAttribArray(vertLoc);
pgl.disableVertexAttribArray(colorLoc);
sh.unbind();
endPGL();
}
// Triggers a crash when closing the output window using the close button
//public void dispose() {
// PGL pgl = beginPGL();
// IntBuffer intBuffer = IntBuffer.allocate(2);
// intBuffer.put(vertexVboId);
// intBuffer.put(colorVboId);
// intBuffer.rewind();
// pgl.deleteBuffers(2, intBuffer);
// endPGL();
//}
void updateGeometry() {
// Vertex 1
vertices[0] = 0;
vertices[1] = 0;
vertices[2] = 0;
vertices[3] = 1;
colors[0] = 1;
colors[1] = 0;
colors[2] = 0;
colors[3] = 1;
// Vertex 2
vertices[4] = width/2;
vertices[5] = height;
vertices[6] = 0;
vertices[7] = 1;
colors[4] = 0;
colors[5] = 1;
colors[6] = 0;
colors[7] = 1;
// Vertex 3
vertices[8] = width;
vertices[9] = 0;
vertices[10] = 0;
vertices[11] = 1;
colors[8] = 0;
colors[9] = 0;
colors[10] = 1;
colors[11] = 1;
vertexBuffer.rewind();
vertexBuffer.put(vertices);
vertexBuffer.rewind();
colorBuffer.rewind();
colorBuffer.put(colors);
colorBuffer.rewind();
}
FloatBuffer allocateDirectFloatBuffer(int n) {
return ByteBuffer.allocateDirect(n * Float.BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
}

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/*
Part of the Processing project - http://processing.org
Copyright (c) 2011-12 Ben Fry and Casey Reas
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 2.1 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec4 vertColor;
void main() {
gl_FragColor = vertColor;
}

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/*
Part of the Processing project - http://processing.org
Copyright (c) 2011-12 Ben Fry and Casey Reas
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 2.1 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
uniform mat4 transform;
attribute vec4 vertex;
attribute vec4 color;
varying vec4 vertColor;
void main() {
gl_Position = transform * vertex;
vertColor = color;
}

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// Use of custom vertex attributes.
// Inspired by
// http://pyopengl.sourceforge.net/context/tutorials/shader_4.html
PShader sh;
PShape grid;
void setup() {
size(640, 360, P3D);
sh = loadShader("frag.glsl", "vert.glsl");
shader(sh);
grid = createShape();
grid.beginShape(QUADS);
grid.noStroke();
grid.fill(150);
float d = 10;
for (int x = -500; x < 500; x += d) {
for (int y = -500; y < 500; y += d) {
grid.fill(255 * noise(x, y));
grid.attribPosition("tweened", x, y, 100 * noise(x, y));
grid.vertex(x, y, 0);
grid.fill(255 * noise(x + d, y));
grid.attribPosition("tweened", x + d, y, 100 * noise(x + d, y));
grid.vertex(x + d, y, 0);
grid.fill(255 * noise(x + d, y + d));
grid.attribPosition("tweened", x + d, y + d, 100 * noise(x + d, y + d));
grid.vertex(x + d, y + d, 0);
grid.fill(255 * noise(x, y + d));
grid.attribPosition("tweened", x, y + d, 100 * noise(x, y + d));
grid.vertex(x, y + d, 0);
}
}
grid.endShape();
}
void draw() {
background(255);
sh.set("tween", map(mouseX, 0, width, 0, 1));
translate(width/2, height/2, 0);
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.01);
shape(grid);
}

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varying vec4 vertColor;
void main() {
gl_FragColor = vertColor;
}

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uniform mat4 transformMatrix;
uniform float tween;
attribute vec4 position;
attribute vec4 tweened;
attribute vec4 color;
varying vec4 vertColor;
void main() {
gl_Position = transformMatrix * ((1.0 - tween) * position + tween * tweened);
vertColor = color;
}

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class Particle {
PVector velocity;
float lifespan = 255;
PShape part;
float partSize;
PVector gravity = new PVector(0,0.1);
Particle() {
partSize = random(10,60);
part = createShape();
part.beginShape(QUAD);
part.noStroke();
part.texture(sprite);
part.normal(0, 0, 1);
part.vertex(-partSize/2, -partSize/2, 0, 0);
part.vertex(+partSize/2, -partSize/2, sprite.width, 0);
part.vertex(+partSize/2, +partSize/2, sprite.width, sprite.height);
part.vertex(-partSize/2, +partSize/2, 0, sprite.height);
part.endShape();
rebirth(width/2,height/2);
lifespan = random(255);
}
PShape getShape() {
return part;
}
void rebirth(float x, float y) {
float a = random(TWO_PI);
float speed = random(0.5,4);
velocity = new PVector(cos(a), sin(a));
velocity.mult(speed);
lifespan = 255;
part.resetMatrix();
part.translate(x, y);
}
boolean isDead() {
if (lifespan < 0) {
return true;
} else {
return false;
}
}
public void update() {
lifespan = lifespan - 1;
velocity.add(gravity);
part.setTint(color(255,lifespan));
part.translate(velocity.x, velocity.y);
}
}

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class ParticleSystem {
ArrayList<Particle> particles;
PShape particleShape;
ParticleSystem(int n) {
particles = new ArrayList<Particle>();
particleShape = createShape(PShape.GROUP);
for (int i = 0; i < n; i++) {
Particle p = new Particle();
particles.add(p);
particleShape.addChild(p.getShape());
}
}
void update() {
for (Particle p : particles) {
p.update();
}
}
void setEmitter(float x, float y) {
for (Particle p : particles) {
if (p.isDead()) {
p.rebirth(x, y);
}
}
}
void display() {
shape(particleShape);
}
}

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// Particles, by Daniel Shiffman.
ParticleSystem ps;
PImage sprite;
void setup() {
size(1024, 768, P2D);
orientation(LANDSCAPE);
sprite = loadImage("sprite.png");
ps = new ParticleSystem(10000);
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
ps.update();
ps.display();
ps.setEmitter(mouseX,mouseY);
fill(255);
textSize(16);
text("Frame rate: " + int(frameRate), 10, 20);
}

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// Bezier patch By Maritus Watz:
// http://www.openprocessing.org/sketch/57709
// Normal calculation added by Andres Colubri
// Direct port of sample code by Paul Bourke.
// Original code: http://paulbourke.net/geometry/bezier/
int ni=4, nj=5, RESI=ni*10, RESJ=nj*10;
PVector outp[][], inp[][];
PVector normp[][];
boolean autoNormals = false;
void setup() {
size(1024, 768, P3D);
build();
}
void draw() {
background(255);
translate(width/2,height/2);
lights();
scale(0.9);
rotateY(map(mouseX,0,width,-PI,PI));
rotateX(map(mouseY,0,height,-PI,PI));
noStroke();
fill(255);
for(int i=0; i<RESI-1; i++) {
beginShape(QUAD_STRIP);
for(int j=0; j<RESJ; j++) {
if (!autoNormals) {
normal(normp[i][j].x, normp[i][j].y, normp[i][j].z);
}
vertex(outp[i][j].x,outp[i][j].y,outp[i][j].z);
vertex(outp[i+1][j].x,outp[i+1][j].y,outp[i+1][j].z);
}
endShape();
}
}
void keyPressed() {
if(key==' ') build();
saveFrame("bezPatch.png");
}
void build() {
int i, j, ki, kj;
double mui, muj, bi, bj, dbi, dbj;
outp=new PVector[RESI][RESJ];
normp=new PVector[RESI][RESJ];
inp=new PVector[ni+1][nj+1];
PVector uitang = new PVector();
PVector ujtang = new PVector();
for (i=0;i<=ni;i++) {
for (j=0;j<=nj;j++) {
inp[i][j]=new PVector(i,j,random(-3,3));
}
}
for (i=0;i<RESI;i++) {
mui = i / (double)(RESI-1);
for (j=0;j<RESJ;j++) {
muj = j / (double)(RESJ-1);
outp[i][j]=new PVector();
uitang.set(0, 0, 0);
ujtang.set(0, 0, 0);
for (ki=0;ki<=ni;ki++) {
bi = BezierBlend(ki, mui, ni);
dbi = DBezierBlend(ki, mui, ni);
for (kj=0;kj<=nj;kj++) {
bj = BezierBlend(kj, muj, nj);
dbj = DBezierBlend(kj, muj, nj);
outp[i][j].x += (inp[ki][kj].x * bi * bj);
outp[i][j].y += (inp[ki][kj].y * bi * bj);
outp[i][j].z += (inp[ki][kj].z * bi * bj);
uitang.x += (inp[ki][kj].x * dbi * bj);
uitang.y += (inp[ki][kj].y * dbi * bj);
uitang.z += (inp[ki][kj].z * dbi * bj);
ujtang.x += (inp[ki][kj].x * bi * dbj);
ujtang.y += (inp[ki][kj].y * bi * dbj);
ujtang.z += (inp[ki][kj].z * bi * dbj);
}
}
outp[i][j].add(new PVector(-ni/2,-nj/2,0));
outp[i][j].mult(100);
uitang.normalize();
ujtang.normalize();
normp[i][j] = uitang.cross(ujtang);
}
}
}
double BezierBlend(int k, double mu, int n) {
int nn, kn, nkn;
double blend=1;
nn = n;
kn = k;
nkn = n - k;
while (nn >= 1) {
blend *= nn;
nn--;
if (kn > 1) {
blend /= (double)kn;
kn--;
}
if (nkn > 1) {
blend /= (double)nkn;
nkn--;
}
}
if (k > 0)
blend *= Math.pow(mu, (double)k);
if (n-k > 0)
blend *= Math.pow(1-mu, (double)(n-k));
return(blend);
}
double DBezierBlend(int k, double mu, int n) {
int nn, kn, nkn;
double dblendf = 1;
nn = n;
kn = k;
nkn = n - k;
while (nn >= 1) {
dblendf *= nn;
nn--;
if (kn > 1) {
dblendf /= (double)kn;
kn--;
}
if (nkn > 1) {
dblendf /= (double)nkn;
nkn--;
}
}
double fk = 1;
double dk = 0;
double fnk = 1;
double dnk = 0;
if (k > 0) {
fk = Math.pow(mu, (double)k);
dk = k*Math.pow(mu, (double)k-1);
}
if (n-k > 0) {
fnk = Math.pow(1-mu, (double)(n-k));
dnk = (k-n)*Math.pow(1-mu, (double)(n-k-1));
}
dblendf *= (dk * fnk + fk * dnk);
return(dblendf);
}

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// Implementation of 1D, 2D, and 3D Perlin noise. Based on the
// C code by Paul Bourke:
// http://local.wasp.uwa.edu.au/~pbourke/texture_colour/perlin/
class Perlin {
int B = 0x100;
int BM = 0xff;
int N = 0x1000;
int NP = 12;
int NM = 0xfff;
int p[];
float g3[][];
float g2[][];
float g1[];
void normalize2(float v[]) {
float s = sqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
v[1] = v[1] / s;
}
void normalize3(float v[]) {
float s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] = v[0] / s;
v[1] = v[1] / s;
v[2] = v[2] / s;
}
float sCurve(float t) {
return t * t * (3.0 - 2.0 * t);
}
float at2(float q[], float rx, float ry) {
return rx * q[0] + ry * q[1];
}
float at3(float q[], float rx, float ry, float rz) {
return rx * q[0] + ry * q[1] + rz * q[2];
}
Perlin() {
p = new int[B + B + 2];
g3 = new float[B + B + 2][3];
g2 = new float[B + B + 2][2];
g1 = new float[B + B + 2];
init();
}
void init() {
int i, j, k;
for (i = 0 ; i < B ; i++) {
p[i] = i;
g1[i] = (random(B + B) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i][j] = (random(B + B) - B) / B;
normalize2(g2[i]);
for (j = 0 ; j < 3 ; j++)
g3[i][j] = (random(B + B) - B) / B;
normalize3(g3[i]);
}
while (0 < --i) {
k = p[i];
p[i] = p[j = int(random(B))];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i][j] = g2[i][j];
for (j = 0 ; j < 3 ; j++)
g3[B + i][j] = g3[i][j];
}
}
float noise1(float[] vec) {
int bx0, bx1;
float rx0, rx1, sx, t, u, v;
t = vec[0] + N;
bx0 = int(t) & BM;
bx1 = (bx0 + 1) & BM;
rx0 = t - int(t);
rx1 = rx0 - 1.0;
sx = sCurve(rx0);
u = rx0 * g1[p[bx0]];
v = rx1 * g1[p[bx1]];
return lerp(u, v, sx);
}
float noise2(float[] vec) {
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v;
float[] q;
int i, j;
t = vec[0] + N;
bx0 = int(t) & BM;
bx1 = (bx0 + 1) & BM;
rx0 = t - int(t);
rx1 = rx0 - 1.0;
t = vec[1] + N;
by0 = int(t) & BM;
by1 = (by0 + 1) & BM;
ry0 = t - int(t);
ry1 = ry0 - 1.0;
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = sCurve(rx0);
sy = sCurve(ry0);
q = g2[b00];
u = at2(q, rx0, ry0);
q = g2[b10];
v = at2(q, rx1, ry0);
a = lerp(u, v, sx);
q = g2[b01] ;
u = at2(q, rx0, ry1);
q = g2[b11] ;
v = at2(q, rx1, ry1);
b = lerp(u, v, sx);
return lerp(a, b, sy);
}
float noise3(float[] vec) {
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
float[] q;
int i, j;
t = vec[0] + N;
bx0 = int(t) & BM;
bx1 = (bx0 + 1) & BM;
rx0 = t - int(t);
rx1 = rx0 - 1.0;
t = vec[1] + N;
by0 = int(t) & BM;
by1 = (by0 + 1) & BM;
ry0 = t - int(t);
ry1 = ry0 - 1.0;
t = vec[2] + N;
bz0 = int(t) & BM;
bz1 = (bz0 + 1) & BM;
rz0 = t - int(t);
rz1 = rz0 - 1.0;
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
t = sCurve(rx0);
sy = sCurve(ry0);
sz = sCurve(rz0);
q = g3[b00 + bz0];
u = at3(q, rx0, ry0, rz0);
q = g3[b10 + bz0];
v = at3(q, rx1, ry0, rz0);
a = lerp(u, v, t);
q = g3[b01 + bz0];
u = at3(q, rx0, ry1, rz0);
q = g3[b11 + bz0];
v = at3(q, rx1, ry1, rz0);
b = lerp(u, v, t);
c = lerp(a, b, sy);
q = g3[b00 + bz1];
u = at3(q, rx0, ry0, rz1);
q = g3[b10 + bz1];
v = at3(q, rx1, ry0, rz1);
a = lerp(u, v, t);
q = g3[b01 + bz1];
u = at3(q, rx0, ry1, rz1);
q = g3[b11 + bz1];
v = at3(q, rx1, ry1, rz1);
b = lerp(u, v, t);
d = lerp(a, b, sy);
return lerp(c, d, sz);
}
// In what follows "nalpha" is the weight when the sum is formed.
// Typically it is 2, as this approaches 1 the function is noisier.
// "nbeta" is the harmonic scaling/spacing, typically 2. n is the
// number of harmonics added up in the final result. Higher number
// results in more detailed noise.
float noise1D(float x, float nalpha, float nbeta, int n) {
float val, sum = 0;
float v[] = {x};
float nscale = 1;
for (int i = 0; i < n; i++) {
val = noise1(v);
sum += val / nscale;
nscale *= nalpha;
v[0] *= nbeta;
}
return sum;
}
float noise2D(float x, float y, float nalpha, float nbeta, int n) {
float val,sum = 0;
float v[] = {x, y};
float nscale = 1;
for (int i = 0; i < n; i++) {
val = noise2(v);
sum += val / nscale;
nscale *= nalpha;
v[0] *= nbeta;
v[1] *= nbeta;
}
return sum;
}
float noise3D(float x, float y, float z, float nalpha, float nbeta, int n) {
float val, sum = 0;
float v[] = {x, y, z};
float nscale = 1;
for (int i = 0 ; i < n; i++) {
val = noise3(v);
sum += val / nscale;
nscale *= nalpha;
v[0] *= nbeta;
v[1] *= nbeta;
v[2] *= nbeta;
}
return sum;
}
}

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// Planets, by Andres Colubri
//
// Sun and mercury textures from http://planetpixelemporium.com
// Star field picture from http://www.galacticimages.com/
PImage starfield;
PShape sun;
PImage suntex;
PShape planet1;
PImage surftex1;
PImage cloudtex;
PShape planet2;
PImage surftex2;
void setup() {
size(1024, 768, P3D);
starfield = loadImage("starfield.jpg");
suntex = loadImage("sun.jpg");
surftex1 = loadImage("planet.jpg");
// We need trilinear sampling for this texture so it looks good
// even when rendered very small.
//PTexture.Parameters params1 = PTexture.newParameters(ARGB, TRILINEAR);
surftex2 = loadImage("mercury.jpg");
/*
// The clouds texture will "move" having the values of its u
// texture coordinates displaced by adding a constant increment
// in each frame. This requires REPEAT wrapping mode so texture
// coordinates can be larger than 1.
//PTexture.Parameters params2 = PTexture.newParameters();
//params2.wrapU = REPEAT;
cloudtex = createImage(512, 256);
// Using 3D Perlin noise to generate a clouds texture that is seamless on
// its edges so it can be applied on a sphere.
cloudtex.loadPixels();
Perlin perlin = new Perlin();
for (int j = 0; j < cloudtex.height; j++) {
for (int i = 0; i < cloudtex.width; i++) {
// The angle values corresponding to each u,v pair:
float u = float(i) / cloudtex.width;
float v = float(j) / cloudtex.height;
float phi = map(u, 0, 1, TWO_PI, 0);
float theta = map(v, 0, 1, -HALF_PI, HALF_PI);
// The x, y, z point corresponding to these angles:
float x = cos(phi) * cos(theta);
float y = sin(theta);
float z = sin(phi) * cos(theta);
float n = perlin.noise3D(x, y, z, 1.2, 2, 8);
cloudtex.pixels[j * cloudtex.width + i] = color(255, 255, 255, 255 * n * n);
}
}
cloudtex.updatePixels();
*/
noStroke();
fill(255);
sphereDetail(40);
sun = createShape(SPHERE, 150);
sun.setTexture(suntex);
planet1 = createShape(SPHERE, 150);
planet1.setTexture(surftex1);
planet2 = createShape(SPHERE, 50);
planet2.setTexture(surftex2);
}
void draw() {
// Even we draw a full screen image after this, it is recommended to use
// background to clear the screen anyways, otherwise A3D will think
// you want to keep each drawn frame in the framebuffer, which results in
// slower rendering.
background(0);
// Disabling writing to the depth mask so the
// background image doesn't occludes any 3D object.
hint(DISABLE_DEPTH_MASK);
image(starfield, 0, 0, width, height);
hint(ENABLE_DEPTH_MASK);
pushMatrix();
translate(width/2, height/2, -300);
pushMatrix();
rotateY(PI * frameCount / 500);
shape(sun);
popMatrix();
pointLight(255, 255, 255, 0, 0, 0);
rotateY(PI * frameCount / 300);
translate(0, 0, 300);
shape(planet2);
popMatrix();
noLights();
pointLight(255, 255, 255, 0, 0, -150);
translate(0.75 * width, 0.6 * height, 50);
shape(planet1);
}

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// Ariel and V3ga's arcball class with a couple tiny mods by Robert Hodgin
class Arcball {
float center_x, center_y, radius;
Vec3 v_down, v_drag;
Quat q_now, q_down, q_drag;
Vec3[] axisSet;
int axis;
float mxv, myv;
float x, y;
Arcball(float center_x, float center_y, float radius){
this.center_x = center_x;
this.center_y = center_y;
this.radius = radius;
v_down = new Vec3();
v_drag = new Vec3();
q_now = new Quat();
q_down = new Quat();
q_drag = new Quat();
axisSet = new Vec3[] {new Vec3(1.0f, 0.0f, 0.0f), new Vec3(0.0f, 1.0f, 0.0f), new Vec3(0.0f, 0.0f, 1.0f)};
axis = -1; // no constraints...
}
void mousePressed(){
v_down = mouse_to_sphere(mouseX, mouseY);
q_down.set(q_now);
q_drag.reset();
}
void mouseDragged(){
v_drag = mouse_to_sphere(mouseX, mouseY);
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag));
}
void run(){
q_now = Quat.mul(q_drag, q_down);
applyQuat2Matrix(q_now);
x += mxv;
y += myv;
mxv -= mxv * .01;
myv -= myv * .01;
}
Vec3 mouse_to_sphere(float x, float y){
Vec3 v = new Vec3();
v.x = (x - center_x) / radius;
v.y = (y - center_y) / radius;
float mag = v.x * v.x + v.y * v.y;
if (mag > 1.0f){
v.normalize();
} else {
v.z = sqrt(1.0f - mag);
}
return (axis == -1) ? v : constrain_vector(v, axisSet[axis]);
}
Vec3 constrain_vector(Vec3 vector, Vec3 axis){
Vec3 res = new Vec3();
res.sub(vector, Vec3.mul(axis, Vec3.dot(axis, vector)));
res.normalize();
return res;
}
void applyQuat2Matrix(Quat q){
// instead of transforming q into a matrix and applying it...
float[] aa = q.getValue();
rotate(aa[0], aa[1], aa[2], aa[3]);
}
}
static class Vec3{
float x, y, z;
Vec3(){
}
Vec3(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
void normalize(){
float length = length();
x /= length;
y /= length;
z /= length;
}
float length(){
return (float) Math.sqrt(x * x + y * y + z * z);
}
static Vec3 cross(Vec3 v1, Vec3 v2){
Vec3 res = new Vec3();
res.x = v1.y * v2.z - v1.z * v2.y;
res.y = v1.z * v2.x - v1.x * v2.z;
res.z = v1.x * v2.y - v1.y * v2.x;
return res;
}
static float dot(Vec3 v1, Vec3 v2){
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
static Vec3 mul(Vec3 v, float d){
Vec3 res = new Vec3();
res.x = v.x * d;
res.y = v.y * d;
res.z = v.z * d;
return res;
}
void sub(Vec3 v1, Vec3 v2){
x = v1.x - v2.x;
y = v1.y - v2.y;
z = v1.z - v2.z;
}
}
static class Quat{
float w, x, y, z;
Quat(){
reset();
}
Quat(float w, float x, float y, float z){
this.w = w;
this.x = x;
this.y = y;
this.z = z;
}
void reset(){
w = 1.0f;
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
void set(float w, Vec3 v){
this.w = w;
x = v.x;
y = v.y;
z = v.z;
}
void set(Quat q){
w = q.w;
x = q.x;
y = q.y;
z = q.z;
}
static Quat mul(Quat q1, Quat q2){
Quat res = new Quat();
res.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
res.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
res.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;
res.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;
return res;
}
float[] getValue(){
// transforming this quat into an angle and an axis vector...
float[] res = new float[4];
float sa = (float) Math.sqrt(1.0f - w * w);
if (sa < EPSILON){
sa = 1.0f;
}
res[0] = (float) Math.acos(w) * 2.0f;
res[1] = x / sa;
res[2] = y / sa;
res[3] = z / sa;
return res;
}
}

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final int MAX_BEZIER_ORDER = 10; // Maximum curve order.
final float[][] BSplineMatrix = {
{-1.0/6.0, 1.0/2.0, -1.0/2.0, 1.0/6.0},
{ 1.0/2.0, -1.0, 1.0/2.0, 0.0},
{-1.0/2.0, 0.0, 1.0/2.0, 0.0},
{ 1.0/6.0, 2.0/3.0, 1.0/6.0, 0.0}
};
// The element(i, n) of this array contains the binomial coefficient
// C(i, n) = n!/(i!(n-i)!)
final int[][] BinomialCoefTable = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 2, 3, 4, 5, 6, 7, 8, 9, 10},
{0, 1, 3, 6, 10, 15, 21, 28, 36, 45},
{0, 0, 1, 4, 10, 20, 35, 56, 84, 120},
{0, 0, 0, 1, 5, 15, 35, 70, 126, 210},
{0, 0, 0, 0, 1, 6, 21, 56, 126, 252},
{0, 0, 0, 0, 0, 1, 7, 28, 84, 210},
{0, 0, 0, 0, 0, 0, 1, 8, 36, 120},
{0, 0, 0, 0, 0, 0, 0, 1, 9, 45},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 10},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1}
};
// The element of this(i, j) of this table contains(i/10)^(3-j).
final float[][] TVectorTable = {
// t^3, t^2, t^1, t^0
{ 0, 0, 0, 1}, // t = 0.0
{0.001, 0.01, 0.1, 1}, // t = 0.1
{0.008, 0.04, 0.2, 1}, // t = 0.2
{0.027, 0.09, 0.3, 1}, // t = 0.3
{0.064, 0.16, 0.4, 1}, // t = 0.4
{0.125, 0.25, 0.5, 1}, // t = 0.5
{0.216, 0.36, 0.6, 1}, // t = 0.6
{0.343, 0.49, 0.7, 1}, // t = 0.7
{0.512, 0.64, 0.8, 1}, // u = 0.8
{0.729, 0.81, 0.9, 1}, // t = 0.9
{ 1, 1, 1, 1} // t = 1.0
};
// The element of this(i, j) of this table contains(3-j)*(i/10)^(2-j) if
// j < 3, 0 otherwise.
final float[][] DTVectorTable = {
// 3t^2, 2t^1, t^0
{ 0, 0, 1, 0}, // t = 0.0
{0.03, 0.2, 1, 0}, // t = 0.1
{0.12, 0.4, 1, 0}, // t = 0.2
{0.27, 0.6, 1, 0}, // t = 0.3
{0.48, 0.8, 1, 0}, // t = 0.4
{0.75, 1.0, 1, 0}, // t = 0.5
{1.08, 1.2, 1, 0}, // t = 0.6
{1.47, 1.4, 1, 0}, // t = 0.7
{1.92, 1.6, 1, 0}, // t = 0.8
{2.43, 1.8, 1, 0}, // t = 0.9
{ 3, 2, 1, 0} // t = 1.0
};
abstract class Curve3D {
abstract void feval(float t, PVector p);
abstract void deval(float t, PVector d);
abstract float fevalX(float t);
abstract float fevalY(float t);
abstract float fevalZ(float t);
abstract float devalX(float t);
abstract float devalY(float t);
abstract float devalZ(float t);
}
abstract class Spline extends Curve3D {
// The factorial of n.
int factorial(int n) {
return n <= 0 ? 1 : n * factorial(n - 1);
}
// Gives n!/(i!(n-i)!).
int binomialCoef(int i, int n) {
if ((i <= MAX_BEZIER_ORDER) && (n <= MAX_BEZIER_ORDER)) return BinomialCoefTable[i][n - 1];
else return int(factorial(n) / (factorial(i) * factorial(n - i)));
}
// Evaluates the Berstein polinomial(i, n) at u.
float bersteinPol(int i, int n, float u) {
return binomialCoef(i, n) * pow(u, i) * pow(1 - u, n - i);
}
// The derivative of the Berstein polinomial.
float dbersteinPol(int i, int n, float u) {
float s1, s2;
if (i == 0) s1 = 0;
else s1 = i * pow(u, i-1) * pow(1 - u, n - i);
if (n == i) s2 = 0;
else s2 = -(n - i) * pow(u, i) * pow(1 - u, n - i - 1);
return binomialCoef(i, n) *(s1 + s2);
}
}
class BSpline extends Spline {
// Control points.
float[][] bsplineCPoints;
// Parameters.
boolean lookup;
// Auxiliary arrays used in the calculations.
float[][] M3;
float[] TVector, DTVector;
// Point and tangent vectors.
float[] pt, tg;
BSpline() {
initParameters(true);
}
BSpline(boolean t) {
initParameters(t);
}
// Sets lookup table use.
void initParameters(boolean t) {
bsplineCPoints = new float[4][3];
TVector = new float[4];
DTVector = new float[4];
M3 = new float[4][3];
pt = new float[3];
tg = new float[3];
lookup = t;
}
// Sets n-th control point.
void setCPoint(int n, PVector P) {
bsplineCPoints[n][0] = P.x;
bsplineCPoints[n][1] = P.y;
bsplineCPoints[n][2] = P.z;
updateMatrix3();
}
// Gets n-th control point.
void getCPoint(int n, PVector P) {
P.set(bsplineCPoints[n]);
}
// Replaces the current B-spline control points(0, 1, 2) with(1, 2, 3). This
// is used when a new spline is to be joined to the recently drawn.
void shiftBSplineCPoints() {
for (int i = 0; i < 3; i++) {
bsplineCPoints[0][i] = bsplineCPoints[1][i];
bsplineCPoints[1][i] = bsplineCPoints[2][i];
bsplineCPoints[2][i] = bsplineCPoints[3][i];
}
updateMatrix3();
}
void copyCPoints(int n_source, int n_dest) {
for (int i = 0; i < 3; i++) {
bsplineCPoints[n_dest][i] = bsplineCPoints[n_source][i];
}
}
// Updates the temporal matrix used in order 3 calculations.
void updateMatrix3() {
float s;
int i, j, k;
for(i = 0; i < 4; i++) {
for(j = 0; j < 3; j++) {
s = 0;
for(k = 0; k < 4; k++) s += BSplineMatrix[i][k] * bsplineCPoints[k][j];
M3[i][j] = s;
}
}
}
void feval(float t, PVector p) {
evalPoint(t);
p.set(pt);
}
void deval(float t, PVector d) {
evalTangent(t);
d.set(tg);
}
float fevalX(float t) {
evalPoint(t);
return pt[0];
}
float fevalY(float t) {
evalPoint(t);
return pt[1];
}
float fevalZ(float t) {
evalPoint(t);
return pt[2];
}
float devalX(float t) {
evalTangent(t);
return tg[0];
}
float devalY(float t) {
evalTangent(t);
return tg[1];
}
float devalZ(float t) {
evalTangent(t);
return tg[2];
}
// Point evaluation.
void evalPoint(float t) {
if (lookup) {
bsplinePointI(int(10 * t));
} else {
bsplinePoint(t);
}
}
// Tangent evaluation.
void evalTangent(float t) {
if (lookup) {
bsplineTangentI(int(10 * t));
} else {
bsplineTangent(t);
}
}
// Calculates the point on the cubic spline corresponding to the parameter value t in [0, 1].
void bsplinePoint(float t) {
// Q(u) = UVector * BSplineMatrix * BSplineCPoints
float s;
int i, j, k;
for(i = 0; i < 4; i++) {
TVector[i] = pow(t, 3 - i);
}
for(j = 0; j < 3; j++) {
s = 0;
for(k = 0; k < 4; k++) {
s += TVector[k] * M3[k][j];
}
pt[j] = s;
}
}
// Calculates the tangent vector of the spline at t.
void bsplineTangent(float t) {
// Q(u) = DTVector * BSplineMatrix * BSplineCPoints
float s;
int i, j, k;
for(i = 0; i < 4; i++) {
if (i < 3) {
DTVector[i] = (3 - i) * pow(t, 2 - i);
} else {
DTVector[i] = 0;
}
}
for(j = 0; j < 3; j++) {
s = 0;
for(k = 0; k < 4; k++) {
s += DTVector[k] * M3[k][j];
}
tg[j] = s;
}
}
// Gives the point on the cubic spline corresponding to t/10(using the lookup table).
void bsplinePointI(int t) {
// Q(u) = TVectorTable[u] * BSplineMatrix * BSplineCPoints
float s;
int j, k;
for(j = 0; j < 3; j++) {
s = 0;
for(k = 0; k < 4; k++) {
s += TVectorTable[t][k] * M3[k][j];
}
pt[j] = s;
}
}
// Calulates the tangent vector of the spline at t/10.
void bsplineTangentI(int t) {
// Q(u) = DTVectorTable[u] * BSplineMatrix * BSplineCPoints
float s;
int j, k;
for(j = 0; j < 3; j++) {
s = 0;
for(k = 0; k < 4; k++) {
s += DTVectorTable[t][k] * M3[k][j];
}
tg[j] = s;
}
}
}

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BSpline splineSide1;
BSpline splineCenter;
BSpline splineSide2;
PVector flipTestV;
int uspacing;
int HELIX = 0;
int STRAND = 1;
int COIL = 2;
int LHANDED = -1;
int RHANDED = 1;
void createRibbonModel(ArrayList residues, PShape model, ArrayList trj) {
// For line ribbons
ArrayList vertices0 = new ArrayList();
ArrayList vertices1 = new ArrayList();
ArrayList vertices2 = new ArrayList();
// For flat ribbons
ArrayList vertices = new ArrayList();
ArrayList normals = new ArrayList();
if (ribbonDetail == 1) uspacing = 10;
else if (ribbonDetail == 2) uspacing = 5;
else if (ribbonDetail == 3) uspacing = 2;
else uspacing = 1;
flipTestV = new PVector();
splineSide1 = new BSpline(false);
splineCenter = new BSpline(false);
splineSide2 = new BSpline(false);
int[] ss = new int[residues.size()];
int[] handness = new int[residues.size()];
calculateSecStr(residues, ss, handness);
for (int i = 0; i < residues.size(); i++) {
constructControlPoints(residues, i, ss[i], handness[i]);
if (renderMode == 0) {
generateSpline(0, vertices0);
generateSpline(1, vertices1);
generateSpline(2, vertices2);
}
else {
generateFlatRibbon(vertices, normals);
}
}
if (renderMode == 0) {
model = createShape();
model.beginShape();
model.stroke(ribbonColor);
model.noFill();
model.beginContour();
for (int i = 0; i < vertices0.size(); i++) {
PVector posVec = (PVector)vertices0.get(i);
model.vertex(posVec.x, posVec.y, posVec.z);
}
model.endContour();
model.beginContour();
for (int i = 0; i < vertices1.size(); i++) {
PVector posVec = (PVector)vertices1.get(i);
model.vertex(posVec.x, posVec.y, posVec.z);
}
model.endContour();
model.beginContour();
for (int i = 0; i < vertices2.size(); i++) {
PVector posVec = (PVector)vertices2.get(i);
model.vertex(posVec.x, posVec.y, posVec.z);
}
model.endContour();
model.endShape(OPEN);
} else {
// The ribbon construction is fairly inneficient here, since
// it could use triangle strips instead to avoid duplicating
// shared vertices...
model = createShape();
model.beginShape(TRIANGLES);
model.noStroke();
model.fill(ribbonColor);
for (int i = 0; i < vertices.size(); i++) {
PVector posVec = (PVector)vertices.get(i);
PVector normVec = (PVector)normals.get(i);
model.normal(-normVec.x, -normVec.y, -normVec.z);
model.vertex(posVec.x, posVec.y, posVec.z);
}
model.endShape();
}
trj.add(model);
if (renderMode == 0) {
int totCount = vertices0.size() + vertices1.size() + vertices2.size();
println("Adding new model with " + totCount + " vertices.");
} else {
println("Adding new model with " + vertices.size() + " vertices.");
}
}
float calculateGyrRadius(ArrayList atoms) {
PVector ati, atj;
float dx, dy, dz;
float r = 0;
for (int i = 0; i < atoms.size(); i++) {
ati = (PVector)atoms.get(i);
for (int j = i + 1; j < atoms.size(); j++) {
atj = (PVector)atoms.get(j);
dx = ati.x - atj.x;
dy = ati.y - atj.y;
dz = ati.z - atj.z;
r += dx * dx + dy * dy + dz * dz;
}
}
return sqrt(r) / (atoms.size() + 1);
}
// Does a cheap and dirty secondary structure assignment to the protein
// residues given in the array.
void calculateSecStr(ArrayList residues, int[] ss, int[] handness) {
PVector c0, n1, ca1, c1, n2;
HashMap res0, res1, res2;
int n = residues.size();
float[] phi = new float[n];
float[] psi = new float[n];
for (int i = 0; i < n; i++) {
if (i == 0 || i == n - 1) {
phi[i] = 90;
psi[i] = 90;
} else {
res0 = (HashMap)residues.get(i - 1);
res1 = (HashMap)residues.get(i);
res2 = (HashMap)residues.get(i + 1);
c0 = (PVector)res0.get("C");
n1 = (PVector)res1.get("N");
ca1 = (PVector)res1.get("CA");
c1 = (PVector)res1.get("C");
n2 = (PVector)res2.get("N");
phi[i] = calculateTorsionalAngle(c0, n1, ca1, c1);
psi[i] = calculateTorsionalAngle(n1, ca1, c1, n2);
}
}
int firstHelix = 0;
int nconsRHelix = 0;
int nconsLHelix = 0;
int firstStrand = 0;
int nconsStrand = 0;
for (int i = 0; i < n; i++) {
// Right-handed helix
if ((dist(phi[i], psi[i], -60, -45) < 30) && (i < n - 1)) {
if (nconsRHelix == 0) firstHelix = i;
nconsRHelix++;
}
else {
if (3 <= nconsRHelix) {
for (int k = firstHelix; k < i; k++) {
ss[k] = HELIX;
handness[k] = RHANDED;
}
}
nconsRHelix = 0;
}
// Left-handed helix
if ((dist(phi[i], psi[i], +60, +45) < 30) && (i < n - 1)) {
if (nconsLHelix == 0) firstHelix = i;
nconsLHelix++;
} else {
if (3 <= nconsLHelix) {
for (int k = firstHelix; k < i; k++) {
ss[k] = HELIX;
handness[k] = LHANDED;
}
}
nconsLHelix = 0;
}
// Strand
if ((dist(phi[i], psi[i], -110, +130) < 30) && (i < n - 1)) {
if (nconsStrand == 0) firstStrand = i;
nconsStrand++;
} else {
if (2 <= nconsStrand) {
for (int k = firstStrand; k < i; k++) {
ss[k] = STRAND;
handness[k] = RHANDED;
}
}
nconsStrand = 0;
}
ss[i] = COIL;
handness[i] = RHANDED;
}
}
// Calculates the torsional angle defined by four atoms with positions at0, at1, at2 and at3.
float calculateTorsionalAngle(PVector at0, PVector at1, PVector at2, PVector at3) {
PVector r01 = PVector.sub(at0, at1);
PVector r32 = PVector.sub(at3, at2);
PVector r12 = PVector.sub(at1, at2);
PVector p = r12.cross(r01);
PVector q = r12.cross(r32);
PVector r = r12.cross(q);
float u = q.dot(q);
float v = r.dot(r);
float a;
if (u <= 0.0 || v <= 0.0) {
a = 360.0;
} else {
float u1 = p.dot(q); // u1 = p * q
float v1 = p.dot(r); // v1 = p * r
u = u1 / sqrt(u);
v = v1 / sqrt(v);
if (abs(u) > 0.01 || abs(v) > 0.01) a = degrees(atan2(v, u));
else a = 360.0;
}
return a;
}
void generateSpline(int n, ArrayList vertices) {
int ui;
float u;
PVector v0, v1;
v1 = new PVector();
if (n == 0) splineSide1.feval(0, v1);
else if (n == 1) splineCenter.feval(0, v1);
else splineSide2.feval(0, v1);
vertices.add(new PVector(v1.x, v1.y, v1.z));
for (ui = 1; ui <= 10; ui ++) {
if (ui % uspacing == 0) {
u = 0.1 * ui;
if (n == 0) splineSide1.feval(u, v1);
else if (n == 1) splineCenter.feval(u, v1);
else splineSide2.feval(u, v1);
vertices.add(new PVector(v1.x, v1.y, v1.z));
}
}
}
void generateFlatRibbon(ArrayList vertices, ArrayList normals) {
PVector CentPoint0, CentPoint1;
PVector Sid1Point0, Sid1Point1;
PVector Sid2Point0, Sid2Point1;
PVector Transversal, Tangent;
PVector Normal0, Normal1;
int ui;
float u;
CentPoint0 = new PVector();
CentPoint1 = new PVector();
Sid1Point0 = new PVector();
Sid1Point1 = new PVector();
Sid2Point0 = new PVector();
Sid2Point1 = new PVector();
Transversal = new PVector();
Tangent = new PVector();
Normal0 = new PVector();
Normal1 = new PVector();
// The initial geometry is generated.
splineSide1.feval(0, Sid1Point1);
splineCenter.feval(0, CentPoint1);
splineSide2.feval(0, Sid2Point1);
// The tangents at the three previous points are the same.
splineSide2.deval(0, Tangent);
// Vector transversal to the ribbon.
Transversal = PVector.sub(Sid1Point1, Sid2Point1);
// The normal is calculated.
Normal1 = Transversal.cross(Tangent);
Normal1.normalize();
for (ui = 1; ui <= 10; ui ++) {
if (ui % uspacing == 0) {
u = 0.1 * ui;
// The geometry of the previous iteration is saved.
Sid1Point0.set(Sid1Point1);
CentPoint0.set(CentPoint1);
Sid2Point0.set(Sid2Point1);
Normal0.set(Normal1);
// The new geometry is generated.
splineSide1.feval(u, Sid1Point1);
splineCenter.feval(u, CentPoint1);
splineSide2.feval(u, Sid2Point1);
// The tangents at the three previous points are the same.
splineSide2.deval(u, Tangent);
// Vector transversal to the ribbon.
Transversal = PVector.sub(Sid1Point1, Sid2Point1);
// The normal is calculated.
Normal1 = Transversal.cross(Tangent);
Normal1.normalize();
// The (Sid1Point0, Sid1Point1, CentPoint1) triangle is added.
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
vertices.add(new PVector(Sid1Point1.x, Sid1Point1.y, Sid1Point1.z));
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
vertices.add(new PVector(Sid1Point0.x, Sid1Point0.y, Sid1Point0.z));
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
// The (Sid1Point0, CentPoint1, CentPoint0) triangle is added.
vertices.add(new PVector(CentPoint0.x, CentPoint0.y, CentPoint0.z));
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
vertices.add(new PVector(Sid1Point0.x, Sid1Point0.y, Sid1Point0.z));
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
// (Sid2Point0, Sid2Point1, CentPoint1) triangle is added.
vertices.add(new PVector(Sid2Point0.x, Sid2Point0.y, Sid2Point0.z));
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
vertices.add(new PVector(Sid2Point1.x, Sid2Point1.y, Sid2Point1.z));
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
// (Sid2Point0, CentPoint1, CentPoint0) triangle is added.
vertices.add(new PVector(Sid2Point0.x, Sid2Point0.y, Sid2Point0.z));
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
vertices.add(new PVector(CentPoint1.x, CentPoint1.y, CentPoint1.z));
normals.add(new PVector(Normal1.x, Normal1.y, Normal1.z));
vertices.add(new PVector(CentPoint0.x, CentPoint0.y, CentPoint0.z));
normals.add(new PVector(Normal0.x, Normal0.y, Normal0.z));
}
}
}
/******************************************************************************
* The code in the following three functions is based in the method introduced
* in this paper:
* "Algorithm for ribbon models of proteins."
* Authors: Mike Carson and Charles E. Bugg
* Published in: J.Mol.Graphics 4, pp. 121-122 (1986)
******************************************************************************/
// Shifts the control points one place to the left.
void shiftControlPoints() {
splineSide1.shiftBSplineCPoints();
splineCenter.shiftBSplineCPoints();
splineSide2.shiftBSplineCPoints();
}
// Adds a new control point to the arrays CPCenter, CPRight and CPLeft
void addControlPoints(PVector ca0, PVector ox0, PVector ca1, int ss, int handness) {
PVector A, B, C, D, p0, cpt0, cpt1, cpt2;
A = PVector.sub(ca1, ca0);
B = PVector.sub(ox0, ca0);
// Vector normal to the peptide plane (pointing outside in the case of the
// alpha helix).
C = A.cross(B);
// Vector contained in the peptide plane (perpendicular to its direction).
D = C.cross(A);
// Normalizing vectors.
C.normalize();
D.normalize();
// Flipping test (to avoid self crossing in the strands).
if ((ss != HELIX) && (90.0 < degrees(PVector.angleBetween(flipTestV, D)))) {
// Flip detected. The plane vector is inverted.
D.mult(-1.0);
}
// The central control point is constructed.
cpt0 = linearComb(0.5, ca0, 0.5, ca1);
splineCenter.setCPoint(3, cpt0);
if (ss == HELIX) {
// When residue i is contained in a helix, the control point is moved away
// from the helix axis, along the C direction.
p0 = new PVector();
splineCenter.getCPoint(3, p0);
cpt0 = linearComb(1.0, p0, handness * helixDiam, C);
splineCenter.setCPoint(3, cpt0);
}
// The control points for the side ribbons are constructed.
cpt1 = linearComb(1.0, cpt0, +ribbonWidth[ss], D);
splineSide1.setCPoint(3, cpt1);
cpt2 = linearComb(1.0, cpt0, -ribbonWidth[ss], D);
splineSide2.setCPoint(3, cpt2);
// Saving the plane vector (for the flipping test in the next call).
flipTestV.set(D);
}
void constructControlPoints(ArrayList residues, int res, int ss, int handness) {
PVector ca0, ox0, ca1;
PVector p0, p1, p2, p3;
p1 = new PVector();
p2 = new PVector();
p3 = new PVector();
HashMap res0, res1;
res0 = res1 = null;
if (res == 0) {
// The control points 2 and 3 are created.
flipTestV.set(0, 0, 0);
res0 = (HashMap)residues.get(res);
res1 = (HashMap)residues.get(res + 1);
ca0 = (PVector)res0.get("CA");
ox0 = (PVector)res0.get("O");
ca1 = (PVector)res1.get("CA");
addControlPoints(ca0, ox0, ca1, ss, handness);
splineSide1.copyCPoints(3, 2);
splineCenter.copyCPoints(3, 2);
splineSide2.copyCPoints(3, 2);
res0 = (HashMap)residues.get(res + 1);
res1 = (HashMap)residues.get(res + 2);
ca0 = (PVector)res0.get("CA");
ox0 = (PVector)res0.get("O");
ca1 = (PVector)res1.get("CA");
addControlPoints(ca0, ox0, ca1, ss, handness);
// We still need the two first control points.
// Moving backwards along the cp_center[2] - cp_center[3] direction.
splineCenter.getCPoint(2, p2);
splineCenter.getCPoint(3, p3);
p1 = linearComb(2.0, p2, -1, p3);
splineCenter.setCPoint(1, p1);
splineSide1.setCPoint(1, linearComb(1.0, p1, +ribbonWidth[ss], flipTestV));
splineSide2.setCPoint(1, linearComb(1.0, p1, -ribbonWidth[ss], flipTestV));
p0 = linearComb(2.0, p1, -1, p2);
splineCenter.setCPoint(0, p0);
splineSide1.setCPoint(0, linearComb(1.0, p0, +ribbonWidth[ss], flipTestV));
splineSide2.setCPoint(0, linearComb(1.0, p0, -ribbonWidth[ss], flipTestV));
} else {
shiftControlPoints();
if ((residues.size() - 1 == res) || (residues.size() - 2 == res)) {
// Moving forward along the cp_center[1] - cp_center[2] direction.
splineCenter.getCPoint(1, p1);
splineCenter.getCPoint(2, p2);
p3 = linearComb(2.0, p2, -1, p1);
splineCenter.setCPoint(3, p3);
splineSide1.setCPoint(3, linearComb(1.0, p3, +ribbonWidth[ss], flipTestV));
splineSide2.setCPoint(3, linearComb(1.0, p3, -ribbonWidth[ss], flipTestV));
} else {
res0 = (HashMap)residues.get(res + 1);
res1 = (HashMap)residues.get(res + 2);
ca0 = (PVector)res0.get("CA");
ox0 = (PVector)res0.get("O");
ca1 = (PVector)res1.get("CA");
addControlPoints(ca0, ox0, ca1, ss, handness);
}
}
splineSide1.updateMatrix3();
splineCenter.updateMatrix3();
splineSide2.updateMatrix3();
}
PVector linearComb(float scalar0, PVector vector0, float scalar1, PVector vector1) {
return PVector.add(PVector.mult(vector0, scalar0), PVector.mult(vector1, scalar1));
}

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void readPDB(String filename) {
String strLines[];
float xmin, xmax, ymin, ymax, zmin, zmax;
String xstr, ystr, zstr;
float x, y, z;
int res, res0;
int nmdl;
String atstr, resstr;
PShape model;
ArrayList atoms;
ArrayList residues;
HashMap residue;
PVector v;
String s;
strLines = loadStrings(filename);
models = new ArrayList();
xmin = ymin = zmin = 10000;
xmax = ymax = zmax = -10000;
atoms = null;
residues = null;
residue = null;
model = null;
res0 = -1;
nmdl = -1;
for (int i = 0; i < strLines.length; i++) {
s = strLines[i];
if (s.startsWith("MODEL") || (s.startsWith("ATOM") && res0 == -1)) {
nmdl++;
res0 = -1;
atoms = new ArrayList();
residues = new ArrayList();
}
if (s.startsWith("ATOM")) {
atstr = s.substring(12, 15);
atstr = atstr.trim();
resstr = s.substring(22, 26);
resstr = resstr.trim();
res = parseInt(resstr);
xstr = s.substring(30, 37);
xstr = xstr.trim();
ystr = s.substring(38, 45);
ystr = ystr.trim();
zstr = s.substring(46, 53);
zstr = zstr.trim();
x = scaleFactor * parseFloat(xstr);
y = scaleFactor * parseFloat(ystr);
z = scaleFactor * parseFloat(zstr);
v = new PVector(x, y, z);
xmin = min(xmin, x);
xmax = max(xmax, x);
ymin = min(ymin, y);
ymax = max(ymax, y);
zmin = min(zmin, z);
zmax = max(zmax, z);
atoms.add(v);
if (res0 != res) {
if (residue != null) residues.add(residue);
residue = new HashMap();
}
residue.put(atstr, v);
res0 = res;
}
if (s.startsWith("ENDMDL") || s.startsWith("TER")) {
if (residue != null) residues.add(residue);
createRibbonModel(residues, model, models);
float rgyr = calculateGyrRadius(atoms);
res0 = -1;
residue = null;
atoms = null;
residues = null;
}
}
if (residue != null) {
if (residue != null) residues.add(residue);
createRibbonModel(residues, model, models);
float rgyr = calculateGyrRadius(atoms);
atoms = null;
residues = null;
}
// Centering models at (0, 0, 0).
float dx = -0.5f * (xmin + xmax);
float dy = -0.5f * (ymin + ymax);
float dz = -0.5f * (zmin + zmax);
for (int n = 0; n < models.size(); n++) {
model = (PShape) models.get(n);
model.translate(dx, dy, dz);
}
println("Loaded PDB file with " + models.size() + " models.");
}

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// Ribbons, by Andres Colubri
// ArcBall class by Ariel, V3ga and Robert Hodgin (flight404)
// This sketch loads 3D atomic coordinates of a protein molecule
// from a file in PDB format (http://www.pdb.org/) and displays
// the structure using a ribbon representation.
String pdbFile = "4HHB.pdb"; // PDB file to read
//String pdbFile = "1CBS.pdb";
//String pdbFile = "2POR.pdb";
// Some parameters to control the visual appearance:
float scaleFactor = 10; // Size factor
int renderMode = 1; // 0 = lines, 1 = flat ribbons
int ribbonDetail = 4; // Ribbon detail: from 1 (lowest) to 4 (highest)
float helixDiam = 10; // Helix diameter.
int[] ribbonWidth = {10, 7, 2}; // Ribbon widths for helix, strand and coil
color ribbonColor = color(0, 102, 153, 255); // Ribbon color
// All the molecular models read from the PDB file (it could contain more than one)
ArrayList models;
Arcball arcball;
void setup() {
size(1024, 768, P3D);
arcball = new Arcball(width/2, height/2, 600);
readPDB(pdbFile);
}
void draw() {
background(0);
ambient(80);
lights();
translate(width/2, height/2, 200);
arcball.run();
for (int i = 0; i < models.size(); i++) {
shape((PShape)models.get(i));
}
}
void mousePressed(){
arcball.mousePressed();
}
void mouseDragged(){
arcball.mouseDragged();
}

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/**
* Geometry
* by Marius Watz.
*
* Using sin/cos lookup tables, blends colors, and draws a series of
* rotating arcs on the screen.
*/
// Trig lookup tables borrowed from Toxi; cryptic but effective.
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION=1.0;
int SINCOS_LENGTH= int((360.0/SINCOS_PRECISION));
// System data
boolean dosave=false;
int num;
float pt[];
int style[];
void setup() {
size(1024, 768, P3D);
background(255);
// Fill the tables
sinLUT=new float[SINCOS_LENGTH];
cosLUT=new float[SINCOS_LENGTH];
for (int i = 0; i < SINCOS_LENGTH; i++) {
sinLUT[i]= (float)Math.sin(i*DEG_TO_RAD*SINCOS_PRECISION);
cosLUT[i]= (float)Math.cos(i*DEG_TO_RAD*SINCOS_PRECISION);
}
num = 150;
pt = new float[6*num]; // rotx, roty, deg, rad, w, speed
style = new int[2*num]; // color, render style
// Set up arc shapes
int index=0;
float prob;
for (int i=0; i<num; i++) {
pt[index++] = random(PI*2); // Random X axis rotation
pt[index++] = random(PI*2); // Random Y axis rotation
pt[index++] = random(60,80); // Short to quarter-circle arcs
if(random(100)>90) pt[index]=(int)random(8,27)*10;
pt[index++] = int(random(2,50)*5); // Radius. Space them out nicely
pt[index++] = random(4,32); // Width of band
if(random(100)>90) pt[index]=random(40,60); // Width of band
pt[index++] = radians(random(5,30))/5; // Speed of rotation
// get colors
prob = random(100);
if(prob<30) style[i*2]=colorBlended(random(1), 255,0,100, 255,0,0, 210);
else if(prob<70) style[i*2]=colorBlended(random(1), 0,153,255, 170,225,255, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 200,255,0, 150,255,0, 210);
else style[i*2]=color(255,255,255, 220);
if(prob<50) style[i*2]=colorBlended(random(1), 200,255,0, 50,120,0, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 255,100,0, 255,255,0, 210);
else style[i*2]=color(255,255,255, 220);
style[i*2+1]=(int)(random(100))%3;
}
}
void draw() {
background(0);
int index=0;
translate(width/2, height/2, 0);
rotateX(PI/6);
rotateY(PI/6);
for (int i = 0; i < num; i++) {
pushMatrix();
rotateX(pt[index++]);
rotateY(pt[index++]);
if(style[i*2+1]==0) {
stroke(style[i*2]);
noFill();
strokeWeight(1);
arcLine(0,0, pt[index++],pt[index++],pt[index++]);
}
else if(style[i*2+1]==1) {
fill(style[i*2]);
noStroke();
arcLineBars(0,0, pt[index++],pt[index++],pt[index++]);
}
else {
fill(style[i*2]);
noStroke();
arc(0,0, pt[index++],pt[index++],pt[index++]);
}
// increase rotation
pt[index-5]+=pt[index]/10;
pt[index-4]+=pt[index++]/20;
popMatrix();
}
}
// Get blend of two colors
int colorBlended(float fract,
float r, float g, float b,
float r2, float g2, float b2, float a) {
r2 = (r2 - r);
g2 = (g2 - g);
b2 = (b2 - b);
return color(r + r2 * fract, g + g2 * fract, b + b2 * fract, a);
}
// Draw arc line
void arcLine(float x,float y,float deg,float rad,float w) {
int a=(int)(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
int numlines=(int)(w/2);
for (int j=0; j<numlines; j++) {
beginShape();
for (int i=0; i<a; i++) {
vertex(cosLUT[i]*rad+x,sinLUT[i]*rad+y);
}
endShape();
rad += 2;
}
}
// Draw arc line with bars
void arcLineBars(float x,float y,float deg,float rad,float w) {
int a = int((min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1)));
a /= 4;
beginShape(QUADS);
for (int i=0; i<a; i+=4) {
vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
vertex(cosLUT[i+2]*(rad+w)+x,sinLUT[i+2]*(rad+w)+y);
vertex(cosLUT[i+2]*(rad)+x,sinLUT[i+2]*(rad)+y);
}
endShape();
}
// Draw solid arc
void arc(float x,float y,float deg,float rad,float w) {
int a = int(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
beginShape(QUAD_STRIP);
for (int i = 0; i < a; i++) {
vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
}
endShape();
}

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// Code to draw a trefoil knot surface, with normals and texture
// coordinates.
// Adapted from the parametric equations example by Philip Rideout:
// http://iphone-3d-programming.labs.oreilly.com/ch03.html
// This function draws a trefoil knot surface as a triangle mesh derived
// from its parametric equation.
PShape createTrefoil(float s, int ny, int nx, PImage tex) {
PVector p0, p1, p2;
PVector n0, n1, n2;
float u0, u1, v0, v1;
PShape obj = createShape();
obj.beginShape(TRIANGLES);
obj.texture(tex);
for (int j = 0; j < nx; j++) {
u0 = float(j) / nx;
u1 = float(j + 1) / nx;
for (int i = 0; i < ny; i++) {
v0 = float(i) / ny;
v1 = float(i + 1) / ny;
p0 = evalPoint(u0, v0);
n0 = evalNormal(u0, v0);
p1 = evalPoint(u0, v1);
n1 = evalNormal(u0, v1);
p2 = evalPoint(u1, v1);
n2 = evalNormal(u1, v1);
// Triangle p0-p1-p2
obj.normal(n0.x, n0.y, n0.z);
obj.vertex(s * p0.x, s * p0.y, s * p0.z, u0, v0);
obj.normal(n1.x, n1.y, n1.z);
obj.vertex(s * p1.x, s * p1.y, s * p1.z, u0, v1);
obj.normal(n2.x, n2.y, n2.z);
obj.vertex(s * p2.x, s * p2.y, s * p2.z, u1, v1);
p1 = evalPoint(u1, v0);
n1 = evalNormal(u1, v0);
// Triangle p0-p2-p1
obj.normal(n0.x, n0.y, n0.z);
obj.vertex(s * p0.x, s * p0.y, s * p0.z, u0, v0);
obj.normal(n2.x, n2.y, n2.z);
obj.vertex(s * p2.x, s * p2.y, s * p2.z, u1, v1);
obj.normal(n1.x, n1.y, n1.z);
obj.vertex(s * p1.x, s * p1.y, s * p1.z, u1, v0);
}
}
obj.endShape();
return obj;
}
// Evaluates the surface normal corresponding to normalized
// parameters (u, v)
PVector evalNormal(float u, float v) {
// Compute the tangents and their cross product.
PVector p = evalPoint(u, v);
PVector tangU = evalPoint(u + 0.01, v);
PVector tangV = evalPoint(u, v + 0.01);
tangU.sub(p);
tangV.sub(p);
PVector normUV = tangV.cross(tangU);
normUV.normalize();
return normUV;
}
// Evaluates the surface point corresponding to normalized
// parameters (u, v)
PVector evalPoint(float u, float v) {
float a = 0.5;
float b = 0.3;
float c = 0.5;
float d = 0.1;
float s = TWO_PI * u;
float t = (TWO_PI * (1 - v)) * 2;
float r = a + b * cos(1.5 * t);
float x = r * cos(t);
float y = r * sin(t);
float z = c * sin(1.5 * t);
PVector dv = new PVector();
dv.x = -1.5 * b * sin(1.5 * t) * cos(t) -
(a + b * cos(1.5 * t)) * sin(t);
dv.y = -1.5 * b * sin(1.5 * t) * sin(t) +
(a + b * cos(1.5 * t)) * cos(t);
dv.z = 1.5 * c * cos(1.5 * t);
PVector q = dv;
q.normalize();
PVector qvn = new PVector(q.y, -q.x, 0);
qvn.normalize();
PVector ww = q.cross(qvn);
PVector pt = new PVector();
pt.x = x + d * (qvn.x * cos(s) + ww.x * sin(s));
pt.y = y + d * (qvn.y * cos(s) + ww.y * sin(s));
pt.z = z + d * ww.z * sin(s);
return pt;
}

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// Trefoil, by Andres Colubri
// A parametric surface is textured procedurally
// by drawing on an offscreen PGraphics surface.
PGraphics pg;
PShape trefoil;
void setup() {
size(1024, 768, P3D);
textureMode(NORMAL);
noStroke();
// Creating offscreen surface for 3D rendering.
pg = createGraphics(32, 512, P3D);
pg.beginDraw();
pg.background(0, 0);
pg.noStroke();
pg.fill(255, 0, 0, 200);
pg.endDraw();
// Saving trefoil surface into a PShape3D object
trefoil = createTrefoil(350, 60, 15, pg);
}
void draw() {
background(0);
pg.beginDraw();
pg.ellipse(random(pg.width), random(pg.height), 4, 4);
pg.endDraw();
ambient(250, 250, 250);
pointLight(255, 255, 255, 0, 0, 200);
pushMatrix();
translate(width/2, height/2, -200);
rotateX(frameCount * PI / 500);
rotateY(frameCount * PI / 500);
shape(trefoil);
popMatrix();
}

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// Press 'w' to start wiggling, space to restore
// original positions.
PShape cube;
float cubeSize = 320;
float circleRad = 100;
int circleRes = 40;
float noiseMag = 1;
boolean wiggling = false;
void setup() {
size(1024, 768, P3D);
createCube();
}
void draw() {
background(0);
translate(width/2, height/2);
rotateX(frameCount * 0.01f);
rotateY(frameCount * 0.01f);
shape(cube);
if (wiggling) {
PVector pos = null;
for (int i = 0; i < cube.getChildCount(); i++) {
PShape face = cube.getChild(i);
for (int j = 0; j < face.getVertexCount(); j++) {
pos = face.getVertex(j, pos);
pos.x += random(-noiseMag/2, +noiseMag/2);
pos.y += random(-noiseMag/2, +noiseMag/2);
pos.z += random(-noiseMag/2, +noiseMag/2);
face.setVertex(j, pos.x, pos.y, pos.z);
}
}
}
if (frameCount % 60 == 0) println(frameRate);
}
public void keyPressed() {
if (key == 'w') {
wiggling = !wiggling;
} else if (key == ' ') {
restoreCube();
} else if (key == '1') {
cube.setStrokeWeight(1);
} else if (key == '2') {
cube.setStrokeWeight(5);
} else if (key == '3') {
cube.setStrokeWeight(10);
}
}
void createCube() {
cube = createShape(GROUP);
PShape face;
// Create all faces at front position
for (int i = 0; i < 6; i++) {
face = createShape();
createFaceWithHole(face);
cube.addChild(face);
}
// Rotate all the faces to their positions
// Front face - already correct
face = cube.getChild(0);
// Back face
face = cube.getChild(1);
face.rotateY(radians(180));
// Right face
face = cube.getChild(2);
face.rotateY(radians(90));
// Left face
face = cube.getChild(3);
face.rotateY(radians(-90));
// Top face
face = cube.getChild(4);
face.rotateX(radians(90));
// Bottom face
face = cube.getChild(5);
face.rotateX(radians(-90));
}
void createFaceWithHole(PShape face) {
face.beginShape(POLYGON);
face.stroke(255, 0, 0);
face.fill(255);
// Draw main shape Clockwise
face.vertex(-cubeSize/2, -cubeSize/2, +cubeSize/2);
face.vertex(+cubeSize/2, -cubeSize/2, +cubeSize/2);
face.vertex(+cubeSize/2, +cubeSize/2, +cubeSize/2);
face.vertex(-cubeSize / 2, +cubeSize / 2, +cubeSize / 2);
// Draw contour (hole) Counter-Clockwise
face.beginContour();
for (int i = 0; i < circleRes; i++) {
float angle = TWO_PI * i / circleRes;
float x = circleRad * sin(angle);
float y = circleRad * cos(angle);
float z = +cubeSize/2;
face.vertex(x, y, z);
}
face.endContour();
face.endShape(CLOSE);
}
void restoreCube() {
// Rotation of faces is preserved, so we just reset them
// the same way as the "front" face and they will stay
// rotated correctly
for (int i = 0; i < 6; i++) {
PShape face = cube.getChild(i);
restoreFaceWithHole(face);
}
}
void restoreFaceWithHole(PShape face) {
face.setVertex(0, -cubeSize/2, -cubeSize/2, +cubeSize/2);
face.setVertex(1, +cubeSize/2, -cubeSize/2, +cubeSize/2);
face.setVertex(2, +cubeSize/2, +cubeSize/2, +cubeSize/2);
face.setVertex(3, -cubeSize/2, +cubeSize/2, +cubeSize/2);
for (int i = 0; i < circleRes; i++) {
float angle = TWO_PI * i / circleRes;
float x = circleRad * sin(angle);
float y = circleRad * cos(angle);
float z = +cubeSize/2;
face.setVertex(4 + i, x, y, z);
}
}

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class Gesture {
float damp = 5.0;
float dampInv = 1.0 / damp;
float damp1 = damp - 1;
int w;
int h;
int capacity;
Vec3f path[];
int crosses[];
Polygon polygons[];
int nPoints;
int nPolys;
float jumpDx, jumpDy;
boolean exists;
float INIT_TH = 14;
float thickness = INIT_TH;
Gesture(int mw, int mh) {
w = mw;
h = mh;
capacity = 600;
path = new Vec3f[capacity];
polygons = new Polygon[capacity];
crosses = new int[capacity];
for (int i=0;i<capacity;i++) {
polygons[i] = new Polygon();
polygons[i].npoints = 4;
path[i] = new Vec3f();
crosses[i] = 0;
}
nPoints = 0;
nPolys = 0;
exists = false;
jumpDx = 0;
jumpDy = 0;
}
void clear() {
nPoints = 0;
exists = false;
thickness = INIT_TH;
}
void clearPolys() {
nPolys = 0;
}
void addPoint(float x, float y) {
if (nPoints >= capacity) {
// there are all sorts of possible solutions here,
// but for abject simplicity, I don't do anything.
}
else {
float v = distToLast(x, y);
float p = getPressureFromVelocity(v);
path[nPoints++].set(x,y,p);
if (nPoints > 1) {
exists = true;
jumpDx = path[nPoints-1].x - path[0].x;
jumpDy = path[nPoints-1].y - path[0].y;
}
}
}
float getPressureFromVelocity(float v) {
final float scale = 18;
final float minP = 0.02;
final float oldP = (nPoints > 0) ? path[nPoints-1].p : 0;
return ((minP + max(0, 1.0 - v/scale)) + (damp1*oldP))*dampInv;
}
void setPressures() {
// pressures vary from 0...1
float pressure;
Vec3f tmp;
float t = 0;
float u = 1.0 / (nPoints - 1)*TWO_PI;
for (int i = 0; i < nPoints; i++) {
pressure = sqrt((1.0 - cos(t))*0.5);
path[i].p = pressure;
t += u;
}
}
float distToLast(float ix, float iy) {
if (nPoints > 0) {
Vec3f v = path[nPoints-1];
float dx = v.x - ix;
float dy = v.y - iy;
return mag(dx, dy);
}
else {
return 30;
}
}
void compile() {
// compute the polygons from the path of Vec3f's
if (exists) {
clearPolys();
Vec3f p0, p1, p2;
float radius0, radius1;
float ax, bx, cx, dx;
float ay, by, cy, dy;
int axi, bxi, cxi, dxi, axip, axid;
int ayi, byi, cyi, dyi, ayip, ayid;
float p1x, p1y;
float dx01, dy01, hp01, si01, co01;
float dx02, dy02, hp02, si02, co02;
float dx13, dy13, hp13, si13, co13;
float taper = 1.0;
int nPathPoints = nPoints - 1;
int lastPolyIndex = nPathPoints - 1;
float npm1finv = 1.0 / max(1, nPathPoints - 1);
// handle the first point
p0 = path[0];
p1 = path[1];
radius0 = p0.p * thickness;
dx01 = p1.x - p0.x;
dy01 = p1.y - p0.y;
hp01 = sqrt(dx01*dx01 + dy01*dy01);
if (hp01 == 0) {
hp02 = 0.0001;
}
co01 = radius0 * dx01 / hp01;
si01 = radius0 * dy01 / hp01;
ax = p0.x - si01;
ay = p0.y + co01;
bx = p0.x + si01;
by = p0.y - co01;
int xpts[];
int ypts[];
int LC = 20;
int RC = w-LC;
int TC = 20;
int BC = h-TC;
float mint = 0.618;
float tapow = 0.4;
// handle the middle points
int i = 1;
Polygon apoly;
for (i = 1; i < nPathPoints; i++) {
taper = pow((lastPolyIndex-i)*npm1finv,tapow);
p0 = path[i-1];
p1 = path[i ];
p2 = path[i+1];
p1x = p1.x;
p1y = p1.y;
radius1 = Math.max(mint,taper*p1.p*thickness);
// assumes all segments are roughly the same length...
dx02 = p2.x - p0.x;
dy02 = p2.y - p0.y;
hp02 = (float) Math.sqrt(dx02*dx02 + dy02*dy02);
if (hp02 != 0) {
hp02 = radius1/hp02;
}
co02 = dx02 * hp02;
si02 = dy02 * hp02;
// translate the integer coordinates to the viewing rectangle
axi = axip = (int)ax;
ayi = ayip = (int)ay;
axi=(axi<0)?(w-((-axi)%w)):axi%w;
axid = axi-axip;
ayi=(ayi<0)?(h-((-ayi)%h)):ayi%h;
ayid = ayi-ayip;
// set the vertices of the polygon
apoly = polygons[nPolys++];
xpts = apoly.xpoints;
ypts = apoly.ypoints;
xpts[0] = axi = axid + axip;
xpts[1] = bxi = axid + (int) bx;
xpts[2] = cxi = axid + (int)(cx = p1x + si02);
xpts[3] = dxi = axid + (int)(dx = p1x - si02);
ypts[0] = ayi = ayid + ayip;
ypts[1] = byi = ayid + (int) by;
ypts[2] = cyi = ayid + (int)(cy = p1y - co02);
ypts[3] = dyi = ayid + (int)(dy = p1y + co02);
// keep a record of where we cross the edge of the screen
crosses[i] = 0;
if ((axi<=LC)||(bxi<=LC)||(cxi<=LC)||(dxi<=LC)) {
crosses[i]|=1;
}
if ((axi>=RC)||(bxi>=RC)||(cxi>=RC)||(dxi>=RC)) {
crosses[i]|=2;
}
if ((ayi<=TC)||(byi<=TC)||(cyi<=TC)||(dyi<=TC)) {
crosses[i]|=4;
}
if ((ayi>=BC)||(byi>=BC)||(cyi>=BC)||(dyi>=BC)) {
crosses[i]|=8;
}
//swap data for next time
ax = dx;
ay = dy;
bx = cx;
by = cy;
}
// handle the last point
p2 = path[nPathPoints];
apoly = polygons[nPolys++];
xpts = apoly.xpoints;
ypts = apoly.ypoints;
xpts[0] = (int)ax;
xpts[1] = (int)bx;
xpts[2] = (int)(p2.x);
xpts[3] = (int)(p2.x);
ypts[0] = (int)ay;
ypts[1] = (int)by;
ypts[2] = (int)(p2.y);
ypts[3] = (int)(p2.y);
}
}
void smooth() {
// average neighboring points
final float weight = 18;
final float scale = 1.0 / (weight + 2);
int nPointsMinusTwo = nPoints - 2;
Vec3f lower, upper, center;
for (int i = 1; i < nPointsMinusTwo; i++) {
lower = path[i-1];
center = path[i];
upper = path[i+1];
center.x = (lower.x + weight*center.x + upper.x)*scale;
center.y = (lower.y + weight*center.y + upper.y)*scale;
}
}
}

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class Vec3f {
float x;
float y;
float p; // Pressure
Vec3f() {
set(0, 0, 0);
}
Vec3f(float ix, float iy, float ip) {
set(ix, iy, ip);
}
void set(float ix, float iy, float ip) {
x = ix;
y = iy;
p = ip;
}
}

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/**
* Yellowtail
* by Golan Levin (www.flong.com).
*
* Click, drag, and release to create a kinetic gesture.
*
* Yellowtail (1998-2000) is an interactive software system for the gestural
* creation and performance of real-time abstract animation. Yellowtail repeats
* a user's strokes end-over-end, enabling simultaneous specification of a
* line's shape and quality of movement. Each line repeats according to its
* own period, producing an ever-changing and responsive display of lively,
* worm-like textures.
*/
import java.awt.Polygon;
Gesture gestureArray[];
final int nGestures = 36; // Number of gestures
final int minMove = 3; // Minimum travel for a new point
int currentGestureID;
Polygon tempP;
int tmpXp[];
int tmpYp[];
void setup() {
size(1024, 768, P2D);
background(0, 0, 0);
noStroke();
currentGestureID = -1;
gestureArray = new Gesture[nGestures];
for (int i = 0; i < nGestures; i++) {
gestureArray[i] = new Gesture(width, height);
}
clearGestures();
}
void draw() {
background(0);
updateGeometry();
fill(255, 255, 245);
for (int i = 0; i < nGestures; i++) {
renderGesture(gestureArray[i], width, height);
}
}
void mousePressed() {
currentGestureID = (currentGestureID+1) % nGestures;
Gesture G = gestureArray[currentGestureID];
G.clear();
G.clearPolys();
G.addPoint(mouseX, mouseY);
}
void mouseDragged() {
if (currentGestureID >= 0) {
Gesture G = gestureArray[currentGestureID];
if (G.distToLast(mouseX, mouseY) > minMove) {
G.addPoint(mouseX, mouseY);
G.smooth();
G.compile();
}
}
}
void keyPressed() {
if (key == '+' || key == '=') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = min(96, th+1);
gestureArray[currentGestureID].compile();
}
} else if (key == '-') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = max(2, th-1);
gestureArray[currentGestureID].compile();
}
} else if (key == ' ') {
clearGestures();
}
}
void renderGesture(Gesture gesture, int w, int h) {
if (gesture.exists) {
if (gesture.nPolys > 0) {
Polygon polygons[] = gesture.polygons;
int crosses[] = gesture.crosses;
int xpts[];
int ypts[];
Polygon p;
int cr;
beginShape(QUADS);
int gnp = gesture.nPolys;
for (int i=0; i<gnp; i++) {
p = polygons[i];
xpts = p.xpoints;
ypts = p.ypoints;
vertex(xpts[0], ypts[0]);
vertex(xpts[1], ypts[1]);
vertex(xpts[2], ypts[2]);
vertex(xpts[3], ypts[3]);
if ((cr = crosses[i]) > 0) {
if ((cr & 3)>0) {
vertex(xpts[0]+w, ypts[0]);
vertex(xpts[1]+w, ypts[1]);
vertex(xpts[2]+w, ypts[2]);
vertex(xpts[3]+w, ypts[3]);
vertex(xpts[0]-w, ypts[0]);
vertex(xpts[1]-w, ypts[1]);
vertex(xpts[2]-w, ypts[2]);
vertex(xpts[3]-w, ypts[3]);
}
if ((cr & 12)>0) {
vertex(xpts[0], ypts[0]+h);
vertex(xpts[1], ypts[1]+h);
vertex(xpts[2], ypts[2]+h);
vertex(xpts[3], ypts[3]+h);
vertex(xpts[0], ypts[0]-h);
vertex(xpts[1], ypts[1]-h);
vertex(xpts[2], ypts[2]-h);
vertex(xpts[3], ypts[3]-h);
}
// I have knowingly retained the small flaw of not
// completely dealing with the corner conditions
// (the case in which both of the above are true).
}
}
endShape();
}
}
}
void updateGeometry() {
Gesture J;
for (int g=0; g<nGestures; g++) {
if ((J=gestureArray[g]).exists) {
if (g!=currentGestureID) {
advanceGesture(J);
} else if (!mousePressed) {
advanceGesture(J);
}
}
}
}
void advanceGesture(Gesture gesture) {
// Move a Gesture one step
if (gesture.exists) { // check
int nPts = gesture.nPoints;
int nPts1 = nPts-1;
Vec3f path[];
float jx = gesture.jumpDx;
float jy = gesture.jumpDy;
if (nPts > 0) {
path = gesture.path;
for (int i = nPts1; i > 0; i--) {
path[i].x = path[i-1].x;
path[i].y = path[i-1].y;
}
path[0].x = path[nPts1].x - jx;
path[0].y = path[nPts1].y - jy;
gesture.compile();
}
}
}
void clearGestures() {
for (int i = 0; i < nGestures; i++) {
gestureArray[i].clear();
}
}

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/**
* Cubic Grid
* by Ira Greenberg.
*
* 3D translucent colored grid uses nested pushMatrix()
* and popMatrix() functions.
*/
float boxSize = 20;
float margin = boxSize*2;
float depth = 400;
color boxFill;
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 360, P3D);
frameRate(60);
noSmooth();
noStroke();
}
void draw() {
background(255);
hint(DISABLE_DEPTH_TEST);
// Center and spin grid
pushMatrix();
translate(width/2, height/2, -depth);
rotateY(frameCount * 0.01);
rotateX(frameCount * 0.01);
// Build grid using multiple translations
for (float i =- depth/2+margin; i <= depth/2-margin; i += boxSize){
for (float j =- height+margin; j <= height-margin; j += boxSize){
for (float k =- width+margin; k <= width-margin; k += boxSize){
// Base fill color on counter values, abs function
// ensures values stay within legal range
boxFill = color(abs(i), abs(j), abs(k), 50);
pushMatrix();
translate(k, j, i);
fill(boxFill);
box(boxSize, boxSize, boxSize);
popMatrix();
}
}
}
popMatrix();
hint(ENABLE_DEPTH_TEST);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
fill(0);
text("fps: " + frate, 10, 20);
}

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/* CubicGridRetained
*
* You may need to increase the maximum available memory in the
* Processing preferences menu.
*/
float boxSize = 20;
float margin = boxSize*2;
float depth = 400;
color boxFill;
PShape grid;
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 360, P3D);
frameRate(60);
noSmooth();
noStroke();
grid = createShape(GROUP);
// Build grid using multiple translations
for (float i =- depth/2+margin; i <= depth/2-margin; i += boxSize){
for (float j =- height+margin; j <= height-margin; j += boxSize){
for (float k =- width+margin; k <= width-margin; k += boxSize){
// Base fill color on counter values, abs function
// ensures values stay within legal range
boxFill = color(abs(i), abs(j), abs(k), 50);
PShape cube = createShape(BOX, boxSize, boxSize, boxSize);
cube.setFill(boxFill);
cube.translate(k, j, i);
grid.addChild(cube);
}
}
}
}
void draw() {
background(255);
hint(DISABLE_DEPTH_TEST);
// Center and spin grid
pushMatrix();
translate(width/2, height/2, -depth);
rotateY(frameCount * 0.01);
rotateX(frameCount * 0.01);
shape(grid);
popMatrix();
hint(ENABLE_DEPTH_TEST);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
fill(0);
text("fps: " + frate, 10, 20);
}

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PImage sprite;
int npartTotal = 10000;
int npartPerFrame = 25;
float speed = 1.0;
float gravity = 0.05;
float partSize = 20;
int partLifetime;
PVector positions[];
PVector velocities[];
int lifetimes[];
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 480, P3D);
frameRate(120);
sprite = loadImage("sprite.png");
partLifetime = npartTotal / npartPerFrame;
initPositions();
initVelocities();
initLifetimes();
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
// Testing some hints
//hint(DISABLE_TRANSFORM_CACHE);
//hint(ENABLE_ACCURATE_2D);
}
void draw () {
background(0);
for (int n = 0; n < npartTotal; n++) {
lifetimes[n]++;
if (lifetimes[n] == partLifetime) {
lifetimes[n] = 0;
}
if (0 <= lifetimes[n]) {
float opacity = 1.0 - float(lifetimes[n]) / partLifetime;
if (lifetimes[n] == 0) {
// Re-spawn dead particle
positions[n].x = mouseX;
positions[n].y = mouseY;
float angle = random(0, TWO_PI);
float s = random(0.5 * speed, 0.5 * speed);
velocities[n].x = s * cos(angle);
velocities[n].y = s * sin(angle);
} else {
positions[n].x += velocities[n].x;
positions[n].y += velocities[n].y;
velocities[n].y += gravity;
}
drawParticle(positions[n], opacity);
}
}
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}
void drawParticle(PVector center, float opacity) {
beginShape(QUAD);
noStroke();
tint(255, opacity * 255);
texture(sprite);
normal(0, 0, 1);
vertex(center.x - partSize/2, center.y - partSize/2, 0, 0);
vertex(center.x + partSize/2, center.y - partSize/2, sprite.width, 0);
vertex(center.x + partSize/2, center.y + partSize/2, sprite.width, sprite.height);
vertex(center.x - partSize/2, center.y + partSize/2, 0, sprite.height);
endShape();
}
void initPositions() {
positions = new PVector[npartTotal];
for (int n = 0; n < positions.length; n++) {
positions[n] = new PVector();
}
}
void initVelocities() {
velocities = new PVector[npartTotal];
for (int n = 0; n < velocities.length; n++) {
velocities[n] = new PVector();
}
}
void initLifetimes() {
// Initializing particles with negative lifetimes so they are added
// progressively into the screen during the first frames of the sketch
lifetimes = new int[npartTotal];
int t = -1;
for (int n = 0; n < lifetimes.length; n++) {
if (n % npartPerFrame == 0) {
t++;
}
lifetimes[n] = -t;
}
}

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PShape particles;
PImage sprite;
int npartTotal = 10000;
int npartPerFrame = 25;
float speed = 1.0;
float gravity = 0.05;
float partSize = 20;
int partLifetime;
PVector velocities[];
int lifetimes[];
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(640, 480, P3D);
frameRate(120);
particles = createShape(PShape.GROUP);
sprite = loadImage("sprite.png");
for (int n = 0; n < npartTotal; n++) {
PShape part = createShape();
part.beginShape(QUAD);
part.noStroke();
part.texture(sprite);
part.normal(0, 0, 1);
part.vertex(-partSize/2, -partSize/2, 0, 0);
part.vertex(+partSize/2, -partSize/2, sprite.width, 0);
part.vertex(+partSize/2, +partSize/2, sprite.width, sprite.height);
part.vertex(-partSize/2, +partSize/2, 0, sprite.height);
part.endShape();
particles.addChild(part);
}
partLifetime = npartTotal / npartPerFrame;
initVelocities();
initLifetimes();
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
for (int n = 0; n < particles.getChildCount(); n++) {
PShape part = particles.getChild(n);
lifetimes[n]++;
if (lifetimes[n] == partLifetime) {
lifetimes[n] = 0;
}
if (0 <= lifetimes[n]) {
float opacity = 1.0 - float(lifetimes[n]) / partLifetime;
part.setTint(color(255, opacity * 255));
if (lifetimes[n] == 0) {
// Re-spawn dead particle
part.resetMatrix();
part.translate(mouseX, mouseY);
float angle = random(0, TWO_PI);
float s = random(0.5 * speed, 0.5 * speed);
velocities[n].x = s * cos(angle);
velocities[n].y = s * sin(angle);
} else {
part.translate(velocities[n].x, velocities[n].y);
velocities[n].y += gravity;
}
} else {
part.setTint(color(0));
}
}
shape(particles);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}
void initVelocities() {
velocities = new PVector[npartTotal];
for (int n = 0; n < velocities.length; n++) {
velocities[n] = new PVector();
}
}
void initLifetimes() {
// Initializing particles with negative lifetimes so they are added
// progressively into the screen during the first frames of the sketch
lifetimes = new int[npartTotal];
int t = -1;
for (int n = 0; n < lifetimes.length; n++) {
if (n % npartPerFrame == 0) {
t++;
}
lifetimes[n] = -t;
}
}

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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();
}
}

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public void setup() {
size(800, 600, P2D);
}
public void draw() {
background(255);
stroke(0, 10);
for (int i = 0; i < 50000; i++) {
float x0 = random(width);
float y0 = random(height);
float z0 = random(-100, 100);
float x1 = random(width);
float y1 = random(height);
float z1 = random(-100, 100);
// purely 2D lines will trigger the GLU
// tessellator to add accurate line caps,
// but performance will be substantially
// lower.
line(x0, y0, z0, x1, y1, z1);
}
if (frameCount % 10 == 0) println(frameRate);
}

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public void setup() {
size(800, 600, P2D);
noStroke();
fill(0, 1);
}
public void draw() {
background(255);
for (int i = 0; i < 50000; i++) {
float x = random(width);
float y = random(height);
rect(x, y, 30, 30);
}
if (frameCount % 10 == 0) println(frameRate);
}

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PImage sprite;
int npartTotal = 50000;
float partSize = 20;
PVector positions[];
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(800, 600, P3D);
frameRate(60);
sprite = loadImage("sprite.png");
initPositions();
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
translate(width/2, height/2);
rotateY(frameCount * 0.01);
for (int n = 0; n < npartTotal; n++) {
drawParticle(positions[n]);
}
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}
void drawParticle(PVector center) {
beginShape(QUAD);
noStroke();
tint(255);
texture(sprite);
normal(0, 0, 1);
vertex(center.x - partSize/2, center.y - partSize/2, center.z, 0, 0);
vertex(center.x + partSize/2, center.y - partSize/2, center.z, sprite.width, 0);
vertex(center.x + partSize/2, center.y + partSize/2, center.z, sprite.width, sprite.height);
vertex(center.x - partSize/2, center.y + partSize/2, center.z, 0, sprite.height);
endShape();
}
void initPositions() {
positions = new PVector[npartTotal];
for (int n = 0; n < positions.length; n++) {
positions[n] = new PVector(random(-500, +500), random(-500, +500), random(-500, +500));
}
}

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PShape particles;
PImage sprite;
int npartTotal = 50000;
float partSize = 20;
int fcount, lastm;
float frate;
int fint = 3;
void setup() {
size(800, 600, P3D);
frameRate(60);
particles = createShape(PShape.GROUP);
sprite = loadImage("sprite.png");
for (int n = 0; n < npartTotal; n++) {
float cx = random(-500, +500);
float cy = random(-500, +500);
float cz = random(-500, +500);
PShape part = createShape();
part.beginShape(QUAD);
part.noStroke();
part.tint(255);
part.texture(sprite);
part.normal(0, 0, 1);
part.vertex(cx - partSize/2, cy - partSize/2, cz, 0, 0);
part.vertex(cx + partSize/2, cy - partSize/2, cz, sprite.width, 0);
part.vertex(cx + partSize/2, cy + partSize/2, cz, sprite.width, sprite.height);
part.vertex(cx - partSize/2, cy + partSize/2, cz, 0, sprite.height);
part.endShape();
particles.addChild(part);
}
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
void draw () {
background(0);
translate(width/2, height/2);
rotateY(frameCount * 0.01);
shape(particles);
fcount += 1;
int m = millis();
if (m - lastm > 1000 * fint) {
frate = float(fcount) / fint;
fcount = 0;
lastm = m;
println("fps: " + frate);
}
}

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public void setup() {
size(800, 600, P2D);
fill(0);
}
public void draw() {
background(255);
for (int i = 0; i < 10000; i++) {
float x = random(width);
float y = random(height);
text("HELLO", x, y);
}
if (frameCount % 10 == 0) println(frameRate);
}

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// Ariel and V3ga's arcball class with a couple tiny mods by Robert Hodgin
class Arcball {
PApplet parent;
float center_x, center_y, radius;
Vec3 v_down, v_drag;
Quat q_now, q_down, q_drag;
Vec3[] axisSet;
int axis;
float mxv, myv;
float x, y;
Arcball(PApplet parent, float radius){
this.parent = parent;
this.radius = radius;
v_down = new Vec3();
v_drag = new Vec3();
q_now = new Quat();
q_down = new Quat();
q_drag = new Quat();
axisSet = new Vec3[] {new Vec3(1.0f, 0.0f, 0.0f), new Vec3(0.0f, 1.0f, 0.0f), new Vec3(0.0f, 0.0f, 1.0f)};
axis = -1; // no constraints...
}
void mousePressed(){
v_down = mouse_to_sphere(parent.mouseX, parent.mouseY);
q_down.set(q_now);
q_drag.reset();
}
void mouseDragged(){
v_drag = mouse_to_sphere(parent.mouseX, parent.mouseY);
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag));
}
void run(){
center_x = parent.width/2.0;
center_y = parent.height/2.0;
q_now = Quat.mul(q_drag, q_down);
parent.translate(center_x, center_y);
applyQuat2Matrix(q_now);
x += mxv;
y += myv;
mxv -= mxv * .01;
myv -= myv * .01;
}
Vec3 mouse_to_sphere(float x, float y){
Vec3 v = new Vec3();
v.x = (x - center_x) / radius;
v.y = (y - center_y) / radius;
float mag = v.x * v.x + v.y * v.y;
if (mag > 1.0f){
v.normalize();
} else {
v.z = sqrt(1.0f - mag);
}
return (axis == -1) ? v : constrain_vector(v, axisSet[axis]);
}
Vec3 constrain_vector(Vec3 vector, Vec3 axis){
Vec3 res = new Vec3();
res.sub(vector, Vec3.mul(axis, Vec3.dot(axis, vector)));
res.normalize();
return res;
}
void applyQuat2Matrix(Quat q){
// instead of transforming q into a matrix and applying it...
float[] aa = q.getValue();
parent.rotate(aa[0], aa[1], aa[2], aa[3]);
}
}
static class Vec3{
float x, y, z;
Vec3(){
}
Vec3(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
void normalize(){
float length = length();
x /= length;
y /= length;
z /= length;
}
float length(){
return (float) Math.sqrt(x * x + y * y + z * z);
}
static Vec3 cross(Vec3 v1, Vec3 v2){
Vec3 res = new Vec3();
res.x = v1.y * v2.z - v1.z * v2.y;
res.y = v1.z * v2.x - v1.x * v2.z;
res.z = v1.x * v2.y - v1.y * v2.x;
return res;
}
static float dot(Vec3 v1, Vec3 v2){
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
static Vec3 mul(Vec3 v, float d){
Vec3 res = new Vec3();
res.x = v.x * d;
res.y = v.y * d;
res.z = v.z * d;
return res;
}
void sub(Vec3 v1, Vec3 v2){
x = v1.x - v2.x;
y = v1.y - v2.y;
z = v1.z - v2.z;
}
}
static class Quat{
float w, x, y, z;
Quat(){
reset();
}
Quat(float w, float x, float y, float z){
this.w = w;
this.x = x;
this.y = y;
this.z = z;
}
void reset(){
w = 1.0f;
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
void set(float w, Vec3 v){
this.w = w;
x = v.x;
y = v.y;
z = v.z;
}
void set(Quat q){
w = q.w;
x = q.x;
y = q.y;
z = q.z;
}
static Quat mul(Quat q1, Quat q2){
Quat res = new Quat();
res.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
res.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
res.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;
res.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;
return res;
}
float[] getValue(){
// transforming this quat into an angle and an axis vector...
float[] res = new float[4];
float sa = (float) Math.sqrt(1.0f - w * w);
if (sa < EPSILON){
sa = 1.0f;
}
res[0] = (float) Math.acos(w) * 2.0f;
res[1] = x / sa;
res[2] = y / sa;
res[3] = z / sa;
return res;
}
}

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// Based on code by GeneKao (https://github.com/GeneKao)
ChildApplet child;
boolean mousePressedOnParent = false;
Arcball arcball, arcball2;
void settings() {
size(320, 240, P3D);
smooth();
}
void setup() {
surface.setTitle("Main sketch");
arcball = new Arcball(this, 300);
child = new ChildApplet();
}
void draw() {
background(250);
arcball.run();
if (mousePressed) {
fill(0);
text("Mouse pressed on parent.", 10, 10);
fill(0, 240, 0);
ellipse(mouseX, mouseY, 60, 60);
mousePressedOnParent = true;
} else {
fill(20);
ellipse(width/2, height/2, 60, 60);
mousePressedOnParent = false;
}
box(100);
if (child.mousePressed) {
text("Mouse pressed on child.", 10, 30);
}
}
void mousePressed() {
arcball.mousePressed();
}
void mouseDragged() {
arcball.mouseDragged();
}
class ChildApplet extends PApplet {
//JFrame frame;
public ChildApplet() {
super();
PApplet.runSketch(new String[]{this.getClass().getName()}, this);
}
public void settings() {
size(400, 400, P3D);
smooth();
}
public void setup() {
surface.setTitle("Child sketch");
arcball2 = new Arcball(this, 300);
}
public void draw() {
background(0);
arcball2.run();
if (mousePressed) {
fill(240, 0, 0);
ellipse(mouseX, mouseY, 20, 20);
fill(255);
text("Mouse pressed on child.", 10, 30);
} else {
fill(255);
ellipse(width/2, height/2, 20, 20);
}
box(100, 200, 100);
if (mousePressedOnParent) {
fill(255);
text("Mouse pressed on parent", 20, 20);
}
}
public void mousePressed() {
arcball2.mousePressed();
}
public void mouseDragged() {
arcball2.mouseDragged();
}
}

View File

@@ -0,0 +1,10 @@
void setup() {
size(400, 400, P2D);
background(255, 0, 0);
fill(255, 150);
}
void draw() {
ellipse(mouseX, mouseY, 100, 100);
}

View File

@@ -0,0 +1,19 @@
PGraphics pg;
void setup() {
size(400, 400, P3D);
pg = createGraphics(400, 400, P3D);
pg.smooth(4);
}
void draw() {
background(0);
pg.beginDraw();
pg.background(255, 0, 0);
pg.ellipse(mouseX, mouseY, 100, 100);
pg.endDraw();
image(pg, 0, 0, 400, 400);
}

View File

@@ -0,0 +1,14 @@
void setup() {
size(400, 400, P3D);
noLoop();
}
void draw() {
background(255, 0, 0);
ellipse(mouseX, mouseY, 100, 50);
println("draw");
}
void keyPressed() {
redraw();
}

View File

@@ -0,0 +1,10 @@
void setup() {
size(400, 400, P3D);
surface.setResizable(true);
}
void draw() {
background(255, 0, 0);
ellipse(width/2, height/2, 100, 50);
}

View File

@@ -0,0 +1,7 @@
size(100, 100, P3D);
PGraphicsOpenGL pg = (PGraphicsOpenGL)g;
println(PGraphicsOpenGL.OPENGL_VENDOR);
println(PGraphicsOpenGL.OPENGL_RENDERER);
println(PGraphicsOpenGL.OPENGL_VERSION);
println(PGraphicsOpenGL.GLSL_VERSION);
println(PGraphicsOpenGL.OPENGL_EXTENSIONS);