Initial Commit
@@ -0,0 +1,50 @@
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// Depth sorting example by Jakub Valtar
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// https://github.com/JakubValtar
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void setup() {
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size(640, 720, P3D);
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colorMode(HSB, 100, 100, 100, 100);
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frameRate(60);
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}
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void draw() {
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//beginRaw(PDF, "output" + frameCount + ".pdf");
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if (!mousePressed) {
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hint(ENABLE_DEPTH_SORT);
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} else {
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hint(DISABLE_DEPTH_SORT);
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}
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noStroke();
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background(0);
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translate(width/2, height/2, -300);
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scale(2);
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int rot = frameCount;
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rotateZ(radians(90));
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rotateX(radians(rot/60.0f * 10));
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rotateY(radians(rot/60.0f * 30));
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blendMode(ADD);
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for (int i = 0; i < 100; i++) {
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fill(map(i % 10, 0, 10, 0, 100), 100, 100, 30);
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beginShape(TRIANGLES);
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vertex(200, 50, -50);
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vertex(100, 100, 50);
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vertex(100, 0, 20);
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endShape();
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rotateY(radians(270.0f/100));
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}
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//endRaw();
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if (frameCount % 30 == 0) println(frameRate);
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}
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@@ -0,0 +1,163 @@
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// Draws a triangle using low-level OpenGL calls.
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import java.nio.*;
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PShader sh;
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float[] attribs;
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FloatBuffer attribBuffer;
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int attribVboId;
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final static int VERT_CMP_COUNT = 4; // vertex component count (x, y, z, w) -> 4
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final static int CLR_CMP_COUNT = 4; // color component count (r, g, b, a) -> 4
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public void setup() {
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size(640, 360, P3D);
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// Loads a shader to render geometry w/out
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// textures and lights.
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sh = loadShader("frag.glsl", "vert.glsl");
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attribs = new float[24];
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attribBuffer = allocateDirectFloatBuffer(24);
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PGL pgl = beginPGL();
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IntBuffer intBuffer = IntBuffer.allocate(1);
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pgl.genBuffers(1, intBuffer);
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attribVboId = intBuffer.get(0);
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endPGL();
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}
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public void draw() {
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PGL pgl = beginPGL();
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background(0);
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// The geometric transformations will be automatically passed
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// to the shader.
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rotate(frameCount * 0.01f, width, height, 0);
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updateGeometry();
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sh.bind();
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// get "vertex" attribute location in the shader
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final int vertLoc = pgl.getAttribLocation(sh.glProgram, "vertex");
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// enable array for "vertex" attribute
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pgl.enableVertexAttribArray(vertLoc);
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// get "color" attribute location in the shader
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final int colorLoc = pgl.getAttribLocation(sh.glProgram, "color");
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// enable array for "color" attribute
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pgl.enableVertexAttribArray(colorLoc);
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/*
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BUFFER LAYOUT from updateGeometry()
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xyzwrgbaxyzwrgbaxyzwrgba...
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|v1 |v2 |v3 |...
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|0 |4 |8 |12 |16 |20 |...
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|xyzw|rgba|xyzw|rgba|xyzw|rgba|...
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stride (values per vertex) is 8 floats
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vertex offset is 0 floats (starts at the beginning of each line)
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color offset is 4 floats (starts after vertex coords)
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|0 |4 |8
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v1 |xyzw|rgba|
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v2 |xyzw|rgba|
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v3 |xyzw|rgba|
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|...
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*/
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final int stride = (VERT_CMP_COUNT + CLR_CMP_COUNT) * Float.BYTES;
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final int vertexOffset = 0 * Float.BYTES;
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final int colorOffset = VERT_CMP_COUNT * Float.BYTES;
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// bind VBO
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pgl.bindBuffer(PGL.ARRAY_BUFFER, attribVboId);
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// fill VBO with data
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pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * attribs.length, attribBuffer, PGL.DYNAMIC_DRAW);
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// associate currently bound VBO with "vertex" shader attribute
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pgl.vertexAttribPointer(vertLoc, VERT_CMP_COUNT, PGL.FLOAT, false, stride, vertexOffset);
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// associate currently bound VBO with "color" shader attribute
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pgl.vertexAttribPointer(colorLoc, CLR_CMP_COUNT, PGL.FLOAT, false, stride, colorOffset);
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// unbind VBO
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pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
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pgl.drawArrays(PGL.TRIANGLES, 0, 3);
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// disable arrays for attributes before unbinding the shader
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pgl.disableVertexAttribArray(vertLoc);
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pgl.disableVertexAttribArray(colorLoc);
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sh.unbind();
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endPGL();
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}
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// Triggers a crash when closing the output window using the close button
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//public void dispose() {
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// PGL pgl = beginPGL();
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// IntBuffer intBuffer = IntBuffer.allocate(1);
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// intBuffer.put(attribVboId);
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// intBuffer.rewind();
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// pgl.deleteBuffers(1, intBuffer);
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// endPGL();
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//}
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void updateGeometry() {
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// Vertex 1
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attribs[0] = 0;
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attribs[1] = 0;
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attribs[2] = 0;
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attribs[3] = 1;
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// Color 1
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attribs[4] = 1;
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attribs[5] = 0;
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attribs[6] = 0;
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attribs[7] = 1;
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// Vertex 2
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attribs[8] = width/2;
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attribs[9] = height;
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attribs[10] = 0;
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attribs[11] = 1;
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// Color 2
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attribs[12] = 0;
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attribs[13] = 1;
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attribs[14] = 0;
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attribs[15] = 1;
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// Vertex 3
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attribs[16] = width;
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attribs[17] = 0;
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attribs[18] = 0;
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attribs[19] = 1;
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// Color 3
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attribs[20] = 0;
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attribs[21] = 0;
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attribs[22] = 1;
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attribs[23] = 1;
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attribBuffer.rewind();
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attribBuffer.put(attribs);
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attribBuffer.rewind();
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}
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FloatBuffer allocateDirectFloatBuffer(int n) {
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return ByteBuffer.allocateDirect(n * Float.BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
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}
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@@ -0,0 +1,30 @@
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/*
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Part of the Processing project - http://processing.org
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Copyright (c) 2011-12 Ben Fry and Casey Reas
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License version 2.1 as published by the Free Software Foundation.
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||||
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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||||
|
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You should have received a copy of the GNU Lesser General
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Public License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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varying vec4 vertColor;
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void main() {
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gl_FragColor = vertColor;
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}
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@@ -0,0 +1,31 @@
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/*
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Part of the Processing project - http://processing.org
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Copyright (c) 2011-12 Ben Fry and Casey Reas
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License version 2.1 as published by the Free Software Foundation.
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||||
|
||||
This library is distributed in the hope that it will be useful,
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||||
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
|
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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uniform mat4 transform;
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attribute vec4 vertex;
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attribute vec4 color;
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varying vec4 vertColor;
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void main() {
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gl_Position = transform * vertex;
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vertColor = color;
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}
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@@ -0,0 +1,188 @@
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// Draws a triangle using low-level OpenGL calls.
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import java.nio.*;
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PShader sh;
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float[] vertices;
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float[] colors;
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FloatBuffer vertexBuffer;
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FloatBuffer colorBuffer;
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int vertexVboId;
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int colorVboId;
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final static int VERT_CMP_COUNT = 4; // vertex component count (x, y, z, w) -> 4
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final static int CLR_CMP_COUNT = 4; // color component count (r, g, b, a) -> 4
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public void setup() {
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size(640, 360, P3D);
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// Loads a shader to render geometry w/out
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// textures and lights.
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sh = loadShader("frag.glsl", "vert.glsl");
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vertices = new float[12];
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colors = new float[12];
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vertexBuffer = allocateDirectFloatBuffer(12);
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colorBuffer = allocateDirectFloatBuffer(12);
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PGL pgl = beginPGL();
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// allocate buffer big enough to get all VBO ids back
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IntBuffer intBuffer = IntBuffer.allocate(2);
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pgl.genBuffers(2, intBuffer);
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vertexVboId = intBuffer.get(0);
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colorVboId = intBuffer.get(1);
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endPGL();
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}
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public void draw() {
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PGL pgl = beginPGL();
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background(0);
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// The geometric transformations will be automatically passed
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// to the shader.
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rotate(frameCount * 0.01f, width, height, 0);
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updateGeometry();
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sh.bind();
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// get "vertex" attribute location in the shader
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final int vertLoc = pgl.getAttribLocation(sh.glProgram, "vertex");
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// enable array for "vertex" attribute
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pgl.enableVertexAttribArray(vertLoc);
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// get "color" attribute location in the shader
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final int colorLoc = pgl.getAttribLocation(sh.glProgram, "color");
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// enable array for "color" attribute
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pgl.enableVertexAttribArray(colorLoc);
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/*
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||||
BUFFER LAYOUT from updateGeometry()
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Vertex buffer:
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xyzwxyzwxyzw...
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||||
|v1 |v2 |v3 |...
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|0 |4 |8 |...
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|xyzw|xyzw|xyzw|...
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Color buffer:
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rgbargbargba...
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|v1 |v2 |v3 |...
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|0 |4 |8 |...
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|rgba|rgba|rgba|...
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stride (values per vertex) is 4 floats in both cases
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vertex offset is 0 floats in both cases
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*/
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final int vertexStride = VERT_CMP_COUNT * Float.BYTES;
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final int colorStride = CLR_CMP_COUNT * Float.BYTES;
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final int vertexOffset = 0 * Float.BYTES;
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final int colorOffset = 0 * Float.BYTES;
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{ // VERTEX
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// bind VBO
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pgl.bindBuffer(PGL.ARRAY_BUFFER, vertexVboId);
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// fill VBO with data
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pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * vertices.length, vertexBuffer, PGL.DYNAMIC_DRAW);
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// associate currently bound VBO with shader attribute
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pgl.vertexAttribPointer(vertLoc, VERT_CMP_COUNT, PGL.FLOAT, false, vertexStride, vertexOffset);
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}
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{ // COLOR
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// bind VBO
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pgl.bindBuffer(PGL.ARRAY_BUFFER, colorVboId);
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// fill bound VBO with data
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pgl.bufferData(PGL.ARRAY_BUFFER, Float.BYTES * colors.length, colorBuffer, PGL.DYNAMIC_DRAW);
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// associate currently bound VBO with shader attribute
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pgl.vertexAttribPointer(colorLoc, CLR_CMP_COUNT, PGL.FLOAT, false, colorStride, colorOffset);
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}
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// unbind VBOs
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pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
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pgl.drawArrays(PGL.TRIANGLES, 0, 3);
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||||
|
||||
|
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// disable arrays for attributes before unbinding the shader
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pgl.disableVertexAttribArray(vertLoc);
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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();
|
||||
//}
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||||
|
||||
void updateGeometry() {
|
||||
// Vertex 1
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||||
vertices[0] = 0;
|
||||
vertices[1] = 0;
|
||||
vertices[2] = 0;
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||||
vertices[3] = 1;
|
||||
|
||||
colors[0] = 1;
|
||||
colors[1] = 0;
|
||||
colors[2] = 0;
|
||||
colors[3] = 1;
|
||||
|
||||
// Vertex 2
|
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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();
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
/*
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
/*
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
varying vec4 vertColor;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vertColor;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
// 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);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
@@ -0,0 +1,161 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -0,0 +1,261 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
// 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);
|
||||
}
|
||||
|
After Width: | Height: | Size: 279 KiB |
|
After Width: | Height: | Size: 22 KiB |
|
After Width: | Height: | Size: 81 KiB |
|
After Width: | Height: | Size: 119 KiB |
@@ -0,0 +1,190 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,497 @@
|
||||
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));
|
||||
}
|
||||
@@ -0,0 +1,115 @@
|
||||
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.");
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
// 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();
|
||||
}
|
||||
@@ -0,0 +1,162 @@
|
||||
/**
|
||||
* 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();
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
// 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;
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
// 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();
|
||||
}
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
@@ -0,0 +1,143 @@
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,256 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
/**
|
||||
* 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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
/* 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);
|
||||
}
|
||||
@@ -0,0 +1,118 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
@@ -0,0 +1,111 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
@@ -0,0 +1,90 @@
|
||||
/**
|
||||
* 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();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
@@ -0,0 +1,60 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
After Width: | Height: | Size: 2.6 KiB |
@@ -0,0 +1,15 @@
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,194 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
void setup() {
|
||||
size(400, 400, P2D);
|
||||
background(255, 0, 0);
|
||||
fill(255, 150);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
ellipse(mouseX, mouseY, 100, 100);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||