Initial Commit
This commit is contained in:
@@ -0,0 +1,10 @@
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class Dimension3D{
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float w, h, d;
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Dimension3D(float w, float h, float d){
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this.w=w;
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this.h=h;
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this.d=d;
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}
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}
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@@ -0,0 +1,52 @@
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/**
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* I Like Icosahedra
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* by Ira Greenberg.
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*
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* This example plots icosahedra. The Icosahdron is a regular
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* polyhedron composed of twenty equalateral triangles.
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*/
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Icosahedron ico1;
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Icosahedron ico2;
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Icosahedron ico3;
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void setup(){
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size(640, 360, P3D);
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ico1 = new Icosahedron(75);
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ico2 = new Icosahedron(75);
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ico3 = new Icosahedron(75);
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}
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void draw(){
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background(0);
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lights();
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translate(width/2, height/2);
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pushMatrix();
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translate(-width/3.5, 0);
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rotateX(frameCount*PI/185);
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rotateY(frameCount*PI/-200);
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stroke(170, 0, 0);
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noFill();
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ico1.create();
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popMatrix();
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pushMatrix();
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rotateX(frameCount*PI/200);
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rotateY(frameCount*PI/300);
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stroke(150, 0, 180);
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fill(170, 170, 0);
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ico2.create();
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popMatrix();
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pushMatrix();
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translate(width/3.5, 0);
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rotateX(frameCount*PI/-200);
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rotateY(frameCount*PI/200);
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noStroke();
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fill(0, 0, 185);
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ico3.create();
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popMatrix();
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}
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@@ -0,0 +1,159 @@
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class Icosahedron extends Shape3D{
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// icosahedron
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PVector topPoint;
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PVector[] topPent = new PVector[5];
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PVector bottomPoint;
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PVector[] bottomPent = new PVector[5];
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float angle = 0, radius = 150;
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float triDist;
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float triHt;
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float a, b, c;
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// constructor
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Icosahedron(float radius){
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this.radius = radius;
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init();
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}
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Icosahedron(PVector v, float radius){
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super(v);
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this.radius = radius;
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init();
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}
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// calculate geometry
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void init(){
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c = dist(cos(0)*radius, sin(0)*radius, cos(radians(72))*radius, sin(radians(72))*radius);
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b = radius;
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a = (float)(Math.sqrt(((c*c)-(b*b))));
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triHt = (float)(Math.sqrt((c*c)-((c/2)*(c/2))));
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for (int i=0; i<topPent.length; i++){
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topPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, triHt/2.0f);
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angle+=radians(72);
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}
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topPoint = new PVector(0, 0, triHt/2.0f+a);
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angle = 72.0f/2.0f;
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for (int i=0; i<topPent.length; i++){
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bottomPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, -triHt/2.0f);
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angle+=radians(72);
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}
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bottomPoint = new PVector(0, 0, -(triHt/2.0f+a));
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}
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// draws icosahedron
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void create(){
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for (int i=0; i<topPent.length; i++){
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// icosahedron top
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beginShape();
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if (i<topPent.length-1){
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
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vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
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}
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else {
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
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vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
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}
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endShape(CLOSE);
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// icosahedron bottom
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beginShape();
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if (i<bottomPent.length-1){
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vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
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vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
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vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
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}
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else {
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vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
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vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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}
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endShape(CLOSE);
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}
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// icosahedron body
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for (int i=0; i<topPent.length; i++){
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if (i<topPent.length-2){
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beginShape();
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
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vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
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endShape(CLOSE);
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beginShape();
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vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
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endShape(CLOSE);
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}
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else if (i==topPent.length-2){
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beginShape();
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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endShape(CLOSE);
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beginShape();
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
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endShape(CLOSE);
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}
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else if (i==topPent.length-1){
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beginShape();
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
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vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
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endShape(CLOSE);
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beginShape();
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vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
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vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
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vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
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endShape(CLOSE);
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}
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}
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}
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// overrided methods fom Shape3D
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void rotZ(float theta){
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float tx=0, ty=0, tz=0;
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// top point
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tx = cos(theta)*topPoint.x+sin(theta)*topPoint.y;
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ty = sin(theta)*topPoint.x-cos(theta)*topPoint.y;
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topPoint.x = tx;
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topPoint.y = ty;
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// bottom point
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tx = cos(theta)*bottomPoint.x+sin(theta)*bottomPoint.y;
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ty = sin(theta)*bottomPoint.x-cos(theta)*bottomPoint.y;
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bottomPoint.x = tx;
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bottomPoint.y = ty;
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// top and bottom pentagons
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for (int i=0; i<topPent.length; i++){
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tx = cos(theta)*topPent[i].x+sin(theta)*topPent[i].y;
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ty = sin(theta)*topPent[i].x-cos(theta)*topPent[i].y;
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topPent[i].x = tx;
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topPent[i].y = ty;
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tx = cos(theta)*bottomPent[i].x+sin(theta)*bottomPent[i].y;
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ty = sin(theta)*bottomPent[i].x-cos(theta)*bottomPent[i].y;
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bottomPent[i].x = tx;
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bottomPent[i].y = ty;
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}
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}
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void rotX(float theta){
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}
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void rotY(float theta){
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}
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}
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@@ -0,0 +1,82 @@
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abstract class Shape3D{
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float x, y, z;
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float w, h, d;
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Shape3D(){
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}
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Shape3D(float x, float y, float z){
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this.x = x;
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this.y = y;
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this.z = z;
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}
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Shape3D(PVector p){
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x = p.x;
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y = p.y;
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z = p.z;
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}
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Shape3D(Dimension3D dim){
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w = dim.w;
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h = dim.h;
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d = dim.d;
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}
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Shape3D(float x, float y, float z, float w, float h, float d){
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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this.h = h;
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this.d = d;
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}
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Shape3D(float x, float y, float z, Dimension3D dim){
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this.x = x;
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this.y = y;
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this.z = z;
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w = dim.w;
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h = dim.h;
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d = dim.d;
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}
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Shape3D(PVector p, Dimension3D dim){
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x = p.x;
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y = p.y;
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z = p.z;
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w = dim.w;
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h = dim.h;
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d = dim.d;
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}
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void setLoc(PVector p){
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x=p.x;
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y=p.y;
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z=p.z;
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}
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void setLoc(float x, float y, float z){
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this.x=x;
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this.y=y;
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this.z=z;
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}
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// override if you need these
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void rotX(float theta){
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}
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void rotY(float theta){
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}
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void rotZ(float theta){
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}
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// must be implemented in subclasses
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abstract void init();
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abstract void create();
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}
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@@ -0,0 +1,82 @@
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/**
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* Noise Sphere
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* by David Pena.
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*
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* Uniform random distribution on the surface of a sphere.
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*/
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int cuantos = 4000;
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Pelo[] lista ;
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float[] z = new float[cuantos];
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float[] phi = new float[cuantos];
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float[] largos = new float[cuantos];
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float radio;
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float rx = 0;
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float ry =0;
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void setup() {
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size(640, 360, P3D);
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radio = height/3;
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lista = new Pelo[cuantos];
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for (int i=0; i<cuantos; i++) {
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lista[i] = new Pelo();
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}
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noiseDetail(3);
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}
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void draw() {
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background(0);
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translate(width/2, height/2);
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float rxp = ((mouseX-(width/2))*0.005);
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float ryp = ((mouseY-(height/2))*0.005);
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rx = (rx*0.9)+(rxp*0.1);
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ry = (ry*0.9)+(ryp*0.1);
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rotateY(rx);
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rotateX(ry);
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fill(0);
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noStroke();
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sphere(radio);
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for (int i = 0;i < cuantos; i++) {
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lista[i].dibujar();
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}
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}
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class Pelo {
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float z = random(-radio, radio);
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float phi = random(TWO_PI);
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float largo = random(1.15, 1.2);
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float theta = asin(z/radio);
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void dibujar() {
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float off = (noise(millis() * 0.0005, sin(phi))-0.5) * 0.3;
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float offb = (noise(millis() * 0.0007, sin(z) * 0.01)-0.5) * 0.3;
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float thetaff = theta+off;
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float phff = phi+offb;
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float x = radio * cos(theta) * cos(phi);
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float y = radio * cos(theta) * sin(phi);
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float z = radio * sin(theta);
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float msx= screenX(x, y, z);
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float msy= screenY(x, y, z);
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float xo = radio * cos(thetaff) * cos(phff);
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float yo = radio * cos(thetaff) * sin(phff);
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float zo = radio * sin(thetaff);
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float xb = xo * largo;
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float yb = yo * largo;
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float zb = zo * largo;
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beginShape(LINES);
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stroke(0);
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vertex(x, y, z);
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stroke(200, 150);
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vertex(xb, yb, zb);
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endShape();
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}
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}
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@@ -0,0 +1,75 @@
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/**
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* RGB Cube.
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*
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* The three primary colors of the additive color model are red, green, and blue.
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* This RGB color cube displays smooth transitions between these colors.
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*/
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float xmag, ymag = 0;
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float newXmag, newYmag = 0;
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void setup() {
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size(640, 360, P3D);
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noStroke();
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colorMode(RGB, 1);
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}
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void draw() {
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background(0.5);
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pushMatrix();
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translate(width/2, height/2, -30);
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newXmag = mouseX/float(width) * TWO_PI;
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newYmag = mouseY/float(height) * TWO_PI;
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float diff = xmag-newXmag;
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if (abs(diff) > 0.01) {
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xmag -= diff/4.0;
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}
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diff = ymag-newYmag;
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if (abs(diff) > 0.01) {
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ymag -= diff/4.0;
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}
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rotateX(-ymag);
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rotateY(-xmag);
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scale(90);
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beginShape(QUADS);
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fill(0, 1, 1); vertex(-1, 1, 1);
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fill(1, 1, 1); vertex( 1, 1, 1);
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fill(1, 0, 1); vertex( 1, -1, 1);
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fill(0, 0, 1); vertex(-1, -1, 1);
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fill(1, 1, 1); vertex( 1, 1, 1);
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fill(1, 1, 0); vertex( 1, 1, -1);
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fill(1, 0, 0); vertex( 1, -1, -1);
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fill(1, 0, 1); vertex( 1, -1, 1);
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fill(1, 1, 0); vertex( 1, 1, -1);
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fill(0, 1, 0); vertex(-1, 1, -1);
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fill(0, 0, 0); vertex(-1, -1, -1);
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fill(1, 0, 0); vertex( 1, -1, -1);
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fill(0, 1, 0); vertex(-1, 1, -1);
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fill(0, 1, 1); vertex(-1, 1, 1);
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fill(0, 0, 1); vertex(-1, -1, 1);
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fill(0, 0, 0); vertex(-1, -1, -1);
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fill(0, 1, 0); vertex(-1, 1, -1);
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fill(1, 1, 0); vertex( 1, 1, -1);
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fill(1, 1, 1); vertex( 1, 1, 1);
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fill(0, 1, 1); vertex(-1, 1, 1);
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fill(0, 0, 0); vertex(-1, -1, -1);
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fill(1, 0, 0); vertex( 1, -1, -1);
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fill(1, 0, 1); vertex( 1, -1, 1);
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fill(0, 0, 1); vertex(-1, -1, 1);
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endShape();
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popMatrix();
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}
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@@ -0,0 +1,116 @@
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/**
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* Shape Transform
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* by Ira Greenberg.
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*
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* Illustrates the geometric relationship
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* between Cube, Pyramid, Cone and
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* Cylinder 3D primitives.
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*
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* Instructions:<br />
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* Up Arrow - increases points<br />
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* Down Arrow - decreases points<br />
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* 'p' key toggles between cube/pyramid<br />
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*/
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||||
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int pts = 4;
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||||
float angle = 0;
|
||||
float radius = 99;
|
||||
float cylinderLength = 95;
|
||||
|
||||
//vertices
|
||||
PVector vertices[][];
|
||||
boolean isPyramid = false;
|
||||
|
||||
float angleInc;
|
||||
|
||||
void setup(){
|
||||
size(640, 360, P3D);
|
||||
noStroke();
|
||||
angleInc = PI/300.0;
|
||||
}
|
||||
|
||||
void draw(){
|
||||
background(170, 95, 95);
|
||||
lights();
|
||||
fill(255, 200, 200);
|
||||
translate(width/2, height/2);
|
||||
rotateX(frameCount * angleInc);
|
||||
rotateY(frameCount * angleInc);
|
||||
rotateZ(frameCount * angleInc);
|
||||
|
||||
// initialize vertex arrays
|
||||
vertices = new PVector[2][pts+1];
|
||||
|
||||
// fill arrays
|
||||
for (int i = 0; i < 2; i++){
|
||||
angle = 0;
|
||||
for(int j = 0; j <= pts; j++){
|
||||
vertices[i][j] = new PVector();
|
||||
if (isPyramid){
|
||||
if (i==1){
|
||||
vertices[i][j].x = 0;
|
||||
vertices[i][j].y = 0;
|
||||
}
|
||||
else {
|
||||
vertices[i][j].x = cos(radians(angle)) * radius;
|
||||
vertices[i][j].y = sin(radians(angle)) * radius;
|
||||
}
|
||||
}
|
||||
else {
|
||||
vertices[i][j].x = cos(radians(angle)) * radius;
|
||||
vertices[i][j].y = sin(radians(angle)) * radius;
|
||||
}
|
||||
vertices[i][j].z = cylinderLength;
|
||||
// the .0 after the 360 is critical
|
||||
angle += 360.0/pts;
|
||||
}
|
||||
cylinderLength *= -1;
|
||||
}
|
||||
|
||||
// draw cylinder tube
|
||||
beginShape(QUAD_STRIP);
|
||||
for(int j = 0; j <= pts; j++){
|
||||
vertex(vertices[0][j].x, vertices[0][j].y, vertices[0][j].z);
|
||||
vertex(vertices[1][j].x, vertices[1][j].y, vertices[1][j].z);
|
||||
}
|
||||
endShape();
|
||||
|
||||
//draw cylinder ends
|
||||
for (int i = 0; i < 2; i++){
|
||||
beginShape();
|
||||
for(int j = 0; j < pts; j++){
|
||||
vertex(vertices[i][j].x, vertices[i][j].y, vertices[i][j].z);
|
||||
}
|
||||
endShape(CLOSE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
up/down arrow keys control
|
||||
polygon detail.
|
||||
*/
|
||||
void keyPressed(){
|
||||
if(key == CODED) {
|
||||
// pts
|
||||
if (keyCode == UP) {
|
||||
if (pts < 90){
|
||||
pts++;
|
||||
}
|
||||
}
|
||||
else if (keyCode == DOWN) {
|
||||
if (pts > 4){
|
||||
pts--;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (key =='p'){
|
||||
if (isPyramid){
|
||||
isPyramid = false;
|
||||
}
|
||||
else {
|
||||
isPyramid = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
|
||||
class Cube {
|
||||
|
||||
// Properties
|
||||
int w, h, d;
|
||||
int shiftX, shiftY, shiftZ;
|
||||
|
||||
// Constructor
|
||||
Cube(int w, int h, int d, int shiftX, int shiftY, int shiftZ){
|
||||
this.w = w;
|
||||
this.h = h;
|
||||
this.d = d;
|
||||
this.shiftX = shiftX;
|
||||
this.shiftY = shiftY;
|
||||
this.shiftZ = shiftZ;
|
||||
}
|
||||
|
||||
// Main cube drawing method, which looks
|
||||
// more confusing than it really is. It's
|
||||
// just a bunch of rectangles drawn for
|
||||
// each cube face
|
||||
void drawCube(){
|
||||
beginShape(QUADS);
|
||||
// Front face
|
||||
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
|
||||
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
|
||||
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
|
||||
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
|
||||
|
||||
// Back face
|
||||
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
|
||||
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
|
||||
vertex(w + shiftX, h + shiftY, d + shiftZ);
|
||||
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
|
||||
|
||||
// Left face
|
||||
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
|
||||
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
|
||||
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
|
||||
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
|
||||
|
||||
// Right face
|
||||
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
|
||||
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
|
||||
vertex(w + shiftX, h + shiftY, d + shiftZ);
|
||||
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
|
||||
|
||||
// Top face
|
||||
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
|
||||
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
|
||||
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
|
||||
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
|
||||
|
||||
// Bottom face
|
||||
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
|
||||
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
|
||||
vertex(w + shiftX, h + shiftY, d + shiftZ);
|
||||
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
|
||||
|
||||
endShape();
|
||||
|
||||
// Add some rotation to each box for pizazz.
|
||||
rotateY(radians(1));
|
||||
rotateX(radians(1));
|
||||
rotateZ(radians(1));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* Space Junk
|
||||
* by Ira Greenberg (zoom suggestion by Danny Greenberg).
|
||||
*
|
||||
* Rotating cubes in space using a custom Cube class.
|
||||
* Color controlled by light sources. Move the mouse left
|
||||
* and right to zoom.
|
||||
*/
|
||||
|
||||
// Used for oveall rotation
|
||||
float angle;
|
||||
|
||||
// Cube count-lower/raise to test performance
|
||||
int limit = 500;
|
||||
|
||||
// Array for all cubes
|
||||
Cube[] cubes = new Cube[limit];
|
||||
|
||||
void setup() {
|
||||
size(640, 360, P3D);
|
||||
background(0);
|
||||
noStroke();
|
||||
|
||||
// Instantiate cubes, passing in random vals for size and postion
|
||||
for (int i = 0; i < cubes.length; i++){
|
||||
cubes[i] = new Cube(int(random(-10, 10)), int(random(-10, 10)),
|
||||
int(random(-10, 10)), int(random(-140, 140)),
|
||||
int(random(-140, 140)), int(random(-140, 140)));
|
||||
}
|
||||
}
|
||||
|
||||
void draw(){
|
||||
background(0);
|
||||
fill(200);
|
||||
|
||||
// Set up some different colored lights
|
||||
pointLight(51, 102, 255, 65, 60, 100);
|
||||
pointLight(200, 40, 60, -65, -60, -150);
|
||||
|
||||
// Raise overall light in scene
|
||||
ambientLight(70, 70, 10);
|
||||
|
||||
// Center geometry in display windwow.
|
||||
// you can changlee 3rd argument ('0')
|
||||
// to move block group closer(+) / further(-)
|
||||
translate(width/2, height/2, -200 + mouseX * 0.65);
|
||||
|
||||
// Rotate around y and x axes
|
||||
rotateY(radians(angle));
|
||||
rotateX(radians(angle));
|
||||
|
||||
// Draw cubes
|
||||
for (int i = 0; i < cubes.length; i++){
|
||||
cubes[i].drawCube();
|
||||
}
|
||||
|
||||
// Used in rotate function calls above
|
||||
angle += 0.2;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,182 @@
|
||||
/**
|
||||
* Interactive Toroid
|
||||
* by Ira Greenberg.
|
||||
*
|
||||
* Illustrates the geometric relationship between Toroid, Sphere, and Helix
|
||||
* 3D primitives, as well as lathing principal.
|
||||
*
|
||||
* Instructions: <br />
|
||||
* UP arrow key pts++ <br />
|
||||
* DOWN arrow key pts-- <br />
|
||||
* LEFT arrow key segments-- <br />
|
||||
* RIGHT arrow key segments++ <br />
|
||||
* 'a' key toroid radius-- <br />
|
||||
* 's' key toroid radius++ <br />
|
||||
* 'z' key initial polygon radius-- <br />
|
||||
* 'x' key initial polygon radius++ <br />
|
||||
* 'w' key toggle wireframe/solid shading <br />
|
||||
* 'h' key toggle sphere/helix <br />
|
||||
*/
|
||||
|
||||
int pts = 40;
|
||||
float angle = 0;
|
||||
float radius = 60.0;
|
||||
|
||||
// lathe segments
|
||||
int segments = 60;
|
||||
float latheAngle = 0;
|
||||
float latheRadius = 100.0;
|
||||
|
||||
//vertices
|
||||
PVector vertices[], vertices2[];
|
||||
|
||||
// for shaded or wireframe rendering
|
||||
boolean isWireFrame = false;
|
||||
|
||||
// for optional helix
|
||||
boolean isHelix = false;
|
||||
float helixOffset = 5.0;
|
||||
|
||||
void setup(){
|
||||
size(640, 360, P3D);
|
||||
}
|
||||
|
||||
void draw(){
|
||||
background(50, 64, 42);
|
||||
// basic lighting setup
|
||||
lights();
|
||||
// 2 rendering styles
|
||||
// wireframe or solid
|
||||
if (isWireFrame){
|
||||
stroke(255, 255, 150);
|
||||
noFill();
|
||||
}
|
||||
else {
|
||||
noStroke();
|
||||
fill(150, 195, 125);
|
||||
}
|
||||
//center and spin toroid
|
||||
translate(width/2, height/2, -100);
|
||||
|
||||
rotateX(frameCount*PI/150);
|
||||
rotateY(frameCount*PI/170);
|
||||
rotateZ(frameCount*PI/90);
|
||||
|
||||
// initialize point arrays
|
||||
vertices = new PVector[pts+1];
|
||||
vertices2 = new PVector[pts+1];
|
||||
|
||||
// fill arrays
|
||||
for(int i=0; i<=pts; i++){
|
||||
vertices[i] = new PVector();
|
||||
vertices2[i] = new PVector();
|
||||
vertices[i].x = latheRadius + sin(radians(angle))*radius;
|
||||
if (isHelix){
|
||||
vertices[i].z = cos(radians(angle))*radius-(helixOffset*
|
||||
segments)/2;
|
||||
}
|
||||
else{
|
||||
vertices[i].z = cos(radians(angle))*radius;
|
||||
}
|
||||
angle+=360.0/pts;
|
||||
}
|
||||
|
||||
// draw toroid
|
||||
latheAngle = 0;
|
||||
for(int i=0; i<=segments; i++){
|
||||
beginShape(QUAD_STRIP);
|
||||
for(int j=0; j<=pts; j++){
|
||||
if (i>0){
|
||||
vertex(vertices2[j].x, vertices2[j].y, vertices2[j].z);
|
||||
}
|
||||
vertices2[j].x = cos(radians(latheAngle))*vertices[j].x;
|
||||
vertices2[j].y = sin(radians(latheAngle))*vertices[j].x;
|
||||
vertices2[j].z = vertices[j].z;
|
||||
// optional helix offset
|
||||
if (isHelix){
|
||||
vertices[j].z+=helixOffset;
|
||||
}
|
||||
vertex(vertices2[j].x, vertices2[j].y, vertices2[j].z);
|
||||
}
|
||||
// create extra rotation for helix
|
||||
if (isHelix){
|
||||
latheAngle+=720.0/segments;
|
||||
}
|
||||
else {
|
||||
latheAngle+=360.0/segments;
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
left/right arrow keys control ellipse detail
|
||||
up/down arrow keys control segment detail.
|
||||
'a','s' keys control lathe radius
|
||||
'z','x' keys control ellipse radius
|
||||
'w' key toggles between wireframe and solid
|
||||
'h' key toggles between toroid and helix
|
||||
*/
|
||||
void keyPressed(){
|
||||
if(key == CODED) {
|
||||
// pts
|
||||
if (keyCode == UP) {
|
||||
if (pts<40){
|
||||
pts++;
|
||||
}
|
||||
}
|
||||
else if (keyCode == DOWN) {
|
||||
if (pts>3){
|
||||
pts--;
|
||||
}
|
||||
}
|
||||
// extrusion length
|
||||
if (keyCode == LEFT) {
|
||||
if (segments>3){
|
||||
segments--;
|
||||
}
|
||||
}
|
||||
else if (keyCode == RIGHT) {
|
||||
if (segments<80){
|
||||
segments++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// lathe radius
|
||||
if (key =='a'){
|
||||
if (latheRadius>0){
|
||||
latheRadius--;
|
||||
}
|
||||
}
|
||||
else if (key == 's'){
|
||||
latheRadius++;
|
||||
}
|
||||
// ellipse radius
|
||||
if (key =='z'){
|
||||
if (radius>10){
|
||||
radius--;
|
||||
}
|
||||
}
|
||||
else if (key == 'x'){
|
||||
radius++;
|
||||
}
|
||||
// wireframe
|
||||
if (key =='w'){
|
||||
if (isWireFrame){
|
||||
isWireFrame=false;
|
||||
}
|
||||
else {
|
||||
isWireFrame=true;
|
||||
}
|
||||
}
|
||||
// helix
|
||||
if (key =='h'){
|
||||
if (isHelix){
|
||||
isHelix=false;
|
||||
}
|
||||
else {
|
||||
isHelix=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
/**
|
||||
* Vertices
|
||||
* by Simon Greenwold.
|
||||
*
|
||||
* Draw a cylinder centered on the y-axis, going down
|
||||
* from y=0 to y=height. The radius at the top can be
|
||||
* different from the radius at the bottom, and the
|
||||
* number of sides drawn is variable.
|
||||
*/
|
||||
|
||||
void setup() {
|
||||
size(640, 360, P3D);
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
lights();
|
||||
translate(width / 2, height / 2);
|
||||
rotateY(map(mouseX, 0, width, 0, PI));
|
||||
rotateZ(map(mouseY, 0, height, 0, -PI));
|
||||
noStroke();
|
||||
fill(255, 255, 255);
|
||||
translate(0, -40, 0);
|
||||
drawCylinder(10, 180, 200, 16); // Draw a mix between a cylinder and a cone
|
||||
//drawCylinder(70, 70, 120, 64); // Draw a cylinder
|
||||
//drawCylinder(0, 180, 200, 4); // Draw a pyramid
|
||||
}
|
||||
|
||||
void drawCylinder(float topRadius, float bottomRadius, float tall, int sides) {
|
||||
float angle = 0;
|
||||
float angleIncrement = TWO_PI / sides;
|
||||
beginShape(QUAD_STRIP);
|
||||
for (int i = 0; i < sides + 1; ++i) {
|
||||
vertex(topRadius*cos(angle), 0, topRadius*sin(angle));
|
||||
vertex(bottomRadius*cos(angle), tall, bottomRadius*sin(angle));
|
||||
angle += angleIncrement;
|
||||
}
|
||||
endShape();
|
||||
|
||||
// If it is not a cone, draw the circular top cap
|
||||
if (topRadius != 0) {
|
||||
angle = 0;
|
||||
beginShape(TRIANGLE_FAN);
|
||||
|
||||
// Center point
|
||||
vertex(0, 0, 0);
|
||||
for (int i = 0; i < sides + 1; i++) {
|
||||
vertex(topRadius * cos(angle), 0, topRadius * sin(angle));
|
||||
angle += angleIncrement;
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
|
||||
// If it is not a cone, draw the circular bottom cap
|
||||
if (bottomRadius != 0) {
|
||||
angle = 0;
|
||||
beginShape(TRIANGLE_FAN);
|
||||
|
||||
// Center point
|
||||
vertex(0, tall, 0);
|
||||
for (int i = 0; i < sides + 1; i++) {
|
||||
vertex(bottomRadius * cos(angle), tall, bottomRadius * sin(angle));
|
||||
angle += angleIncrement;
|
||||
}
|
||||
endShape();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user