Initial Commit

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

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class Dimension3D{
float w, h, d;
Dimension3D(float w, float h, float d){
this.w=w;
this.h=h;
this.d=d;
}
}

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/**
* I Like Icosahedra
* by Ira Greenberg.
*
* This example plots icosahedra. The Icosahdron is a regular
* polyhedron composed of twenty equalateral triangles.
*/
Icosahedron ico1;
Icosahedron ico2;
Icosahedron ico3;
void setup(){
size(640, 360, P3D);
ico1 = new Icosahedron(75);
ico2 = new Icosahedron(75);
ico3 = new Icosahedron(75);
}
void draw(){
background(0);
lights();
translate(width/2, height/2);
pushMatrix();
translate(-width/3.5, 0);
rotateX(frameCount*PI/185);
rotateY(frameCount*PI/-200);
stroke(170, 0, 0);
noFill();
ico1.create();
popMatrix();
pushMatrix();
rotateX(frameCount*PI/200);
rotateY(frameCount*PI/300);
stroke(150, 0, 180);
fill(170, 170, 0);
ico2.create();
popMatrix();
pushMatrix();
translate(width/3.5, 0);
rotateX(frameCount*PI/-200);
rotateY(frameCount*PI/200);
noStroke();
fill(0, 0, 185);
ico3.create();
popMatrix();
}

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class Icosahedron extends Shape3D{
// icosahedron
PVector topPoint;
PVector[] topPent = new PVector[5];
PVector bottomPoint;
PVector[] bottomPent = new PVector[5];
float angle = 0, radius = 150;
float triDist;
float triHt;
float a, b, c;
// constructor
Icosahedron(float radius){
this.radius = radius;
init();
}
Icosahedron(PVector v, float radius){
super(v);
this.radius = radius;
init();
}
// calculate geometry
void init(){
c = dist(cos(0)*radius, sin(0)*radius, cos(radians(72))*radius, sin(radians(72))*radius);
b = radius;
a = (float)(Math.sqrt(((c*c)-(b*b))));
triHt = (float)(Math.sqrt((c*c)-((c/2)*(c/2))));
for (int i=0; i<topPent.length; i++){
topPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, triHt/2.0f);
angle+=radians(72);
}
topPoint = new PVector(0, 0, triHt/2.0f+a);
angle = 72.0f/2.0f;
for (int i=0; i<topPent.length; i++){
bottomPent[i] = new PVector(cos(angle)*radius, sin(angle)*radius, -triHt/2.0f);
angle+=radians(72);
}
bottomPoint = new PVector(0, 0, -(triHt/2.0f+a));
}
// draws icosahedron
void create(){
for (int i=0; i<topPent.length; i++){
// icosahedron top
beginShape();
if (i<topPent.length-1){
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
}
else {
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPoint.x, y+topPoint.y, z+topPoint.z);
vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
}
endShape(CLOSE);
// icosahedron bottom
beginShape();
if (i<bottomPent.length-1){
vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
}
else {
vertex(x+bottomPent[i].x, y+bottomPent[i].y, z+bottomPent[i].z);
vertex(x+bottomPoint.x, y+bottomPoint.y, z+bottomPoint.z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
}
endShape(CLOSE);
}
// icosahedron body
for (int i=0; i<topPent.length; i++){
if (i<topPent.length-2){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[i+2].x, y+bottomPent[i+2].y, z+bottomPent[i+2].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
endShape(CLOSE);
}
else if (i==topPent.length-2){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[i+1].x, y+bottomPent[i+1].y, z+bottomPent[i+1].z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[i+1].x, y+topPent[i+1].y, z+topPent[i+1].z);
endShape(CLOSE);
}
else if (i==topPent.length-1){
beginShape();
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+bottomPent[0].x, y+bottomPent[0].y, z+bottomPent[0].z);
vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
endShape(CLOSE);
beginShape();
vertex(x+bottomPent[1].x, y+bottomPent[1].y, z+bottomPent[1].z);
vertex(x+topPent[i].x, y+topPent[i].y, z+topPent[i].z);
vertex(x+topPent[0].x, y+topPent[0].y, z+topPent[0].z);
endShape(CLOSE);
}
}
}
// overrided methods fom Shape3D
void rotZ(float theta){
float tx=0, ty=0, tz=0;
// top point
tx = cos(theta)*topPoint.x+sin(theta)*topPoint.y;
ty = sin(theta)*topPoint.x-cos(theta)*topPoint.y;
topPoint.x = tx;
topPoint.y = ty;
// bottom point
tx = cos(theta)*bottomPoint.x+sin(theta)*bottomPoint.y;
ty = sin(theta)*bottomPoint.x-cos(theta)*bottomPoint.y;
bottomPoint.x = tx;
bottomPoint.y = ty;
// top and bottom pentagons
for (int i=0; i<topPent.length; i++){
tx = cos(theta)*topPent[i].x+sin(theta)*topPent[i].y;
ty = sin(theta)*topPent[i].x-cos(theta)*topPent[i].y;
topPent[i].x = tx;
topPent[i].y = ty;
tx = cos(theta)*bottomPent[i].x+sin(theta)*bottomPent[i].y;
ty = sin(theta)*bottomPent[i].x-cos(theta)*bottomPent[i].y;
bottomPent[i].x = tx;
bottomPent[i].y = ty;
}
}
void rotX(float theta){
}
void rotY(float theta){
}
}

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abstract class Shape3D{
float x, y, z;
float w, h, d;
Shape3D(){
}
Shape3D(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
Shape3D(PVector p){
x = p.x;
y = p.y;
z = p.z;
}
Shape3D(Dimension3D dim){
w = dim.w;
h = dim.h;
d = dim.d;
}
Shape3D(float x, float y, float z, float w, float h, float d){
this.x = x;
this.y = y;
this.z = z;
this.w = w;
this.h = h;
this.d = d;
}
Shape3D(float x, float y, float z, Dimension3D dim){
this.x = x;
this.y = y;
this.z = z;
w = dim.w;
h = dim.h;
d = dim.d;
}
Shape3D(PVector p, Dimension3D dim){
x = p.x;
y = p.y;
z = p.z;
w = dim.w;
h = dim.h;
d = dim.d;
}
void setLoc(PVector p){
x=p.x;
y=p.y;
z=p.z;
}
void setLoc(float x, float y, float z){
this.x=x;
this.y=y;
this.z=z;
}
// override if you need these
void rotX(float theta){
}
void rotY(float theta){
}
void rotZ(float theta){
}
// must be implemented in subclasses
abstract void init();
abstract void create();
}