Unit 40

— golan @ 2:06 pm

Assignments: Due Wednesday: Looking Outwards (3); Readings.

Transforms; Arrays.

Read: http://www.processing.org/learning/transform2d/
Read: Getting Started with Processing, 141-157 ( Arrays)
Read: Getting Started with Processing, 104-113 ( Transforms)


A Rotating Square: Two ways, different advantages.

int drawState = 0;
void setup() {
  size (300, 300);
  smooth();
}

void keyPressed() {
  drawState = (drawState+1)%3;
}


//=========================================================
void draw() {

  fill(255);
  text("Draw State = " + drawState, 15, 20); 

  switch (drawState) {
  case 0:
    draw0();
    break;
  case 1: 
    draw1();
    break;
  case 2: 
    draw2();
    break;
  }

  fill(100, 64); 
  rect(0, 0, width, height);
}


//=========================================================
void draw0() {
  // Use rotate and translate to compute the vertices for us.
  pushMatrix();
  translate(width/2, height/2); 
  rotate (millis()/400.0);
  rect (-50, -50, 100, 100); 
  popMatrix();
}


//=========================================================
void draw1() {
  // Compute the vertices mathematically, ourselves. 
  float cx = width/2;
  float cy = height/2;
  float T = millis()/400.0 - QUARTER_PI;
  float r = 50.0 * sqrt(2.0); 

  beginShape();
  vertex(cx + r*cos(T          ), cy + r*sin(T          ));
  vertex(cx + r*cos(T+HALF_PI*1), cy + r*sin(T+HALF_PI*1));
  vertex(cx + r*cos(T+HALF_PI*2), cy + r*sin(T+HALF_PI*2));
  vertex(cx + r*cos(T+HALF_PI*3), cy + r*sin(T+HALF_PI*3));
  endShape(CLOSE);
}



//=========================================================
void draw2() {
  // Compute the vertices mathematically, ourselves. 
  float cx = width/2;
  float cy = height/2;
  float T = millis()/400.0 - QUARTER_PI;
  float r = 50.0 * sqrt(2.0); 

  float dx = 15*sin(millis()/50.0);
  float dy = 15*cos(millis()/50.0);
  float dT = 0.4 * sin(millis()/80.0);

  beginShape();
  vertex(cx + r*cos(T+dT       ), cy + r*sin(T+dT       ));
  vertex(cx + r*cos(T+HALF_PI*1), cy + r*sin(T+HALF_PI*1));
  vertex(cx + r*cos(T+HALF_PI*2) + dx, cy + r*sin(T+HALF_PI*2) + dy);
  vertex(cx + r*cos(T+HALF_PI*3), cy + r*sin(T+HALF_PI*3));
  endShape(CLOSE);
}

Limbs: Here’s an Arm

void setup() {
  size(500, 500);
}


void draw() {
  background(100); 
  fill(255,255,255, 128); 
  smooth();
  
  pushMatrix();
  
  translate(150, 150);
  ellipse(0,0, 10,10);
  rect(0,0, 100, 100); 
    
  translate(75,75); 
  ellipse(0,0, 10,10);
  rect(0,0, 50,150); 
  
  translate(25,125); 
  ellipse(0,0, 10,10);
  rect(0,0, 50,50);
  
  popMatrix();
}

Limbs: Here’s an Arm, Moving

void setup() {
  size(500, 500);
}


void draw() {
  background(100); 
  fill(255,255,255, 128); 
  smooth();
  
  float ang1 =  0.5 * (sin(millis()/2000.0));
  float ang2 =  0.7 * (sin(millis()/1111.0));
  float ang3 =  1.2 * (sin(millis()/ 313.0));

  pushMatrix();
  
  translate(150, 150);
  rotate( ang1 );
  ellipse(0,0, 10,10);
  rect(0,0, 100, 100); 
  
  translate(75,75); 
  rotate( ang2 );
  ellipse(0,0, 10,10);
  rect(0,0, 50,150); 
  
  translate(25,125); 
  rotate( ang3 );
  ellipse(0,0, 10,10);
  rect(0,0, 50,50);
  
  popMatrix();
}

Noisy Limb:

void setup() {
  size(500, 500);
}

void draw() {
  background(100); 
  fill(255,255,255, 128); 
  smooth();
  
  float ang1 =  0.5 * (noise(millis()/2000.0) - 0.5);
  float ang2 =  0.7 * (noise(millis()/1111.0) - 0.5);
  float ang3 =  1.2 * (noise(millis()/ 313.0) - 0.5);

  pushMatrix();
  
  translate(150, 150);
  rotate( ang1 );
  ellipse(0,0, 10,10);
  rect(0,0, 100, 100); 
  
  translate(75,75); 
  rotate( ang2 );
  ellipse(0,0, 10,10);
  rect(0,0, 50,150); 
  
  translate(25,125); 
  rotate( ang3 );
  ellipse(0,0, 10,10);
  rect(0,0, 50,50);
  
  popMatrix();
}

A Point Recorder:

ArrayList xPoints;
ArrayList yPoints;

void setup() {
  size(400, 400);
  xPoints = new ArrayList();
  yPoints = new ArrayList();
}

void draw() {
  background(200);
  noFill();

  int n = xPoints.size();
  beginShape();
  for (int i=0; i
	

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