kerjos-Scope
Look at this little man on his bicycle!
Here’s the PDF: zoetrope-output
Look at all this math devoted to figuring out where his knees need to be! That’s the Law of Cosines right there!
I really wanted to imitate the figural drawings that come with Zoetropes. The bicycle is such a Victorian-era development I figured it would fit nicely. And it turns out that it works well with 11 frames.
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boolean bRecordingPDF = false; float inch = 72; float paperStripWidth = inch * 12.625; float paperStripHeight = inch * 1.3125; float overlapMargin = inch * 0.4375; float artAreaWidth = paperStripWidth - overlapMargin; float artAreaHeight = paperStripHeight; final int nFrames = 11; int myFrameCount = 0; int exportFrameCount = 0; boolean bAnimate = true; boolean bExportFrameImages = false; //------------------------------------------------------- void setup() { size(1224, 792); // 17x11" at 72DPI frameRate(15); smooth(); } //------------------------------------------------------- void draw() { background(240); if (bRecordingPDF) { beginRecord(PDF, "zoetrope-output.pdf"); } // Do all the drawing. pushMatrix(); translate(width/2, height/2); translate(0-paperStripWidth/2, 0-paperStripHeight/2); drawCutLines(); drawGuides(); drawAllFrames(); popMatrix(); if (bExportFrameImages) { // If activated, export .PNG frames if (exportFrameCount < nFrames) { String filename = "frame_" + nf((exportFrameCount%nFrames), 3) + ".png"; saveFrame("frames/" + filename); println("Saved: " + filename); exportFrameCount++; if (exportFrameCount >= nFrames) { bExportFrameImages = false; exportFrameCount = 0; } } } if (bRecordingPDF) { endRecord(); bRecordingPDF = false; } } //------------------------------------------------------- void keyPressed() { switch (key) { case ' ': // Press spacebar to pause/unpause the animation. bAnimate = !bAnimate; break; case 'p': case 'P': // Press 'p' to export a PDF for the Zoetrope. 17x11" paper! bRecordingPDF = true; break; case 'f': case 'F': // Press 'f' to export .png Frames (to make an animated .GIF) myFrameCount = 0; exportFrameCount = 0; bExportFrameImages = true; bAnimate = true; break; } } //------------------------------------------------------- void drawCutLines() { fill(0); textAlign(CENTER, BOTTOM); text("Zoetrope Template", paperStripWidth/2, -20); stroke(0); strokeWeight(1.0); noFill(); if (!bRecordingPDF) { fill(255); } rect(0, 0, paperStripWidth, paperStripHeight); } //------------------------------------------------------- void drawGuides() { // This function draws the guidelines. // Don't draw these when we're exporting the PDF. if (!bRecordingPDF) { float frameSpacing = artAreaWidth / nFrames; stroke(128); strokeWeight(0.2); for (int i=0; i<nFrames; i++) { pushMatrix(); translate(i * frameSpacing, 0); rect(0, 0, frameSpacing, artAreaHeight); popMatrix(); } } } //------------------------------------------------------- void drawAllFrames() { for (int i=0; i<nFrames; i++) { float frameSpacing = artAreaWidth / nFrames; pushMatrix(); translate((i + 0.5) * frameSpacing, 0); int whichFrame = i; if (bAnimate) { whichFrame = (i+myFrameCount)%nFrames; } drawArtFrame (whichFrame); // drawArtFrameAlternate (whichFrame); popMatrix(); } myFrameCount++; } //------------------------------------------------------- void drawArtFrame (int whichFrame) { // Draw the artwork for a generic frame of the Zoetrope, // given the framenumber (whichFrame) out of nFrames. //Draw a man on a bicycle, pedalling: pushMatrix(); translate(0,50); //Bicycle stroke(0); fill(255); //Frame float gearsX = 0; float gearsY = 20; float[] frameFront = {12.5,0}; triangle(-12.5,0, frameFront[0],frameFront[1], gearsX,gearsY); //Handlebars float[] handleBars = {15,-10}; float handleBarLength = 5; float[] handleBarEnds = {handleBars[0]-handleBarLength,handleBars[1]}; line(frameFront[0], frameFront[1], handleBars[0],handleBars[1]); line(handleBars[0], handleBars[1], handleBarEnds[0], handleBarEnds[1]); //Wheels: float diameter = 25; float wheelCenterX = 23; float wheelCenterY = 15; ellipse(wheelCenterX,wheelCenterY,diameter,diameter); ellipse((0-wheelCenterX),wheelCenterY,diameter,diameter); //Spokes: strokeWeight(1); float numSpokes = 9; float theta = map(whichFrame, 0, nFrames, 0, -360); for (float spoke=0; spoke<numSpokes; spoke++) { float lineX = wheelCenterX + (cos(radians(theta)) * diameter/2); float lineY = wheelCenterY + (sin(radians(theta)) * diameter/2); line(wheelCenterX, wheelCenterY, lineX, lineY); theta += (360/numSpokes); } theta = map(whichFrame, 0, nFrames, 0, -360); for (float spoke=0; spoke<numSpokes; spoke++) { float lineX = (0 - wheelCenterX) + (cos(radians(theta)) * diameter/2); float lineY = wheelCenterY + (sin(radians(theta)) * diameter/2); line((0 - wheelCenterX), wheelCenterY, lineX, lineY); theta += (360/numSpokes); } //Pedals ellipse(gearsX,gearsY,4,4); float pedalLength = 8; theta = map(whichFrame, 0, nFrames, 0, 360/2); float lineX1 = gearsX + (cos(radians(theta)) * pedalLength); float lineY1 = gearsY + (sin(radians(theta)) * pedalLength); float lineX2 = gearsX - (cos(radians(theta)) * pedalLength); float lineY2 = gearsY - (sin(radians(theta)) * pedalLength); line(lineX1,lineY1,lineX2,lineY2); //Pedals: Feet float pedalWidth = 4; float lineX3 = lineX1 + pedalWidth; float lineX4 = lineX2 + pedalWidth; line(lineX1,lineY1,lineX3,lineY1); line(lineX2,lineY2,lineX4,lineY2); //Man fill(0); //Feet float footOffset = 1; float footHeight = 2; float footWidth = 4; float[] ankle1 = {lineX1+footOffset,lineY1}; //stroke(255,0,0); //ellipse(ankle1[0],ankle1[1],4,4); float[] ankle2 = {lineX2+footOffset,lineY2}; //ellipse(ankle2[0],ankle2[1],4,4); triangle(ankle1[0],ankle1[1], ankle1[0]+footWidth,ankle1[1], ankle1[0],ankle1[1]-footHeight); triangle(ankle2[0],ankle2[1], ankle2[0]+footWidth,ankle2[1], ankle2[0],ankle2[1]-footHeight); //Torso float[] hips = {-12.5,0}; //float shoulderHeight = map(whichFrame, 0,nFrames, 15,20); float shoulderPeriod = map(whichFrame, 0,nFrames, 0,1); shoulderPeriod = sin(PI*shoulderPeriod); float shoulderHeight = map(shoulderPeriod, 0,1, 15,20); float[] leftShoulder = {-8, 0-shoulderHeight}; float[] rightShoulder = {0, 0-shoulderHeight}; quad(hips[0],hips[1], 0,0, rightShoulder[0],rightShoulder[1], leftShoulder[0],leftShoulder[1]); float hipHeight = 7; float[] topOfHips; topOfHips = calcTopOfHips(hips,leftShoulder,hipHeight); //Head float headWidth = 6; float headHeight = 8; quad(rightShoulder[0] + headWidth/2, rightShoulder[1], rightShoulder[0] - headWidth/2, rightShoulder[1], rightShoulder[0] - headWidth/2, rightShoulder[1] - headHeight, rightShoulder[0] + headWidth/2, rightShoulder[1] - headHeight); //Knees float upperLeg = 20; float lowerLeg = 20; float kneeWidth = 3; float[] knee1; knee1 = calculateKnee(ankle1,hips,upperLeg,lowerLeg); float[] backOfKnee1; backOfKnee1 = calcBackOfKnee(knee1,topOfHips,kneeWidth); float[] knee2; knee2 = calculateKnee(ankle2,hips,upperLeg,lowerLeg); float[] backOfKnee2; backOfKnee2 = calcBackOfKnee(knee2,topOfHips,kneeWidth); //Legs stroke(0); triangle(hips[0],hips[1],topOfHips[0],topOfHips[1],knee1[0],knee1[1]); triangle(knee1[0],knee1[1],backOfKnee1[0],backOfKnee1[1],ankle1[0],ankle1[1]); triangle(hips[0],hips[1],topOfHips[0],topOfHips[1],knee2[0],knee2[1]); triangle(knee2[0],knee2[1],backOfKnee2[0],backOfKnee2[1],ankle2[0],ankle2[1]); //Arms triangle(leftShoulder[0],leftShoulder[1], rightShoulder[0],rightShoulder[1], handleBarEnds[0],handleBarEnds[1]); triangle(leftShoulder[0],leftShoulder[1]+6, 0,handleBarEnds[1], handleBarEnds[0],handleBarEnds[1]); popMatrix(); } float[] calcBackOfKnee(float[] knee, float[] topOfHips, float kneeWidth){ float x1 = topOfHips[0]; float y1 = topOfHips[1]; float x2 = knee[0]; float y2 = knee[1]; float x3 = x2 - kneeWidth; float m = ( (y2-y1) / (x2-x1) ); float y3 = y1 + (m*(x3-x1)); float[] backOfKnee = {x3,y3}; return backOfKnee; } float[] calcTopOfHips(float[] hips, float[] leftShoulder, float hipHeight) { float x1 = hips[0]; float y1 = hips[1]; float x2 = leftShoulder[0]; float y2 = leftShoulder[1]; float y3 = y1 - hipHeight; float m = ( (y2-y1) / (x2-x1) ); float x3 = x1 + ((y3 - y1) / m); float[] topOfHips = {x3,y3}; return topOfHips; } float[] calculateKnee(float[] ankle, float[] hips, float upperLeg, float lowerLeg) { float x1 = hips[0]; float y1 = hips[1]; float x2 = ankle[0]; float y2 = ankle[1]; float d = x2 - x1; float e = y2 - y1; float c = sqrt(sq(d) + sq(e)); /* //Test------------ float ox = x1; float oy = y2; stroke(255,0,0); line(x1,y1,ox,oy); //e line(x2,y2,ox,oy); //d */ float a = lowerLeg; float b = upperLeg; float B = acos( (sq(b)-sq(a)-sq(c)) / (-2*a*c) ); float E = atan( (y2-y1) / (x2-x1) ); float F = PI - B - E; float w = b * cos(F); float h = b * sin(F); float x3 = x2 + w; float y3 = y2 - h; /* Test line(x1,y1,x3,y3); line(x2,y2,x3,y3); */ float[] knee = {x3,y3}; return knee; } float function_PennerEaseOutBounce (float t) { if ((t) < (1/2.75f)) { return (7.5625f* t*t); } else if (t < (2/2.75f)) { float postFix = t-=(1.5f/2.75f); return (7.5625f*(postFix)*t + 0.75f); } else if (t < (2.5/2.75)) { float postFix = t-=(2.25f/2.75f); return (7.5625f*(postFix)*t + 0.9375f); } else { float postFix = t-=(2.625f/2.75f); return (7.5625f*(postFix)*t + 0.984375f); } } //------------------------------------------------------- void drawArtFrameAlternate(int whichFrame) { // An alternate drawing test. // Draw a falling object. float chuteHeight = artAreaHeight * 0.85; pushMatrix(); translate(0, (artAreaHeight - chuteHeight)/2.0); // Draw a little splat on the frame when it hits the ground. if (whichFrame == (nFrames-1)) { stroke(0, 0, 0); strokeWeight(0.5); int nL = 10; for (int i=0; i<nL; i++) { float a = HALF_PI + map(i, 0, nL-1, 0, TWO_PI); float cx = 12 * cos(a); float cy = 10 * sin(a); float dx = 16 * cos(a); float dy = 13 * sin(a); line (cx, (chuteHeight-5)+cy, dx, (chuteHeight-5)+dy); } } // Draw a little box frame fill(255); stroke(0, 0, 0); strokeWeight(1); rect(-5, 0, 10, chuteHeight); // Make the puck accelerate downward float t = map(whichFrame, 0, nFrames-1, 0, 1); float t2 = pow(t, 2.0); float rh = 8 + whichFrame * 0.5; // wee stretch float ry = map(t2, 0, 1, 0, chuteHeight-rh); noStroke(); fill(0, 0, 0); rect(-5, ry, 10, rh); popMatrix(); } |