Java Code Examples for processing.core.PShape#endShape()

The following examples show how to use processing.core.PShape#endShape() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: DwSoftGrid3D.java    From PixelFlow with MIT License 6 votes vote down vote up
private void displayGridXZ(PShape pg, float[][] normals, int iy, PGraphics2D tex){
  pg.beginShape(PConstants.TRIANGLE_STRIP);
  pg.textureMode(PConstants.NORMAL);
  pg.texture(tex);
  pg.fill(material_color);
  int iz, ix;
  for(iz = 0; iz < nodes_z-1; iz++){
    for(ix = 0; ix < nodes_x; ix++){
      vertex(pg, getNode3D(ix, iy, iz+0), normals[(iz+0)*nodes_x+ix], ix * tx_inv, (iz+0) * tz_inv);
      vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], ix * tx_inv, (iz+1) * tz_inv);
    }
    ix -= 1; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], 0, 0);
    ix  = 0; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], 0, 0);
  }
  pg.endShape();
}
 
Example 2
Source File: Icosahedron.java    From haxademic with MIT License 6 votes vote down vote up
public static PShape createIcosahedron(PGraphics pg, int level, PImage img) {
	// the icosahedron is created with positions, normals and texture coordinates in the above class
	Icosahedron ico = new Icosahedron(level);
	pg.textureMode(P.NORMAL); // set textureMode to normalized (range 0 to 1);
	PShape mesh = pg.createShape(); // create the initial PShape
	mesh.beginShape(P.TRIANGLES); // define the PShape type: TRIANGLES
	mesh.noStroke();
	if(img != null) mesh.texture(img);

	// put all the vertices, uv texture coordinates and normals into the PShape
	for (int i=0; i<ico.positions.size(); i++) {
		PVector pos = ico.positions.get(i);
		PVector t = ico.texCoords.get(i);
		PVector n = ico.normals.get(i);
		mesh.normal(n.x, n.y, n.z);
		mesh.vertex(pos.x, pos.y, pos.z, t.x, t.y);
	}
	mesh.endShape();
	return mesh;
}
 
Example 3
Source File: Demo_TextTextureRepeat.java    From haxademic with MIT License 6 votes vote down vote up
public PShape drawCurlyStrip(float radius, float height, int detail, float rotations, float thickness) {
		P.p.textureMode(P.NORMAL); 
		PShape sh = P.p.createShape();
		sh.beginShape(P.QUAD_STRIP);
		sh.noStroke();
		for (int i = 0; i <= detail; i++) {
			float progress = (float) i / (float) detail;
			float angle = P.TWO_PI / detail * rotations;
			float x = P.sin(i * angle);
			float z = P.cos(i * angle);
			float y = height * 0.5f - progress * height;
			float u = (float)i / detail;
//			sh.normal(x, 0, z);
			sh.vertex(x * radius, y - thickness/2, z * radius, u, 0);
			sh.vertex(x * radius, y + thickness/2, z * radius, u, 1);
		}
		sh.endShape();
		P.p.textureMode(P.IMAGE); 	// reset 
		return sh;
	}
 
Example 4
Source File: DepthOfField_Demo.java    From PixelFlow with MIT License 6 votes vote down vote up
public PShape createGridXY(int lines, float s){
  PShape shp_gridxy = createShape();
  shp_gridxy.beginShape(LINES);
  shp_gridxy.stroke(0);
  shp_gridxy.strokeWeight(1f);
  float d = lines*s;
  for(int i = 0; i <= lines; i++){
    shp_gridxy.vertex(-d,-i*s,0); shp_gridxy.vertex(d,-i*s,0);
    shp_gridxy.vertex(-d,+i*s,0); shp_gridxy.vertex(d,+i*s,0);
    
    shp_gridxy.vertex(-i*s,-d,0); shp_gridxy.vertex(-i*s,d,0);
    shp_gridxy.vertex(+i*s,-d,0); shp_gridxy.vertex(+i*s,d,0);
  }
  shp_gridxy.endShape();
  return shp_gridxy;
}
 
Example 5
Source File: TextureSphere.java    From haxademic with MIT License 6 votes vote down vote up
PShape createIcosahedron(int level, String imagePath) {
	// the icosahedron is created with positions, normals and texture coordinates in the above class
	Icosahedron ico = new Icosahedron(level);

	textureMode(NORMAL); // set textureMode to normalized (range 0 to 1);
	PImage tex = loadImage(imagePath); // load the texture

	PShape mesh = createShape(); // create the initial PShape
	mesh.beginShape(TRIANGLES); // define the PShape type: TRIANGLES
	mesh.noStroke();
	mesh.texture(tex); // set the texture
	// put all the vertices, uv texture coordinates and normals into the PShape
	for (int i=0; i<ico.positions.size(); i++) {
		PVector p = ico.positions.get(i);
		PVector t = ico.texCoords.get(i);
		PVector n = ico.normals.get(i);
		mesh.normal(n.x, n.y, n.z);
		mesh.vertex(p.x, p.y, p.z, t.x, t.y);
	}
	mesh.endShape();

	return mesh; // our work is done here, return DA MESH! ;-)
}
 
Example 6
Source File: AntiAliasingComparison.java    From PixelFlow with MIT License 6 votes vote down vote up
public PShape createGridXY(int lines, float s){
  PShape shp_gridxy = createShape();
  shp_gridxy.beginShape(LINES);
  shp_gridxy.stroke(0);
  shp_gridxy.strokeWeight(1f);
  float d = lines*s;
  for(int i = 0; i <= lines; i++){
    shp_gridxy.vertex(-d,-i*s,0); shp_gridxy.vertex(d,-i*s,0);
    shp_gridxy.vertex(-d,+i*s,0); shp_gridxy.vertex(d,+i*s,0);
    
    shp_gridxy.vertex(-i*s,-d,0); shp_gridxy.vertex(-i*s,d,0);
    shp_gridxy.vertex(+i*s,-d,0); shp_gridxy.vertex(+i*s,d,0);
  }
  shp_gridxy.endShape();
  return shp_gridxy;
}
 
Example 7
Source File: TextureEQLinesTerrain.java    From haxademic with MIT License 5 votes vote down vote up
public TextureEQLinesTerrain( int width, int height ) {
	super(width, height);
	
	// build scrolling audio map history
	eqHistory = PG.newPG(256, 256, false, false);
	eqHistory.noSmooth();
	OpenGLUtil.setTextureQualityLow(eqHistory);
	eqHistoryCopy = PG.newPG(256, 256);
	eqHistoryCopy.noSmooth();
	OpenGLUtil.setTextureQualityLow(eqHistoryCopy);

	// build sheet mesh
	shape = P.p.createShape(P.GROUP);
	int rows = eqHistory.height;
	int cols = eqHistory.width;
	for (int y = 0; y < rows; y++) {
		PShape line = P.p.createShape();
		line.beginShape();
		line.stroke(255);
		line.strokeWeight(1);
		line.noFill();
		for (int x = 0; x < cols; x++) {
			line.vertex(x * 20f, y * 20f, 0);
		}
		line.endShape();
		shape.addChild(line);
	}

	// normalize & texture mesh
	PShapeUtil.centerShape(shape);
	PShapeUtil.scaleShapeToHeight(shape, height * 1f);
	PShapeUtil.addTextureUVToShape(shape, eqHistory);
	shapeExtent = PShapeUtil.getMaxExtent(shape);
	shape.disableStyle();
	shape.setTexture(eqHistory);
}
 
Example 8
Source File: DwMeshUtils.java    From PixelFlow with MIT License 5 votes vote down vote up
static public void createPolyhedronShapeNormals(PShape shape, DwIndexedFaceSetAble ifs, float scale, float normal_len){

    shape.beginShape(PConstants.LINES);
    shape.stroke(0);
    
    int  [][] faces = ifs.getFaces();
    float[][] verts = ifs.getVerts();
    
    for(int[] face : faces){
      float nx = 0, ny = 0, nz = 0;

      int num_verts = face.length;
      
      // compute face normal
      for(int i = 0; i < num_verts; i++){
        int vi = face[i];
        nx += verts[vi][0];
        ny += verts[vi][1];
        nz += verts[vi][2];
      }
      nx /= num_verts;
      ny /= num_verts;
      nz /= num_verts;
      
      float ax = nx*scale;
      float ay = ny*scale;
      float az = nz*scale;
      float bx = ax + nx*normal_len;
      float by = ay + ny*normal_len;
      float bz = az + nz*normal_len;
      shape.vertex(ax, ay, az);
      shape.vertex(bx, by, bz);
    }
    shape.endShape();
  }
 
Example 9
Source File: KinectShaderVertexDeform.java    From haxademic with MIT License 5 votes vote down vote up
PShape createSheet(int detail, PImage tex) {
	p.textureMode(NORMAL);
	PShape sh = p.createShape();
	sh.beginShape(QUADS);
	sh.noStroke();
	sh.noFill();
	sh.texture(tex);
	float cellW = tex.width / detail;
	float cellH = tex.height / detail;
	int numVertices = 0;
	for (int col = 0; col < tex.width; col += cellW) {
		for (int row = 0; row < tex.height; row += cellH) {
			float xU = col;
			float yV = row;
			float x = -tex.width/2f + xU;
			float y = -tex.height/2f + yV;
			float z = 0;
			sh.normal(x, y, z);
			sh.vertex(x, y, z, 					P.map(xU, 0, tex.width, 0, 1f), P.map(yV, 0, tex.height, 0, 1f));
			sh.vertex(x, y + cellH, z, 			P.map(xU, 0, tex.width, 0, 1f), P.map(yV + cellH, 0, tex.height, 0, 1f));    
			sh.vertex(x + cellW, y + cellH, z,	P.map(xU + cellW, 0, tex.width, 0, 1f), P.map(yV + cellH, 0, tex.height, 0, 1f));    
			sh.vertex(x + cellW, y, z, 			P.map(xU + cellW, 0, tex.width, 0, 1f), P.map(yV, 0, tex.height, 0, 1f));
			numVertices++;
		}
	}
	P.println(numVertices, "vertices");
	sh.endShape(); 
	return sh;
}
 
Example 10
Source File: DwSoftBall2D.java    From PixelFlow with MIT License 5 votes vote down vote up
private PShape createShape(PGraphics pg) {
  PShape shp = pg.createShape();

  shp.beginShape();
  shp.fill(material_color);
  shp.noStroke();
  for(int i = 0; i < num_nodes; i++){
    DwParticle2D pa = particles[i];
    if(pa.all_springs_deactivated) continue;
    shp.vertex(pa.cx, pa.cy);
  }
  shp.endShape();
  return shp;
}
 
Example 11
Source File: DwSoftBall3D.java    From PixelFlow with MIT License 5 votes vote down vote up
private PShape createShape(PGraphics pg){
  int     faces_count = mesh.ifs.getFacesCount();
  int[][] faces       = mesh.ifs.getFaces();
  
  float[] n = new float[3]; // normal buffer
  
  PShape shp = pg.createShape();
  shp.beginShape(PConstants.TRIANGLES);
  shp.noStroke();
  shp.fill(material_color);
  for(int i = 0; i < faces_count; i++){
    int v0 = faces[i][0];
    int v1 = faces[i][1];
    int v2 = faces[i][2];
    DwParticle3D p0 = particles[v0]; if(p0.all_springs_deactivated) continue;
    DwParticle3D p1 = particles[v1]; if(p1.all_springs_deactivated) continue;
    DwParticle3D p2 = particles[v2]; if(p2.all_springs_deactivated) continue;
    
    if(FLAT_SHADING){
      n[0] = n[1] = n[2] = 0;
      DwParticle3D.crossAccum(p0, p1, p2, n);
      shp.normal(n[0], n[1], n[2]); 
      shp.vertex(p0.cx, p0.cy, p0.cz);
      shp.vertex(p1.cx, p1.cy, p1.cz);
      shp.vertex(p2.cx, p2.cy, p2.cz);
    } else {
      n = normals[v0];  shp.normal(n[0], n[1], n[2]);  shp.vertex(p0.cx, p0.cy, p0.cz);
      n = normals[v1];  shp.normal(n[0], n[1], n[2]);  shp.vertex(p1.cx, p1.cy, p1.cz);
      n = normals[v2];  shp.normal(n[0], n[1], n[2]);  shp.vertex(p2.cx, p2.cy, p2.cz);
    }
  }
  shp.endShape();
  return shp;
}
 
Example 12
Source File: Demo_RuttEtraGPU.java    From haxademic with MIT License 5 votes vote down vote up
protected void firstFrame() {
	// set up webcam
	WebCam.instance().setDelegate(this);

	webcamBuffer = p.createGraphics(p.width, p.height, PRenderers.P2D);
	webcamLerped = p.createGraphics(p.width, p.height, PRenderers.P2D);

	// build sheet mesh
	shape = p.createShape(P.GROUP);
	int rows = 100;
	int cols = 200;
	for (int y = 0; y < rows; y++) {
		PShape line = P.p.createShape();
		line.beginShape();
		line.stroke(255);
		line.strokeWeight(1);
		line.noFill();
		for (int x = 0; x < cols; x++) {
			line.vertex(x * 10f, y * 10f, 0);
		}
		line.endShape();
		shape.addChild(line);
	}
	PShapeUtil.centerShape(shape);
	PShapeUtil.scaleShapeToHeight(shape, p.height * 0.5f);
	PShapeUtil.addTextureUVToShape(shape, webcamBuffer);
	shapeExtent = PShapeUtil.getMaxExtent(shape);
	shape.disableStyle();

	shape.setTexture(webcamBuffer);
	DebugView.setValue("shape.getVertexCount();", PShapeUtil.vertexCount(shape));
}
 
Example 13
Source File: Shapes.java    From haxademic with MIT License 5 votes vote down vote up
public static PShape createSheet(int detail, float width, float height) {
		P.p.textureMode(P.NORMAL); 
		// P.println("Shapes.createSheet() setting textureMode is weird to do here... Maybe should be PAppletHax default?");
		PShape sh = P.p.createShape();
		sh.beginShape(P.QUADS);
		sh.noStroke();
//		sh.texture(tex);
		float cellW = width / detail;
		float cellH = height / detail;
		// int numVertices = 0;
		for (int col = 0; col < detail; col++) {
			for (int row = 0; row < detail; row++) {
				float xU = col * cellW;
				float yV = row * cellH;
				float x = -width/2f + col * cellW;
				float y = -height/2f + row * cellH;
				float z = 0;
				sh.normal(x, y, z);
				sh.vertex(x, y, z, P.map(xU, 0, width, 0, 1), P.map(yV, 0, height, 0, 1));
				sh.vertex(x, y + cellH, z, P.map(xU, 0, width, 0, 1), P.map(yV + cellH, 0, height, 0, 1));    
				sh.vertex(x + cellW, y + cellH, z, P.map(xU + cellW, 0, width, 0, 1), P.map(yV + cellH, 0, height, 0, 1));    
				sh.vertex(x + cellW, y, z, P.map(xU + cellW, 0, width, 0, 1), P.map(yV, 0, height, 0, 1));
				// numVertices += 4;
			}
		}
		// P.println("createSheet() vertices:", numVertices);
		sh.endShape(); 
		P.p.textureMode(P.IMAGE); 	// reset 
		return sh;
	}
 
Example 14
Source File: Demo_LinesDeformAndTextureFiler_Tunnel.java    From haxademic with MIT License 5 votes vote down vote up
protected void firstFrame() {
	// load texture
	noiseBuffer = p.createGraphics(p.width, p.height, PRenderers.P2D);
	noiseTexture = new TextureShader(TextureShader.noise_simplex_2d_iq, 0.0005f);
	DebugView.setTexture("noiseBuffer", noiseBuffer);
	
	// build sheet mesh
	shape = p.createShape(P.GROUP);
	int rows = 200;
	int circleSegments = 200;
	float radius = 200;
	float segmentRads = P.TWO_PI / (float) circleSegments;
	for (int y = 0; y < rows; y++) {
		PShape line = P.p.createShape();
		line.beginShape();
		line.stroke(255);
		line.strokeWeight(1);
		line.noFill();
		for (int i = 0; i <= circleSegments; i++) {
			line.vertex(radius * P.sin(segmentRads * i), y * 10f, radius * P.cos(segmentRads * i));
		}
		line.endShape();
		shape.addChild(line);
	}
	PShapeUtil.centerShape(shape);
	PShapeUtil.scaleShapeToHeight(shape, p.height * 2f);
	PShapeUtil.addTextureUVSpherical(shape, noiseBuffer);
	shapeExtent = PShapeUtil.getMaxExtent(shape);
	shape.disableStyle();

	shape.setTexture(noiseBuffer);
	DebugView.setValue("shape.getVertexCount();", PShapeUtil.vertexCount(shape));
}
 
Example 15
Source File: Shapes.java    From haxademic with MIT License 4 votes vote down vote up
public static PShape createBoxSingleUV(float size, float uvX, float uvY) {
	PShape sh = P.p.createShape();
	sh.beginShape(P.QUADS);
	sh.textureMode(P.NORMAL);
	
	// BL, BR, TR, TL
	// front
	sh.vertex(-size,  size,  size, 		uvX, uvY);
	sh.vertex( size,  size,  size, 		uvX, uvY);
	sh.vertex( size, -size,  size,		uvX, uvY);
	sh.vertex(-size, -size,  size,		uvX, uvY);
	
	// back
	sh.vertex( size,  size, -size, 		uvX, uvY);
	sh.vertex(-size,  size, -size, 		uvX, uvY);
	sh.vertex(-size, -size, -size,		uvX, uvY);
	sh.vertex( size, -size, -size,		uvX, uvY);
	
	// left
	sh.vertex(-size,  size, -size, 		uvX, uvY);
	sh.vertex(-size,  size,  size, 		uvX, uvY);
	sh.vertex(-size, -size,  size,		uvX, uvY);
	sh.vertex(-size, -size, -size,		uvX, uvY);
	
	// right
	sh.vertex( size,  size,  size, 		uvX, uvY);
	sh.vertex( size,  size, -size, 		uvX, uvY);
	sh.vertex( size, -size, -size,		uvX, uvY);
	sh.vertex( size, -size,  size,		uvX, uvY);
	
	// floor
	sh.vertex(-size,  size, -size, 		uvX, uvY);
	sh.vertex( size,  size, -size, 		uvX, uvY);
	sh.vertex( size,  size,  size,		uvX, uvY);
	sh.vertex(-size,  size,  size,		uvX, uvY);
	
	// ceiling
	sh.vertex(-size, -size, -size, 		uvX, uvY);
	sh.vertex( size, -size, -size, 		uvX, uvY);
	sh.vertex( size, -size,  size,		uvX, uvY);
	sh.vertex(-size, -size,  size,		uvX, uvY);
	
	sh.endShape();
	return sh;
}
 
Example 16
Source File: PShapeUtil.java    From haxademic with MIT License 4 votes vote down vote up
public static PShape shapeFromImage(PImage img) {
		img.loadPixels();
		PShape newShape = P.p.createShape(P.GROUP);
		newShape.setStroke(false);
		
		for( int x=0; x < img.width; x++ ){
			for(int y=0; y < img.height; y++){
				int pixelColor = ImageUtil.getPixelColor( img, x, y );
//				float pixelBrightness = P.p.brightness( pixelColor );
				if(pixelColor != ImageUtil.TRANSPARENT_PNG) {
//				if( pixelColor != ImageUtil.EMPTY_WHITE_INT && pixelColor != ImageUtil.WHITE_INT ) {
					P.p.fill(EasingColor.redFromColorInt(pixelColor), EasingColor.greenFromColorInt(pixelColor), EasingColor.blueFromColorInt(pixelColor), 255);
					P.p.noStroke();
					
					PShape sh = P.p.createShape();
					sh.beginShape(P.TRIANGLES);
					sh.fill( EasingColor.redFromColorInt(pixelColor), EasingColor.greenFromColorInt(pixelColor), EasingColor.blueFromColorInt(pixelColor), 255 );
					
					// BL, BR, TR, TL
					float size = 0.5f;

					// front
					sh.vertex(x - size, y + size,  size);
					sh.vertex(x + size, y + size,  size);
					sh.vertex(x + size, y - size,  size);
					
					sh.vertex(x - size, y + size,  size);
					sh.vertex(x + size, y - size,  size);
					sh.vertex(x - size, y - size,  size);

					// back
					sh.vertex(x - size, y + size,  -size);
					sh.vertex(x + size, y + size,  -size);
					sh.vertex(x + size, y - size,  -size);
					
					sh.vertex(x - size, y + size,  -size);
					sh.vertex(x + size, y - size,  -size);
					sh.vertex(x - size, y - size,  -size);

					// left
					sh.vertex(x - size, y + size, -size);
					sh.vertex(x - size, y + size,  size);
					sh.vertex(x - size, y - size,  size);

					sh.vertex(x - size, y + size, -size);
					sh.vertex(x - size, y - size,  size);
					sh.vertex(x - size, y - size, -size);

					// right
					sh.vertex(x + size, y + size, -size);
					sh.vertex(x + size, y + size,  size);
					sh.vertex(x + size, y - size,  size);

					sh.vertex(x + size, y + size, -size);
					sh.vertex(x + size, y - size,  size);
					sh.vertex(x + size, y - size, -size);
					
					// floor
					sh.vertex(x - size, y + size, -size);
					sh.vertex(x + size, y + size, -size);
					sh.vertex(x + size, y + size,  size);

					sh.vertex(x + size, y + size,  size);
					sh.vertex(x - size, y + size,  size);
					sh.vertex(x - size, y + size, -size);

					// ceiling
					sh.vertex(x - size, y - size, -size);
					sh.vertex(x + size, y - size, -size);
					sh.vertex(x + size, y - size,  size);

					sh.vertex(x + size, y - size,  size);
					sh.vertex(x - size, y - size,  size);
					sh.vertex(x - size, y - size, -size);

					sh.endShape();

					newShape.addChild(sh);
				}
			}
		}
		
		return newShape;
	}
 
Example 17
Source File: Shapes.java    From haxademic with MIT License 4 votes vote down vote up
public static PShape createDisc(float radius, int vertices, int rows, PImage tex) {
	P.p.textureMode(P.NORMAL); 
	PShape sh = P.p.createShape();
	sh.beginShape(P.TRIANGLES);
	sh.textureMode(P.NORMAL);
	if(tex != null) sh.texture(tex);
	sh.noStroke();
	
	float radiusTwo = radius * 2f;
	float rowSize = radius / (float) rows;
	float segmentRads = P.TWO_PI / vertices;
	for( int v = 0; v < vertices; v++ ) {
		for( int r = 0; r < rows; r++ ) {
			float curRads = v * segmentRads;
			float nextRads = (v+1) * segmentRads;
			float curRadius = r * rowSize; 
			float nextRadius = (r+1) * rowSize; 
			
			float x1 = P.cos(curRads) * curRadius;
			float y1 = P.sin(curRads) * curRadius;
			float u1 = (x1 + radius) / radiusTwo;	// normalize within texture - move from being centered
			float v1 = (y1 + radius) / radiusTwo;
			
			float x2 = P.cos(curRads) * nextRadius;
			float y2 = P.sin(curRads) * nextRadius;
			float u2 = (x2 + radius) / radiusTwo;	// normalize within texture - move from being centered
			float v2 = (y2 + radius) / radiusTwo;

			float x3 = P.cos(nextRads) * nextRadius;
			float y3 = P.sin(nextRads) * nextRadius;
			float u3 = (x3 + radius) / radiusTwo;	// normalize within texture - move from being centered
			float v3 = (y3 + radius) / radiusTwo;

			float x4 = P.cos(nextRads) * curRadius;
			float y4 = P.sin(nextRads) * curRadius;
			float u4 = (x4 + radius) / radiusTwo;	// normalize within texture - move from being centered
			float v4 = (y4 + radius) / radiusTwo;
			
			sh.vertex( x1, y1, 0, u1, v1 );
			sh.vertex( x2, y2, 0, u2, v2 );
			sh.vertex( x3, y3, 0, u3, v3 );
			
			sh.vertex( x1, y1, 0, u1, v1 );
			sh.vertex( x4, y4, 0, u4, v4 );
			sh.vertex( x3, y3, 0, u3, v3 );
		}
	}

	sh.endShape();
	return sh;
}
 
Example 18
Source File: Softbody3D_Playground.java    From PixelFlow with MIT License 4 votes vote down vote up
public void displayAABB(float[] aabb){
  if(shp_aabb == null){
    float xmin = aabb[0], xmax = aabb[3];
    float ymin = aabb[1], ymax = aabb[4];
    float zmin = aabb[2], zmax = aabb[5];
    
    shp_aabb = createShape(GROUP);
    
    PShape plane_zmin = createShape();
    plane_zmin.beginShape(QUAD);
    plane_zmin.stroke(0);
    plane_zmin.strokeWeight(1);
    plane_zmin.fill(192);
    plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmin, ymin, zmin);
    plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmax, ymin, zmin);
    plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmax, ymax, zmin);
    plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmin, ymax, zmin);
    plane_zmin.endShape(CLOSE);
    shp_aabb.addChild(plane_zmin);
    
    PShape plane_zmax = createShape();
    plane_zmax.beginShape(QUAD);
    plane_zmax.noFill();
    plane_zmax.stroke(0);
    plane_zmax.strokeWeight(1);
    plane_zmax.vertex(xmin, ymin, zmax);
    plane_zmax.vertex(xmax, ymin, zmax);
    plane_zmax.vertex(xmax, ymax, zmax);
    plane_zmax.vertex(xmin, ymax, zmax);
    plane_zmax.endShape(CLOSE);
    shp_aabb.addChild(plane_zmax);
    
    PShape vert_lines = createShape();
    vert_lines.beginShape(LINES);
    vert_lines.stroke(0);
    vert_lines.strokeWeight(1);
    vert_lines.vertex(xmin, ymin, zmin);  vert_lines.vertex(xmin, ymin, zmax);
    vert_lines.vertex(xmax, ymin, zmin);  vert_lines.vertex(xmax, ymin, zmax);
    vert_lines.vertex(xmax, ymax, zmin);  vert_lines.vertex(xmax, ymax, zmax);
    vert_lines.vertex(xmin, ymax, zmin);  vert_lines.vertex(xmin, ymax, zmax);
    vert_lines.endShape();
    shp_aabb.addChild(vert_lines);
    
    PShape corners = createShape();
    corners.beginShape(POINTS);
    corners.stroke(0);
    corners.strokeWeight(7);
    corners.vertex(xmin, ymin, zmin);  corners.vertex(xmin, ymin, zmax);
    corners.vertex(xmax, ymin, zmin);  corners.vertex(xmax, ymin, zmax);
    corners.vertex(xmax, ymax, zmin);  corners.vertex(xmax, ymax, zmax);
    corners.vertex(xmin, ymax, zmin);  corners.vertex(xmin, ymax, zmax);
    corners.endShape();
    shp_aabb.addChild(corners);
  }
  shape(shp_aabb);
}
 
Example 19
Source File: Shapes.java    From haxademic with MIT License 4 votes vote down vote up
public static PShape createBox(float size) {
	PShape sh = P.p.createShape();
	sh.beginShape(P.QUADS);
	
	// BL, BR, TR, TL
	// front
	sh.vertex(-size,  size,  size, 		0, 1);
	sh.vertex( size,  size,  size, 		1, 1);
	sh.vertex( size, -size,  size,		1, 0);
	sh.vertex(-size, -size,  size,		0, 0);

	// back
	sh.vertex( size,  size, -size, 		0, 1);
	sh.vertex(-size,  size, -size, 		1, 1);
	sh.vertex(-size, -size, -size,		1, 0);
	sh.vertex( size, -size, -size,		0, 0);

	// left
	sh.vertex(-size,  size, -size, 		0, 1);
	sh.vertex(-size,  size,  size, 		1, 1);
	sh.vertex(-size, -size,  size,		1, 0);
	sh.vertex(-size, -size, -size,		0, 0);

	// right
	sh.vertex( size,  size,  size, 		0, 1);
	sh.vertex( size,  size, -size, 		1, 1);
	sh.vertex( size, -size, -size,		1, 0);
	sh.vertex( size, -size,  size,		0, 0);
	
	// floor
	sh.vertex(-size,  size, -size, 		0, 0);
	sh.vertex( size,  size, -size, 		1, 0);
	sh.vertex( size,  size,  size,		1, 1);
	sh.vertex(-size,  size,  size,		0, 1);

	// ceiling
	sh.vertex(-size, -size, -size, 		0, 0);
	sh.vertex( size, -size, -size, 		1, 0);
	sh.vertex( size, -size,  size,		1, 1);
	sh.vertex(-size, -size,  size,		0, 1);

	sh.endShape();
	return sh;
}
 
Example 20
Source File: ParticleSystem.java    From PixelFlow with MIT License 4 votes vote down vote up
public PShape createParticleShape(DwParticle2D particle, PImage sprite_img){
    
    final float rad = particle.rad;

    PShape shp_particle = papplet.createShape(PShape.GROUP);
    
    if( PARTICLE_SHAPE_IDX >= 0 && PARTICLE_SHAPE_IDX < 4){
      
      PShape sprite = papplet.createShape(PShape.GEOMETRY);
      sprite.beginShape(PConstants.QUAD);
      sprite.noStroke();
      sprite.noFill();
      sprite.textureMode(PConstants.NORMAL);
      sprite.texture(sprite_img);
      sprite.normal(0, 0, 1);
      sprite.vertex(-rad, -rad, 0, 0);
      sprite.vertex(+rad, -rad, 1, 0);
      sprite.vertex(+rad, +rad, 1, 1);
      sprite.vertex(-rad, +rad, 0, 1);
      sprite.endShape();
      
      shp_particle.addChild(sprite);
    }
    else if( PARTICLE_SHAPE_IDX == 4){   
      
      float threshold1 = 1;   // radius shortening for arc segments
      float threshold2 = 140; // arc between segments
      
      double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad);
      double arc2 = (180 - threshold2) * Math.PI / 180;
      double arc = Math.min(arc1, arc2);
      
      int num_vtx = (int)Math.ceil(2*Math.PI/arc);
      
//      System.out.println(num_vtx);

      PShape circle = papplet.createShape(PShape.GEOMETRY);
      circle.beginShape();
      circle.noStroke();
      circle.fill(200,100);
      for(int i = 0; i < num_vtx; i++){
        float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * rad;
        float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * rad;
        circle.vertex(vx, vy);
      }
      circle.endShape(PConstants.CLOSE);

      PShape line = papplet.createShape(PShape.GEOMETRY);
      line.beginShape(PConstants.LINES);
      line.stroke(0, 100);
      line.strokeWeight(1);
      line.vertex(0, 0);
      line.vertex(-(rad-1), 0);
      line.endShape();
      
//      PShape circle = papplet.createShape(PConstants.ELLIPSE, 0, 0, rad*2, rad*2);
//      circle.setStroke(false);
//      circle.setFill(papplet.color(200,100));
//
//      PShape line = papplet.createShape(PConstants.LINE, 0, 0, -(rad-1), 0);
//      line.setStroke(papplet.color(0,200));
//      line.setStrokeWeight(1); 
      
      shp_particle.addChild(circle);
      shp_particle.addChild(line);
    }
    
    return shp_particle;
    
  }