d564b8db |
1 | /** |
2 | * Not very flushed out, but kind of fun nonetheless. |
3 | */ |
4 | class TimSpheres extends SCPattern { |
5 | private BasicParameter hueParameter = new BasicParameter("RAD", 1.0); |
6 | private final SawLFO lfo = new SawLFO(0, 1, 10000); |
7 | private final SinLFO sinLfo = new SinLFO(0, 1, 4000); |
8 | private final float centerX, centerY, centerZ; |
9 | |
10 | class Sphere { |
11 | float x, y, z; |
12 | float radius; |
13 | float hue; |
14 | } |
15 | |
16 | private final Sphere[] spheres; |
17 | |
18 | public TimSpheres(GLucose glucose) { |
19 | super(glucose); |
20 | addParameter(hueParameter); |
21 | addModulator(lfo).trigger(); |
22 | addModulator(sinLfo).trigger(); |
23 | centerX = (model.xMax + model.xMin) / 2; |
24 | centerY = (model.yMax + model.yMin) / 2; |
25 | centerZ = (model.zMax + model.zMin) / 2; |
26 | |
27 | spheres = new Sphere[2]; |
28 | |
29 | spheres[0] = new Sphere(); |
30 | spheres[0].x = model.xMin; |
31 | spheres[0].y = centerY; |
32 | spheres[0].z = centerZ; |
33 | spheres[0].hue = 0; |
34 | spheres[0].radius = 50; |
35 | |
36 | spheres[1] = new Sphere(); |
37 | spheres[1].x = model.xMax; |
38 | spheres[1].y = centerY; |
39 | spheres[1].z = centerZ; |
40 | spheres[1].hue = 0.33; |
41 | spheres[1].radius = 50; |
42 | } |
43 | |
44 | public void run(int deltaMs) { |
45 | // Access the core master hue via this method call |
46 | float hv = hueParameter.getValuef(); |
47 | float lfoValue = lfo.getValuef(); |
48 | float sinLfoValue = sinLfo.getValuef(); |
49 | |
50 | spheres[0].x = model.xMin + sinLfoValue * model.xMax; |
51 | spheres[1].x = model.xMax - sinLfoValue * model.xMax; |
52 | |
53 | spheres[0].radius = 100 * hueParameter.getValuef(); |
54 | spheres[1].radius = 100 * hueParameter.getValuef(); |
55 | |
56 | for (Point p : model.points) { |
57 | float value = 0; |
58 | |
59 | color c = color(0, 0, 0); |
60 | for (Sphere s : spheres) { |
61 | float d = sqrt(pow(p.x - s.x, 2) + pow(p.y - s.y, 2) + pow(p.z - s.z, 2)); |
62 | float r = (s.radius); // * (sinLfoValue + 0.5)); |
63 | value = max(0, 1 - max(0, d - r) / 10); |
64 | |
65 | c = blendColor(c, color(((s.hue + lfoValue) % 1) * 360, 100, min(1, value) * 100), ADD); |
66 | } |
67 | |
68 | colors[p.index] = c; |
69 | } |
70 | } |
71 | } |
72 | |
73 | class Vector2 { |
74 | float x, y; |
75 | |
76 | Vector2() { |
77 | this(0, 0); |
78 | } |
79 | |
80 | Vector2(float x, float y) { |
81 | this.x = x; |
82 | this.y = y; |
83 | } |
84 | |
85 | float distanceTo(float x, float y) { |
86 | return sqrt(pow(x - this.x, 2) + pow(y - this.y, 2)); |
87 | } |
88 | |
89 | float distanceTo(Vector2 v) { |
90 | return distanceTo(v.x, v.y); |
91 | } |
92 | |
93 | Vector2 plus(float x, float y) { |
94 | return new Vector2(this.x + x, this.y + y); |
95 | } |
96 | |
97 | Vector2 plus(Vector2 v) { |
98 | return plus(v.x, v.y); |
99 | } |
100 | |
101 | Vector2 minus(Vector2 v) { |
102 | return plus(-1 * v.x, -1 * v.y); |
103 | } |
104 | } |
105 | |
106 | class Vector3 { |
107 | float x, y, z; |
108 | |
109 | Vector3() { |
110 | this(0, 0, 0); |
111 | } |
112 | |
113 | Vector3(float x, float y, float z) { |
114 | this.x = x; |
115 | this.y = y; |
116 | this.z = z; |
117 | } |
118 | |
119 | float distanceTo(float x, float y, float z) { |
120 | return sqrt(pow(x - this.x, 2) + pow(y - this.y, 2) + pow(z - this.z, 2)); |
121 | } |
122 | |
123 | float distanceTo(Vector3 v) { |
124 | return distanceTo(v.x, v.y, v.z); |
125 | } |
126 | |
127 | float distanceTo(Point p) { |
128 | return distanceTo(p.fx, p.fy, p.fz); |
129 | } |
130 | |
131 | void add(Vector3 other, float multiplier) { |
132 | this.add(other.x * multiplier, other.y * multiplier, other.z * multiplier); |
133 | } |
134 | |
135 | void add(float x, float y, float z) { |
136 | this.x += x; |
137 | this.y += y; |
138 | this.z += z; |
139 | } |
140 | |
141 | void divide(float factor) { |
142 | this.x /= factor; |
143 | this.y /= factor; |
144 | this.z /= factor; |
145 | } |
146 | } |
147 | |
148 | class Rotation { |
149 | private float a, b, c, d, e, f, g, h, i; |
150 | |
151 | Rotation(float yaw, float pitch, float roll) { |
152 | float cosYaw = cos(yaw); |
153 | float sinYaw = sin(yaw); |
154 | float cosPitch = cos(pitch); |
155 | float sinPitch = sin(pitch); |
156 | float cosRoll = cos(roll); |
157 | float sinRoll = sin(roll); |
158 | |
159 | a = cosYaw * cosPitch; |
160 | b = cosYaw * sinPitch * sinRoll - sinYaw * cosRoll; |
161 | c = cosYaw * sinPitch * cosRoll + sinYaw * sinRoll; |
162 | d = sinYaw * cosPitch; |
163 | e = sinYaw * sinPitch * sinRoll + cosYaw * cosRoll; |
164 | f = sinYaw * sinPitch * cosRoll - cosYaw * sinRoll; |
165 | g = -1 * sinPitch; |
166 | h = cosPitch * sinRoll; |
167 | i = cosPitch * cosRoll; |
168 | } |
169 | |
170 | Vector3 rotated(Vector3 v) { |
171 | return new Vector3( |
172 | rotatedX(v), |
173 | rotatedY(v), |
174 | rotatedZ(v)); |
175 | |
176 | } |
177 | |
178 | float rotatedX(Vector3 v) { |
179 | return a * v.x + b * v.y + c * v.z; |
180 | } |
181 | |
182 | float rotatedY(Vector3 v) { |
183 | return d * v.x + e * v.y + f * v.z; |
184 | } |
185 | |
186 | float rotatedZ(Vector3 v) { |
187 | return g * v.x + h * v.y + i * v.z; |
188 | } |
189 | } |
190 | |
191 | /** |
192 | * Very literal rain effect. Not that great as-is but some tweaking could make it nice. |
193 | * A couple ideas: |
194 | * - changing hue and direction of "rain" could make a nice fire effect |
195 | * - knobs to change frequency and size of rain drops |
196 | * - sync somehow to tempo but maybe less frequently than every beat? |
197 | */ |
198 | class TimRaindrops extends SCPattern { |
199 | Vector3 randomVector3() { |
200 | return new Vector3( |
201 | random(model.xMax - model.xMin) + model.xMin, |
202 | random(model.yMax - model.yMin) + model.yMin, |
203 | random(model.zMax - model.zMin) + model.zMin); |
204 | } |
205 | |
206 | class Raindrop { |
207 | Vector3 p; |
208 | Vector3 v; |
209 | float radius; |
210 | float hue; |
211 | |
212 | Raindrop() { |
213 | this.radius = 30; |
214 | this.p = new Vector3( |
215 | random(model.xMax - model.xMin) + model.xMin, |
216 | model.yMax + this.radius, |
217 | random(model.zMax - model.zMin) + model.zMin); |
218 | float velMagnitude = 120; |
219 | this.v = new Vector3( |
220 | 0, |
221 | -3 * model.yMax, |
222 | 0); |
223 | this.hue = random(40) + 200; |
224 | } |
225 | |
226 | // returns TRUE when this should die |
227 | boolean age(int ms) { |
228 | p.add(v, ms / 1000.0); |
229 | return this.p.y < (0 - this.radius); |
230 | } |
231 | } |
232 | |
233 | private float leftoverMs = 0; |
234 | private float msPerRaindrop = 40; |
235 | private List<Raindrop> raindrops; |
236 | |
237 | public TimRaindrops(GLucose glucose) { |
238 | super(glucose); |
239 | raindrops = new LinkedList<Raindrop>(); |
240 | } |
241 | |
242 | public void run(int deltaMs) { |
243 | leftoverMs += deltaMs; |
244 | while (leftoverMs > msPerRaindrop) { |
245 | leftoverMs -= msPerRaindrop; |
246 | raindrops.add(new Raindrop()); |
247 | } |
248 | |
249 | for (Point p : model.points) { |
250 | color c = |
251 | blendColor( |
252 | color(210, 20, (float)Math.max(0, 1 - Math.pow((model.yMax - p.fy) / 10, 2)) * 50), |
253 | color(220, 60, (float)Math.max(0, 1 - Math.pow((p.fy - model.yMin) / 10, 2)) * 100), |
254 | ADD); |
255 | for (Raindrop raindrop : raindrops) { |
256 | if (p.fx >= (raindrop.p.x - raindrop.radius) && p.fx <= (raindrop.p.x + raindrop.radius) && |
257 | p.fy >= (raindrop.p.y - raindrop.radius) && p.fy <= (raindrop.p.y + raindrop.radius)) { |
258 | float d = raindrop.p.distanceTo(p) / raindrop.radius; |
259 | // float value = (float)Math.max(0, 1 - Math.pow(Math.min(0, d - raindrop.radius) / 5, 2)); |
260 | if (d < 1) { |
261 | c = blendColor(c, color(raindrop.hue, 80, (float)Math.pow(1 - d, 0.01) * 100), ADD); |
262 | } |
263 | } |
264 | } |
265 | colors[p.index] = c; |
266 | } |
267 | |
268 | Iterator<Raindrop> i = raindrops.iterator(); |
269 | while (i.hasNext()) { |
270 | Raindrop raindrop = i.next(); |
271 | boolean dead = raindrop.age(deltaMs); |
272 | if (dead) { |
273 | i.remove(); |
274 | } |
275 | } |
276 | } |
277 | } |
278 | |
279 | |
280 | class TimCubes extends SCPattern { |
281 | private BasicParameter rateParameter = new BasicParameter("RATE", 0.125); |
282 | private BasicParameter attackParameter = new BasicParameter("ATTK", 0.5); |
283 | private BasicParameter decayParameter = new BasicParameter("DECAY", 0.5); |
284 | private BasicParameter hueParameter = new BasicParameter("HUE", 0.5); |
285 | private BasicParameter hueVarianceParameter = new BasicParameter("H.V.", 0.25); |
286 | private BasicParameter saturationParameter = new BasicParameter("SAT", 0.5); |
287 | |
288 | class CubeFlash { |
289 | Cube c; |
290 | float value; |
291 | float hue; |
292 | boolean hasPeaked; |
293 | |
294 | CubeFlash() { |
295 | c = model.cubes.get(floor(random(model.cubes.size()))); |
296 | hue = random(1); |
297 | boolean infiniteAttack = (attackParameter.getValuef() > 0.999); |
298 | hasPeaked = infiniteAttack; |
299 | value = (infiniteAttack ? 1 : 0); |
300 | } |
301 | |
302 | // returns TRUE if this should die |
303 | boolean age(int ms) { |
304 | if (!hasPeaked) { |
305 | value = value + (ms / 1000.0f * ((attackParameter.getValuef() + 0.01) * 5)); |
306 | if (value >= 1.0) { |
307 | value = 1.0; |
308 | hasPeaked = true; |
309 | } |
310 | return false; |
311 | } else { |
312 | value = value - (ms / 1000.0f * ((decayParameter.getValuef() + 0.01) * 10)); |
313 | return value <= 0; |
314 | } |
315 | } |
316 | } |
317 | |
318 | private float leftoverMs = 0; |
319 | private List<CubeFlash> flashes; |
320 | |
321 | public TimCubes(GLucose glucose) { |
322 | super(glucose); |
323 | addParameter(rateParameter); |
324 | addParameter(attackParameter); |
325 | addParameter(decayParameter); |
326 | addParameter(hueParameter); |
327 | addParameter(hueVarianceParameter); |
328 | addParameter(saturationParameter); |
329 | flashes = new LinkedList<CubeFlash>(); |
330 | } |
331 | |
332 | public void run(int deltaMs) { |
333 | leftoverMs += deltaMs; |
334 | float msPerFlash = 1000 / ((rateParameter.getValuef() + .01) * 100); |
335 | while (leftoverMs > msPerFlash) { |
336 | leftoverMs -= msPerFlash; |
337 | flashes.add(new CubeFlash()); |
338 | } |
339 | |
340 | for (Point p : model.points) { |
341 | colors[p.index] = 0; |
342 | } |
343 | |
344 | for (CubeFlash flash : flashes) { |
345 | float hue = (hueParameter.getValuef() + (hueVarianceParameter.getValuef() * flash.hue)) % 1.0; |
346 | color c = color(hue * 360, saturationParameter.getValuef() * 100, (flash.value) * 100); |
347 | for (Point p : flash.c.points) { |
348 | colors[p.index] = c; |
349 | } |
350 | } |
351 | |
352 | Iterator<CubeFlash> i = flashes.iterator(); |
353 | while (i.hasNext()) { |
354 | CubeFlash flash = i.next(); |
355 | boolean dead = flash.age(deltaMs); |
356 | if (dead) { |
357 | i.remove(); |
358 | } |
359 | } |
360 | } |
361 | } |
362 | |
363 | /** |
364 | * This one is the best but you need to play with all the knobs. It's synced to |
365 | * the tempo, with the WSpd knob letting you pick 4 discrete multipliers for |
366 | * the tempo. |
367 | * |
368 | * Basically it's just 3 planes all rotating to the beat, but also rotated relative |
369 | * to one another. The intersection of the planes and the cubes over time makes |
370 | * for a nice abstract effect. |
371 | */ |
372 | class TimPlanes extends SCPattern { |
eecf5d12 |
373 | private BasicParameter wobbleParameter = new BasicParameter("Wob", 0.166); |
d564b8db |
374 | private BasicParameter wobbleSpreadParameter = new BasicParameter("WSpr", 0.25); |
375 | private BasicParameter wobbleSpeedParameter = new BasicParameter("WSpd", 0.375); |
376 | private BasicParameter wobbleOffsetParameter = new BasicParameter("WOff", 0); |
377 | private BasicParameter derezParameter = new BasicParameter("Drez", 0.5); |
378 | private BasicParameter thicknessParameter = new BasicParameter("Thick", 0.4); |
379 | private BasicParameter ySpreadParameter = new BasicParameter("ySpr", 0.2); |
380 | private BasicParameter hueParameter = new BasicParameter("Hue", 0.75); |
381 | private BasicParameter hueSpreadParameter = new BasicParameter("HSpr", 0.68); |
382 | |
383 | final float centerX, centerY, centerZ; |
384 | float phase; |
385 | |
386 | class Plane { |
387 | Vector3 center; |
388 | Rotation rotation; |
389 | float hue; |
390 | |
391 | Plane(Vector3 center, Rotation rotation, float hue) { |
392 | this.center = center; |
393 | this.rotation = rotation; |
394 | this.hue = hue; |
395 | } |
396 | } |
397 | |
398 | TimPlanes(GLucose glucose) { |
399 | super(glucose); |
400 | centerX = (model.xMin + model.xMax) / 2; |
401 | centerY = (model.yMin + model.yMax) / 2; |
402 | centerZ = (model.zMin + model.zMax) / 2; |
403 | phase = 0; |
404 | addParameter(wobbleParameter); |
405 | addParameter(wobbleSpreadParameter); |
406 | addParameter(wobbleSpeedParameter); |
407 | // addParameter(wobbleOffsetParameter); |
408 | addParameter(derezParameter); |
409 | addParameter(thicknessParameter); |
410 | addParameter(ySpreadParameter); |
411 | addParameter(hueParameter); |
412 | addParameter(hueSpreadParameter); |
413 | } |
414 | |
d564b8db |
415 | int beat = 0; |
416 | float prevRamp = 0; |
417 | float[] wobbleSpeeds = { 1.0/8, 1.0/4, 1.0/2, 1.0 }; |
418 | |
419 | public void run(int deltaMs) { |
420 | float ramp = (float)lx.tempo.ramp(); |
421 | if (ramp < prevRamp) { |
422 | beat = (beat + 1) % 32; |
423 | } |
424 | prevRamp = ramp; |
425 | |
426 | float wobbleSpeed = wobbleSpeeds[floor(wobbleSpeedParameter.getValuef() * wobbleSpeeds.length * 0.9999)]; |
427 | |
428 | phase = (((beat + ramp) * wobbleSpeed + wobbleOffsetParameter.getValuef()) % 1) * 2 * PI; |
429 | |
430 | float ySpread = ySpreadParameter.getValuef() * 50; |
431 | float wobble = wobbleParameter.getValuef() * PI; |
432 | float wobbleSpread = wobbleSpreadParameter.getValuef() * PI; |
433 | float hue = hueParameter.getValuef() * 360; |
434 | float hueSpread = (hueSpreadParameter.getValuef() - 0.5) * 360; |
435 | |
436 | float saturation = 10 + 60.0 * pow(ramp, 0.25); |
437 | |
438 | float derez = derezParameter.getValuef(); |
439 | |
440 | Plane[] planes = { |
441 | new Plane( |
442 | new Vector3(centerX, centerY + ySpread, centerZ), |
443 | new Rotation(wobble - wobbleSpread, phase, 0), |
444 | (hue + 360 - hueSpread) % 360), |
445 | new Plane( |
446 | new Vector3(centerX, centerY, centerZ), |
447 | new Rotation(wobble, phase, 0), |
448 | hue), |
449 | new Plane( |
450 | new Vector3(centerX, centerY - ySpread, centerZ), |
451 | new Rotation(wobble + wobbleSpread, phase, 0), |
452 | (hue + 360 + hueSpread) % 360) |
453 | }; |
eecf5d12 |
454 | |
455 | float thickness = (thicknessParameter.getValuef() * 25 + 1); |
d564b8db |
456 | |
eecf5d12 |
457 | Vector3 normalizedPoint = new Vector3(); |
458 | |
d564b8db |
459 | for (Point p : model.points) { |
460 | if (random(1.0) < derez) { |
461 | continue; |
462 | } |
463 | |
464 | color c = 0; |
465 | |
466 | for (Plane plane : planes) { |
eecf5d12 |
467 | normalizedPoint.x = p.fx - plane.center.x; |
468 | normalizedPoint.y = p.fy - plane.center.y; |
469 | normalizedPoint.z = p.fz - plane.center.z; |
470 | |
471 | float v = plane.rotation.rotatedY(normalizedPoint); |
472 | float d = abs(v); |
473 | |
474 | final color planeColor; |
475 | if (d <= thickness) { |
476 | planeColor = color(plane.hue, saturation, 100); |
477 | } else if (d <= thickness * 2) { |
478 | float value = 1 - ((d - thickness) / thickness); |
479 | planeColor = color(plane.hue, saturation, value * 100); |
480 | } else { |
481 | planeColor = 0; |
482 | } |
483 | |
d564b8db |
484 | if (planeColor != 0) { |
485 | if (c == 0) { |
486 | c = planeColor; |
487 | } else { |
488 | c = blendColor(c, planeColor, ADD); |
489 | } |
490 | } |
491 | } |
492 | |
493 | colors[p.index] = c; |
494 | } |
495 | } |
496 | } |
497 | |
498 | /** |
be8ca2ec |
499 | * Two spinning wheels, basically XORed together, with a color palette that should |
500 | * be pretty easy to switch around. Timed to the beat; also introduces "clickiness" |
501 | * which makes the movement non-linear throughout a given beat, giving it a nice |
502 | * dance feel. I'm not 100% sure that it's actually going to look like it's _on_ |
503 | * the beat, but that should be easy enough to adjust. |
504 | * |
505 | * It's particularly nice to turn down the clickiness and turn up derez during |
506 | * slow/beatless parts of the music and then revert them at the drop :) But maybe |
507 | * I shouldn't be listening to so much shitty dubstep while making these... |
d564b8db |
508 | */ |
509 | class TimPinwheels extends SCPattern { |
f5540dab |
510 | private BasicParameter horizSpreadParameter = new BasicParameter("HSpr", 0.75); |
511 | private BasicParameter vertSpreadParameter = new BasicParameter("VSpr", 0.5); |
512 | private BasicParameter vertOffsetParameter = new BasicParameter("VOff", 1.0); |
513 | private BasicParameter zSlopeParameter = new BasicParameter("ZSlp", 0.6); |
514 | private BasicParameter sharpnessParameter = new BasicParameter("Shrp", 0.25); |
515 | private BasicParameter derezParameter = new BasicParameter("Drez", 0.25); |
516 | private BasicParameter clickinessParameter = new BasicParameter("Clic", 0.5); |
517 | private BasicParameter hueParameter = new BasicParameter("Hue", 0.667); |
be8ca2ec |
518 | private BasicParameter hueSpreadParameter = new BasicParameter("HSpd", 0.667); |
f5540dab |
519 | |
d564b8db |
520 | float phase = 0; |
f5540dab |
521 | private final int NUM_BLADES = 12; |
d564b8db |
522 | |
523 | class Pinwheel { |
524 | Vector2 center; |
525 | int numBlades; |
f5540dab |
526 | float realPhase; |
d564b8db |
527 | float phase; |
528 | float speed; |
529 | |
530 | Pinwheel(float xCenter, float yCenter, int numBlades, float speed) { |
531 | this.center = new Vector2(xCenter, yCenter); |
532 | this.numBlades = numBlades; |
533 | this.speed = speed; |
534 | } |
535 | |
f5540dab |
536 | void age(float numBeats) { |
537 | int numSteps = numBlades; |
538 | |
539 | realPhase = (realPhase + numBeats / numSteps) % 2.0; |
540 | |
541 | float phaseStep = floor(realPhase * numSteps); |
542 | float phaseRamp = (realPhase * numSteps) % 1.0; |
543 | phase = (phaseStep + pow(phaseRamp, (clickinessParameter.getValuef() * 10) + 1)) / (numSteps * 2); |
544 | // phase = (phase + deltaMs / 1000.0 * speed) % 1.0; |
d564b8db |
545 | } |
546 | |
547 | boolean isOnBlade(float x, float y) { |
548 | x = x - center.x; |
549 | y = y - center.y; |
550 | |
f5540dab |
551 | float normalizedAngle = (atan2(x, y) / (2 * PI) + 1 + phase) % 1; |
d564b8db |
552 | float v = (normalizedAngle * 4 * numBlades); |
553 | int blade_num = floor((v + 2) / 4); |
554 | return (blade_num % 2) == 0; |
555 | } |
556 | } |
557 | |
558 | private final List<Pinwheel> pinwheels; |
f5540dab |
559 | private final float[] values; |
d564b8db |
560 | |
561 | TimPinwheels(GLucose glucose) { |
562 | super(glucose); |
563 | |
f5540dab |
564 | addParameter(horizSpreadParameter); |
565 | // addParameter(vertSpreadParameter); |
566 | addParameter(vertOffsetParameter); |
567 | addParameter(zSlopeParameter); |
568 | addParameter(sharpnessParameter); |
569 | addParameter(derezParameter); |
570 | addParameter(clickinessParameter); |
571 | addParameter(hueParameter); |
572 | addParameter(hueSpreadParameter); |
573 | |
574 | pinwheels = new ArrayList(); |
575 | pinwheels.add(new Pinwheel(0, 0, NUM_BLADES, 0.1)); |
576 | pinwheels.add(new Pinwheel(0, 0, NUM_BLADES, -0.1)); |
577 | |
578 | this.updateHorizSpread(); |
579 | this.updateVertPositions(); |
580 | |
581 | values = new float[model.points.size()]; |
582 | } |
583 | |
584 | public void onParameterChanged(LXParameter parameter) { |
585 | if (parameter == horizSpreadParameter) { |
586 | updateHorizSpread(); |
587 | } else if (parameter == vertSpreadParameter || parameter == vertOffsetParameter) { |
588 | updateVertPositions(); |
589 | } |
590 | } |
591 | |
592 | private void updateHorizSpread() { |
d564b8db |
593 | float xDist = model.xMax - model.xMin; |
594 | float xCenter = (model.xMin + model.xMax) / 2; |
f5540dab |
595 | |
596 | float spread = horizSpreadParameter.getValuef() - 0.5; |
597 | pinwheels.get(0).center.x = xCenter - xDist * spread; |
598 | pinwheels.get(1).center.x = xCenter + xDist * spread; |
599 | } |
600 | |
601 | private void updateVertPositions() { |
602 | float yDist = model.yMax - model.yMin; |
603 | float yCenter = model.yMin + yDist * vertOffsetParameter.getValuef(); |
d564b8db |
604 | |
f5540dab |
605 | float spread = vertSpreadParameter.getValuef() - 0.5; |
606 | pinwheels.get(0).center.y = yCenter - yDist * spread; |
607 | pinwheels.get(1).center.y = yCenter + yDist * spread; |
d564b8db |
608 | } |
609 | |
f5540dab |
610 | private float prevRamp = 0; |
611 | |
d564b8db |
612 | public void run(int deltaMs) { |
f5540dab |
613 | float ramp = lx.tempo.rampf(); |
614 | float numBeats = (1 + ramp - prevRamp) % 1; |
615 | prevRamp = ramp; |
616 | |
617 | float hue = hueParameter.getValuef() * 360; |
618 | // 0 -> -180 |
619 | // 0.5 -> 0 |
620 | // 1 -> 180 |
621 | float hueSpread = (hueSpreadParameter.getValuef() - 0.5) * 360; |
622 | |
623 | float fadeAmount = (deltaMs / 1000.0) * pow(sharpnessParameter.getValuef() * 10, 1); |
624 | |
d564b8db |
625 | for (Pinwheel pw : pinwheels) { |
f5540dab |
626 | pw.age(numBeats); |
d564b8db |
627 | } |
628 | |
f5540dab |
629 | float derez = derezParameter.getValuef(); |
630 | |
631 | float zSlope = (zSlopeParameter.getValuef() - 0.5) * 2; |
632 | |
633 | int i = -1; |
d564b8db |
634 | for (Point p : model.points) { |
f5540dab |
635 | ++i; |
636 | |
d564b8db |
637 | int value = 0; |
638 | for (Pinwheel pw : pinwheels) { |
f5540dab |
639 | value += (pw.isOnBlade(p.fx, p.fy - p.fz * zSlope) ? 1 : 0); |
d564b8db |
640 | } |
641 | if (value == 1) { |
f5540dab |
642 | values[i] = 1; |
643 | // colors[p.index] = color(120, 0, 100); |
d564b8db |
644 | } else { |
f5540dab |
645 | values[i] = max(0, values[i] - fadeAmount); |
646 | //color c = colors[p.index]; |
647 | //colors[p.index] = color(max(0, hue(c) - 10), min(100, saturation(c) + 10), brightness(c) - 5 ); |
d564b8db |
648 | } |
f5540dab |
649 | |
650 | if (random(1.0) >= derez) { |
651 | float v = values[i]; |
be8ca2ec |
652 | colors[p.index] = color((360 + hue + pow(v, 2) * hueSpread) % 360, 30 + pow(1 - v, 0.25) * 60, v * 100); |
f5540dab |
653 | } |
d564b8db |
654 | } |
655 | } |
656 | } |
657 | |
658 | /** |
659 | * This tries to figure out neighboring pixels from one cube to another to |
660 | * let you have a bunch of moving points tracing all over the structure. |
661 | * Adds a couple seconds of startup time to do the calculation, and in the |
662 | * end just comes out looking a lot like a screensaver. Probably not worth |
663 | * it but there may be useful code here. |
664 | */ |
665 | class TimTrace extends SCPattern { |
666 | private Map<Point, List<Point>> pointToNeighbors; |
667 | private Map<Point, Strip> pointToStrip; |
668 | // private final Map<Strip, List<Strip>> stripToNearbyStrips; |
669 | |
670 | int extraMs; |
671 | |
672 | class MovingPoint { |
673 | Point currentPoint; |
674 | float hue; |
675 | private Strip currentStrip; |
676 | private int currentStripIndex; |
677 | private int direction; // +1 or -1 |
678 | |
679 | MovingPoint(Point p) { |
680 | this.setPointOnNewStrip(p); |
681 | hue = random(360); |
682 | } |
683 | |
684 | private void setPointOnNewStrip(Point p) { |
685 | this.currentPoint = p; |
686 | this.currentStrip = pointToStrip.get(p); |
687 | for (int i = 0; i < this.currentStrip.points.size(); ++i) { |
688 | if (this.currentStrip.points.get(i) == p) { |
689 | this.currentStripIndex = i; |
690 | break; |
691 | } |
692 | } |
693 | if (this.currentStripIndex == 0) { |
694 | // we are at the beginning of the strip; go forwards |
695 | this.direction = 1; |
696 | } else if (this.currentStripIndex == this.currentStrip.points.size()) { |
697 | // we are at the end of the strip; go backwards |
698 | this.direction = -1; |
699 | } else { |
700 | // we are in the middle of a strip; randomly go one way or another |
701 | this.direction = ((random(1.0) < 0.5) ? -1 : 1); |
702 | } |
703 | } |
704 | |
705 | void step() { |
706 | List<Point> neighborsOnOtherStrips = pointToNeighbors.get(this.currentPoint); |
707 | |
708 | Point nextPointOnCurrentStrip = null; |
709 | this.currentStripIndex += this.direction; |
710 | if (this.currentStripIndex >= 0 && this.currentStripIndex < this.currentStrip.points.size()) { |
711 | nextPointOnCurrentStrip = this.currentStrip.points.get(this.currentStripIndex); |
712 | } |
713 | |
714 | // pick which option to take; if we can keep going on the current strip then |
715 | // add that as another option |
716 | int option = floor(random(neighborsOnOtherStrips.size() + (nextPointOnCurrentStrip == null ? 0 : 100))); |
717 | |
718 | if (option < neighborsOnOtherStrips.size()) { |
719 | this.setPointOnNewStrip(neighborsOnOtherStrips.get(option)); |
720 | } else { |
721 | this.currentPoint = nextPointOnCurrentStrip; |
722 | } |
723 | } |
724 | } |
725 | |
726 | List<MovingPoint> movingPoints; |
727 | |
728 | TimTrace(GLucose glucose) { |
729 | super(glucose); |
730 | |
731 | extraMs = 0; |
732 | |
733 | pointToNeighbors = this.buildPointToNeighborsMap(); |
734 | pointToStrip = this.buildPointToStripMap(); |
735 | |
736 | int numMovingPoints = 1000; |
737 | movingPoints = new ArrayList(); |
738 | for (int i = 0; i < numMovingPoints; ++i) { |
739 | movingPoints.add(new MovingPoint(model.points.get(floor(random(model.points.size()))))); |
740 | } |
741 | |
742 | } |
743 | |
744 | private Map<Strip, List<Strip>> buildStripToNearbyStripsMap() { |
745 | Map<Strip, Vector3> stripToCenter = new HashMap(); |
746 | for (Strip s : model.strips) { |
747 | Vector3 v = new Vector3(); |
748 | for (Point p : s.points) { |
749 | v.add(p.fx, p.fy, p.fz); |
750 | } |
751 | v.divide(s.points.size()); |
752 | stripToCenter.put(s, v); |
753 | } |
754 | |
755 | Map<Strip, List<Strip>> stripToNeighbors = new HashMap(); |
756 | for (Strip s : model.strips) { |
757 | List<Strip> neighbors = new ArrayList(); |
758 | Vector3 sCenter = stripToCenter.get(s); |
759 | for (Strip potentialNeighbor : model.strips) { |
760 | if (s != potentialNeighbor) { |
761 | float distance = sCenter.distanceTo(stripToCenter.get(potentialNeighbor)); |
762 | if (distance < 25) { |
763 | neighbors.add(potentialNeighbor); |
764 | } |
765 | } |
766 | } |
767 | stripToNeighbors.put(s, neighbors); |
768 | } |
769 | |
770 | return stripToNeighbors; |
771 | } |
772 | |
773 | private Map<Point, List<Point>> buildPointToNeighborsMap() { |
774 | Map<Point, List<Point>> m = new HashMap(); |
775 | Map<Strip, List<Strip>> stripToNearbyStrips = this.buildStripToNearbyStripsMap(); |
776 | |
777 | for (Strip s : model.strips) { |
778 | List<Strip> nearbyStrips = stripToNearbyStrips.get(s); |
779 | |
780 | for (Point p : s.points) { |
781 | Vector3 v = new Vector3(p.fx, p.fy, p.fz); |
782 | |
783 | List<Point> neighbors = new ArrayList(); |
784 | |
785 | for (Strip nearbyStrip : nearbyStrips) { |
786 | Point closestPoint = null; |
787 | float closestPointDistance = 100000; |
788 | |
789 | for (Point nsp : nearbyStrip.points) { |
790 | float distance = v.distanceTo(nsp.fx, nsp.fy, nsp.fz); |
791 | if (closestPoint == null || distance < closestPointDistance) { |
792 | closestPoint = nsp; |
793 | closestPointDistance = distance; |
794 | } |
795 | } |
796 | |
797 | if (closestPointDistance < 15) { |
798 | neighbors.add(closestPoint); |
799 | } |
800 | } |
801 | |
802 | m.put(p, neighbors); |
803 | } |
804 | } |
805 | |
806 | return m; |
807 | } |
808 | |
809 | private Map<Point, Strip> buildPointToStripMap() { |
810 | Map<Point, Strip> m = new HashMap(); |
811 | for (Strip s : model.strips) { |
812 | for (Point p : s.points) { |
813 | m.put(p, s); |
814 | } |
815 | } |
816 | return m; |
817 | } |
818 | |
819 | public void run(int deltaMs) { |
820 | for (Point p : model.points) { |
821 | color c = colors[p.index]; |
822 | colors[p.index] = color(hue(c), saturation(c), brightness(c) - 3); |
823 | } |
824 | |
825 | for (MovingPoint mp : movingPoints) { |
826 | mp.step(); |
827 | colors[mp.currentPoint.index] = blendColor(colors[mp.currentPoint.index], color(mp.hue, 10, 100), ADD); |
828 | } |
829 | } |
830 | } |