--- /dev/null
+/**
+ * A Projection of sin wave in 3d space.
+ * It sort of looks like an animal swiming around in water.
+ * Angle sliders are sort of a work in progress that allow yo to change the crazy ways it moves around.
+ * Hue slider allows you to control how different the colors are along the wave.
+ *
+ * This code copied heavily from Tim and Slee.
+ */
+class Swim extends SCPattern {
+
+ // Projection stuff
+ private final Projection projection;
+ SawLFO rotation = new SawLFO(0, TWO_PI, 19000);
+ SinLFO yPos = new SinLFO(-25, 25, 12323);
+ final BasicParameter xAngle = new BasicParameter("XANG", 0.9);
+ final BasicParameter yAngle = new BasicParameter("YANG", 0.3);
+ final BasicParameter zAngle = new BasicParameter("ZANG", 0.3);
+
+ final BasicParameter hueScale = new BasicParameter("HUE", 0.3);
+
+ public Swim(GLucose glucose) {
+ super(glucose);
+ projection = new Projection(model);
+
+ addParameter(xAngle);
+ addParameter(yAngle);
+ addParameter(zAngle);
+ addParameter(hueScale);
+
+ addModulator(rotation).trigger();
+ addModulator(yPos).trigger();
+
+ }
+
+
+ int beat = 0;
+ float prevRamp = 0;
+ void run(int deltaMs) {
+
+ // Sync to the beat
+ float ramp = (float)lx.tempo.ramp();
+ if (ramp < prevRamp) {
+ beat = (beat + 1) % 4;
+ }
+ prevRamp = ramp;
+ float phase = (beat+ramp) / 2.0 * 4 * PI;
+
+ float denominator = max(xAngle.getValuef() + yAngle.getValuef() + zAngle.getValuef(), 1);
+
+ projection.reset(model)
+ // Swim around the world
+ .rotate(rotation.getValuef(), xAngle.getValuef() / denominator, yAngle.getValuef() / denominator, zAngle.getValuef() / denominator)
+ .translateCenter(model, 0, 50 + yPos.getValuef(), 0);
+
+ float model_height = model.yMax - model.yMin;
+ float model_width = model.xMax - model.xMin;
+ for (Coord p : projection) {
+ float x_percentage = (p.x - model.xMin)/model_width;
+
+ // Multiply by 1.4 to shrink the size of the sin wave to be less than the height of the cubes.
+ float y_in_range = 1.4 * (2*p.y - model.yMax - model.yMin) / model_height;
+ float sin_x = sin(phase + 2 * PI * x_percentage);
+
+ // Color fade near the top of the sin wave
+ float v1 = sin_x > y_in_range ? (100 + 100*(y_in_range - sin_x)) : 0;
+
+ float hue_color = (lx.getBaseHuef() + hueScale.getValuef() * (abs(p.x-model.xMax/2.)*.3 + abs(p.y-model.yMax/2)*.9 + abs(p.z - model.zMax/2.))) % 360;
+ colors[p.index] = color(hue_color, 70, v1);
+ }
+ }
+}
+
+/**
+ * The idea here is to do another sin wave pattern, but with less rotation and more of a breathing / heartbeat affect with spheres above / below the wave.
+ * TODO
+ */
+class Breathe extends SCPattern {
+
+ final BasicParameter hueScale = new BasicParameter("HUE", 0.3);
+
+ public Breathe(GLucose glucose) {
+ super(glucose);
+
+ addParameter(hueScale);
+ }
+
+
+ int beat = 0;
+ float prevRamp = 0;
+ void run(int deltaMs) {
+
+ // Sync to the beat
+ float ramp = (float)lx.tempo.ramp();
+ if (ramp < prevRamp) {
+ beat = (beat + 1) % 4;
+ }
+ prevRamp = ramp;
+ float phase = (beat+ramp) / 2.0 * 2 * PI;
+
+ float model_height = model.yMax - model.yMin;
+ float model_width = model.xMax - model.xMin;
+ for (Point p : model.points) {
+ float x_percentage = (p.x - model.xMin)/model_width;
+
+ // Multiply by 1.4 to shrink the size of the sin wave to be less than the height of the truck.
+ float y_in_range = 1.4 * (2*p.y - model.yMax - model.yMin) / model_height;
+ // xcxc add back phase
+ float sin_x = sin(phase + 2 * PI * x_percentage);
+
+ // Color fade near the top of the sin wave
+ float v1 = sin_x > y_in_range ? (100 + 100*(y_in_range - sin_x)) : 0;
+
+ float hue_color = (lx.getBaseHuef() + hueScale.getValuef() * (abs(p.x-model.xMax/2.)*.6 + abs(p.y-model.yMax/2)*.9 + abs(p.z - model.zMax/2.))) % 360;
+ colors[p.index] = color(hue_color, 70, v1);
+ }
+ }
+}
+
+