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) {
addModulator(rotation).trigger();
addModulator(yPos).trigger();
-
}
/**
* 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
- */
+ * This is not done.
+ */
class Breathe extends SCPattern {
final BasicParameter hueScale = new BasicParameter("HUE", 0.3);
class Sphere {
float x, y, z;
- float radius;
- float hue;
}
-
+
+
+ // Projection stuff
+ private final Projection projection;
+
+ SinLFO sphere1Z = new SinLFO(0, 80, 15323);
+ SinLFO sphere2Z = new SinLFO(-80, 0, 8323);
+ SawLFO rotation = new SawLFO(- PI / 16, PI / 16, 7334);
+
+
private final Sphere[] spheres;
- private final float centerX, centerY, centerZ;
+ private final float centerX, centerY, centerZ, modelHeight, modelWidth, modelDepth;
+ SinLFO heightMod = new SinLFO(0.6, 1.85, 17298);
public Breathe(GLucose glucose) {
super(glucose);
+ // Unused for now
+ projection = new Projection(model);
+
addParameter(hueScale);
-
+
spheres = new Sphere[2];
centerX = (model.xMax + model.xMin) / 2;
centerY = (model.yMax + model.yMin) / 2;
centerZ = (model.zMax + model.zMin) / 2;
+ modelHeight = model.yMax - model.yMin;
+ modelWidth = model.xMax - model.xMin;
+ modelDepth = model.zMax - model.zMin;
-
spheres[0] = new Sphere();
- spheres[0].x = model.xMin + 50;
- spheres[0].y = centerY;
+ spheres[0].x = 3*modelWidth/8;
+ spheres[0].y = centerY + 10;
spheres[0].z = centerZ;
- spheres[0].radius = 25;
-
+
spheres[1] = new Sphere();
- spheres[1].x = model.xMax - 50;
- spheres[1].y = centerY;
+ spheres[1].x = 7*modelWidth/8;
+ spheres[1].y = centerY - 20;
spheres[1].z = centerZ;
- spheres[1].radius = 25;
- }
+ addModulator(sphere1Z).trigger();
+ addModulator(sphere2Z).trigger();
+
+ addModulator(heightMod).trigger();
+ }
int beat = 0;
float prevRamp = 0;
beat = (beat + 1) % 4;
}
prevRamp = ramp;
- float phase = (beat+ramp) / 2.0 * 2 * PI;
+ float phase = (beat+ramp) * PI % (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;
+ projection.reset(model)
+ .rotate(rotation.getValuef(), 0, 1, 0);
- // 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);
+ for (Coord p : projection) {
+ float x_percentage = (p.x - model.xMin)/modelWidth;
+
+ float y_in_range = heightMod.getValuef() * (2*p.y - model.yMax - model.yMin) / modelHeight;
+ float sin_x = sin(PI / 2 + 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;
- color c = color(hue_color, 70, v1);
-
+ color c = color(hue_color, 40, v1);
+
// Now draw the spheres
for (Sphere s : spheres) {
- float phase_x = (s.x - phase * model_width / ( 2 * PI)) % model_width;
- float d = sqrt(pow(p.x - phase_x, 2) + pow(p.y - s.y, 2) + pow(p.z - s.z, 2));
- float r = (s.radius);
- float value = max(0, 1 - max(0, d - r) / 10);
-
- c = blendColor(c, color(hue_color + 180 % 360, 70, min(1, value) * 100), ADD);
+ float phase_x = (s.x - phase * modelWidth / ( 2 * PI)) % modelWidth;
+ float x_dist = LXUtils.wrapdistf(p.x, phase_x, modelWidth);
+
+ float sphere_z = (s == spheres[0]) ? (s.z + sphere1Z.getValuef()) : (s.z - sphere2Z.getValuef());
+
+ float d = sqrt(pow(x_dist, 2) + pow(p.y - s.y, 2) + pow(p.z - sphere_z, 2));
+ float r = 25;
+
+ float distance_value = max(0, 1 - max(0, d - r) / 10);
+ float beat_value = 1.0;
+ if (s == spheres[0]) {
+ // beat_value = .2 + ((beat % 4 >= 2) ? ((4 - (ramp + beat)) / 2) *.8 : 0);
+ }
+ else {
+ // beat_value = .2 + ((beat % 4 < 2) ? ((2 - (ramp + beat)) / 2) *.8 : 0);
+ }
+
+ float value = min(beat_value, distance_value);
+
+ c = blendColor(c, color((hue_color + 90) % 360, 100, min(1, value) * 100), ADD);
}
colors[p.index] = c;
}
}
}
-