* 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.
* This is not done.
*/
-class Breathe extends SCPattern {
+class Balance extends SCPattern {
- final BasicParameter hueScale = new BasicParameter("HUE", 0.3);
+ final BasicParameter hueScale = new BasicParameter("Hue", 0.4);
class Sphere {
float x, y, z;
// 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);
+ SinLFO sphere1Z = new SinLFO(0, 0, 15323);
+ SinLFO sphere2Z = new SinLFO(0, 0, 8323);
+ SinLFO rotationX = new SinLFO(-PI/32, PI/32, 9000);
+ SinLFO rotationY = new SinLFO(-PI/16, PI/16, 7000);
+ SinLFO rotationZ = new SinLFO(-PI/16, PI/16, 11000);
+ SawLFO phaseLFO = new SawLFO(0, 2 * PI, 5000 - 4500 * 0.5);
+ final BasicParameter phaseParam = new BasicParameter("Spd", 0.5);
+ final BasicParameter crazyParam = new BasicParameter("Crzy", 0.2);
private final Sphere[] spheres;
private final float centerX, centerY, centerZ, modelHeight, modelWidth, modelDepth;
- SinLFO heightMod = new SinLFO(0.6, 1.85, 17298);
+ SinLFO heightMod = new SinLFO(0.8, 1.9, 17298);
- public Breathe(GLucose glucose) {
+ public Balance(GLucose glucose) {
super(glucose);
- // Unused for now
projection = new Projection(model);
addParameter(hueScale);
+ addParameter(phaseParam);
+ addParameter(crazyParam);
spheres = new Sphere[2];
centerX = (model.xMax + model.xMin) / 2;
modelDepth = model.zMax - model.zMin;
spheres[0] = new Sphere();
- spheres[0].x = 3*modelWidth/8;
- spheres[0].y = centerY + 10;
+ spheres[0].x = 1*modelWidth/2 + model.xMin;
+ spheres[0].y = centerY + 20;
spheres[0].z = centerZ;
spheres[1] = new Sphere();
- spheres[1].x = 7*modelWidth/8;
+ spheres[1].x = model.xMin;
spheres[1].y = centerY - 20;
spheres[1].z = centerZ;
+ addModulator(rotationX).trigger();
+ addModulator(rotationY).trigger();
+ addModulator(rotationZ).trigger();
+
addModulator(sphere1Z).trigger();
addModulator(sphere2Z).trigger();
+ addModulator(phaseLFO).trigger();
addModulator(heightMod).trigger();
}
+ public void onParameterChanged(LXParameter parameter) {
+ if (parameter == phaseParam) {
+ phaseLFO.setDuration(5000 - 4500 * parameter.getValuef());
+ }
+ }
+
int beat = 0;
float prevRamp = 0;
void run(int deltaMs) {
beat = (beat + 1) % 4;
}
prevRamp = ramp;
- float phase = (beat+ramp) * PI % (2 * PI);
+ float phase = phaseLFO.getValuef();
+ float crazy_factor = crazyParam.getValuef() / 0.2;
projection.reset(model)
- .rotate(rotation.getValuef(), 0, 1, 0);
+ .rotate(rotationZ.getValuef() * crazy_factor, 0, 1, 0)
+ .rotate(rotationX.getValuef() * crazy_factor, 0, 0, 1)
+ .rotate(rotationY.getValuef() * crazy_factor, 0, 1, 0);
for (Coord p : projection) {
float x_percentage = (p.x - model.xMin)/modelWidth;
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 v1 = max(0, 100 * (1 - 4*abs(sin_x - y_in_range)));
- 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;
+ float hue_color = (lx.getBaseHuef() + hueScale.getValuef() * (abs(p.x-model.xMax/2.) + abs(p.y-model.yMax/2)*.2 + abs(p.z - model.zMax/2.)*.5)) % 360;
color c = color(hue_color, 60, v1);
// Now draw the spheres
for (Sphere s : spheres) {
- float phase_x = (s.x - phase * modelWidth / ( 2 * PI)) % modelWidth;
+ float phase_x = (s.x - phase / (2 * PI) * modelWidth) % 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_from_beat = (beat % 2 == 1) ? 1 - ramp : ramp;
+
+ min(ramp, 1-ramp);
+
+ float r = 40 - pow(distance_from_beat, 0.75) * 20;
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);
}
}
}
-