Commit | Line | Data |
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677f5e15 JS |
1 | /** |
2 | * A Projection of sin wave in 3d space. | |
3 | * It sort of looks like an animal swiming around in water. | |
4 | * Angle sliders are sort of a work in progress that allow yo to change the crazy ways it moves around. | |
5 | * Hue slider allows you to control how different the colors are along the wave. | |
6 | * | |
7 | * This code copied heavily from Tim and Slee. | |
8 | */ | |
9 | class Swim extends SCPattern { | |
10 | ||
11 | // Projection stuff | |
12 | private final Projection projection; | |
13 | SawLFO rotation = new SawLFO(0, TWO_PI, 19000); | |
14 | SinLFO yPos = new SinLFO(-25, 25, 12323); | |
15 | final BasicParameter xAngle = new BasicParameter("XANG", 0.9); | |
16 | final BasicParameter yAngle = new BasicParameter("YANG", 0.3); | |
17 | final BasicParameter zAngle = new BasicParameter("ZANG", 0.3); | |
18 | ||
19 | final BasicParameter hueScale = new BasicParameter("HUE", 0.3); | |
20 | ||
21 | public Swim(GLucose glucose) { | |
22 | super(glucose); | |
23 | projection = new Projection(model); | |
24 | ||
25 | addParameter(xAngle); | |
26 | addParameter(yAngle); | |
27 | addParameter(zAngle); | |
28 | addParameter(hueScale); | |
29 | ||
30 | addModulator(rotation).trigger(); | |
31 | addModulator(yPos).trigger(); | |
32 | ||
33 | } | |
34 | ||
35 | ||
36 | int beat = 0; | |
37 | float prevRamp = 0; | |
38 | void run(int deltaMs) { | |
39 | ||
40 | // Sync to the beat | |
41 | float ramp = (float)lx.tempo.ramp(); | |
42 | if (ramp < prevRamp) { | |
43 | beat = (beat + 1) % 4; | |
44 | } | |
45 | prevRamp = ramp; | |
46 | float phase = (beat+ramp) / 2.0 * 4 * PI; | |
47 | ||
48 | float denominator = max(xAngle.getValuef() + yAngle.getValuef() + zAngle.getValuef(), 1); | |
49 | ||
50 | projection.reset(model) | |
51 | // Swim around the world | |
52 | .rotate(rotation.getValuef(), xAngle.getValuef() / denominator, yAngle.getValuef() / denominator, zAngle.getValuef() / denominator) | |
53 | .translateCenter(model, 0, 50 + yPos.getValuef(), 0); | |
54 | ||
55 | float model_height = model.yMax - model.yMin; | |
56 | float model_width = model.xMax - model.xMin; | |
57 | for (Coord p : projection) { | |
58 | float x_percentage = (p.x - model.xMin)/model_width; | |
59 | ||
60 | // Multiply by 1.4 to shrink the size of the sin wave to be less than the height of the cubes. | |
61 | float y_in_range = 1.4 * (2*p.y - model.yMax - model.yMin) / model_height; | |
62 | float sin_x = sin(phase + 2 * PI * x_percentage); | |
63 | ||
64 | // Color fade near the top of the sin wave | |
65 | float v1 = sin_x > y_in_range ? (100 + 100*(y_in_range - sin_x)) : 0; | |
66 | ||
67 | 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; | |
68 | colors[p.index] = color(hue_color, 70, v1); | |
69 | } | |
70 | } | |
71 | } | |
72 | ||
73 | /** | |
74 | * 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. | |
75 | * TODO | |
76 | */ | |
77 | class Breathe extends SCPattern { | |
78 | ||
79 | final BasicParameter hueScale = new BasicParameter("HUE", 0.3); | |
80 | ||
81 | public Breathe(GLucose glucose) { | |
82 | super(glucose); | |
83 | ||
84 | addParameter(hueScale); | |
85 | } | |
86 | ||
87 | ||
88 | int beat = 0; | |
89 | float prevRamp = 0; | |
90 | void run(int deltaMs) { | |
91 | ||
92 | // Sync to the beat | |
93 | float ramp = (float)lx.tempo.ramp(); | |
94 | if (ramp < prevRamp) { | |
95 | beat = (beat + 1) % 4; | |
96 | } | |
97 | prevRamp = ramp; | |
98 | float phase = (beat+ramp) / 2.0 * 2 * PI; | |
99 | ||
100 | float model_height = model.yMax - model.yMin; | |
101 | float model_width = model.xMax - model.xMin; | |
102 | for (Point p : model.points) { | |
103 | float x_percentage = (p.x - model.xMin)/model_width; | |
104 | ||
105 | // Multiply by 1.4 to shrink the size of the sin wave to be less than the height of the truck. | |
106 | float y_in_range = 1.4 * (2*p.y - model.yMax - model.yMin) / model_height; | |
107 | // xcxc add back phase | |
108 | float sin_x = sin(phase + 2 * PI * x_percentage); | |
109 | ||
110 | // Color fade near the top of the sin wave | |
111 | float v1 = sin_x > y_in_range ? (100 + 100*(y_in_range - sin_x)) : 0; | |
112 | ||
113 | 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; | |
114 | colors[p.index] = color(hue_color, 70, v1); | |
115 | } | |
116 | } | |
117 | } | |
118 | ||
119 |