| 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 * 2 * 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 | class Sphere { |
| 82 | float x, y, z; |
| 83 | float radius; |
| 84 | float hue; |
| 85 | } |
| 86 | |
| 87 | private final Sphere[] spheres; |
| 88 | private final float centerX, centerY, centerZ; |
| 89 | |
| 90 | public Breathe(GLucose glucose) { |
| 91 | super(glucose); |
| 92 | |
| 93 | addParameter(hueScale); |
| 94 | |
| 95 | spheres = new Sphere[2]; |
| 96 | centerX = (model.xMax + model.xMin) / 2; |
| 97 | centerY = (model.yMax + model.yMin) / 2; |
| 98 | centerZ = (model.zMax + model.zMin) / 2; |
| 99 | |
| 100 | |
| 101 | spheres[0] = new Sphere(); |
| 102 | spheres[0].x = model.xMin + 50; |
| 103 | spheres[0].y = centerY; |
| 104 | spheres[0].z = centerZ; |
| 105 | spheres[0].radius = 25; |
| 106 | |
| 107 | spheres[1] = new Sphere(); |
| 108 | spheres[1].x = model.xMax - 50; |
| 109 | spheres[1].y = centerY; |
| 110 | spheres[1].z = centerZ; |
| 111 | spheres[1].radius = 25; |
| 112 | |
| 113 | } |
| 114 | |
| 115 | |
| 116 | int beat = 0; |
| 117 | float prevRamp = 0; |
| 118 | void run(int deltaMs) { |
| 119 | |
| 120 | // Sync to the beat |
| 121 | float ramp = (float)lx.tempo.ramp(); |
| 122 | if (ramp < prevRamp) { |
| 123 | beat = (beat + 1) % 4; |
| 124 | } |
| 125 | prevRamp = ramp; |
| 126 | float phase = (beat+ramp) / 2.0 * 2 * PI; |
| 127 | |
| 128 | float model_height = model.yMax - model.yMin; |
| 129 | float model_width = model.xMax - model.xMin; |
| 130 | for (Point p : model.points) { |
| 131 | float x_percentage = (p.x - model.xMin)/model_width; |
| 132 | |
| 133 | // Multiply by 1.4 to shrink the size of the sin wave to be less than the height of the truck. |
| 134 | float y_in_range = 1.4 * (2*p.y - model.yMax - model.yMin) / model_height; |
| 135 | // xcxc add back phase |
| 136 | float sin_x = sin(phase + 2 * PI * x_percentage); |
| 137 | |
| 138 | // Color fade near the top of the sin wave |
| 139 | float v1 = sin_x > y_in_range ? (100 + 100*(y_in_range - sin_x)) : 0; |
| 140 | |
| 141 | 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; |
| 142 | color c = color(hue_color, 70, v1); |
| 143 | |
| 144 | // Now draw the spheres |
| 145 | for (Sphere s : spheres) { |
| 146 | float phase_x = (s.x - phase * model_width / ( 2 * PI)) % model_width; |
| 147 | float d = sqrt(pow(p.x - phase_x, 2) + pow(p.y - s.y, 2) + pow(p.z - s.z, 2)); |
| 148 | float r = (s.radius); |
| 149 | float value = max(0, 1 - max(0, d - r) / 10); |
| 150 | |
| 151 | c = blendColor(c, color(hue_color + 180 % 360, 70, min(1, value) * 100), ADD); |
| 152 | } |
| 153 | colors[p.index] = c; |
| 154 | } |
| 155 | } |
| 156 | } |
| 157 | |
| 158 | |