/** * 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); } } }