/** * 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 LXProjection projection; SinLFO rotationX = new SinLFO(-PI/16, PI/8, 9000); SinLFO rotationY = new SinLFO(-PI/8, PI/8, 7000); SinLFO rotationZ = new SinLFO(-PI/8, PI/16, 11000); SinLFO yPos = new SinLFO(-1, 1, 13234); SinLFO sineHeight = new SinLFO(1, 2.5, 13234); SawLFO phaseLFO = new SawLFO(0, 2 * PI, 15000 - 13000 * 0.5); final BasicParameter phaseParam = new BasicParameter("Spd", 0.5); final BasicParameter crazyParam = new BasicParameter("Crzy", 0.5); final BasicParameter hueScale = new BasicParameter("HUE", 0.3); public Swim(GLucose glucose) { super(glucose); projection = new LXProjection(model); addParameter(hueScale); addParameter(crazyParam); addParameter(phaseParam); addModulator(rotationX).trigger(); addModulator(rotationY).trigger(); addModulator(rotationZ).trigger(); addModulator(yPos).trigger(); addModulator(phaseLFO).trigger(); } public void onParameterChanged(LXParameter parameter) { if (parameter == phaseParam) { phaseLFO.setDuration(5000 - 4500 * parameter.getValuef()); } } int beat = 0; float prevRamp = 0; void run(double deltaMs) { float phase = phaseLFO.getValuef(); float up_down_range = (model.yMax - model.yMin) / 4; // Swim around the world float crazy_factor = crazyParam.getValuef() / 0.2; projection.reset() .rotate(rotationZ.getValuef() * crazy_factor, 0, 1, 0) .rotate(rotationX.getValuef() * crazy_factor, 0, 0, 1) .rotate(rotationY.getValuef() * crazy_factor, 0, 1, 0) .translate(0, up_down_range * yPos.getValuef(), 0); float model_height = model.yMax - model.yMin; float model_width = model.xMax - model.xMin; for (LXVector p : projection) { float x_percentage = (p.x - model.xMin)/model_width; // Multiply by sineHeight to shrink the size of the sin wave to be less than the height of the cubes. float y_in_range = sineHeight.getValuef() * (2*p.y - model.yMax - model.yMin) / model_height; float sin_x = sin(phase + 2 * PI * x_percentage); float size_of_sin_wave = 0.4; float v1 = (abs(y_in_range - sin_x) > size_of_sin_wave) ? 0 : abs((y_in_range - sin_x + size_of_sin_wave) / size_of_sin_wave / 2 * 100); 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] = lx.hsb(hue_color, 100, 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. * This is not done. */ class Balance extends SCPattern { final BasicParameter hueScale = new BasicParameter("Hue", 0.4); class Sphere { float x, y, z; } // Projection stuff private final LXProjection projection; 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(0.8, 1.9, 17298); public Balance(GLucose glucose) { super(glucose); projection = new LXProjection(model); addParameter(hueScale); addParameter(phaseParam); addParameter(crazyParam); 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 = 1*modelWidth/2 + model.xMin; spheres[0].y = centerY + 20; spheres[0].z = centerZ; spheres[1] = new Sphere(); 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(double deltaMs) { // Sync to the beat float ramp = (float)lx.tempo.ramp(); if (ramp < prevRamp) { beat = (beat + 1) % 4; } prevRamp = ramp; float phase = phaseLFO.getValuef(); float crazy_factor = crazyParam.getValuef() / 0.2; projection.reset() .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 (LXVector 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 = max(0, 100 * (1 - 4*abs(sin_x - y_in_range))); 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 = lx.hsb(hue_color, 80, v1); // Now draw the spheres for (Sphere s : spheres) { 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 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; float value = min(beat_value, distance_value); float sphere_color = (lx.getBaseHuef() - (1 - hueScale.getValuef()) * d/r * 45) % 360; c = blendColor(c, lx.hsb((sphere_color + 270) % 360, 60, min(1, value) * 100), ADD); } colors[p.index] = c; } } }