/** * Simplest demonstration of using the rotating master hue. * All pixels are full-on the same color. */ class TestHuePattern extends SCPattern { public TestHuePattern(GLucose glucose) { super(glucose); } public void run(int deltaMs) { // Access the core master hue via this method call float hv = lx.getBaseHuef(); for (int i = 0; i < colors.length; ++i) { colors[i] = color(hv, 100, 100); } } } /** * Test of a wave moving across the X axis. */ class TestXPattern extends SCPattern { private final SinLFO xPos = new SinLFO(0, model.xMax, 4000); public TestXPattern(GLucose glucose) { super(glucose); addModulator(xPos).trigger(); } public void run(int deltaMs) { float hv = lx.getBaseHuef(); for (Point p : model.points) { // This is a common technique for modulating brightness. // You can use abs() to determine the distance between two // values. The further away this point is from an exact // point, the more we decrease its brightness float bv = max(0, 100 - abs(p.fx - xPos.getValuef())); colors[p.index] = color(hv, 100, bv); } } } /** * Test of a wave on the Y axis. */ class TestYPattern extends SCPattern { private final SinLFO yPos = new SinLFO(0, model.yMax, 4000); public TestYPattern(GLucose glucose) { super(glucose); addModulator(yPos).trigger(); } public void run(int deltaMs) { float hv = lx.getBaseHuef(); for (Point p : model.points) { float bv = max(0, 100 - abs(p.fy - yPos.getValuef())); colors[p.index] = color(hv, 100, bv); } } } /** * Test of a wave on the Z axis. */ class TestZPattern extends SCPattern { private final SinLFO zPos = new SinLFO(0, model.zMax, 4000); public TestZPattern(GLucose glucose) { super(glucose); addModulator(zPos).trigger(); } public void run(int deltaMs) { float hv = lx.getBaseHuef(); for (Point p : model.points) { float bv = max(0, 100 - abs(p.fz - zPos.getValuef())); colors[p.index] = color(hv, 100, bv); } } } /** * This is a demonstration of how to use the projection library. A projection * creates a mutation of the coordinates of all the points in the model, creating * virtual x,y,z coordinates. In effect, this is like virtually rotating the entire * art car. However, since in reality the car does not move, the result is that * it appears that the object we are drawing on the car is actually moving. * * Keep in mind that what we are creating a projection of is the view coordinates. * Depending on your intuition, some operations may feel backwards. For instance, * if you translate the view to the right, it will make it seem that the object * you are drawing has moved to the left. If you scale the view up 2x, objects * drawn with the same absolute values will seem to be half the size. * * If this feels counterintuitive at first, don't worry. Just remember that you * are moving the pixels, not the structure. We're dealing with a finite set * of sparse, non-uniformly spaced pixels. Mutating the structure would move * things to a space where there are no pixels in 99% of the cases. */ class TestProjectionPattern extends SCPattern { private final Projection projection; private final SawLFO angle = new SawLFO(0, TWO_PI, 9000); private final SinLFO yPos = new SinLFO(-20, 40, 5000); public TestProjectionPattern(GLucose glucose) { super(glucose); projection = new Projection(model); addModulator(angle).trigger(); addModulator(yPos).trigger(); } public void run(int deltaMs) { // For the same reasons described above, it may logically feel to you that // some of these operations are in reverse order. Again, just keep in mind that // the car itself is what's moving, not the object projection.reset(model) // Translate so the center of the car is the origin, offset by yPos .translateCenter(0, yPos.getValuef(), 0) // Rotate around the origin (now the center of the car) about an X-vector .rotate(angle.getValuef(), 1, 0, 0) // Scale up the Y axis (objects will look smaller in that access) .scale(1, 1.5, 1); float hv = lx.getBaseHuef(); for (Coord c : projection) { float d = sqrt(c.x*c.x + c.y*c.y + c.z*c.z); // distance from origin // d = abs(d-60) + max(0, abs(c.z) - 20); // life saver / ring thing d = max(0, abs(c.y) - 10 + .3*abs(c.z) + .08*abs(c.x)); // plane / spear thing colors[c.index] = color( (hv + .6*abs(c.x) + abs(c.z)) % 360, 100, constrain(140 - 10*d, 0, 100) ); } } }