/** * Geometry * by Marius Watz. * * Using sin/cos lookup tables, blends colors, and draws a series of * rotating arcs on the screen. */ import processing.opengl.*; // Trig lookup tables borrowed from Toxi; cryptic but effective. float sinLUT[]; float cosLUT[]; float SINCOS_PRECISION=1.0; int SINCOS_LENGTH= int((360.0/SINCOS_PRECISION)); // System data boolean dosave=false; int num; float pt[]; int style[]; void setup() { size(1024, 768, OPENGL); background(255); // Fill the tables sinLUT=new float[SINCOS_LENGTH]; cosLUT=new float[SINCOS_LENGTH]; for (int i = 0; i < SINCOS_LENGTH; i++) { sinLUT[i]= (float)Math.sin(i*DEG_TO_RAD*SINCOS_PRECISION); cosLUT[i]= (float)Math.cos(i*DEG_TO_RAD*SINCOS_PRECISION); } num = 150; pt = new float[6*num]; // rotx, roty, deg, rad, w, speed style = new int[2*num]; // color, render style // Set up arc shapes int index=0; float prob; for (int i=0; i90) pt[index]=(int)random(8,27)*10; pt[index++] = int(random(2,50)*5); // Radius. Space them out nicely pt[index++] = random(4,32); // Width of band if(random(100)>90) pt[index]=random(40,60); // Width of band pt[index++] = radians(random(5,30))/5; // Speed of rotation // get colors prob = random(100); if(prob<30) style[i*2]=colorBlended(random(1), 255,0,100, 255,0,0, 210); else if(prob<70) style[i*2]=colorBlended(random(1), 0,153,255, 170,225,255, 210); else if(prob<90) style[i*2]=colorBlended(random(1), 200,255,0, 150,255,0, 210); else style[i*2]=color(255,255,255, 220); if(prob<50) style[i*2]=colorBlended(random(1), 200,255,0, 50,120,0, 210); else if(prob<90) style[i*2]=colorBlended(random(1), 255,100,0, 255,255,0, 210); else style[i*2]=color(255,255,255, 220); style[i*2+1]=(int)(random(100))%3; } } void draw() { background(0); int index=0; translate(width/2, height/2, 0); rotateX(PI/6); rotateY(PI/6); for (int i = 0; i < num; i++) { pushMatrix(); rotateX(pt[index++]); rotateY(pt[index++]); if(style[i*2+1]==0) { stroke(style[i*2]); noFill(); strokeWeight(1); arcLine(0,0, pt[index++],pt[index++],pt[index++]); } else if(style[i*2+1]==1) { fill(style[i*2]); noStroke(); arcLineBars(0,0, pt[index++],pt[index++],pt[index++]); } else { fill(style[i*2]); noStroke(); arc(0,0, pt[index++],pt[index++],pt[index++]); } // increase rotation pt[index-5]+=pt[index]/10; pt[index-4]+=pt[index++]/20; popMatrix(); } } // Get blend of two colors int colorBlended(float fract, float r, float g, float b, float r2, float g2, float b2, float a) { r2 = (r2 - r); g2 = (g2 - g); b2 = (b2 - b); return color(r + r2 * fract, g + g2 * fract, b + b2 * fract, a); } // Draw arc line void arcLine(float x,float y,float deg,float rad,float w) { int a=(int)(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1)); int numlines=(int)(w/2); for (int j=0; j