How to make this pattern to expand and shrink back - processing

i have a task to make a pattern of circles and squares as described on photo, and i need to animate it so that all objects smoothly increase to four times the size and then shrink back to their original size and this is repeated. i tried but i cant understand problem
{
size(500,500);
background(#A5A3A3);
noFill();
rectMode(CENTER);
ellipseMode(CENTER);
}
void pattern(int a, int b)
{
boolean isShrinking = false;
for(int x = 0; x <= width; x += a){
for(int y = 0; y <= height; y += a){
stroke(#1B08FF);
ellipse(x,y,a,a);
stroke(#FF0000);
rect(x,y,a,a);
stroke(#0BFF00);
ellipse(x+25,y+25,a/2,a/2);
if (isShrinking){a -= b;}
else {a += b;}
if (a == 50 || a == 200){
isShrinking = !isShrinking ; }
}
}
}
void draw()
{
pattern(50,1);
}
this is what pattern need to look like

Great that you've posted your attempt.
From what you presented I can't understand the problem either. If this is an assignment, perhaps try to get more clarifications ?
If you comment you the isShrinking part of the code indeed you have an drawing similar to image you posted.
animate it so that all objects smoothly increase to four times the size and then shrink back to their original size and this is repeated
Does that simply mean scaling the whole pattern ?
If so, you can make use of the sine function (sin()) and the map() function to achieve that:
sin(), as the reference mentions, returns a value between -1 and 1 when you pass it an angle between 0 and 2 * PI (because in Processing trig. functions use radians not degrees for angles)
You can use frameCount divided by a fractional value to mimic an even increasing angle. (Even if you go around the circle multiple times (angle > 2 * PI), sin() will still return a value between -1 and 1)
map() takes a single value from one number range and maps it to another. (In your case from sin()'s result (-1,1) to the scale range (1,4)
Here's a tweaked version of your code with the above notes:
void setup()
{
size(500, 500, FX2D);
background(#A5A3A3);
noFill();
rectMode(CENTER);
ellipseMode(CENTER);
}
void pattern(int a)
{
for (int x = 0; x <= width; x += a) {
for (int y = 0; y <= height; y += a) {
stroke(#1B08FF);
ellipse(x, y, a, a);
stroke(#FF0000);
rect(x, y, a, a);
stroke(#0BFF00);
ellipse(x+25, y+25, a/2, a/2);
}
}
}
void draw()
{
// clear frame (previous drawings)
background(255);
// use the frame number as if it's an angle
float angleInRadians = frameCount * .01;
// map the sin of the frame based angle to the scale range
float sinAsScale = map(sin(angleInRadians), -1, 1, 1, 4);
// apply the scale
scale(sinAsScale);
// render the pattern (at current scale)
pattern(50);
}
(I've chosen the FX2D renderer because it's smoother in this case.
Additionally I advise in the future formatting the code. It makes it so much easier to read and it barely takes any effort (press Ctrl+T). On the long run you'll read code more than you'll write it, especially on large programs and heaving code that's easy to read will save you plenty of time and potentially headaches.)

Related

How to make something "instantaneously" in Processing

So, i'm sorry if this is a weird or stupid question but I genuinely couldn't find an answer. So, the thing is I'm trying to do a visual representation of the multiplication tables, so i divide a circle in a certain number of "slices", for example I divide it in 10. Then I join each point with its product, for example for the 2 times table i make a line between 1 and 2, another one between 2 and 4, 3 and 6 and so on...
The thing is, if i surpass a certain amount of "slices" i can clearly see Processing drawing each one of the lines one by one. I wanted to progressively change the number of slices so you can see how does it evolve, but then the lines would just have to "appear" or change instantaneously since the "animation" makes no sense if you see it drawing every line. Is there a way I can improve the speed of the program, or just make it show all lines at once?
For reference, this is how i kinda want it to look like:
YouTube video
This is the code i'm using (with the ControlP5 library and soooo poorly optimized):
import controlP5.*;
ControlP5 cp5;
Knob myKnobA;
Knob myKnobB;
int ncosas = 30;
float sumangle = (2*PI)/ncosas;
float angle = HALF_PI + PI + sumangle;
int radius = 100;
int counter = 1;
int sumar = 15;
int tablade = 2;
int prueba = 30;
void setup(){
size(400,400);
background(255);
textAlign(CENTER,CENTER);
fill(0);
stroke(0);
textSize(8);
cp5 = new ControlP5(this);
myKnobA = cp5.addKnob("Servo")
.setRange(1,120)
.setValue(1)
.setPosition(20,20)
.setRadius(30)
.setDragDirection(Knob.HORIZONTAL)
.setCaptionLabel("N")
.setColorCaptionLabel(0)
;
myKnobB = cp5.addKnob("TablaD")
.setRange(1,50)
.setValue(1)
.setPosition(20,120)
.setRadius(30)
.setDragDirection(Knob.HORIZONTAL)
.setCaptionLabel("Tabla de")
.setColorCaptionLabel(0)
;
//translate(height/2,width/2);
//line(0,0,radius*sin(radians(prueba)),radius*cos(radians(prueba)));
}
void draw(){
if(counter <= ncosas){
dibujar();
}
}
void Servo(int theValue){
background(255);
counter = 1;
ncosas = theValue;
sumangle = (2*PI)/ncosas;
angle = HALF_PI + PI + sumangle;
}
void TablaD(int theValue){
background(255);
counter = 1;
tablade = theValue;
angle = HALF_PI + PI + sumangle;
}
void dibujar(){
pushMatrix();
translate(width*2.5/4,height/2);
circle(radius*sin(angle),radius*cos(angle),2);
//if(counter*tablade<=ncosas){
line(radius*sin(angle),radius*cos(angle),radius*sin((counter*tablade*sumangle)+(angle-counter*sumangle)),radius*cos((counter*tablade*sumangle)+(angle-counter*sumangle)));
//}
println(counter*tablade + " -> " + counter*tablade*degrees(sumangle));
text(counter,(radius+sumar)*sin(angle),(radius+sumar)*cos(angle));
angle += sumangle;
counter++;
popMatrix();
}
void keyPressed(){
if (key == 'D' || key == 'd'){
Servo(int(myKnobA.getValue())+1);
myKnobA.setValue(int(myKnobA.getValue())+1);
}
if (key == 'A' || key == 'a'){
Servo(int(myKnobA.getValue())-1);
myKnobA.setValue(int(myKnobA.getValue())-1);
}
if (key == 'W' || key == 'w'){
TablaD(int(myKnobB.getValue())+1);
myKnobB.setValue(int(myKnobB.getValue())+1);
}
if (key == 'S' || key == 's'){
TablaD(int(myKnobB.getValue())-1);
myKnobB.setValue(int(myKnobB.getValue())-1);
}
}
Thank you in advance
To expand on what John Coleman said, you need to execute the dibujar() command multiple times in draw(). In Processing, the canvas is rendered at the end of the draw() loop, so if you draw multiple lines in draw(), they will all appear at the same time.
This will involve some kind of loop. If you want to draw the entire multiplication circle at once, you could replace if with while in the draw() loop:
void draw(){
while (counter <= ncosas){
dibujar();
}
}
I believe this will draw the entire multiplication circle in a single frame. You can then adjust the knobs to change the parameters of the multiplication circle, and the multiplication circle will change as you adjust the knobs.

Sierpinski carpet in processing

So I made the Sierpinski carpet fractal in processing using a Square data type which draw a square and has a function generate() that generates 9 equal squares out of itself and returns an ArrayList of (9-1)=8 squares removing the middle one (it is not added to the returned ArrayList) in order to generate the Sierpinski carpet.
Here is the class Square -
class Square {
PVector pos;
float r;
Square(float x, float y, float r) {
pos = new PVector(x, y);
this.r = r;
}
void display() {
noStroke();
fill(120,80,220);
rect(pos.x, pos.y, r, r);
}
ArrayList<Square> generate() {
ArrayList<Square> rects = new ArrayList<Square>();
float newR = r/3;
for (int i=0; i<3; i++) {
for (int j=0; j<3; j++) {
if (!(i==1 && j==1)) {
Square sq = new Square(pos.x+i*newR, pos.y+j*newR, newR);
rects.add(sq);
}
}
}
return rects;
}
}
This is the main sketch which moves forward the generation on mouse click -
ArrayList<Square> current;
void setup() {
size(600, 600);
current = new ArrayList<Square>();
current.add(new Square(0, 0, width));
}
void draw() {
background(255);
for (Square sq : current) {
sq.display();
}
}
void mousePressed() {
ArrayList<Square> next = new ArrayList<Square>();
for(Square sq: current) {
ArrayList<Square> rects = sq.generate();
next.addAll(rects);
}
current = next;
}
The problem :
The output that I am getting has very thin white lines which are not supposed to be there :
First generation -
Second generation -
Third generation -
My guess is that these lines are just the white background that shows up due to the calculations in generate() being off by a pixel or two. However I am not sure about how to get rid of these. Any help would be appreciated!
Here's a smaller example that demonstrates your problem:
size(1000, 100);
noStroke();
background(0);
float squareWidth = 9.9;
for(float squareX = 0; squareX < width; squareX += squareWidth){
rect(squareX, 0, squareWidth, height);
}
Notice that the black background is showing through the squares. Please try to post this kind of minimal example instead of your whole sketch in the future.
Anyway, there are three ways to fix this:
Option 1: Call the noSmooth() function.
By default, Processing uses anti-aliasing to make your drawings look smoother. Usually this is a good thing, but it can also add some fuzziness to the edges of shapes. If you disable anti-aliasing, your shapes will be more clear and you won't see the artifacts.
Option 2: Use a stroke with the same color as the fill.
As you've already discovered, this draws an outline around the shape.
Option 3: Use int values instead of float values.
You're storing your coordinates and sizes in float values, which can contain decimal places. The problem is, the screen (the actual pixels on your monitor) don't have decimal places (there is no such thing as half a pixel), so they're represented by int values. So when you convert a float value to an int, the decimal part is dropped, which can cause small gaps in your shapes.
If you just switch to using int values, the problem goes away:
size(1000, 100);
noStroke();
background(0);
int squareWidth = 10;
for(int squareX = 0; squareX < width; squareX += squareWidth){
rect(squareX, 0, squareWidth, height);
}

How to create a sinusoidal wave of a line so that the start of the wave returns to being flat

I know how to create a sinusoidal movement with particles as per the code below. What I would like to do however is to create an effect which is more of a ripple along a string. The idea is that a wave moves along a string but the section that is not currently in a wave returns to the zero position and doesn't undergo a further wave- ie just one wave passing down the line.
How do I amend the sinusoidal movement below to achieve this?
int xspacing = 16; // How far apart should each horizontal location be spaced
int w; // Width of entire wave
float theta = 0.0; // Start angle at 0
float amplitude = 75.0; // Height of wave
float period = 500.0; // How many pixels before the wave repeats
float dx; // Value for incrementing X, a function of period and xspacing
float[] yvalues; // Using an array to store height values for the wave
void setup() {
size(640, 360);
w = width+16;
dx = (TWO_PI / period) * xspacing;
yvalues = new float[w/xspacing];
}
void draw() {
background(0);
calcWave();
renderWave();
}
void calcWave() {
// Increment theta (try different values for 'angular velocity' here
theta += 0.02;
// For every x value, calculate a y value with sine function
float x = theta;
for (int i = 0; i < yvalues.length; i++) {
yvalues[i] = sin(x)*amplitude;
x+=dx;
}
}
void renderWave() {
noStroke();
fill(255);
// A simple way to draw the wave with an ellipse at each location
for (int x = 0; x < yvalues.length; x++) {
ellipse(x*xspacing, height/2+yvalues[x], 16, 16);
}
}
I'm not totally sure exactly what you're going for. Drawing out some examples might help explain it better.
But the short answer to your question is: you'd change the height of the sin wave by modifying this line:
yvalues[i] = sin(x)*amplitude;
Right now every particle has the same amplitude, so it your wave has a uniform height. Instead, what you want to do is give each particle a different amplitude. Here's a very simple example:
yvalues[i] = sin(x) * x * 10;
This causes particles towards the left of the screen to have a smaller amplitude, and particles at the right of the screen to have a larger amplitude. In other words, the wave starts out flat and gets larger as it moves to the right.
What I would probably do is create a Particle class that encapsulates each particle's position, movement, and amplitude. Then I'd decrease the amplitude of each particle over time, maybe increasing it when the user clicks (or whatever event you want to spawn your waves).
Shameless self-promotion: I've written a tutorial on creating classes in Processing available here.

Calculate ellipse size in relation to distance from center point

I want to achieve a slow fade in size on every collapse into itself. In other words, when the circle is at its biggest, the ellipses will be at the largest in size and conversely the opposite for the retraction. So far I am trying to achieve this affect by remapping the cSize from the distance of the center point, but somewhere along the way something is going wrong. At the moment I am getting a slow transition from small to large in ellipse size, but the inner ellipses are noticeably larger. I want an equal distribution of size amongst all ellipses in relation to center point distance.
I've simplified the code down to 4 ellipses rather than an array of rows of ellipses in order to hopefully simplify this example. This is done in the for (int x = -50; x <= 50; x+=100).
I've seen one or two examples that slightly does what I want, but is more or less static. This example is kind of similar because the ellipse size gets smaller or larger in relation to the mouse position
Distance2D
Here is an additional diagram of the grid of ellipses I am trying to create, In addition, I am trying to scale that "square grid" of ellipses by a center point.
Multiple ellipses + Scale by center
Any pointers?
float cSize;
float shrinkOrGrow;
void setup() {
size(640, 640);
noStroke();
smooth();
fill(255);
}
void draw() {
background(#202020);
translate(width/2, height/2);
if (cSize > 10) {
shrinkOrGrow = 0;
} else if (cSize < 1 ) {
shrinkOrGrow = 1;
}
if (shrinkOrGrow == 1) {
cSize += .1;
} else if (shrinkOrGrow == 0) {
cSize -= .1;
}
for (int x = -50; x <= 50; x+=100) {
for (int y = -50; y <= 50; y+=100) {
float d = dist(x, y, 0, 0);
float fromCenter = map(cSize, 0, d, 1, 10);
pushMatrix();
translate(x, y);
rotate(radians(d + frameCount));
ellipse(x, y, fromCenter, fromCenter);
popMatrix();
}
}
}
The values you're passing into the map() function don't make a lot of sense to me:
float fromCenter = map(cSize, 0, d, 1, 100);
The cSize variable bounces from 1 to 10 independent of anything else. The d variable is the distance of each ellipse to the center of the circle, but that's going to be static for each one since you're using the rotate() function to "move" the circle, which never actually moves. That's based only on the frameCount variable, which you never use to calculate the size of your ellipses.
In other words, the position of the ellipses and their size are completely unrelated in your code.
You need to refactor your code so that the size is based on the distance. I see two main options for doing this:
Option 1: Right now you're moving the circles on screen using the translate() and rotate() functions. You could think of this as the camera moving, not the ellipses moving. So if you want to base the size of the ellipse on its distance from some point, you have to get the distance of the transformed point, not the original point.
Luckily, Processing gives you the screenX() and screenY() functions for figuring out where a point will be after you transform it.
Here's an example of how you might use it:
for (int x = -50; x <= 50; x+=100) {
for (int y = -50; y <= 50; y+=100) {
pushMatrix();
//transform the point
//in other words, move the camera
translate(x, y);
rotate(radians(frameCount));
//get the position of the transformed point on the screen
float screenX = screenX(x, y);
float screenY = screenY(x, y);
//get the distance of that position from the center
float distanceFromCenter = dist(screenX, screenY, width/2, height/2);
//use that distance to create a diameter
float diameter = 141 - distanceFromCenter;
//draw the ellipse using that diameter
ellipse(x, y, diameter, diameter);
popMatrix();
}
}
Option 2: Stop using translate() and rotate(), and use the positions of the ellipses directly.
You might create a class that encapsulates everything you need to move and draw an ellipse. Then just create instances of that class and iterate over them. You'd need some basic trig to figure out the positions, but you could then use them directly.
Here's a little example of doing it that way:
ArrayList<RotatingEllipse> ellipses = new ArrayList<RotatingEllipse>();
void setup() {
size(500, 500);
ellipses.add(new RotatingEllipse(width*.25, height*.25));
ellipses.add(new RotatingEllipse(width*.75, height*.25));
ellipses.add(new RotatingEllipse(width*.75, height*.75));
ellipses.add(new RotatingEllipse(width*.25, height*.75));
}
void draw() {
background(0);
for (RotatingEllipse e : ellipses) {
e.stepAndDraw();
}
}
void mouseClicked() {
ellipses.add(new RotatingEllipse(mouseX, mouseY));
}
void mouseDragged() {
ellipses.add(new RotatingEllipse(mouseX, mouseY));
}
class RotatingEllipse {
float rotateAroundX;
float rotateAroundY;
float distanceFromRotatingPoint;
float angle;
public RotatingEllipse(float startX, float startY) {
rotateAroundX = (width/2 + startX)/2;
rotateAroundY = (height/2 + startY)/2;
distanceFromRotatingPoint = dist(startX, startY, rotateAroundX, rotateAroundY);
angle = atan2(startY-height/2, startX-width/2);
}
public void stepAndDraw() {
angle += PI/64;
float x = rotateAroundX + cos(angle)*distanceFromRotatingPoint;
float y = rotateAroundY + sin(angle)*distanceFromRotatingPoint;
float distance = dist(x, y, width/2, height/2);
float diameter = 50*(500-distance)/500;
ellipse(x, y, diameter, diameter);
}
}
Try clicking or dragging in this example. User interaction makes more sense to me using this approach, but which option you choose really depends on what fits inside your head the best.

How do only update pixels once

My pixels are updating every frame causing the effect to be re-applied to the previous frame. How can i make this effect only happen once and without using noLoop(). I just want there to be a large circle around the triangle. Please help. Thanks.
Here is the whole program. I set the frameRate to 1 so you can see the problem easier:
boolean up;
int x =-300;
int y =-300;
void setup()
{
size(600, 600);
frameRate(1);
}
void draw()
{
pushMatrix();
translate(300, 300);
float a = atan2(mouseY-300, mouseX-300);
rotate(a);
for (int i = x; i < x+width; i+=40)
for (int j = y; j < y+height; j+=40)
rect(i, j, 40, 40);
loadPixels();
for (int i = 0; i < pixels.length; i++)
{
x = i%width;
y = i/width;
color c = pixels[x+y*width];
float d = dist(x, y, width/2, height/2);
pixels[x+y*width] = color(brightness(c) - d);
}
updatePixels();
popMatrix();
fill(255, 0, 0);
triangle(280, 300, 300, 200, 320, 300);
if (up)
{
x += sin(a)*5;
y += cos(a)*5;
}
}
void keyPressed()
{
if (key=='w')up=true;
}
void keyReleased()
{
if (key=='w')up=false;
}
Re-draw everything in one frame.
Remember before you use your filter, you must undo the filter effects of the last time.
The usual ordering in your draw() function goes as follows:
Add a background / clear all the objects you added in the last frame & clearing the filter of your last frame.
Add your objects.
Lay your filter on top.
Try to refrain from doing any graphic related stuff in setup, hence it will be destroyed by this draw() function - paradigma.
This should already suffice as your answer. Quick note:
When you work with for e.g. a 3D - Shadow filter, applying the filter can take a very long time. Instead we try to store as many calculations we did on the previous frame, so we don't need to calculate everything over again. The same goes for the objects-layer. You don't want to calculate the shortest-path for a minion every frame, instead you calculate the shortest path once and only recalculate it, when something changes: Position of a box, player position, etc..
If you want just use your filter and move fluently around update your effect like this:
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
color c = pixels[x+y*width];
float d = dist(x, y, width/2, height/2);
pixels[x+y*width] = color(brightness(c) - d);
}
}
You had unnecessary calculation that consume lot of CPU resources. Redrawing background also helps to make clearer animation.
If you want generate this effect only once and then apply it. PGraphics could achieve something similar.

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