Processing P3D Animation leaving artifacts behind - processing

I am trying to make a spinning cube in Processing's P3D with this code:
int sizes = 500;
int rotation = 0;
void setup() {
size(500, 500, P3D);
}
void draw() {
lights();
translate(sizes/2, sizes/2, 0);
rotateY(rotation * (PI/180));
rotateX(rotation * (PI/180));
background(0);
box(sizes/2);
rotation = (rotation + 1);
}
When I run it the cube does spin as I wanted, but there are strange 'artifacts' (for lack of a better name) left behind its edges.
What causes this issue, and can it be solved?

I tried this and it worked. Maybe instead of using backround(0), set every pixel to black like the background function does manually.
int sizes = 500;
int rotation = 0;
void setup() {
size(500, 500, P3D);
}
void draw() {
fill(255);
lights();
translate(sizes/2, sizes/2, 0);
rotateY(rotation * (PI/180));
rotateX(rotation * (PI/180));
loadPixels();
for(int i = 0; i < pixels.length; i++) pixels[i] = color(0);
box(sizes/2);
rotation = (rotation + 1);
}

Related

How to draw a circle and then when keyPressed, draw another circle etc

I am learning how to code in Processing 4.
I am trying to make a code where when keyPressed() is clicked, one circle is drawn then when the button is pressed again, the first circle remains and then a second circle is drawn but with extent increased by 10, then the key pressed for a final time (3) and the third circle is drawn with the extent increased by 3 then it stops producing more circles.
This is the code I have so far but I am confused on how to approach it. Right now, the first circle just increases in size and it doesn't draw a second one. How do I draw 3 circles, one once keyPressed()?
int sizeIncrease = 10;
int initialSize = 70;
void setup() {
size(500, 500);
}
void draw() {
background(0);
stroke(255,0,0);
strokeWeight(25);
fill(255);
pushMatrix();
translate(20, 50);
circle(width/2, height/2, initialSize);
popMatrix();
}
void keyPressed() {
initialSize += sizeIncrease;
}
Add a variable count. Increment the variable when a key is pressed and draw the circles in a for-loop:
int sizeIncrease = 10;
int initialSize = 70;
int count = 1;
void setup() {
size(500, 500);
}
void draw() {
background(0);
noFill();
stroke(255);
pushMatrix();
translate(20, 50);
for (int i = 0; i < count; i++) {
circle(width/2, height/2, initialSize + i*sizeIncrease);
}
popMatrix();
}
void keyPressed() {
count ++;
}
int sizeIncrease = 10;
int initialSize = 70;
int count = 1;
void setup() {
size(500, 500);
}
void draw() {
background(0);
noFill();
stroke(255);
pushMatrix();
translate(20, 50);
for (int i = 0; i < count; i++)
{
circle(width/2, height/2, initialSize + i*sizeIncrease);
**if(i == 1)
{
sizeIncrease = 3;
}**
}
popMatrix();
}
void keyPressed() {
count ++;
}

object releases another smaller object?

Can anyone help me?
So, I'm supposed to have a ball that is moving horizontally, such that every time I press the mouse, a ball would get shoot vertically, then slows down due to friction. The vertical ball would stay in the old position but the player would reset.
How do I go about doing that without using classes?
Here my code so far:
boolean circleupdatetostop = true;
float x = 100;
float yshot = 880;
float speedshot = random(4,10);
float speedx = 6;
void setup() {
size(1280,960);
}
void draw() {
background(255);
stroke(0);
fill(0);
circle(x,880,80);
if (x > width || x < 0 ) {
speedx = speedx * -1;
}
if (circleupdatetostop) {
x = x + speedx;
}
if (circleupdatetostop == false) {
float locationx = x;
stroke(0);
fill(255,0,255);
circle(locationx,yshot,30);
yshot = yshot - speedshot;
}
}
void mousePressed () {
circleupdatetostop = !circleupdatetostop;
}
I'm not entirely sure if this is what you meant, but you could achieve shooting multiple balls by using ArrayList as well as processing's PVector to better handle the x and y coordinate pairs. If you wanted to look at classes, see this post.
import java.util.*;
// Whether the ball is moving or not
boolean circleupdatetostop = true;
// Information about the main_ball
PVector position = new PVector(100, 880);
PVector speed = new PVector(6, 0);
float diameter = 80;
// Information about the sot balls
ArrayList<PVector> balls_loc = new ArrayList<PVector>();
ArrayList<PVector> balls_speed = new ArrayList<PVector>();
float diameter_shot = 30;
float friction = 0.994;
void setup() {
size(1280, 960);
}
void draw() {
background(255);
stroke(0);
fill(0);
circle(position.x, position.y, diameter);
// Remember to consider the radius of the ball when bouncing off the edges
if (position.x + diameter/2 > width || position.x - diameter/2 < 0 ) {
speed.mult(-1);
}
if (circleupdatetostop) {
position.add(speed);
}
// Cycle through the list updating their speed and draw each ball
for (int i = 0; i<balls_loc.size(); i++) {
balls_speed.get(i).mult(friction+random(-0.05, 0.05));
balls_loc.get(i).add(balls_speed.get(i));
stroke(0);
fill(255, 0, 255);
circle(balls_loc.get(i).x, balls_loc.get(i).y, diameter_shot);
}
}
void mousePressed(){
// Add a new ball to be drawn
if(circleupdatetostop){
balls_loc.add(new PVector(position.x, position.y));
balls_speed.add(new PVector(0, random(-4, -10)));
}
circleupdatetostop = !circleupdatetostop;
}

Carousel of three ellipses in Processing

I am trying to create a vertical carousel in processing with three ellipses.
I am able to get this done with two ellipses – that the carousel repeats itself over and over.
So far so good – it thought I could use the same logic for three but I am wrong. I started to think it works with more variables but wrong again… what am I missing in the logic? I really can not figure out how to set the values to make it seamless repeating itself…
Here is the example with two (this one is "seamless"):
float yspeed = 5;
float circleY;
int d = 720;
void setup() {
size(1080, 1620 );
circleY = 0;
}
void draw() {
background(255);
fill(0);
noStroke();
ellipse(width/2, circleY+height/2, d,d);
ellipse(width/2, circleY-height/2, d,d );
circleY = circleY + yspeed;
if (circleY > height) {
circleY=0;}
}
Here is my WIP with three … (BTW colors are only to see better):
float yspeed1 = 5;
float yspeed2 = 5;
float yspeed3 = 5;
float circleY1;
float circleY2;
float circleY3;
int d = 720;
void setup() {
size(1080, 1620);
circleY1 = 0;
circleY2 = 0;
circleY3 = 0;
}
void draw() {
background(255);
noStroke();
fill(255, 0, 0);
ellipse(width/2, circleY1, d, d);
circleY1= circleY1 + yspeed1;
if (circleY1 > height+d/2 ) {
circleY1=0;
}
fill(0, 255, 0);
ellipse(width/2, circleY2-810, d, d);
circleY2= circleY2 + yspeed2;
if (circleY2 > height+d/2 ) {
circleY2=0 ;
}
fill(0, 0, 255);
ellipse(width/2, circleY2-1620, d, d);
circleY3= circleY3 + yspeed3;
if (circleY3 > height+d/2 ) {
circleY3=0 ;
}
}
The one with three always starts at the intital point for all of them – but I thought that using individual variables would change it?
Thank you for any kind of help!
I found a solution myself! I used a trick – I did it with a loop and used four instead of three – three is in the end the only ones you see anyway!
float yspeed = 1;
float circleY;
int d = 360;
void setup() {
size(540, 810 );
circleY = 0;
}
void draw() {
background(255);
fill(0);
noStroke();
// fill(255,0,0);
translate(0, - height/2);
for (int i = 0; i< 5; i++) {
ellipse(width/2, circleY+height/2*i, d, d);
}
circleY = circleY + yspeed;
if (circleY > 405) {
circleY= 0;
}
}

How can I use a FOR loop to create circles in a circle (in Processing)

I need to create a loop which will space circles equally around a circle in Processing.
I know I can somehow implement a FOR loop.
I need to be able to increase or decrease the number of circles around this circle (with button presses) but keep them equally spaced.
I know the formula's I need to include in the FOR loop to get the X and Y axis. The formulas:
being
X = R*cos(angle-90)+Y0
Y = R*sin(angle-90)+X0
I understand the three parameters of the FOR loop; when does it start, when does it finish, what changes when it runs.
What I can't see is how to implement the formulas into the FOR loop.
Many thanks
Here is the code I do have
void setup () {
size (600, 600);
background (255, 255, 255);
smooth ();
ellipse (width/2, height/2, 200, 200); // the guide circle. Not needed in final code.
}
void draw() {
for (int i = 0; i < 20; i ++) {
for (int j = 0; j < 20; j ++) {
ellipse (i *20, j * 20, 20, 20);
}
}
}
This code should do the trick:
float incrementalAngle = 0.0;
void setup(){
size(600, 600);
smooth();
background(0);
ellipse(width/2, height/2, 200, 200);
drawCircles(20, 200);
}
void draw(){
}
void drawCircles(int circlesNumber, int bigCircleNumber){
float angle = incrementalAngle;
for(int i = 0; i < circlesNumber; i++){
ellipse(bigCircleNumber * cos(incrementalAngle) + height/2,
bigCircleNumber * sin(incrementalAngle) + width/2,
circlesNumber, circlesNumber);
incrementalAngle += TWO_PI / circlesNumber;
}
}
So the second loop wasn't needed, and the formula you were trying to introduce would go in the X and Y position of your ellipse, there by playing whit the angle and the cos and sin you can get the result you were looking for.
What's left now is for you to get the number of circles you want by the clicking inside a mousePressed() method and drawing that amount.
Hope this comes useful and call me if you need more help
Regards
Jose.
Thank you to everyone who helped.
I managed to do it (slightly differently to you #Jose Gonzalez
int nbr_circles = 2;
void setup() {
size(600, 600);
smooth();
background(255);
}
void draw() {
background(255);
float cx = width/2.0;
float cy = height/2.0;
fill(0);
//float x, y; //
for (int i = 0; i < nbr_circles; i++)
{
float angle = i * TWO_PI / nbr_circles;
float x = cx + 110.0 * cos(angle);
float y = cy + 110.0 * sin(angle);
ellipse(x, y, 20, 20);
}
}
void mousePressed() {
if (mouseButton == LEFT) {
if (nbr_circles < 20)
nbr_circles = nbr_circles + 1;
} else if (mouseButton == RIGHT) {
if (nbr_circles > 2)
nbr_circles = nbr_circles - 1;
}
}

Making a fading trail in processing

I have a circle that is moving across the screen, what i need is to be able to make that circle leave a line behind it that fades after a second or so. I'm using Processing.
Can't speak for its efficiency but I imagine one way to do it would be to keep the old positions in an ArrayList? You can then draw lines between each point, as long as you push the current position each frame and remove the least recent. Hope it helps!
PVector circlePosition;
ArrayList<PVector> circleTrail;
int trailSize = 10;
void setup() {
size(500, 500);
circlePosition = new PVector(width*0.5, width*0.5);
circleTrail = new ArrayList<PVector>();
}
void draw() {
background(255);
int trailLength;
circlePosition = new PVector(mouseX, mouseY);
circleTrail.add(circlePosition);
trailLength = circleTrail.size() - 2;
println(trailLength);
for (int i = 0; i < trailLength; i++) {
PVector currentTrail = circleTrail.get(i);
PVector previousTrail = circleTrail.get(i + 1);
stroke(0, 255*i/trailLength);
line(
currentTrail.x, currentTrail.y,
previousTrail.x, previousTrail.y
);
}
ellipse(circlePosition.x, circlePosition.y, 10, 10);
if (trailLength >= trailSize) {
circleTrail.remove(0);
}
}
I also can't speak to the efficiency of my method, but the way I've done it is by drawing a rectangle over your entire sketch each time with an also set to a low value (like 25 or so). This results in the objects from previous draw() cycles looking 'faded'. For example:
int i = 0;
void setup(){
size(500,500);
smooth();
noStroke();
background(255);
}
void draw(){
fill(255,25);
rect(0,0,width,height);
fill(0);
ellipse(width/2 + i,height/2 + i,50,50);
delay(100);
i+=10;
}

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