make curtain like behaviour in drawing of lines - processing

I am new to Processing.js and need a little bit support with this issue. I have made a HTML-Canvas animation where I have lines with a curtain like behavior which can be seen here:
Click
this is made with a canvas plugin called Paper.js
I now want to get similar effect on processing but don't really know how to figure it out. My attempt was:
float x;
float y;
void setup() {
size(1024, 768);
strokeWeight(2);
background(0, 0, 0);
}
void mouseMoved() {
x = mouseX;
y = mouseY;
}
void draw() {
background(0);
line(50, 50, x += x - x/5, y += y - y/5);
stroke(255, 255, 255);
line(50, 700, x += x - x/15, y += y - y/15);
stroke(255, 255, 255);
line(75, 50, x += x - x/25, y += y - y/25);
stroke(255, 255, 255);
line(75, 700, x += x - x/35, y += y - y/35);
// and so on, would create it within a loop
}
So what I am trying to do is basically get the same effect which I have done in HTML and adapt it in Processing.js.
Thanks in advance.

I'd strongly recommend ignoring the paper.js and reimplementing this properly. We're seeing a sequence of lines that connect to a historical line of coordinates, based on mouse position, so let's just implement that:
class Point {
float x, y;
Point(float _x, float _y) { x=_x; y=_y; }}
// our list of historical points
ArrayList<Point> points;
// the horizontal spacing of our lines has fixed interval
float interval;
// how many lines do we want to draw?
int steps = 50;
void setup() {
size(500, 500);
// initialise the "history" as just the midpoint
points = new ArrayList<Point>();
for (int i=0; i<steps; i++) {
points.add(new Point(width/2, height/2));
}
// compute the horizontal interval, because it's
// width-dependent. Never hard code dependent values.
interval = width/(float)steps;
// the lower we set this, the slower it animates.
frameRate(60);
}
void draw() {
// white background, black lines
background(255);
stroke(0);
// for each historic point, draw two
// lines. One from height 0 to the point,
// another from height [max] to the point.
Point p;
for (int i=0; i<steps; i++) {
p = points.get(i);
line(interval/2 + i*interval, 0, p.x, p.y);
line(interval/2 + i*interval, height, p.x, p.y);
}
// when we move the mouse, that counts as a new historic point
points.remove(0);
points.add(new Point(mouseX, mouseY));
}
Sketch running in the browser: http://jsfiddle.net/M2LRy/1/
(You could speed this up by using a round-robin array instead of an ArrayList, but ArrayLists are pretty convenient here)

Related

Processing Square Stacking loop

This is my first time writing here so i'll be direct, i've been trying to recreate this image:
and so far all the code i've got is:
void setup() {
size(500, 500);
}
void draw() {
rectMode(CENTER);
recta();
}
void recta() {
noFill();
int a = 10;
int y = 250;
for (int x = 0; x<20; x++) {
pushMatrix();
translate(y, y);
rect(0, 0, a, a);
popMatrix();
rotate(radians(2.0*PI));
stroke(0, 0, 0);
a= a - 20;
}
}
And i have no idea what to do next since this is what i get from it:
So i'd like to ask for help on how to get the same result as the image.
You are so close !
You're absolutely on the right track using pushMatrix()/popMatrix() to isolate coordinate systems, however you might have accidentally placed the rotation after popMatrix() which defeats the purpose. You probably meant to for each square to have an independent rotation from each other and not accumulate 2 * PI to the global rotation.
The other catch is that you're rotating by the same angle (2 * PI) for each iteration in your for loop and that rotation is 360 degrees so even if you fix rotation like this:
pushMatrix();
translate(y, y);
rotate(radians(2.0*PI));
rect(0, 0, a, a);
popMatrix();
you'll get a scaling effect:
(Minor note 2.0 * PI already exists in Processing as the TWO_PI constant)
To get that spiral looking effect is to increment the angle for each iteration (e.g. x = 0, rotation = 0, x = 1, rotation = 5, x = 2, rotation = 10, etc.). The angle increment is totally up to you: depending on how you map the x increment to a rotation angle angle you'll get a tighter or looser spiral.
Speaking of mapping, Processing has a map() function which makes it super easy to map from one range of numbers (let's say x from 0 to 19) to another (let's say 0 radians to PI radians):
for (int x = 0; x < 20; x++) {
pushMatrix();
translate(y, y);
rotate(map(x, 0, 19, 0, PI));
rect(0, 0, a, a);
popMatrix();
a = a - 20;
}
Here's a basic sketch based on your code:
int a = 10;
int y = 250;
void setup() {
size(500, 500);
rectMode(CENTER);
noFill();
background(255);
recta();
}
void recta() {
for (int x = 0; x < 20; x++) {
pushMatrix();
translate(y, y);
rotate(map(x, 0, 19, 0, PI));
rect(0, 0, a, a);
popMatrix();
a = a - 20;
}
}
I've removed draw() because it was rendering the same frame without any change: drawing once in setup() achieves the same visual effect using less CPU/power.
You can use draw(), but might as add some interactivity or animation to explore shapes. Here's a tweaked version of the above with comments:
int y = 250;
void setup() {
size(500, 500);
rectMode(CENTER);
noFill();
}
void draw(){
background(255);
recta();
}
void recta() {
// map mouse X position to -180 to 180 degrees (as radians)
float maxAngle = map(mouseX, 0, width, -PI, PI);
// reset square size
int a = 10;
// for each square
for (int x = 0; x < 20; x++) {
// isolate coordinate space
pushMatrix();
// translate first
translate(y, y);
// then rotate: order matters
// map x value to mouse mapped maximum rotation angle
rotate(map(x, 0, 19, 0, maxAngle));
// render the square
rect(0, 0, a, a);
popMatrix();
// decrease square size
a = a - 20;
}
}
Remember transformation order matters (e.g. translate() then rotate() would produce different effects compared to rotate() then translate()). Have fun!

Changing the Z perspective in processing

I'm fairly new to processing but I am having trouble shifting the z position on one of my line sets.
The x axis lines look as I need it to, but I am basically trying to bring up the Y set of lines so they arent just going downwards but are more linked up with the first set of lines. I hope I'm making sense, It's kind of hard to explain. Thanks!
Edit: Basically what Im trying to make is a tiled floor.
int grid = 80;
void setup() {
size (1024, 900, P3D);
}
void draw() {
int movement = mouseY-500;
background(0);
strokeWeight(2.5);
stroke(100, 255, 0, 60);
//floorx
for (int i = 0; i < width; i+=grid) {
line (i , height/2 , 0, i , height, 5000);
}
//floory
for (int i = 0; i < height; i+=grid) {
line (0, i + height/2, 0, width, i + height/2,0 );
}
}
I think that you want the grid to appear more geometrically correct. To achieve this you need different distances between the horizontal lines.
Try this in your floory part:
grid = 40;
//floory
for (int i = 0; i < height; i+=grid) {
line (0, i + height/2, 0, width, i + height/2, 0 );
grid += 20;
}

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.

How to draw string objects at an angle in Processing?

The code below draws a spiral using objects from a string array. Everything is fine, except that I would like the text objects to be drawn at a roughly 45 degree angle at each instance (based on the current x, y coordinates in the code below) rather than being drawn horizontally (when the text is horizontally drawn, it naturally overlaps with other text at concentrated points along the top & bottom of the curve). I researched some methods, but I'm still very new to all of this, and potential solutions have all evaded me.
String example = "";
String[] wordSet = split(example, " ");
float x, y;
float angle = 0;
float radiusSpiralLine = 10;
size (800, 800);
translate(width/2, height/2);
background(#ffffff);
smooth();
fill(0);
for (int i = 0; i < wordSet.length; i++) {
angle += .05;
radiusSpiralLine += .5;
x = cos(angle) * radiusSpiralLine;
y = sin(angle) * radiusSpiralLine;
textSize(9);
text(wordSet[i], x, y);
}
Here is tutorial to very similar problem. In basic you need to store projection matrix by pushMatrix() then translate and rotate according to position of letter on curve and then restore matrix by popMatrix(). I don't know how exactly do you want to rotate you text but just fold round your text() function like this maybe it will help you:
pushMatrix();
translate(x, y);
rotate(angle);
text(wordSet[i], 0, 0);
popMatrix();
First, you should start getting in the habit of wrapping code in the setup() and draw() functions. Since you're drawing a static image you don't need the draw() function, but I think it's good practice to have those two.
Now, what you are doing now is simply translating the words by a very small amount. Do the math:
x = cos(angle) * radiusSpiralLine; //cos(.05)*.5 = .499
y = sin(angle) * radiusSpiralLine; //sin(.05)*.5 = .024
That means they move less than a pixel, and they're not rotating at all.
What you need is your good ol' friend, the rotate() function.
Let's re-write code:
String example = "These are a bunch of words going around!";
String[] wordSet = split(example, " ");
float x, y;
float angle = 0;
void setup() {
size (800, 800);
background(#ffffff);
smooth();
fill(0);
pushMatrix();
translate(width/2, height/2); //Translate when you need to translate, not before
for (int i = 0; i < wordSet.length; i++) {
angle = PI/5; //Our good friends, radians
textSize(20); //What is this, text for ants? Change to 20
rotate(angle);
text(wordSet[i], 20, 0);
}
popMatrix();
}
void draw() {
}
First notice, the setup() and draw(). I like them there. It looks nicer, I think.
A couple of important things to note.
The effects of rotate() and translate() are on the canvas are cumulative.
We could have had the same effect in different ways:
for (int i = 0; i < wordSet.length; i++) {
angle = PI/5;
textSize(20);
rotate(angle); //always rotating by PI/5 ON TOP of previous rotation
text(wordSet[i], 20, 0);
}
//Everything from now on will still be rotated, we don't want that!
Slightly better, but not there yet:
for (int i = 0; i < wordSet.length; i++) {
angle += PI/5; //constantly increasing the angle
textSize(20);
pushMatrix(); //push a new canvas on top of everything
rotate(angle); //rotate by angle (which increases every loop)
text(wordSet[i], 20, 0);
popMatrix(); //pop the rotated canvas out, go back to original canvas
} //Things won't be rotated, but they'll still be translated, since translate() is outside of pushMatrix and popMatrix
Hope this helps.

Continuous rotation in Processing

I wrote a program in Procesisng that renders opaque cubes with random colour and rotation on top of each other, but I'm looking to individually continuously spin each cube while the program is running. Here's my code at the moment,
int boxval = 1;
void setup(){
size (640, 320, P3D);
frameRate(60);
}
void draw(){
for (int i = 0; i < boxval; i++){
translate(random(0,640), random(0,320), 0);
rotateY(random(0,360));
rotateX(random(0,360));
rotateZ(random(0,360));
fill(random(0,255),random(0,255),random(0,255),50);
noStroke();
box(64,64,64);
}
}
Here's a screenshot if it helps at all,
This is a great time to use Object Oriented Programming! If I understand the question correctly, you would like each cube to rotate independently of the other cubes. Let's make a Cube class. Think of each cube as an object that we will handle individually.
class Cube {
float x, y, z; // position of the cube
float size; // size of cube
color c; // color of cube
float xAngle, yAngle, zAngle; // current rotation amount of cube's x, y, z axes
float xSpeed, ySpeed, zSpeed; // how quickly the cube is rotated in the x, y, z axes
// Cube constructor - create the cube and all of its parameters
Cube(float x_, float y_, float z_, float size_, color c_, float xSpeed_, float ySpeed_, float zSpeed_) {
x = x_;
y = y_;
z = z_;
size = size_;
c = c_;
xSpeed = xSpeed_;
ySpeed = ySpeed_;
zSpeed = zSpeed_;
xAngle = yAngle = zAngle = 0; // starting position
}
// update the cube
// all we're doing is rotating each axis
void update() {
xAngle += xSpeed;
yAngle += ySpeed;
zAngle += zSpeed;
}
// draw the cube to the screen
void display() {
pushMatrix(); // need this
translate(x, y, z); // position on screen
rotateX(xAngle); // rotation amounts
rotateY(yAngle);
rotateZ(zAngle);
fill(c);
noStroke();
box(size);
popMatrix(); // and this
// push and pop matrix allows for individual cube rotation
// otherwise you would rotate the whole draw window, which isn't what you're looking for
}
}
If you would like each cube to change color and position on screen but still rotate independently, the display() function could be something like this instead:
void display() {
pushMatrix();
translate(random(0, width), random(0, height), random(-100, 100)); // random position on screen
rotateX(xAngle);
rotateY(yAngle);
rotateZ(zAngle);
fill(random(255), random(255), random(255), 50); // random color
noStroke();
box(size);
popMatrix();
}
Understanding rotation and translation of elements in Processing is really key. I highly recommend this tutorial from the Processing website if you have not read it. I incorporated some concepts into the Cube class.
Since you would like to have more than one Cube drawn on the screen, let's make an array of Cubes. I chose 25 as an arbitrary number.
Cube[] cube = new Cube[25];
Now in setup(), we'll need to actually create each Cube and give it certain parameters, like position on screen, color, etc. Here is how that is accomplished.
for (int i = 0; i < cube.length; i++) {
cube[i] = new Cube(random(0, width), random(0, height), 0, // x, y, z position
random(30, 80), color(random(255), random(255), random(255), 50), // size, color
random(0.001, 0.020), random(0.001, 0.020), random(0.001, 0.020)); // xSpeed, ySpeed, zSpeed
}
Now we just need to draw the Cubes to the screen and update the rotation of each one, which simply happens in the draw() loop.
for (int i = 0; i < cube.length; i++) {
cube[i].update();
cube[i].display()
}
Here is whole program. It's important to call background() each time through the draw() loop so the display window will be cleared each frame. Comment it out to see what will happen, but I noticed that was not in the code snippet you provided above. I guess it can be an effect though!
Cube[] cube = new Cube[25];
void setup() {
size(640, 320, P3D);
smooth();
frameRate(60);
for (int i = 0; i < cube.length; i++) {
cube[i] = new Cube(random(0, width), random(0, height), 0,
random(30, 80), color(random(255), random(255), random(255), 50),
random(0.001, 0.020), random(0.001, 0.020), random(0.001, 0.020));
}
}
void draw() {
camera();
lights();
background(50);
for (int i = 0; i < cube.length; i++) {
cube[i].update();
cube[i].display();
}
}
I'm not sure what your programming background is, but getting a hang of Object Oriented Programming is really helpful in Processing (and other OOP languages), so I'd recommend this OOP tutorial from the Processing website if you need a crash course. My programming life changed when OOP finally made sense.

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