Java Code Examples for processing.core.PShape#beginShape()
The following examples show how to use
processing.core.PShape#beginShape() .
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Example 1
Source File: AntiAliasingComparison.java From PixelFlow with MIT License | 6 votes |
public PShape createGridXY(int lines, float s){ PShape shp_gridxy = createShape(); shp_gridxy.beginShape(LINES); shp_gridxy.stroke(0); shp_gridxy.strokeWeight(1f); float d = lines*s; for(int i = 0; i <= lines; i++){ shp_gridxy.vertex(-d,-i*s,0); shp_gridxy.vertex(d,-i*s,0); shp_gridxy.vertex(-d,+i*s,0); shp_gridxy.vertex(d,+i*s,0); shp_gridxy.vertex(-i*s,-d,0); shp_gridxy.vertex(-i*s,d,0); shp_gridxy.vertex(+i*s,-d,0); shp_gridxy.vertex(+i*s,d,0); } shp_gridxy.endShape(); return shp_gridxy; }
Example 2
Source File: ShaderVertexTrigDeform.java From haxademic with MIT License | 6 votes |
PShape createCylinder(float r, float h, int detail, PImage tex) { textureMode(NORMAL); PShape sh = createShape(); sh.beginShape(QUAD_STRIP); sh.noStroke(); sh.texture(tex); for (int i = 0; i <= detail; i++) { float angle = TWO_PI / detail; float x = sin(i * angle); float z = cos(i * angle); float u = (float)i / detail; sh.normal(x, 0, z); sh.vertex(x * r, -h/2, z * r, u, 0); sh.vertex(x * r, +h/2, z * r, u, 1); } sh.endShape(); return sh; }
Example 3
Source File: DwSoftGrid3D.java From PixelFlow with MIT License | 6 votes |
private void displayGridXZ(PShape pg, float[][] normals, int iy, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); int iz, ix; for(iz = 0; iz < nodes_z-1; iz++){ for(ix = 0; ix < nodes_x; ix++){ vertex(pg, getNode3D(ix, iy, iz+0), normals[(iz+0)*nodes_x+ix], ix * tx_inv, (iz+0) * tz_inv); vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], ix * tx_inv, (iz+1) * tz_inv); } ix -= 1; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], 0, 0); ix = 0; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_x+ix], 0, 0); } pg.endShape(); }
Example 4
Source File: Shapes.java From haxademic with MIT License | 6 votes |
public static PShape createStrip(float width, float height, int detail) { P.p.textureMode(P.NORMAL); PShape sh = P.p.createShape(); sh.beginShape(P.QUAD_STRIP); sh.noStroke(); float xStart = -width / 2f; float yStart = -height / 2f; float xSegment = width / (float) detail; for (int i = 0; i <= detail; i++) { float x = xStart + i * xSegment; float u = (float)i / (float)detail; // x progress sh.vertex(x, yStart, 0, u, 0); sh.vertex(x, yStart + height, 0, u, 1); } sh.endShape(); P.p.textureMode(P.IMAGE); // reset return sh; }
Example 5
Source File: Shapes.java From haxademic with MIT License | 6 votes |
public static PShape createSheetPoints(int detail, float width, float height) { PShape sh = P.p.createShape(); sh.beginShape(PConstants.POINTS); sh.stroke(255); sh.strokeWeight(1); sh.noFill(); float cellW = width / detail; float cellH = height / detail; // int numVertices = 0; for (int col = 0; col < detail; col++) { for (int row = 0; row < detail; row++) { float xU = col * cellW; float yV = row * cellH; float x = -width/2f + col * cellW; float y = -height/2f + row * cellH; float z = 0; sh.normal(x, y, z); sh.vertex(x, y, z, P.map(xU, 0, width, 0, 1), P.map(yV, 0, height, 0, 1)); // numVertices += 1; } } // P.println("createSheet() vertices:", numVertices); sh.endShape(); return sh; }
Example 6
Source File: TextureEQLinesTerrain.java From haxademic with MIT License | 5 votes |
public TextureEQLinesTerrain( int width, int height ) { super(width, height); // build scrolling audio map history eqHistory = PG.newPG(256, 256, false, false); eqHistory.noSmooth(); OpenGLUtil.setTextureQualityLow(eqHistory); eqHistoryCopy = PG.newPG(256, 256); eqHistoryCopy.noSmooth(); OpenGLUtil.setTextureQualityLow(eqHistoryCopy); // build sheet mesh shape = P.p.createShape(P.GROUP); int rows = eqHistory.height; int cols = eqHistory.width; for (int y = 0; y < rows; y++) { PShape line = P.p.createShape(); line.beginShape(); line.stroke(255); line.strokeWeight(1); line.noFill(); for (int x = 0; x < cols; x++) { line.vertex(x * 20f, y * 20f, 0); } line.endShape(); shape.addChild(line); } // normalize & texture mesh PShapeUtil.centerShape(shape); PShapeUtil.scaleShapeToHeight(shape, height * 1f); PShapeUtil.addTextureUVToShape(shape, eqHistory); shapeExtent = PShapeUtil.getMaxExtent(shape); shape.disableStyle(); shape.setTexture(eqHistory); }
Example 7
Source File: PShapeUtil.java From haxademic with MIT License | 5 votes |
public static PShape meshShapeToPointsShape(PShape origShape) { PShape newShape = P.p.createShape(); newShape.beginShape(PConstants.POINTS); newShape.stroke(255); newShape.strokeWeight(1); newShape.noFill(); addVerticesToPointShape(origShape, newShape); newShape.endShape(); return newShape; }
Example 8
Source File: DwSoftBall3D.java From PixelFlow with MIT License | 5 votes |
private PShape createShape(PGraphics pg){ int faces_count = mesh.ifs.getFacesCount(); int[][] faces = mesh.ifs.getFaces(); float[] n = new float[3]; // normal buffer PShape shp = pg.createShape(); shp.beginShape(PConstants.TRIANGLES); shp.noStroke(); shp.fill(material_color); for(int i = 0; i < faces_count; i++){ int v0 = faces[i][0]; int v1 = faces[i][1]; int v2 = faces[i][2]; DwParticle3D p0 = particles[v0]; if(p0.all_springs_deactivated) continue; DwParticle3D p1 = particles[v1]; if(p1.all_springs_deactivated) continue; DwParticle3D p2 = particles[v2]; if(p2.all_springs_deactivated) continue; if(FLAT_SHADING){ n[0] = n[1] = n[2] = 0; DwParticle3D.crossAccum(p0, p1, p2, n); shp.normal(n[0], n[1], n[2]); shp.vertex(p0.cx, p0.cy, p0.cz); shp.vertex(p1.cx, p1.cy, p1.cz); shp.vertex(p2.cx, p2.cy, p2.cz); } else { n = normals[v0]; shp.normal(n[0], n[1], n[2]); shp.vertex(p0.cx, p0.cy, p0.cz); n = normals[v1]; shp.normal(n[0], n[1], n[2]); shp.vertex(p1.cx, p1.cy, p1.cz); n = normals[v2]; shp.normal(n[0], n[1], n[2]); shp.vertex(p2.cx, p2.cy, p2.cz); } } shp.endShape(); return shp; }
Example 9
Source File: DwSoftBall2D.java From PixelFlow with MIT License | 5 votes |
private PShape createShape(PGraphics pg) { PShape shp = pg.createShape(); shp.beginShape(); shp.fill(material_color); shp.noStroke(); for(int i = 0; i < num_nodes; i++){ DwParticle2D pa = particles[i]; if(pa.all_springs_deactivated) continue; shp.vertex(pa.cx, pa.cy); } shp.endShape(); return shp; }
Example 10
Source File: Demo_LinesDeformAndTextureFilter.java From haxademic with MIT License | 5 votes |
protected void firstFrame() { // load texture perlin = new PerlinTexture(p, 256, 256); texture = perlin.texture(); DebugView.setTexture("texture", texture); // build sheet mesh shape = p.createShape(P.GROUP); int rows = 200; int cols = 500; for (int y = 0; y < rows; y++) { PShape line = P.p.createShape(); line.beginShape(); line.stroke(255); line.strokeWeight(1); line.noFill(); for (int x = 0; x < cols; x++) { line.vertex(x * 10f, y * 10f, 0); } line.endShape(); shape.addChild(line); } PShapeUtil.centerShape(shape); PShapeUtil.scaleShapeToHeight(shape, p.height * 2f); PShapeUtil.addTextureUVToShape(shape, texture); shapeExtent = PShapeUtil.getMaxExtent(shape); shape.disableStyle(); shape.setTexture(texture); DebugView.setValue("shape.getVertexCount();", PShapeUtil.vertexCount(shape)); }
Example 11
Source File: Shapes.java From haxademic with MIT License | 5 votes |
public static PShape createSheet(int cols, int rows, PImage tex) { P.p.textureMode(P.NORMAL); // P.println("Shapes.createSheet() setting textureMode is weird to do here... Maybe should be PAppletHax default?"); PShape sh = P.p.createShape(); sh.beginShape(P.QUADS); sh.noStroke(); sh.texture(tex); float cellW = (float) tex.width / (float) cols; float cellH = (float) tex.height / (float) rows; // int numVertices = 0; for (int col = 0; col < cols; col++) { for (int row = 0; row < rows; row++) { float xU = col * cellW; float yV = row * cellH; float x = -tex.width/2f + col * cellW; float y = -tex.height/2f + row * cellH; float z = 0; sh.normal(x, y, z); sh.vertex(x, y, z, P.map(xU, 0, tex.width, 0, 1), P.map(yV, 0, tex.height, 0, 1)); sh.vertex(x, y + cellH, z, P.map(xU, 0, tex.width, 0, 1), P.map(yV + cellH, 0, tex.height, 0, 1)); sh.vertex(x + cellW, y + cellH, z, P.map(xU + cellW, 0, tex.width, 0, 1), P.map(yV + cellH, 0, tex.height, 0, 1)); sh.vertex(x + cellW, y, z, P.map(xU + cellW, 0, tex.width, 0, 1), P.map(yV, 0, tex.height, 0, 1)); // numVertices++; } } // P.println("createSheet() vertices:", numVertices); sh.endShape(); P.p.textureMode(P.IMAGE); // reset return sh; }
Example 12
Source File: Demo_PShapeUtil_exportMesh.java From haxademic with MIT License | 5 votes |
protected void firstFrame() { p.sphereDetail(10); float extent = p.width/5f; shapeIcos = Icosahedron.createIcosahedron(p.g, 4, img); PShapeUtil.scaleShapeToExtent(shapeIcos, extent); PShape newIcos = p.createShape(); newIcos.beginShape(PConstants.TRIANGLES); PVector v = new PVector(); for (int i = 0; i < shapeIcos.getVertexCount(); i+=3) { // get current vertex shapeIcos.getVertex(i, v); v.mult(4f); // scale up for noise since scaleSvgToExtent doesn't change the actual vertices float noiseExclude = p.noise(v.x, v.y, v.z); // selectively add faces depending on noise if(noiseExclude > 0.45f) { shapeIcos.getVertex(i, v); v.mult(extent * (1f + p.noise(v.x, v.y, v.z))); newIcos.vertex(v.x, v.y, v.z); shapeIcos.getVertex(i+1, v); v.mult(extent * (1f + p.noise(v.x, v.y, v.z))); newIcos.vertex(v.x, v.y, v.z); shapeIcos.getVertex(i+2, v); v.mult(extent * (1f + p.noise(v.x, v.y, v.z))); newIcos.vertex(v.x, v.y, v.z); } } newIcos.endShape(); shapeIcos = newIcos; }
Example 13
Source File: KinectShaderVertexDeform.java From haxademic with MIT License | 5 votes |
PShape createSheet(int detail, PImage tex) { p.textureMode(NORMAL); PShape sh = p.createShape(); sh.beginShape(QUADS); sh.noStroke(); sh.noFill(); sh.texture(tex); float cellW = tex.width / detail; float cellH = tex.height / detail; int numVertices = 0; for (int col = 0; col < tex.width; col += cellW) { for (int row = 0; row < tex.height; row += cellH) { float xU = col; float yV = row; float x = -tex.width/2f + xU; float y = -tex.height/2f + yV; float z = 0; sh.normal(x, y, z); sh.vertex(x, y, z, P.map(xU, 0, tex.width, 0, 1f), P.map(yV, 0, tex.height, 0, 1f)); sh.vertex(x, y + cellH, z, P.map(xU, 0, tex.width, 0, 1f), P.map(yV + cellH, 0, tex.height, 0, 1f)); sh.vertex(x + cellW, y + cellH, z, P.map(xU + cellW, 0, tex.width, 0, 1f), P.map(yV + cellH, 0, tex.height, 0, 1f)); sh.vertex(x + cellW, y, z, P.map(xU + cellW, 0, tex.width, 0, 1f), P.map(yV, 0, tex.height, 0, 1f)); numVertices++; } } P.println(numVertices, "vertices"); sh.endShape(); return sh; }
Example 14
Source File: PShapeUtil.java From haxademic with MIT License | 4 votes |
public static PShape shapeFromImage(PImage img) { img.loadPixels(); PShape newShape = P.p.createShape(P.GROUP); newShape.setStroke(false); for( int x=0; x < img.width; x++ ){ for(int y=0; y < img.height; y++){ int pixelColor = ImageUtil.getPixelColor( img, x, y ); // float pixelBrightness = P.p.brightness( pixelColor ); if(pixelColor != ImageUtil.TRANSPARENT_PNG) { // if( pixelColor != ImageUtil.EMPTY_WHITE_INT && pixelColor != ImageUtil.WHITE_INT ) { P.p.fill(EasingColor.redFromColorInt(pixelColor), EasingColor.greenFromColorInt(pixelColor), EasingColor.blueFromColorInt(pixelColor), 255); P.p.noStroke(); PShape sh = P.p.createShape(); sh.beginShape(P.TRIANGLES); sh.fill( EasingColor.redFromColorInt(pixelColor), EasingColor.greenFromColorInt(pixelColor), EasingColor.blueFromColorInt(pixelColor), 255 ); // BL, BR, TR, TL float size = 0.5f; // front sh.vertex(x - size, y + size, size); sh.vertex(x + size, y + size, size); sh.vertex(x + size, y - size, size); sh.vertex(x - size, y + size, size); sh.vertex(x + size, y - size, size); sh.vertex(x - size, y - size, size); // back sh.vertex(x - size, y + size, -size); sh.vertex(x + size, y + size, -size); sh.vertex(x + size, y - size, -size); sh.vertex(x - size, y + size, -size); sh.vertex(x + size, y - size, -size); sh.vertex(x - size, y - size, -size); // left sh.vertex(x - size, y + size, -size); sh.vertex(x - size, y + size, size); sh.vertex(x - size, y - size, size); sh.vertex(x - size, y + size, -size); sh.vertex(x - size, y - size, size); sh.vertex(x - size, y - size, -size); // right sh.vertex(x + size, y + size, -size); sh.vertex(x + size, y + size, size); sh.vertex(x + size, y - size, size); sh.vertex(x + size, y + size, -size); sh.vertex(x + size, y - size, size); sh.vertex(x + size, y - size, -size); // floor sh.vertex(x - size, y + size, -size); sh.vertex(x + size, y + size, -size); sh.vertex(x + size, y + size, size); sh.vertex(x + size, y + size, size); sh.vertex(x - size, y + size, size); sh.vertex(x - size, y + size, -size); // ceiling sh.vertex(x - size, y - size, -size); sh.vertex(x + size, y - size, -size); sh.vertex(x + size, y - size, size); sh.vertex(x + size, y - size, size); sh.vertex(x - size, y - size, size); sh.vertex(x - size, y - size, -size); sh.endShape(); newShape.addChild(sh); } } } return newShape; }
Example 15
Source File: Shapes.java From haxademic with MIT License | 4 votes |
public static PShape createDisc(float radius, int vertices, int rows, PImage tex) { P.p.textureMode(P.NORMAL); PShape sh = P.p.createShape(); sh.beginShape(P.TRIANGLES); sh.textureMode(P.NORMAL); if(tex != null) sh.texture(tex); sh.noStroke(); float radiusTwo = radius * 2f; float rowSize = radius / (float) rows; float segmentRads = P.TWO_PI / vertices; for( int v = 0; v < vertices; v++ ) { for( int r = 0; r < rows; r++ ) { float curRads = v * segmentRads; float nextRads = (v+1) * segmentRads; float curRadius = r * rowSize; float nextRadius = (r+1) * rowSize; float x1 = P.cos(curRads) * curRadius; float y1 = P.sin(curRads) * curRadius; float u1 = (x1 + radius) / radiusTwo; // normalize within texture - move from being centered float v1 = (y1 + radius) / radiusTwo; float x2 = P.cos(curRads) * nextRadius; float y2 = P.sin(curRads) * nextRadius; float u2 = (x2 + radius) / radiusTwo; // normalize within texture - move from being centered float v2 = (y2 + radius) / radiusTwo; float x3 = P.cos(nextRads) * nextRadius; float y3 = P.sin(nextRads) * nextRadius; float u3 = (x3 + radius) / radiusTwo; // normalize within texture - move from being centered float v3 = (y3 + radius) / radiusTwo; float x4 = P.cos(nextRads) * curRadius; float y4 = P.sin(nextRads) * curRadius; float u4 = (x4 + radius) / radiusTwo; // normalize within texture - move from being centered float v4 = (y4 + radius) / radiusTwo; sh.vertex( x1, y1, 0, u1, v1 ); sh.vertex( x2, y2, 0, u2, v2 ); sh.vertex( x3, y3, 0, u3, v3 ); sh.vertex( x1, y1, 0, u1, v1 ); sh.vertex( x4, y4, 0, u4, v4 ); sh.vertex( x3, y3, 0, u3, v3 ); } } sh.endShape(); return sh; }
Example 16
Source File: Skylight_BulletPhysics_CellFracture.java From PixelFlow with MIT License | 4 votes |
public PShape createVoronoiCellShape(WB_VoronoiCell3D cell, Vector3f center_of_mass){ boolean[] on_bounds = cell.getVerticesOnBoundary(); PShape voronoi_cell = createShape(GROUP); WB_Mesh mesh = cell.getMesh(); int[][] faces = mesh.getFacesAsInt(); int on_boundary = 0; for(int j = 0; j < faces.length; j++){ int[] face = faces[j]; WB_Vector normal = mesh.getFaceNormal(j); PShape polygon = createShape(); polygon.beginShape(POLYGON); polygon.normal(normal.xf(), normal.yf(), normal.zf()); for(int k = 0; k < face.length; k++){ WB_Coord vtx = mesh.getVertex(face[k]); float x = vtx.xf() - center_of_mass.x; float y = vtx.yf() - center_of_mass.y; float z = vtx.zf() - center_of_mass.z; polygon.vertex(x,y,z); if(on_bounds[face[k]]){ on_boundary++; } } polygon.endShape(CLOSE); // polygon.setFill(true); // if(on_boundary == face.length){ // if(on_boundary > 0){ // polygon.setFill(color(8)); // } else { // polygon.setFill(color(255,0,0)); // } // // polygon.setStroke(false); voronoi_cell.addChild(polygon); } String wire = ""; voronoi_cell.setFill(true); // if(on_boundary == face.length){ if(on_boundary > 0){ voronoi_cell.setFill(color(32)); wire = "[wire]"; } else { voronoi_cell.setFill(color(255,8,0)); } voronoi_cell.setStroke(false); voronoi_cell.setStroke(color(64,4,0)); voronoi_cell.setName("[cvh] "+wire); return voronoi_cell; }
Example 17
Source File: PShapeUtil.java From haxademic with MIT License | 4 votes |
public static PShape createExtrudedShape(PShape shape, float depth, PShape newShape) { if(newShape == null) newShape = P.p.createShape(); newShape.beginShape(P.TRIANGLES); // top for (int i = 0; i < shape.getVertexCount() - 3; i+=3) { // copy triangle vertices & UV coords PVector v1 = shape.getVertex(i); PVector v2 = shape.getVertex(i+1); PVector v3 = shape.getVertex(i+2); float texU1 = shape.getTextureU(i); float texV1 = shape.getTextureU(i); float texU2 = shape.getTextureU(i+1); float texV2 = shape.getTextureU(i+1); float texU3 = shape.getTextureU(i+2); float texV3 = shape.getTextureU(i+2); // half depth to keep new model centered on z-axis float halfDepth = depth / 2f; // top newShape.vertex(v1.x, v1.y, halfDepth, texU1, texV1); newShape.vertex(v2.x, v2.y, halfDepth, texU2, texV2); newShape.vertex(v3.x, v3.y, halfDepth, texU3, texV3); // bottom newShape.vertex(v1.x, v1.y, -halfDepth, texU1, texV1); newShape.vertex(v2.x, v2.y, -halfDepth, texU2, texV2); newShape.vertex(v3.x, v3.y, -halfDepth, texU3, texV3); // walls // wall 1 newShape.vertex(v1.x, v1.y, halfDepth, texU1, texV1); newShape.vertex(v1.x, v1.y, -halfDepth, texU1, texV1); newShape.vertex(v2.x, v2.y, halfDepth, texU2, texV2); newShape.vertex(v1.x, v1.y, -halfDepth, texU1, texV1); newShape.vertex(v2.x, v2.y, -halfDepth, texU2, texV2); newShape.vertex(v2.x, v2.y, halfDepth, texU2, texV2); // wall 2 newShape.vertex(v2.x, v2.y, halfDepth, texU2, texV2); newShape.vertex(v2.x, v2.y, -halfDepth, texU2, texV2); newShape.vertex(v3.x, v3.y, halfDepth, texU3, texV3); newShape.vertex(v2.x, v2.y, -halfDepth, texU2, texV2); newShape.vertex(v3.x, v3.y, -halfDepth, texU3, texV3); newShape.vertex(v3.x, v3.y, halfDepth, texU3, texV3); // wall 3 newShape.vertex(v3.x, v3.y, halfDepth, texU3, texV3); newShape.vertex(v3.x, v3.y, -halfDepth, texU3, texV3); newShape.vertex(v1.x, v1.y, halfDepth, texU1, texV1); newShape.vertex(v3.x, v3.y, -halfDepth, texU3, texV3); newShape.vertex(v1.x, v1.y, -halfDepth, texU1, texV1); newShape.vertex(v1.x, v1.y, halfDepth, texU1, texV1); } newShape.endShape(); // recurse through original shape children if nested shapes for (int j = 0; j < shape.getChildCount(); j++) { PShape subShape = shape.getChild(j); createExtrudedShape(subShape, depth, newShape); } return newShape; }
Example 18
Source File: Softbody3D_Playground.java From PixelFlow with MIT License | 4 votes |
public void displayAABB(float[] aabb){ if(shp_aabb == null){ float xmin = aabb[0], xmax = aabb[3]; float ymin = aabb[1], ymax = aabb[4]; float zmin = aabb[2], zmax = aabb[5]; shp_aabb = createShape(GROUP); PShape plane_zmin = createShape(); plane_zmin.beginShape(QUAD); plane_zmin.stroke(0); plane_zmin.strokeWeight(1); plane_zmin.fill(192); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmin, ymin, zmin); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmax, ymin, zmin); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmax, ymax, zmin); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmin, ymax, zmin); plane_zmin.endShape(CLOSE); shp_aabb.addChild(plane_zmin); PShape plane_zmax = createShape(); plane_zmax.beginShape(QUAD); plane_zmax.noFill(); plane_zmax.stroke(0); plane_zmax.strokeWeight(1); plane_zmax.vertex(xmin, ymin, zmax); plane_zmax.vertex(xmax, ymin, zmax); plane_zmax.vertex(xmax, ymax, zmax); plane_zmax.vertex(xmin, ymax, zmax); plane_zmax.endShape(CLOSE); shp_aabb.addChild(plane_zmax); PShape vert_lines = createShape(); vert_lines.beginShape(LINES); vert_lines.stroke(0); vert_lines.strokeWeight(1); vert_lines.vertex(xmin, ymin, zmin); vert_lines.vertex(xmin, ymin, zmax); vert_lines.vertex(xmax, ymin, zmin); vert_lines.vertex(xmax, ymin, zmax); vert_lines.vertex(xmax, ymax, zmin); vert_lines.vertex(xmax, ymax, zmax); vert_lines.vertex(xmin, ymax, zmin); vert_lines.vertex(xmin, ymax, zmax); vert_lines.endShape(); shp_aabb.addChild(vert_lines); PShape corners = createShape(); corners.beginShape(POINTS); corners.stroke(0); corners.strokeWeight(7); corners.vertex(xmin, ymin, zmin); corners.vertex(xmin, ymin, zmax); corners.vertex(xmax, ymin, zmin); corners.vertex(xmax, ymin, zmax); corners.vertex(xmax, ymax, zmin); corners.vertex(xmax, ymax, zmax); corners.vertex(xmin, ymax, zmin); corners.vertex(xmin, ymax, zmax); corners.endShape(); shp_aabb.addChild(corners); } shape(shp_aabb); }
Example 19
Source File: Softbody3D_ParticleCollisionSystem.java From PixelFlow with MIT License | 4 votes |
public void displayAABB(float[] aabb){ if(shp_aabb == null){ float xmin = aabb[0], xmax = aabb[3]; float ymin = aabb[1], ymax = aabb[4]; float zmin = aabb[2], zmax = aabb[5]; shp_aabb = createShape(GROUP); PShape plane_zmin = createShape(); plane_zmin.beginShape(QUAD); plane_zmin.stroke(0); plane_zmin.strokeWeight(1); plane_zmin.fill(192); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmin, ymin, zmin); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmax, ymin, zmin); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmax, ymax, zmin); plane_zmin.normal(0, 0, 1); plane_zmin.vertex(xmin, ymax, zmin); plane_zmin.endShape(CLOSE); shp_aabb.addChild(plane_zmin); PShape plane_zmax = createShape(); plane_zmax.beginShape(QUAD); plane_zmax.noFill(); plane_zmax.stroke(0); plane_zmax.strokeWeight(1); plane_zmax.vertex(xmin, ymin, zmax); plane_zmax.vertex(xmax, ymin, zmax); plane_zmax.vertex(xmax, ymax, zmax); plane_zmax.vertex(xmin, ymax, zmax); plane_zmax.endShape(CLOSE); shp_aabb.addChild(plane_zmax); PShape vert_lines = createShape(); vert_lines.beginShape(LINES); vert_lines.stroke(0); vert_lines.strokeWeight(1); vert_lines.vertex(xmin, ymin, zmin); vert_lines.vertex(xmin, ymin, zmax); vert_lines.vertex(xmax, ymin, zmin); vert_lines.vertex(xmax, ymin, zmax); vert_lines.vertex(xmax, ymax, zmin); vert_lines.vertex(xmax, ymax, zmax); vert_lines.vertex(xmin, ymax, zmin); vert_lines.vertex(xmin, ymax, zmax); vert_lines.endShape(); shp_aabb.addChild(vert_lines); PShape corners = createShape(); corners.beginShape(POINTS); corners.stroke(0); corners.strokeWeight(7); corners.vertex(xmin, ymin, zmin); corners.vertex(xmin, ymin, zmax); corners.vertex(xmax, ymin, zmin); corners.vertex(xmax, ymin, zmax); corners.vertex(xmax, ymax, zmin); corners.vertex(xmax, ymax, zmax); corners.vertex(xmin, ymax, zmin); corners.vertex(xmin, ymax, zmax); corners.endShape(); shp_aabb.addChild(corners); } shape(shp_aabb); }
Example 20
Source File: DwMeshUtils.java From PixelFlow with MIT License | 4 votes |
static public void createPolyhedronShape(PShape shape, DwIndexedFaceSetAble ifs, float scale, int verts_per_face, boolean smooth){ int type = -1; switch(verts_per_face){ case 3: type = PConstants.TRIANGLES; break; case 4: type = PConstants.QUADS; break; default: return; } shape.setStroke(false); shape.beginShape(type); // shape.noStroke(); int [][] faces = ifs.getFaces(); float[][] verts = ifs.getVerts(); for(int[] face : faces){ float nx = 0, ny = 0, nz = 0; int num_verts = face.length; // compute face normal if(!smooth){ for(int i = 0; i < num_verts; i++){ int vi = face[i]; nx += verts[vi][0]; ny += verts[vi][1]; nz += verts[vi][2]; } nx /= num_verts; ny /= num_verts; nz /= num_verts; // if(type == PConstants.QUADS){ shape.normal(-nx, -ny, -nz); // TODO: processing bug i guess // } else { shape.normal(nx, ny, nz); // } } for(int i = 0; i < num_verts; i++){ // for(int i = num_verts-1; i >= 0; i--){ float[] v = verts[face[i]]; if(smooth){ // if(type == PConstants.QUADS){ // shape.normal(-v[0], -v[1], -v[2]); // TODO: processing bug i guess // } else { shape.normal(v[0], v[1], v[2]); // } } shape.vertex(v[0]*scale, v[1]*scale, v[2]*scale); } } shape.endShape(); }