Java Code Examples for processing.core.PShape#fill()
The following examples show how to use
processing.core.PShape#fill() .
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Example 1
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 2
Source File: DwSoftGrid3D.java From PixelFlow with MIT License | 6 votes |
private void displayGridYZ(PShape pg, float[][] normals, int ix, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); int iz, iy; for(iz = 0; iz < nodes_z-1; iz++){ for(iy = 0; iy < nodes_y; iy++){ vertex(pg, getNode3D(ix, iy, iz+0), normals[(iz+0)*nodes_y+iy], iy * ty_inv, (iz+0) * tz_inv); vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_y+iy], iy * ty_inv, (iz+1) * tz_inv); } iy -= 1; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_y+iy], 0, 0); iy = 0; vertex(pg, getNode3D(ix, iy, iz+1), normals[(iz+1)*nodes_y+iy], 0, 0); } pg.endShape(); }
Example 3
Source File: DwSoftGrid3D.java From PixelFlow with MIT License | 6 votes |
private void displayGridXY(PShape pg, float[][] normals, int iz, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); int ix, iy; for(iy = 0; iy < nodes_y-1; iy++){ for(ix = 0; ix < nodes_x; ix++){ vertex(pg, getNode3D(ix, iy+0, iz), normals[(iy+0)*nodes_x+ix], ix * tx_inv, (iy+0) * ty_inv); vertex(pg, getNode3D(ix, iy+1, iz), normals[(iy+1)*nodes_x+ix], ix * tx_inv, (iy+1) * ty_inv); } ix -= 1; vertex(pg, getNode3D(ix, iy+1, iz), normals[(iy+1)*nodes_x+ix], 0, 0); ix = 0; vertex(pg, getNode3D(ix, iy+1, iz), normals[(iy+1)*nodes_x+ix], 0, 0); } pg.endShape(); }
Example 4
Source File: DwSoftGrid2D.java From PixelFlow with MIT License | 6 votes |
private void displayGridXY(PShape pg, PGraphics2D tex){ pg.beginShape(PConstants.TRIANGLE_STRIP); pg.textureMode(PConstants.NORMAL); pg.texture(tex); pg.fill(material_color); pg.noStroke(); int ix, iy; for(iy = 0; iy < nodes_y-1; iy++){ for(ix = 0; ix < nodes_x; ix++){ vertex(pg, getNode(ix, iy+0), ix * tx_inv, (iy+0) * ty_inv); vertex(pg, getNode(ix, iy+1), ix * tx_inv, (iy+1) * ty_inv); } ix -= 1; vertex(pg, getNode(ix, iy+1), 0, 0); ix = 0; vertex(pg, getNode(ix, iy+1), 0, 0); } pg.endShape(); }
Example 5
Source File: PShapeUtil.java From haxademic with MIT License | 5 votes |
public static void repairMissingSVGVertex(PShape shape) { PVector v1 = shape.getVertex(0); PVector v2 = shape.getVertex(0); PVector v3 = shape.getVertex(shape.getVertexCount() - 1); shape.beginShape(); shape.fill(255, 255, 255); shape.noStroke(); shape.vertex(v1.x, v1.y, v1.z); shape.vertex(v2.x, v2.y, v2.z); shape.vertex(v3.x, v3.y, v3.z); shape.endShape(); }
Example 6
Source File: Icosahedron.java From haxademic with MIT License | 5 votes |
public static PShape createIcosahedronGrouped(PApplet p, int level, PImage img, int fillColor, int strokeColor, float strokeWeight) { // the icosahedron is created with positions, normals and texture coordinates in the above class Icosahedron ico = new Icosahedron(level); p.textureMode(P.NORMAL); // set textureMode to normalized (range 0 to 1); PShape mesh = p.createShape(P.GROUP); // create the initial PShape // put all the vertices, uv texture coordinates and normals into the PShape PShape triangle = null; for (int i=0; i<ico.positions.size(); i++) { if(i % 3 == 0) { triangle = p.createShape(); triangle.beginShape(P.TRIANGLE); // define the PShape type: TRIANGLES if(fillColor != -1) { triangle.strokeWeight(strokeWeight); triangle.stroke(strokeColor); triangle.fill(fillColor); } if(img != null) mesh.texture(img); } PVector pos = ico.positions.get(i); PVector t = ico.texCoords.get(i); PVector n = ico.normals.get(i); triangle.normal(n.x, n.y, n.z); triangle.vertex(pos.x, pos.y, pos.z, t.x, t.y); if(i % 3 == 2) { triangle.endShape(); mesh.addChild(triangle); } } return mesh; }
Example 7
Source File: TextToPShape.java From haxademic with MIT License | 5 votes |
public PShape stringToShape2d(String text, String fontFile) { // if letter is in the cache, just send it back if(textShape2d.get(text) != null) return textShape2d.get(text); // geomerative builds a mesh from text & cached font if(fontsCache.get(fontFile) == null) fontsCache.put(fontFile, new RFont(fontFile, 100, RFont.CENTER)); // RFont font = fontsCache.get(fontFile); RGroup grp = font.toGroup(text); RMesh rMesh = grp.toMesh(); // convert to triangle strips from geomerative strips PShape newShape = P.p.createShape(P.GROUP); newShape.setName(text); for ( int i = 0; i < rMesh.strips.length; i++ ) { RPoint[] meshPoints = rMesh.strips[i].getPoints(); PShape triangle = P.p.createShape(); triangle.beginShape(P.TRIANGLE_STRIP); triangle.fill(255); triangle.noStroke(); for ( int ii = 0; ii < meshPoints.length; ii++ ) { triangle.vertex(meshPoints[ii].x, meshPoints[ii].y, 0); } triangle.endShape(); newShape.addChild(triangle); } // center it PShapeUtil.centerShape(newShape); // cache & return textShape2d.put(text, newShape); return newShape; }
Example 8
Source File: DwFoldingTile.java From PixelFlow with MIT License | 5 votes |
public void displayMesh(PShape pg, DwParticle3D[] particles){ // pg.beginShape(PConstants.TRIANGLES); pg.textureMode(PConstants.NORMAL); pg.texture(DEF.style.texture); pg.noStroke(); int s0,s1,s2; int i0,i1,i2; float[] t0,t1,t2; DwParticle3D v0,v1,v2; for(int i = 0; i < DEF.FACES_COUNT; i++){ i0 = faces[i][0]; v0 = particles[i0]; if(v0.all_springs_deactivated) continue; i1 = faces[i][1]; v1 = particles[i1]; if(v1.all_springs_deactivated) continue; i2 = faces[i][2]; v2 = particles[i2]; if(v2.all_springs_deactivated) continue; i0 = DEF.FACES[i][0]; s0 = DEF.HILO[i0]; t0 = DEF.TEX_COORDS[i0]; i1 = DEF.FACES[i][1]; s1 = DEF.HILO[i1]; t1 = DEF.TEX_COORDS[i1]; i2 = DEF.FACES[i][2]; s2 = DEF.HILO[i2]; t2 = DEF.TEX_COORDS[i2]; int ci = DEF.FACES_COL[i]; if(DEF.style.texture != null){ DwDisplayUtils.vertex(pg, v0, t0); DwDisplayUtils.vertex(pg, v1, t1); DwDisplayUtils.vertex(pg, v2, t2); } else { // pg.fill(DEF.style.COL[s0]); DwDisplayUtils.vertex(pg, v0); // pg.fill(DEF.style.COL[s1]); DwDisplayUtils.vertex(pg, v1); // pg.fill(DEF.style.COL[s2]); DwDisplayUtils.vertex(pg, v2); pg.fill(DEF.style.RGBS[ci][s0]); DwDisplayUtils.vertex(pg, v0); pg.fill(DEF.style.RGBS[ci][s1]); DwDisplayUtils.vertex(pg, v1); pg.fill(DEF.style.RGBS[ci][s2]); DwDisplayUtils.vertex(pg, v2); } } // pg.endShape(); }
Example 9
Source File: DwFoldingTile.java From PixelFlow with MIT License | 5 votes |
public void displayMesh(PShape pg, DwIndexedFaceSet ifs){ // pg.beginShape(PConstants.TRIANGLES); pg.textureMode(PConstants.NORMAL); pg.texture(DEF.style.texture); pg.noStroke(); int s0,s1,s2; int i0,i1,i2; float[] t0,t1,t2; float[] v0,v1,v2; for(int i = 0; i < DEF.FACES_COUNT; i++){ i0 = faces[i][0]; v0 = ifs.verts[i0]; i1 = faces[i][1]; v1 = ifs.verts[i1]; i2 = faces[i][2]; v2 = ifs.verts[i2]; i0 = DEF.FACES[i][0]; s0 = DEF.HILO[i0]; t0 = DEF.TEX_COORDS[i0]; i1 = DEF.FACES[i][1]; s1 = DEF.HILO[i1]; t1 = DEF.TEX_COORDS[i1]; i2 = DEF.FACES[i][2]; s2 = DEF.HILO[i2]; t2 = DEF.TEX_COORDS[i2]; int ci = DEF.FACES_COL[i]; if(DEF.style.texture != null){ DwDisplayUtils.vertex(pg, v0, t0); DwDisplayUtils.vertex(pg, v1, t1); DwDisplayUtils.vertex(pg, v2, t2); } else { // pg.fill(DEF.style.COL[s0]); DwDisplayUtils.vertex(pg, v0); // pg.fill(DEF.style.COL[s1]); DwDisplayUtils.vertex(pg, v1); // pg.fill(DEF.style.COL[s2]); DwDisplayUtils.vertex(pg, v2); pg.fill(DEF.style.RGBS[ci][s0]); DwDisplayUtils.vertex(pg, v0); pg.fill(DEF.style.RGBS[ci][s1]); DwDisplayUtils.vertex(pg, v1); pg.fill(DEF.style.RGBS[ci][s2]); DwDisplayUtils.vertex(pg, v2); } } // pg.endShape(); }
Example 10
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 11
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 12
Source File: Skylight_ClothSimulation.java From PixelFlow with MIT License | 4 votes |
public void displayAABB(PGraphics3D canvas, 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(16,96,192); 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); } canvas.shape(shp_aabb); }
Example 13
Source File: ParticleSystem.java From PixelFlow with MIT License | 4 votes |
public PShape createParticleShape(DwParticle2D particle){ final float rad = particle.rad; PShape shp_particle = papplet.createShape(PShape.GROUP); // compute circle resolution, depending on the radius we reduce/increase // the number of vertices we need to render float threshold1 = 1; // radius shortening for arc segments float threshold2 = 140; // arc between segments double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad); double arc2 = (180 - threshold2) * Math.PI / 180; double arc = Math.min(arc1, arc2); int num_vtx = (int)Math.ceil(2*Math.PI/arc); // actual circle PShape circle = papplet.createShape(PShape.GEOMETRY); circle.beginShape(); circle.noStroke(); circle.fill(200,100); for(int i = 0; i < num_vtx; i++){ float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * 1; float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * 1; circle.vertex(vx, vy); } circle.endShape(PConstants.CLOSE); // line, to indicate the velocity-direction of the particle PShape line = papplet.createShape(PShape.GEOMETRY); line.beginShape(PConstants.LINES); line.stroke(255, 100); line.strokeWeight(1f/rad); line.vertex(0, 0); line.vertex(-1, 0); line.endShape(); shp_particle.addChild(circle); shp_particle.addChild(line); return shp_particle; }
Example 14
Source File: Softbody3D_Cloth.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(64); 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 15
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 16
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 17
Source File: TextToPShape.java From haxademic with MIT License | 4 votes |
public PShape stringToShape3d(String text, float depth, String fontFile) { // if letter is in the cache, just send it back if(textShape3d.get(text) != null) return textShape3d.get(text); // geomerative builds a mesh from text & cached font if(fontsCache.get(fontFile) == null) fontsCache.put(fontFile, new RFont(fontFile, 100, RFont.CENTER)); // RFont font = fontsCache.get(fontFile); RGroup grp = font.toGroup(text); RMesh rMesh = grp.toMesh(); // 3d measurements float halfDepth = depth / 2f; // convert to triangle strips from geomerative strips PShape newShape = P.p.createShape(P.GROUP); newShape.setName(text); for ( int i = 0; i < rMesh.strips.length; i++ ) { RPoint[] meshPoints = rMesh.strips[i].getPoints(); PShape triangle = P.p.createShape(); // back triangle.beginShape(P.TRIANGLE_STRIP); triangle.fill(255); triangle.noStroke(); for ( int ii = 0; ii < meshPoints.length; ii++ ) { triangle.vertex(meshPoints[ii].x, meshPoints[ii].y, -halfDepth); } triangle.endShape(); newShape.addChild(triangle); // front triangle = P.p.createShape(); triangle.beginShape(P.TRIANGLE_STRIP); triangle.fill(255); triangle.noStroke(); for ( int ii = 0; ii < meshPoints.length; ii++ ) { triangle.vertex(meshPoints[ii].x, meshPoints[ii].y, halfDepth); } triangle.endShape(); newShape.addChild(triangle); // wall (drawing quads across strip points, which is weird) triangle = P.p.createShape(); triangle.beginShape(P.QUADS); triangle.fill(255); triangle.noStroke(); for ( int ii = 0; ii < meshPoints.length - 2; ii++ ) { triangle.vertex(meshPoints[ii].x, meshPoints[ii].y, -halfDepth); triangle.vertex(meshPoints[ii].x, meshPoints[ii].y, halfDepth); triangle.vertex(meshPoints[ii+1].x, meshPoints[ii+1].y, halfDepth); triangle.vertex(meshPoints[ii+1].x, meshPoints[ii+1].y, -halfDepth); triangle.vertex(meshPoints[ii+2].x, meshPoints[ii+2].y, -halfDepth); triangle.vertex(meshPoints[ii+2].x, meshPoints[ii+2].y, halfDepth); triangle.vertex(meshPoints[ii+1].x, meshPoints[ii+1].y, halfDepth); triangle.vertex(meshPoints[ii+1].x, meshPoints[ii+1].y, -halfDepth); triangle.vertex(meshPoints[ii+2].x, meshPoints[ii+2].y, -halfDepth); triangle.vertex(meshPoints[ii+2].x, meshPoints[ii+2].y, halfDepth); triangle.vertex(meshPoints[ii].x, meshPoints[ii].y, halfDepth); triangle.vertex(meshPoints[ii].x, meshPoints[ii].y, -halfDepth); } triangle.endShape(); newShape.addChild(triangle); } // center it PShapeUtil.centerShape(newShape); // cache & return textShape3d.put(text, newShape); return newShape; }
Example 18
Source File: ParticleSystem.java From PixelFlow with MIT License | 4 votes |
public PShape createParticleShape(DwParticle2D particle, PImage sprite_img){ final float rad = particle.rad; PShape shp_particle = papplet.createShape(PShape.GROUP); if( PARTICLE_SHAPE_IDX >= 0 && PARTICLE_SHAPE_IDX < 4){ PShape sprite = papplet.createShape(PShape.GEOMETRY); sprite.beginShape(PConstants.QUAD); sprite.noStroke(); sprite.noFill(); sprite.textureMode(PConstants.NORMAL); sprite.texture(sprite_img); sprite.normal(0, 0, 1); sprite.vertex(-rad, -rad, 0, 0); sprite.vertex(+rad, -rad, 1, 0); sprite.vertex(+rad, +rad, 1, 1); sprite.vertex(-rad, +rad, 0, 1); sprite.endShape(); shp_particle.addChild(sprite); } else if( PARTICLE_SHAPE_IDX == 4){ float threshold1 = 1; // radius shortening for arc segments float threshold2 = 140; // arc between segments double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad); double arc2 = (180 - threshold2) * Math.PI / 180; double arc = Math.min(arc1, arc2); int num_vtx = (int)Math.ceil(2*Math.PI/arc); // System.out.println(num_vtx); PShape circle = papplet.createShape(PShape.GEOMETRY); circle.beginShape(); circle.noStroke(); circle.fill(200,100); for(int i = 0; i < num_vtx; i++){ float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * rad; float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * rad; circle.vertex(vx, vy); } circle.endShape(PConstants.CLOSE); PShape line = papplet.createShape(PShape.GEOMETRY); line.beginShape(PConstants.LINES); line.stroke(0, 100); line.strokeWeight(1); line.vertex(0, 0); line.vertex(-(rad-1), 0); line.endShape(); // PShape circle = papplet.createShape(PConstants.ELLIPSE, 0, 0, rad*2, rad*2); // circle.setStroke(false); // circle.setFill(papplet.color(200,100)); // // PShape line = papplet.createShape(PConstants.LINE, 0, 0, -(rad-1), 0); // line.setStroke(papplet.color(0,200)); // line.setStrokeWeight(1); shp_particle.addChild(circle); shp_particle.addChild(line); } return shp_particle; }
Example 19
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 20
Source File: ParticleSystem.java From PixelFlow with MIT License | 4 votes |
public PShape createParticleShape(DwParticle2D particle, PImage sprite_img){ final float rad = particle.rad; PShape shp_particle = papplet.createShape(PShape.GROUP); if( PARTICLE_SHAPE_IDX >= 0 && PARTICLE_SHAPE_IDX < 4){ PShape sprite = papplet.createShape(PShape.GEOMETRY); sprite.beginShape(PConstants.QUAD); sprite.noStroke(); sprite.noFill(); sprite.textureMode(PConstants.NORMAL); sprite.texture(sprite_img); sprite.normal(0, 0, 1); sprite.vertex(-rad, -rad, 0, 0); sprite.vertex(+rad, -rad, 1, 0); sprite.vertex(+rad, +rad, 1, 1); sprite.vertex(-rad, +rad, 0, 1); sprite.endShape(); shp_particle.addChild(sprite); } else if( PARTICLE_SHAPE_IDX == 4){ float threshold1 = 1; // radius shortening for arc segments float threshold2 = 140; // arc between segments double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad); double arc2 = (180 - threshold2) * Math.PI / 180; double arc = Math.min(arc1, arc2); int num_vtx = (int)Math.ceil(2*Math.PI/arc); // System.out.println(num_vtx); PShape circle = papplet.createShape(PShape.GEOMETRY); circle.beginShape(); circle.noStroke(); circle.fill(200,100); for(int i = 0; i < num_vtx; i++){ float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * rad; float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * rad; circle.vertex(vx, vy); } circle.endShape(PConstants.CLOSE); PShape line = papplet.createShape(PShape.GEOMETRY); line.beginShape(PConstants.LINES); line.stroke(0, 100); line.strokeWeight(1); line.vertex(0, 0); line.vertex(-(rad-1), 0); line.endShape(); // PShape circle = papplet.createShape(PConstants.ELLIPSE, 0, 0, rad*2, rad*2); // circle.setStroke(false); // circle.setFill(papplet.color(200,100)); // // PShape line = papplet.createShape(PConstants.LINE, 0, 0, -(rad-1), 0); // line.setStroke(papplet.color(0,200)); // line.setStrokeWeight(1); shp_particle.addChild(circle); shp_particle.addChild(line); } return shp_particle; }