/**
* Geometry
* by Marius Watz.
*
* Using sin/cos lookup tables, blends colors, and draws a series of
* rotating arcs on the screen.
*/
import processing.opengl.*;
// Trig lookup tables borrowed from Toxi; cryptic but effective.
float sinLUT[];
float cosLUT[];
float SINCOS_PRECISION=1.0;
int SINCOS_LENGTH= int((360.0/SINCOS_PRECISION));
// System data
boolean dosave=false;
int num;
float pt[];
int style[];
void setup() {
size(1024, 768, OPENGL);
background(255);
// Fill the tables
sinLUT=new float[SINCOS_LENGTH];
cosLUT=new float[SINCOS_LENGTH];
for (int i = 0; i < SINCOS_LENGTH; i++) {
sinLUT[i]= (float)Math.sin(i*DEG_TO_RAD*SINCOS_PRECISION);
cosLUT[i]= (float)Math.cos(i*DEG_TO_RAD*SINCOS_PRECISION);
}
num = 150;
pt = new float[6*num]; // rotx, roty, deg, rad, w, speed
style = new int[2*num]; // color, render style
// Set up arc shapes
int index=0;
float prob;
for (int i=0; ipt[index++] = random(PI*2); // Random X axis rotation
pt[index++] = random(PI*2); // Random Y axis rotation
pt[index++] = random(60,80); // Short to quarter-circle arcs
if(random(100)>90) pt[index]=(int)random(8,27)*10;
pt[index++] = int(random(2,50)*5); // Radius. Space them out nicely
pt[index++] = random(4,32); // Width of band
if(random(100)>90) pt[index]=random(40,60); // Width of band
pt[index++] = radians(random(5,30))/5; // Speed of rotation
// get colors
prob = random(100);
if(prob<30) style[i*2]=colorBlended(random(1), 255,0,100, 255,0,0, 210);
else if(prob<70) style[i*2]=colorBlended(random(1), 0,153,255, 170,225,255, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 200,255,0, 150,255,0, 210);
else style[i*2]=color(255,255,255, 220);
if(prob<50) style[i*2]=colorBlended(random(1), 200,255,0, 50,120,0, 210);
else if(prob<90) style[i*2]=colorBlended(random(1), 255,100,0, 255,255,0, 210);
else style[i*2]=color(255,255,255, 220);
style[i*2+1]=(int)(random(100))%3;
}
}
void draw() {
background(0);
int index=0;
translate(width/2, height/2, 0);
rotateX(PI/6);
rotateY(PI/6);
for (int i = 0; i < num; i++) {
pushMatrix();
rotateX(pt[index++]);
rotateY(pt[index++]);
if(style[i*2+1]==0) {
stroke(style[i*2]);
noFill();
strokeWeight(1);
arcLine(0,0, pt[index++],pt[index++],pt[index++]);
}
else if(style[i*2+1]==1) {
fill(style[i*2]);
noStroke();
arcLineBars(0,0, pt[index++],pt[index++],pt[index++]);
}
else {
fill(style[i*2]);
noStroke();
arc(0,0, pt[index++],pt[index++],pt[index++]);
}
// increase rotation
pt[index-5]+=pt[index]/10;
pt[index-4]+=pt[index++]/20;
popMatrix();
}
}
// Get blend of two colors
int colorBlended(float fract,
float r, float g, float b,
float r2, float g2, float b2, float a) {
r2 = (r2 - r);
g2 = (g2 - g);
b2 = (b2 - b);
return color(r + r2 * fract, g + g2 * fract, b + b2 * fract, a);
}
// Draw arc line
void arcLine(float x,float y,float deg,float rad,float w) {
int a=(int)(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
int numlines=(int)(w/2);
for (int j=0; jbeginShape();
for (int i=0; i vertex(cosLUT[i]*rad+x,sinLUT[i]*rad+y);
}
endShape();
rad += 2;
}
}
// Draw arc line with bars
void arcLineBars(float x,float y,float deg,float rad,float w) {
int a = int((min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1)));
a /= 4;
beginShape(QUADS);
for (int i=0; i vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
vertex(cosLUT[i+2]*(rad+w)+x,sinLUT[i+2]*(rad+w)+y);
}
endShape();
}
// Draw solid arc
void arc(float x,float y,float deg,float rad,float w) {
int a = int(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
beginShape(QUAD_STRIP);
for (int i = 0; i < a; i++) {
vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
}
endShape();
}
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