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@Bleuje
Last active April 23, 2023 10:51
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// code updates are now there:
// https://github.com/Bleuje/processing-animations-code/blob/main/code/radialcollapse/radialcollapse.pde
// Processing code by Etienne JACOB
// motion blur template by beesandbombs
// opensimplexnoise code in another tab is be necessary
// --> code here : https://gist.github.com/Bleuje/fce86ef35b66c4a2b6a469b27163591e
// See the license information at the end of this file.
// View the rendered result at: https://bleuje.com/gifanimationsite/single/radialcollapse/
// A lot of hidden blocks are drawn, I don't really care, but it's very slow
int[][] result;
float t, c;
float ease(float p, float g) {
if (p < 0.5)
return 0.5 * pow(2*p, g);
else
return 1 - 0.5 * pow(2*(1 - p), g);
}
void draw() {
if (!recording) {
t = mouseX*1.0/width;
c = mouseY*1.0/height;
if (mousePressed)
println(c);
draw_();
} else {
for (int i=0; i<width*height; i++)
for (int a=0; a<3; a++)
result[i][a] = 0;
c = 0;
for (int sa=0; sa<samplesPerFrame; sa++) {
t = map(frameCount-1 + sa*shutterAngle/samplesPerFrame, 0, numFrames, 0, 1);
draw_();
loadPixels();
for (int i=0; i<pixels.length; i++) {
result[i][0] += pixels[i] >> 16 & 0xff;
result[i][1] += pixels[i] >> 8 & 0xff;
result[i][2] += pixels[i] & 0xff;
}
}
loadPixels();
for (int i=0; i<pixels.length; i++)
pixels[i] = 0xff << 24 |
int(result[i][0]*1.0/samplesPerFrame) << 16 |
int(result[i][1]*1.0/samplesPerFrame) << 8 |
int(result[i][2]*1.0/samplesPerFrame);
updatePixels();
saveFrame("fr###.gif");
println(frameCount,"/",numFrames);
if (frameCount==numFrames)
exit();
}
}
// end of template
//////////////////////////////////////////////////////////////////////////////
int samplesPerFrame = 4;
int numFrames = 50;
float shutterAngle = .75;
boolean recording = false;
OpenSimplexNoise noise;
// "fractal zoom" ratio
float RATIO = 0.8;
// sizes for the 3D grid (repeated with replacement technique)
int N = 3; // numbers of blocks on changing radius axis
int m = 70; // number of blocks on changing theta "axis"
int nz = 8; // number of blocks on changing z axis
// nz is reduced a bit compared to rendered version but it's still very slow
float DZ = 21.0; // blocks height parameter
// one block :
class Thing{
int i,j,l;
float offset;
Thing(int i_,int j_,int l_)
{
i = i_; // "changing radius" index
j = j_; // "theta" index
l = l_; // height index
float theta = (j+0.5)*TWO_PI/m;
float noiseRadius = 2.0;
// offset/delay to control the trigerring of the fall :
offset = -0.4*(float)noise.eval(2*i,2*j); // small noise based on (x,y) position
offset -= 2.7*(float)noise.eval(4337+noiseRadius*cos(theta),noiseRadius*sin(theta)); // looping noise that gives the shape of the hole
offset += 1.0*i/N; // blocks of the grid have more and more delay when they are far from center
offset -= 0.07*l; // blocks at the bottom fall first
offset -= 2.7; // constant delay parameter (so it controls the size of the big hole)
}
float seed = random(10,1000);
float col = random(230,265); // color parameter
float sw = random(0.3,0.7); // stroke weight parameter
void show(float p)
{
float theta1 = j*TWO_PI/m;
float theta2 = (j+1)*TWO_PI/m;
float R = 100.0;
float r1 = pow(RATIO,p)*pow(1/RATIO,1.0*i/N)*R;
float r2 = pow(RATIO,p)*pow(1/RATIO,1.0*(i+1)/N)*R;
// the 2 lines above are a bit technical,
// it's using both fractal zoom factor (pow(RATIO,p)) and adjustment based on i
// to have radius change smoothly on the grid with i
// x,y positions of the block's vertices
float x1 = r1*cos(theta1);
float y1 = r1*sin(theta1);
float x2 = r1*cos(theta2);
float y2 = r1*sin(theta2);
float x3 = r2*cos(theta2);
float y3 = r2*sin(theta2);
float x4 = r2*cos(theta1);
float y4 = r2*sin(theta1);
// transforming p with offset. It will start to fall when p>=offset which is the same as pp>=0
float pp = p - offset;
float q = max(0,0.5*pp); // no fall while q=0
float zFall = pow(RATIO,p)*1700*pow(q,2.0); // fall length
float blockHeight = DZ*pow(RATIO,p); // block height, changing with fractal zoom factor
float z = -zFall-l*blockHeight; // fall + height change because of height index
push();
translate(0,0,z);
// changing stroke weight with p and noise
float f = 0.5+5*pow(map((float)noise.eval(seed+1.0*p,0),-1,1,0,1),3.0);
strokeWeight(sw*f);
stroke(col+0.34*z);
fill(0);
beginShape();
vertex(x1,y1,0);
vertex(x2,y2,0);
vertex(x3,y3,0);
vertex(x4,y4,0);
endShape(CLOSE);
beginShape();
vertex(x1,y1,0);
vertex(x2,y2,0);
vertex(x2,y2,-blockHeight);
vertex(x1,y1,-blockHeight);
endShape(CLOSE);
beginShape();
vertex(x3,y3,0);
vertex(x4,y4,0);
vertex(x4,y4,-blockHeight);
vertex(x3,y3,-blockHeight);
endShape(CLOSE);
beginShape();
vertex(x1,y1,0);
vertex(x4,y4,0);
vertex(x4,y4,-blockHeight);
vertex(x1,y1,-blockHeight);
endShape(CLOSE);
beginShape();
vertex(x2,y2,0);
vertex(x3,y3,0);
vertex(x3,y3,-blockHeight);
vertex(x2,y2,-blockHeight);
endShape(CLOSE);
beginShape();
vertex(x1,y1,-blockHeight);
vertex(x2,y2,-blockHeight);
vertex(x3,y3,-blockHeight);
vertex(x4,y4,-blockHeight);
endShape(CLOSE);
pop();
}
// replacement technique :
int K = 5;
void show()
{
for(int ii=-2*K;ii<K;ii++)
{
show(ii+t);
}
}
}
// array of all blocks :
Thing[] array = new Thing[m*N*nz];
void setup(){
size(600,600,P3D);
result = new int[width*height][3];
noise = new OpenSimplexNoise();
int k=0;
for(int i=0;i<N;i++){
for(int j=0;j<m;j++){
for(int l=0;l<nz;l++){
array[k] = new Thing(i,j,l);
k++;
}
}
}
smooth(8);
}
void draw_(){
background(0);
push();
translate(width/2,height/2);
rotateX(0.8);
translate(0,0,100);
for(int i=0;i<N*m*nz;i++)
{
array[i].show();
}
pop();
}
/* License:
*
* Copyright (c) 2020, 2023 Etienne Jacob
*
* All rights reserved.
*
* This code after the template and the related animations are the property of the
* copyright holder. Any reproduction, distribution, or use of this material,
* in whole or in part, without the express written permission of the copyright
* holder is strictly prohibited.
*/
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