Created
June 7, 2012 19:12
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Old School rotating sphere
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-- Lua routing for drawing reflective spheres | |
-- by Bri_G | |
Polar = class() | |
function Polar:init(w) | |
-- you can accept and set parameters here | |
self.bigrad = w or 20 | |
self.smallrad = self.bigrad * 0.4 or 8 | |
self.colour = color(0, 255, 55, 255) | |
self.shine = color(247, 247, 247, 228) | |
self.shaded = color(69, 100, 66, 255) | |
end | |
function Polar:draw(x,y,z) | |
-- Codea does not automatically call this method | |
local offset = self.bigrad/6 | |
pushMatrix() | |
pushStyle() | |
noStroke() | |
if z < 0 then | |
fill(self.shaded) | |
ellipse(x, y, self.smallrad, self.smallrad) | |
else | |
fill(self.colour) | |
ellipse(x, y, self.bigrad, self.bigrad) | |
fill(self.shine) | |
ellipse(x - offset , y + offset, self.smallrad, self.smallrad) | |
end | |
popStyle() | |
popMatrix() | |
end | |
function Polar:touched(touch) | |
-- Codea does not automatically call this method | |
end | |
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-- A translation of the javascript from Guido D'Albore by Bri_G | |
-- reference http://www.bitstorm.it/blog/en/2011/05/3d-sphere-html5-canvas/ | |
-- with help from Inviso and Andrew Stacey on the mechanics | |
-- set up for Love2D too - remove the comment marks | |
--[[ if require ~= nil then | |
require("loveCodea") | |
require("Polar") | |
end --]] | |
function setup() | |
-- tested in the portrait screen mode | |
displayMode(FULLSCREEN) | |
watch("drwTime") | |
pts = { x = {}, y = {}, z = {}} | |
rotation = 0 | |
distance = 0 | |
Speed = 1 | |
z = 0 | |
t = 0 | |
fps = 0 | |
StepsV = 36 | |
degs = 360/StepsV | |
midX = WIDTH/2 | |
midY = HEIGHT/2 | |
font("Georgia") | |
fontSize(20) | |
-- call to routine to draw the spheres | |
Polar:init(16) | |
-- index the array - initialise | |
index = 1 | |
-- outer circle then front and back loops in 10 deg increments | |
for i = 0, 360, degs do | |
for direction = 1, -1, -2 do | |
for a = 10, 180, degs do | |
pts.x[index] = math.cos(math.rad(a)) * math.cos(math.rad(i)) | |
pts.y[index] = math.sin(math.rad(a)) * math.cos(math.rad(i)) | |
pts.z[index] = math.sin(math.rad(i)) * direction | |
index = index + 1 | |
end | |
end | |
end | |
end | |
-- This function gets called once every frame | |
function draw() | |
translate(midX, midY) | |
-- This sets a dark background color | |
background(0, 0, 0, 250) | |
for display = 1,2 do | |
-- loop twice to get front and nack hemispheres | |
for i = 1, index - 1 do | |
rotateX(i, rotation) | |
rotateY(i, rotation) | |
rotateZ(i, rotation) | |
-- modified call to adjust rotational movements | |
x = projection(pts.x[i], pts.z[i], 100, distance) | |
y = projection(pts.y[i], pts.z[i], 100, distance) | |
-- first pass on loop draws the back hemisphere, second the front | |
if pts.z[i] <= 0 and display == 1 then | |
Polar:draw(x, y, pts.z[i]) | |
elseif pts.z[i] > 0 and display == 2 then | |
Polar:draw(x, y, pts.z[i]) | |
end | |
end | |
end | |
-- dictates the intial forward movement and all rotational movements | |
rotation = rotation + math.pi/360 | |
if distance < 24000 then distance = distance + 400 end | |
fill(81, 232, 27, 255) | |
text("Thanks to Guido D'Albore for the precedent",100,-350) | |
text("plus Inviso and Andrew Stacey for their help", 100, -400) | |
end | |
function rotateX(pt, rads) | |
y = pts.y[pt] | |
pts.y[pt] = (y*math.cos(rads))-(pts.z[pt]*math.sin(rads)) | |
pts.z[pt] = (y*math.sin(rads))+(pts.z[pt]*math.cos(rads)) | |
end | |
function rotateY(pt, rads) | |
x = pts.x[pt] | |
pts.x[pt] = (x*math.cos(rads))-(pts.z[pt]*math.sin(rads)) | |
pts.z[pt] = (x*math.sin(rads))+(pts.z[pt]*math.cos(rads)) | |
end | |
function rotateZ(pt, rads) | |
x = pts.x[pt] | |
pts.x[pt] = (x*math.cos(rads))-(pts.y[pt]*math.sin(rads)) | |
pts.y[pt] = (x*math.sin(rads))+(pts.y[pt]*math.cos(rads)) | |
end | |
function projection(xy, z, zOffset, distance) | |
return((distance*xy)/(z-zOffset)) | |
end | |
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I saw Guido D'Aldore's HTML5 demo and was determined to learn from it by reproducing it in Lua for Codea. A good learning example for me. Hope you like it and thanks Guido !!