hexagons — http://tmblr.co/ZOLwww1NTfudu
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| // by dw @ beesandbombs | |
| int[][] result; | |
| float t; | |
| void setup() { | |
| setup_(); | |
| result = new int[width*height][3]; | |
| } | |
| void draw() { | |
| if (!recording) { | |
| t = mouseX*1.0/width; | |
| draw_(); | |
| } else { | |
| for (int i=0; i<width*height; i++) | |
| for (int a=0; a<3; a++) | |
| result[i][a] = 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 | (result[i][0]/samplesPerFrame) << 16 | | |
| (result[i][1]/samplesPerFrame) << 8 | (result[i][2]/samplesPerFrame); | |
| updatePixels(); | |
| saveFrame("f###.gif"); | |
| if (frameCount==numFrames) | |
| exit(); | |
| } | |
| } | |
| ////////////////////////////////////////////////////////////////////////////// | |
| int samplesPerFrame = 16; | |
| int numFrames = 110; | |
| float shutterAngle = .6; | |
| boolean recording = false; | |
| void setup_() { | |
| size(500, 500); | |
| noStroke(); | |
| } | |
| void hexx() { | |
| beginShape(); | |
| for (int i=0; i<6; i++) | |
| vertex(r*cos(TWO_PI*i/6), r*sin(TWO_PI*i/6)); | |
| endShape(CLOSE); | |
| } | |
| int N = 5; | |
| color c1 = #A8DBA8, c2 = #79BD9A, c3 = #3B8686; | |
| float r = 34, sp = 3*r, tt; | |
| float x, y; | |
| float pp = 1.5; // this is how fast the big hexagons twist. | |
| float tt(){ // tt() is an offset version of time which depends on position. | |
| float hd = max(abs(y),abs(.866*x+.5*y)); // hd is kinda like distance from the centre, | |
| hd = max(hd,abs(.866*x-.5*y)); // except in a more hexagonal way | |
| float an = constrain(1.6*t - 0.0017*hd,0,1); // offset time depending on hd | |
| return 3*an*an - 2*an*an*an; // and ease a lil bit | |
| } | |
| void draw_() { | |
| background(c2); // best to use one of the colours in case any leaks through between the shapes >:) | |
| pushMatrix(); | |
| translate(width/2, height/2); | |
| scale(pow(sqrt(3),-t)); // shrink exponentially rather than linearly!! looks smoother. | |
| rotate(TWO_PI*t/12); | |
| // do the small hexagons first | |
| for (int i=-N; i<=N; i++) { | |
| for (int j=-N; j<=N; j++) { | |
| fill(c1); | |
| x = i*sp; | |
| y = j*.5*sqrt(3)*sp; | |
| if (j%2 != 0) | |
| x += .5*sp; | |
| pushMatrix(); | |
| translate(x, y); | |
| hexx(); | |
| popMatrix(); | |
| fill(c2); | |
| y = (j-2/3.0)*.5*sqrt(3)*sp; | |
| pushMatrix(); | |
| translate(x, y); | |
| hexx(); | |
| popMatrix(); | |
| fill(c3); | |
| y = (j+2/3.0)*.5*sqrt(3)*sp; | |
| pushMatrix(); | |
| translate(x, y); | |
| hexx(); | |
| popMatrix(); | |
| } | |
| } | |
| // then the big ones! | |
| pushMatrix(); | |
| rotate(-TWO_PI/12); | |
| scale(sqrt(3)); | |
| for (int i=-N; i<=N; i++) { | |
| for (int j=-N; j<=N; j++) { | |
| fill(c1); | |
| x = i*sp; | |
| y = j*.5*sqrt(3)*sp; | |
| if (j%2 != 0) | |
| x += .5*sp; | |
| pushMatrix(); | |
| translate(x, y); | |
| scale(tt()); | |
| rotate(TWO_PI/12 + TWO_PI/12*pow(tt(),pp)); | |
| hexx(); | |
| popMatrix(); | |
| fill(c2); | |
| y = (j-2/3.0)*.5*sqrt(3)*sp; | |
| pushMatrix(); | |
| translate(x, y); | |
| scale(tt()); | |
| rotate(TWO_PI/12 + TWO_PI/12*pow(tt(),pp)); | |
| hexx(); | |
| popMatrix(); | |
| fill(c3); | |
| y = (j+2/3.0)*.5*sqrt(3)*sp; | |
| pushMatrix(); | |
| translate(x, y); | |
| scale(tt()); | |
| rotate(TWO_PI/12 + TWO_PI/12*pow(tt(),pp)); | |
| hexx(); | |
| popMatrix(); | |
| } | |
| } | |
| popMatrix(); | |
| popMatrix(); | |
| } |
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