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@beesandbombs
Created July 19, 2017 08:36
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ball wave
int[][] result;
float t, c;
float ease(float p) {
return 3*p*p - 2*p*p*p;
}
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);
}
float mn = .5*sqrt(3), ia = atan(sqrt(.5));
void push() {
pushMatrix();
pushStyle();
}
void pop() {
popStyle();
popMatrix();
}
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("t###.gif");
if (frameCount==numFrames)
exit();
}
}
//////////////////////////////////////////////////////////////////////////////
int samplesPerFrame = 4;
int numFrames = 180;
float shutterAngle = .4;
boolean recording = false;
void setup() {
size(750, 750, P3D);
result = new int[width*height][3];
rectMode(CENTER);
colorMode(HSB, 1);
noStroke();
}
float x, y, z, tt;
int ballDetail = 16;
float th1, th2, ph1, ph2;
void sphereVertex(float r_, float th_, float ph_) {
vertex(r_*cos(ph_)*cos(th_), r_*sin(ph_), r_*cos(ph_)*sin(th_));
}
void hemisph() {
beginShape(TRIANGLES);
for (int i=0; i<ballDetail; i++) {
th1 = i*PI/ballDetail;
th2 = (i+1)*PI/ballDetail;
for (int j=0; j<ballDetail; j++) {
ph1 = map(j, 0, ballDetail, -HALF_PI, HALF_PI);
ph2 = map(j+1, 0, ballDetail, -HALF_PI, HALF_PI);
sphereVertex(rad, th1, ph1);
sphereVertex(rad, th2, ph1);
sphereVertex(rad, th1, ph2);
sphereVertex(rad, th2, ph2);
sphereVertex(rad, th1, ph2);
sphereVertex(rad, th2, ph1);
}
}
endShape();
}
void ball(float hue) {
fill(hue, .9, .9);
hemisph();
fill((hue+.5)%1, 1, 1);
push();
scale(1, 1, -1);
hemisph();
pop();
}
int n = 5;
float rad = 18, space = 3*rad;
float hexDist;
void draw_() {
background(.05);
push();
translate(width/2, height/2 - 40);
rotateX(-0.5);
for (int i=-n; i<=n; i++) {
for (int j=-n; j<=n; j++) {
x = i*space;
z = j*mn*space;
if (j%2 != 0)
x += .5*space;
hexDist = max(abs(z), abs(.5*z+mn*x), abs(.5*z-mn*x));
y = 5*rad*cos(TWO_PI*t - 0.01*dist(x, z, 0, 0));
push();
translate(x, y, z);
rotateY(TWO_PI*t);
if (hexDist < 250)
ball(.125*hexDist % 1);
pop();
}
}
pop();
}
@shaunlebron
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