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PVector start = new PVector(), | |
end = new PVector(), | |
current0 = new PVector(), | |
current1 = new PVector(); | |
float thetastart, thetaend, hw, | |
thetacurrent, magnitude, hh, | |
step, invwidth, prevdst, currdst; | |
void setup() { | |
size(384, 256); | |
background(0xffffffff); | |
hw = width * 0.5; | |
hh = height * 0.5; | |
invwidth = 1.0 / float(width); | |
magnitude = hh * 0.95; | |
initVecs(); | |
} | |
void draw() { | |
// Manual control when right mouse is pressed. | |
step = mousePressed && mouseButton == RIGHT ? | |
constrain(mouseX * invwidth, 0.0, 1.0) : | |
abs(cos(frameCount * 0.01)); | |
// Linear interpolation. | |
current0 = PVector.lerp(start, end, step); | |
// Angle interpolation. | |
thetacurrent = lerpangle(thetastart, thetaend, step); | |
PVector.fromAngle(thetacurrent, current1); | |
current1.mult(magnitude); | |
current1.add(hw, hh); | |
prevdst = currdst; | |
currdst = current0.dist(current1); | |
surface.setTitle(String.format("%.3f delta %.3f", | |
current0.dist(current1), currdst - prevdst)); | |
// Translucent background. | |
noStroke(); | |
fill(0x3fffffff); | |
rect(0, 0, width, height); | |
// Start and end points. | |
strokeWeight(12.0); | |
stroke(0xffff7f00); | |
point(start.x, start.y); | |
stroke(0xff007fff); | |
point(end.x, end.y); | |
// Traveling points. | |
strokeWeight(7.5); | |
stroke(0xff7f00ff); | |
point(current0.x, current0.y); | |
stroke(0xffff007f); | |
point(current1.x, current1.y); | |
} | |
void mousePressed() { | |
if (mouseButton == LEFT) { | |
initVecs(); | |
} | |
} | |
void initVecs() { | |
PVector.random2D(start); | |
PVector.random2D(end); | |
thetastart = start.heading(); | |
thetaend = end.heading(); | |
// Scale and translate vectors. | |
start.mult(magnitude); | |
end.mult(magnitude); | |
start.add(hw, hh); | |
end.add(hw, hh); | |
// Flash construction lines. | |
strokeWeight(1.5); | |
stroke(0xff000000); | |
line(hw, hh, start.x, start.y); | |
line(hw, hh, end.x, end.y); | |
line(start.x, start.y, end.x, end.y); | |
noFill(); | |
ellipse(hw, hh, magnitude * 2, magnitude * 2); | |
} | |
float lerpangle(float a, float b, float step) { | |
// Prefer shortest distance, | |
float delta = b - a; | |
if (delta == 0.0) { | |
return a; | |
} else if (delta < -PI) { | |
b += TWO_PI; | |
} else if (delta > PI) { | |
a += TWO_PI; | |
} | |
return (1.0 - step) * a + step * b; | |
} |
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