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@marcedwards
Created June 2, 2020 00:42
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Zigzags in Processing
//
// Zigzags.
// Created using Processing 3.5.4.
//
// Code by @marcedwards from @bjango.
//
void setup() {
size(400, 400, P2D);
frameRate(30);
smooth(8);
noStroke();
fill(#ffffff);
blendMode(ADD);
}
void draw() {
background(0);
float step = TAU / 24.0;
float spiralness = 0.05;
fill(#ff0000);
for (float j = 0; j < TAU; j += step) {
beginShape();
vertex(width / 2, height / 2);
for (int i = 0; i < 30; i++) {
setVertex(i, j + i * spiralness, 0);
}
for (int i = 30; i > 0; i--) {
setVertex(i, j + i * spiralness, step);
}
endShape();
}
fill(#00ffff);
for (float j = 0.015; j < TAU + 0.015; j += step) {
beginShape();
vertex(width / 2, height / 2);
for (int i = 0; i < 30; i++) {
setVertex(i, j + i * spiralness, 0);
}
for (int i = 30; i > 0; i--) {
setVertex(i, j + i * spiralness, step);
}
endShape();
}
}
void setVertex(int i, float j, float step) {
float size = 10 * i;
float zipscale = Ease.hermite5(Ease.tri(gradientDiamond(cos(j) * size + width / 2, cos(j) * size + height / 2, timeLoop(120))), 2) * 0.15;
float a = (i % 2) * zipscale + j + (step * 0.5);
float x = cos(a) * size;
float y = sin(a) * size;
vertex(x + width / 2, y + height / 2);
}
float timeLoop(float totalframes) {
return frameCount % totalframes / totalframes;
}
float gradientDiamond(float x, float y, float offset) {
float biggest = max(width, height);
float xd = abs((width / 2) - x);
float yd = abs((height / 2) - y);
return wrap((xd + yd) / biggest, 1 - offset);
}
static class Ease {
static public float hermite5(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
static public float hermite5(float t, int repeat) {
for (int i = 0; i < repeat; i++) {
t = hermite5(t);
}
return t;
}
static public float tri(float t, float repeat) {
return t * repeat * 2 % 2 <= 1 ? t * repeat * 2 % 2 : 2 - (t * repeat * 2 % 2);
}
static public float tri(float t) {
return t < 0.5 ? t * 2 : 2 - (t * 2);
}
}
float wrap(float value, float offset) {
return (value + offset) % 1;
}
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