text 旋转空间junk.pde
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/**
* Space Junk
* by Ira Greenberg (zoom suggestion by Danny Greenberg).
*
* Rotating cubes in space using a custom Cube class.
* Color controlled by light sources. Move the mouse left
* and right to zoom.
*/
// Used for oveall rotation
float angle;
float xmag, ymag = 0;
float newXmag, newYmag = 0;
// Cube count-lower/raise to test performance
int limit = 300;
// Array for all cubes
Cube[] cubes = new Cube[limit];
void setup() {
size(640, 500, P3D);
background(0);
noStroke();
// Instantiate cubes, passing in random vals for size and postion
for (int i = 0; i < cubes.length; i++){
cubes[i] = new Cube(int(random(-10, 10)), int(random(-10, 10)),
int(random(-10, 10)), int(random(-140, 140)),
int(random(-140, 140)), int(random(-140, 140)));
}
}
void draw(){
background(0);
noFill();
stroke(255);
pushMatrix();
translate(width/2, height/2, -30);
newXmag = ((mouseX/float(width))/2) * TWO_PI;
newYmag = ((mouseY/float(height))/2) * TWO_PI;
float diff = xmag-newXmag;
if (abs(diff) > 0.01) {
xmag -= diff/4.0;
}
diff = ymag-newYmag;
if (abs(diff) > 0.01) {
ymag -= diff/4.0;
}
rotateX(-ymag);
rotateY(-xmag);
// Set up some different colored lights
pointLight(51, 102, 255, 65, 60, 100);
pointLight(200, 40, 60, -65, -60, -150);
// Raise overall light in scene
ambientLight(70, 70, 10);
// Center geometry in display windwow.
// you can changlee 3rd argument ('0')
// to move block group closer(+) / further(-)
// translate(width/2, height/2, -200 + mouseX * 0.65);
// Rotate around y and x axes
rotateY(radians(angle));
rotateX(radians(angle));
// Draw cubes
for (int i = 0; i < cubes.length; i++){
cubes[i].drawCube();
}
popMatrix();
// Used in rotate function calls above
angle += 0.2;
}
class Cube {
// Properties
int w, h, d;
int shiftX, shiftY, shiftZ;
// Constructor
Cube(int w, int h, int d, int shiftX, int shiftY, int shiftZ){
this.w = w;
this.h = h;
this.d = d;
this.shiftX = shiftX;
this.shiftY = shiftY;
this.shiftZ = shiftZ;
}
// Main cube drawing method, which looks
// more confusing than it really is. It's
// just a bunch of rectangles drawn for
// each cube face
void drawCube(){
beginShape(QUADS);
// Front face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Back face
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
// Left face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
// Right face
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
// Top face
vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, -h/2 + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ);
// Bottom face
vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, -d/2 + shiftZ);
vertex(w + shiftX, h + shiftY, d + shiftZ);
vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);
endShape();
// Add some rotation to each box for pizazz.
rotateY(radians(1));
rotateX(radians(1));
rotateZ(radians(1));
}
}
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