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技術的なことの置き場
    2016年2月8日

    soy 未分類 0 Comments

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    Point3D points[];
    static final int numPoints = 4;
    float fl = 250;
    float vpX = 0;
    float vpY = 0;
    void setup() {
      size(960, 700);
      frameRate(30);
      initialize();
    }
    void initialize() {
      smooth();
      noStroke();
      vpX = width/2;
      vpY = height/2;
      
      points = new Point3D[numPoints];
      points[0] = new Point3D(-100, -100,  100);
      points[1] = new Point3D( 100, -100,  100);
      points[2] = new Point3D( 100,  100,  100);
      points[3] = new Point3D(-100,  100,  100);
      for(int i=0; i<numPoints; i++) {
        points[i].setVanishingPoint(vpX, vpY);
      }
    }
    void draw() {
      background(255);
      
      float angleX = (mouseY - vpY) * 0.001;
      float angleY = (mouseX - vpX) * 0.001;
      for(int i=0; i<points.length; i++) {
        Point3D point = points[i];
        point.rotateX(angleX);
        point.rotateY(angleY);
      }
      stroke(0);
      for(int i = 1; i < numPoints; i++) {
        line(points[i-1].screenX(), points[i-1].screenY(), points[i].screenX(), points[i].screenY());
      }
      line(points[numPoints - 1].screenX(), points[numPoints - 1].screenY(), points[0].screenX(), points[0].screenY());
    }
    ////////////////////////////////
    class Triangle extends Sprite {
      Point3D pointA;
      Point3D pointB;
      Point3D pointC;
      color cl;
      
      Triangle(Point3D a, Point3D b, Point3D c, color cl){
        super();
        pointA = a;
        pointB = b;
        pointC = c;
        this.cl = cl;
      }
      
      void draw(){
        fill(cl);
        beginShape(TRIANGLE_STRIP);
        vertex(pointA.screenX(), pointA.screenY());
        vertex(pointB.screenX(), pointB.screenY());
        vertex(pointC.screenX(), pointC.screenY());
        vertex(pointA.screenX(), pointA.screenY());
        endShape();
      }
    }
    ////////////////////////////////
    class Sprite extends Object {
      float x, y;
      float scaleX, scaleY;
      float width, height;
      float rotation;
      boolean visible;
      color strokeColor;
      color fillColor;
      Boolean isStroke;
      Boolean isFill;
      Boolean isRollOver;
      Boolean locked;
      float xoff, yoff;
      
      Sprite() {
        super();
        scaleX = 1.0;
        scaleY = 1.0;
        strokeColor = color(0);
        fillColor = color(0);
        isStroke = false;
        isFill = false;
        isRollOver = false;
        locked = false;
        visible = true;
      }
      
      void update() {
        if(! visible) return;
        pushMatrix();
        if(locked){
          x = mouseX - xoff;
          y = mouseY - yoff;
        }  
        translate(x, y);
        scale(scaleX, scaleY);
        rotate(rotation * PI / 180.0);
        if(isStroke) stroke(strokeColor);
        if(isFill) fill(fillColor);
        draw();
        popMatrix();
      }
      
      void setStrokeColor(color strokeColor) {
        this.strokeColor = strokeColor;
        isStroke = true;
      }
      
      void setFillColor(color fillColor) {
        this.fillColor = fillColor;
        isFill = true;
      }
      
      void startDrag() {
        if(isRollOver){
          locked = true;
          xoff = mouseX - x;
          yoff = mouseY - y;
        }
      }
      
      void stopDrag() {
        locked = false;
      }
      
      void draw() {}
    }
    ////////////////////////////////
    class Point3D extends Object {
      float fl = 250;
      float vpX = 0;
      float vpY = 0;
      float cX = 0;
      float cY = 0;
      float cZ = 0;
      float x = 0;
      float y = 0;
      float z = 0;
      
      Point3D(float x, float y, float z) {
        super();
        this.x = x;
        this.y = y;
        this.z = z;
      }
      
      void setVanishingPoint(float vpX, float vpY) {
        this.vpX = vpX;
        this.vpY = vpY;
      }
      
      void setCenter(float cX, float cY, float cZ) {
        this.cX = cX;
        this.cY = cY;
        this.cZ = cZ;    
      }
      
      float screenX() {
        float scale = fl / (fl + z + cZ);
        return vpX + (cX + x) * scale;  
      }
      
      float screenY() {
        float scale = fl / (fl + z + cZ);
        return vpY + (cY + y) * scale;
      }
      
      void rotateX(float angleX) {
        float cosX = cos(angleX);
        float sinX = sin(angleX);
        float y1 = y * cosX - z * sinX;
        float z1 = z * cosX + y * sinX;
        y = y1;
        z = z1;
      }
      
      void rotateY(float angleY) {
        float cosY = cos(angleY);
        float sinY = sin(angleY);
        float x1 = x * cosY - z * sinY;
        float z1 = z * cosY + x * sinY;
        x = x1;
        z = z1;
      }
      
      void rotateZ(float angleZ) {
        float cosZ = cos(angleZ);
        float sinZ = sin(angleZ);
        float x1 = x * cosZ - y * sinZ;
        float y1 = y * cosZ + x * sinZ;
        x = x1;
        y = y1;
      }
    }
    ////////////////////////////////
    class Point extends Object {
      float x, y;
      
      Point(float x, float y) {
        super();
        this.x = x;
        this.y = y;
      }
    }
    ////////////////////////////////
    class Object {
      Object() {}
    }

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