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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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    Ball3D[] balls;
    static final int numBalls = 50;
    float fl = 250;
    float vpX = 0;
    float vpY = 0;
    void setup() {
      size(960, 540);
      frameRate(30);
      initialize();
    }
    void initialize() {
      smooth();
      vpX = width/2;
      vpY = height/2;
      balls = new Ball3D[numBalls];
      for(int i=0; i<numBalls; i++) {
        balls[i] = new Ball3D(5.0);
        balls[i].xpos = random(200) - 100;
        balls[i].ypos = random(200) - 100;
        balls[i].zpos = random(200) - 100;
        balls[i].setFillColor(color(0));  
      }
    }
    void draw() {
      background(255);
      float angleX = (mouseY - vpY) * 0.001;
      float angleY = (mouseX - vpX) * 0.001;
      for(int i=0; i<numBalls; i++) {
        Ball3D ball = balls[i];
        rotateX(ball, angleX);
        rotateY(ball, angleY);
        doPerspective(ball);
      }
      for(int i = 1; i < numBalls; i++) {
        line(balls[i-1].x, balls[i-1].y, balls[i].x, balls[i].y);
      }
      
      for(int i=0; i<numBalls; i++) {
        balls[i].update();
      }
    }
    void rotateX(Ball3D ball, float angleX) {
      float cosX = cos(angleX);
      float sinX = sin(angleX);
      float y1 = ball.ypos * cosX - ball.zpos * sinX;
      float z1 = ball.zpos * cosX + ball.ypos * sinX;
      ball.ypos = y1;
      ball.zpos = z1;
    }
    void rotateY(Ball3D ball, float angleY) {
      float cosY = cos(angleY);
      float sinY = sin(angleY);
      float x1 = ball.xpos * cosY - ball.zpos * sinY;
      float z1 = ball.zpos * cosY + ball.xpos * sinY;
      ball.xpos = x1;
      ball.zpos = z1;  
    }
    void doPerspective(Ball3D ball) {
      if(ball.zpos > -fl) {
        float scale = fl / (fl + ball.zpos);
        ball.scaleX = ball.scaleY = scale;
        ball.x = vpX + ball.xpos * scale;
        ball.y = vpY + ball.ypos * scale;
        ball.visible = true;
      }else{
        ball.visible = false;
      }
    }
    void sortZ() {
      for(int i=0; i<numBalls - 1; i++) {
        for(int j=numBalls-1; j>i; j--) {
          if(balls[j].zpos > balls[j-1].zpos) {
            Ball3D t = balls[j];
            balls[j] = balls[j-1];
            balls[j-1] = t;
          }
        }
      }
      for(int i=0; i<numBalls; i++) {
         Ball3D ball = balls[i];
         ball.update();
      }
    }
    ////////////////////////////////
    class Ball3D extends Sprite {
      float radius;
      float xpos = 0;
      float ypos = 0;
      float zpos = 0;
      float vx = 0;
      float vy = 0;
      float vz = 0;
      float mass = 1;
      
      Ball3D(float radius){
        super();
        this.radius = radius;
      }
      
      void draw(){
        if(dist(mouseX, mouseY, x, y) < radius) {
          isRollOver = true;
        }else{
          isRollOver = false;
        }
        ellipse(0, 0, radius*2, radius*2);
      }
    }
    ////////////////////////////////
    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 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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