Digital Bauhaus Vorkurs/Projekte/Form und Raum/Code10

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< Digital Bauhaus Vorkurs‎ | Projekte‎ | Form und Raum
Revision as of 20:39, 25 January 2011 by Anni (talk | contribs) (Created page with " == Veränderbare Komposition == Segmente[] objekt = new Segmente[6]; void setup() { size(800, 800); smooth(); noStroke(); frameRate(5); colorMode(HSB,360,100,100,100...")
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Veränderbare Komposition

Segmente[] objekt = new Segmente[6];

void setup() {

 size(800, 800);
 smooth();
 noStroke();
 frameRate(5);
 colorMode(HSB,360,100,100,100);
 
 for (int i=0; i < objekt.length; i++) {
   objekt[i] = new Segmente();
   
   objekt[i].x = random(100,width-100);
   objekt[i].y = random(100,height-100);
   
   objekt[i].seg = (int)random(6);
   objekt[i].r = 100;
   objekt[i].g = 90; // Richtung nach oben
   
   objekt[i].h = (int)random(360);
   objekt[i].s = 100;
   objekt[i].b = 100;
   objekt[i].a = 100;
   
   objekt[i].mouseOver = false;
   objekt[i].visible = false;
 }

}

void draw() {

 background(0);
 
 for (int i=0; i < objekt.length; i++) {
   if (objekt[i].visible == true) {
     objekt[i].maleSegmente();
   }
 }
 
 for (int i=0; i < objekt.length; i++) {
   if ((mouseX >= objekt[i].x-objekt[i].r) && (mouseX <= objekt[i].x+objekt[i].r) && (mouseY >= objekt[i].y-objekt[i].r) && (mouseY <= objekt[i].y+objekt[i].r)) {
     objekt[i].mouseOver = true;
   }else {
     objekt[i].mouseOver = false;
   }
 }

}

void mouseDragged() {

 for (int i=objekt.length-1; i >= 0 ; i--) {
   if (objekt[i].mouseOver == true) {
     objekt[i].x = mouseX;
     objekt[i].y = mouseY;
     break;
   }
 }

}

void keyPressed() {

 int k = (int)key-48-1;
 if ((k >= 0) && (k < objekt.length)) {
   objekt[k].visible = true;
 }
 
 if (key == CODED) {
   for (int i=0; i < objekt.length; i++) {
     if (objekt[i].mouseOver == true) {
       if (keyCode == UP) {
         if (objekt[i].seg <= 100) {
           objekt[i].seg += 1;
         }
       }
       if (keyCode == DOWN) {
         if (objekt[i].seg >= 1) {
           objekt[i].seg -= 1;
         }
       } 
       if (keyCode == RIGHT) {
         if (objekt[i].h <= 360) {
           objekt[i].h += 1;
         }
       }
       if (keyCode == LEFT) {
         if (objekt[i].h >= 1) {
           objekt[i].h -= 1;
         }
       }
     }
   }
 }
 
 for (int i=0; i < objekt.length; i++) {
   if (objekt[i].mouseOver == true) {
     if (key == ',') {
       if (objekt[i].r <= 200) {
         objekt[i].r += 1;
       }
     }
     if (key == '.') {
       if (objekt[i].r >= 50) {
         objekt[i].r -= 1;
       }
     } 
     if (key == '+') {
       if (objekt[i].a <= 100) {
         objekt[i].a += 1;
       }
     }
     if (key == '-') {
       if (objekt[i].a >= 10) {
         objekt[i].a -= 1;
       }
     }
   }
 }
   
 if (key == ENTER || key == RETURN) {
   for (int i=0; i < objekt.length; i++) {
     objekt[i].x = random(width);
     objekt[i].y = random(height);
     
     switch((int)random(4)) {
       case 0:
         objekt[i].seg = (int)random(6);
         break;
       case 1:
         objekt[i].seg = (int)random(6,12); 
        break; 
       case 3:
         objekt[i].seg = (int)random(12,100);
         break;
       default:
         break;
     }
     objekt[i].r = (int)random(50,100);
     
     objekt[i].h = (int)random(360);
     objekt[i].a = (int)random(50,100);
   }
 }

}


Segmente

class Segmente {

 float x; // X-Position
 float y; // Y-Position
 
 int seg; // Segmentzähler
 int r; // Radius
 float g; // Richtung bzw. Grad
 
 boolean mouseOver; //Maus über dem Objekt
 boolean visible; //Objekt sichtbar
 
 int h,s,b,a; // Farbe HSB und Alpha
 
 Segmente() {
   println("Segmente erstellt!");
 }
 
 void maleSegmente() {
   fill(h,s,b,a);
   maleSegmente(seg,r,g,x,y);
 }
 
 void maleSegmente(int seg,int r,float g,float x,float y) {
   float segmentzahl = 3 + (float)seg;
   float angleStep = 360/segmentzahl;
   
   beginShape();
   vertex(x, y); 
   for (float angle=0; angle<=360; angle+=angleStep) {
     float vx = x + cos(radians(angle-g))*r;
     float vy = y + sin(radians(angle-g))*r;
     vertex(vx, vy);
   }
   vertex(x + cos(radians(360-g))*r, y + sin(radians(360-g))*r);
   endShape();
 }

}