(Form und Raum)
(Segmente)
Line 188: Line 188:
  
 
== Segmente ==
 
== 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
 +
  boolean move; //Objekt bewegt sich
 +
 
 +
  int h,s,b,a; // Farbe HSB und Alpha
 +
 
 +
  float sx,sy; //Geschwindigeit
 +
 
 +
  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();
 +
  }
 +
}

Revision as of 22:51, 31 January 2011

Form und Raum

Segmente[] objekt = new Segmente[9];

void setup() {

 size(800, 800);
 smooth();
 noStroke();
 frameRate(5);
 colorMode(HSB[[Farbe#Farbräume|Hue Saturation Brightness]] Colorspace,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;
   objekt[i].move = false;
   
   objekt[i].sx = 5;
   objekt[i].sy = 5;
 }

}

void draw() {

 background(0);
 
 for (int i=0; i < objekt.length; i++) {
   if (objekt[i].visible) {
     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) {
     objekt[i].x = mouseX;
     objekt[i].y = mouseY;
     break;
   }
 }

}

void keyPressed() {

 int k = (int)key-48-1; //Zahlenverschiebung: '1' entspricht objekt[0]
 
 if ((k >= 0) && (k < objekt.length)) {
   if (objekt[k].visible == false) {
     objekt[k].visible = true;
   }else if (objekt[k].visible) {
     objekt[k].visible = false;
   }
 }
 
 if (key == CODED) {
   for (int i=0; i < objekt.length; i++) {
     if (objekt[i].mouseOver) {
       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) {
     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 == '/') {
       if (objekt[i].g <= 360) {
         objekt[i].g += 1;
       }
     }
     if (key == '*') {
       if (objekt[i].g >= 1) {
         objekt[i].g -= 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].g = random(360);
     
     objekt[i].h = (int)random(360);
     objekt[i].a = (int)random(50,100);
   }
 }
 
 for (int i=0; i < objekt.length; i++) {
   if ((key == '0') && (objekt[i].move == false)) {
     objekt[i].move = true;
   }else if ((key == '0') && (objekt[i].move)) {
     objekt[i].move = false;
   }
 }

}

void mouseMoved() {

 for (int i=0; i < objekt.length; i++) {
   if ((objekt[i].move == true) && (objekt[i].mouseOver == false)) {
     objekt[i].x = objekt[i].x + objekt[i].sx;
     objekt[i].y = objekt[i].y + objekt[i].sy;
   
     if (objekt[i].x >= width || objekt[i].x <= 0){
       objekt[i].sx = -objekt[i].sx;
     }
     if (objekt[i].y >= height || objekt[i].y <= 0){
       objekt[i].sy = -objekt[i].sy;
     }
   }
 }

}

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
 boolean move; //Objekt bewegt sich
 
 int h,s,b,a; // Farbe HSB[[Farbe#Farbräume|Hue Saturation Brightness]] Colorspace und Alpha
 
 float sx,sy; //Geschwindigeit
 
 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();
 }

}