This example is for Processing version 1.0+. If you have a previous version, use the examples included with your software. If you see any errors or have comments, please let us know.
Shape Transform by Ira Greenberg.
Illustrates the geometric relationship between Cube, Pyramid, Cone and Cylinder 3D primitives.
Instructions:
Up Arrow - increases points
Down Arrow - decreases points
'p' key toggles between cube/pyramid
int pts = 4;
float angle = 0;
float radius = 99;
float cylinderLength = 95;
//vertices
PVector vertices[][];
boolean isPyramid = false;
float angleInc;
void setup(){
size(640, 360, P3D);
noStroke();
angleInc = PI/300.0;
}
void draw(){
background(170, 95, 95);
lights();
fill(255, 200, 200);
translate(width/2, height/2);
rotateX(frameCount * angleInc);
rotateY(frameCount * angleInc);
rotateZ(frameCount * angleInc);
// initialize vertex arrays
vertices = new PVector[2][pts+1];
// fill arrays
for (int i = 0; i < 2; i++){
angle = 0;
for(int j = 0; j <= pts; j++){
vertices[i][j] = new PVector();
if (isPyramid){
if (i==1){
vertices[i][j].x = 0;
vertices[i][j].y = 0;
}
else {
vertices[i][j].x = cos(radians(angle)) * radius;
vertices[i][j].y = sin(radians(angle)) * radius;
}
}
else {
vertices[i][j].x = cos(radians(angle)) * radius;
vertices[i][j].y = sin(radians(angle)) * radius;
}
vertices[i][j].z = cylinderLength;
// the .0 after the 360 is critical
angle += 360.0/pts;
}
cylinderLength *= -1;
}
// draw cylinder tube
beginShape(QUAD_STRIP);
for(int j = 0; j <= pts; j++){
vertex(vertices[0][j].x, vertices[0][j].y, vertices[0][j].z);
vertex(vertices[1][j].x, vertices[1][j].y, vertices[1][j].z);
}
endShape();
//draw cylinder ends
for (int i = 0; i < 2; i++){
beginShape();
for(int j = 0; j < pts; j++){
vertex(vertices[i][j].x, vertices[i][j].y, vertices[i][j].z);
}
endShape(CLOSE);
}
}
/*
up/down arrow keys control
polygon detail.
*/
void keyPressed(){
if(key == CODED) {
// pts
if (keyCode == UP) {
if (pts < 90){
pts++;
}
}
else if (keyCode == DOWN) {
if (pts > 4){
pts--;
}
}
}
if (key =='p'){
if (isPyramid){
isPyramid = false;
}
else {
isPyramid = true;
}
}
}


