This example is for Processing (BETA) version 149+. 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 = 7;
float angle = 0;
float radius = 89;
float cylinderLength = 85;
Point3D vertices[][];
boolean isPyramid = false;
void setup(){
size(640, 360, P3D);
noStroke();
fill(204);
}
void draw(){
background(102);
lights();
translate(width/2, height/2, 0);
rotateX(frameCount * 0.006);
rotateY(frameCount * 0.006);
rotateZ(frameCount * 0.006);
// initialize point arrays
vertices = new Point3D[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 Point3D();
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;
}
}
}
class Point3D{
float x, y, z;
// constructors
Point3D(){
}
Point3D(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
}


