
PDE Download: UnFoldingPrefabAuto.pde
JAVA Download: UnFoldingPrefabAuto.java
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import processing.opengl.*;
import processing.opengl.*;
import anar.*;
Anar myScene;
Obj myObject;
Param angle = new Param(0.3f);
Param invAngle = new Param( -angle.get());
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void setup(){
//size(screen.width,screen.height,OPENGL);
size(1000,500,OPENGL);
Anar.init(this);
Anar.drawAxis(true);
myObject = generatorDeploy();
Face.globalRender = new RenderFaceDoubleSide(new AColor(255,180,180),new AColor(220));
}
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void draw(){
if(frameCount%2==0) background(255);
else background(254);
myObject.draw();
/*
if(frameCount%1000==750){
angle.set(0);
invAngle.set( -angle.get());
}
if(frameCount%1000==999){
angle.set(0.3f);
invAngle.set( -angle.get());
}*/
angle.set(angle.get()+0.01f);
invAngle.set( -angle.get());
}
void keyPressed(){
switch(key){
case ' ':
myObject = generatorDeploy();
break;
case 'q':
angle.set(0);
invAngle.set( -angle.get());
break;
case 'w':
angle.set(0.3f);
invAngle.set( -angle.get());
break;
}
}
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Obj generatorDeploy(){
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//INIT SOME CONTAINERS
Obj outputFmz = new Obj();
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//PREPARE TRANSFORMS
//We limit the set of transforms to three different
// It will produce a limited set of different patterns
//The elementary operation
Translate modulor = new Translate(Anar.PtNull(0,0,1));
//Create 3 subsequent Transform from this one
// I use TransformLinear to combine them as a group
Transform side0 = new Transform();
side0.add(modulor);
Transform side1 = new Transform();
side1.add(modulor);
side1.add(modulor);
Transform side2 = new Transform();
side2.add(modulor);
side2.add(modulor);
side2.add(modulor);
//Then I have three different transforms from the first one
// They have different lengths
// Remark, I ends up with only one parameter
//Combine them in a table (it will be usefull when randomized)
// Here I need to remember that 0 is short, 1 normal and 2 is long
Transform[] sides = new Transform[3];
sides[0] = side0;
sides[1] = side1;
sides[2] = side2;
//It's good for sides
// Now let's create a rotation (let's keep it simple with only one rotation)
// On the chantier, it correspond to uniforms clips between panels
//I need to create a RotateZ as it will be used inside Allingn
// Allign will allign an axis to Z coordinate then apply a transform and Come back to initial state
RotateZ myRotation = new RotateZ(angle);
RotateZ myInvRotation = new RotateZ(invAngle);
Transform rotation_2 = new Transform();
rotation_2.add(myInvRotation);
rotation_2.add(myInvRotation);
Transform rotation_1 = new Transform();
rotation_1.add(myInvRotation);
Transform rotation0 = new Transform();
Transform rotation1 = new Transform();
rotation1.add(myRotation);
Transform rotation2 = new Transform();
rotation2.add(myRotation);
rotation2.add(myRotation);
Transform[] rotations = new Transform[5];
rotations[0] = rotation_2;
rotations[1] = rotation_1;
rotations[2] = rotation0;
rotations[3] = rotation1;
rotations[4] = rotation2;
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//ASSIGN TRANSFORMS
//I<ll create to lines and combine them later
Pts ptsA = new Pts();
Pts ptsB = new Pts();
//I need two initial points
// This is where I set the side length of the whole thing
Pt originA = Anar.Pt(0,0,0,"originA");
Pt originB = Anar.Pt(0,10,0,"originB");
//Add them to the list
ptsA.add(originA);
ptsB.add(originB);
//(Update) We need those POints to orient the translation
PtDER originAA = Anar.Pt(originA);
PtDER originBB = Anar.Pt(originB);
originAA.apply(sides[0]);
originBB.apply(sides[0]);
//Add them to the list
ptsA.add(originAA);
ptsB.add(originBB);
//As the form is an inerplay between aNewPoint and a previousPt
// I<ll create two fields to track them
// Note, it's not derrived, it is the point itself (Pt previousA = Anar.Pt(originA))
Pt previousA = originAA;
Pt previousB = originBB;
Pt previousAA = originA;
Pt previousBB = originB;
//Ineed also to track the difference between both (number of times betweens modulos)
// At the beginning they are both alligns
// -1 means that ptsB is from a distance 1 of modulor less than ptsA
// 2 means that ptsB is from a distance 2 of modulor more than ptsA
int delta = 0;
for (int i = 0; i<300; i++){
//Create a points from previous (i label them - optional)
PtDER newPtA = Anar.Pt(previousA,"A"+i);
PtDER newPtB = Anar.Pt(previousB,"B"+i);
//Choose one translations from our set.
// (we won't accept delta to be too long as we want to keep the set of faces to a small set of cases
int lengthA, lengthB; //Correspond to sides[0,1,2]
do{
lengthA = (int)random(sides.length);
lengthB = (int)random(sides.length);
}
while (Math.abs(lengthA-lengthB+delta)>3); //Here I limit the maximum sitance between paths (both ways)
//Update new delta state
delta += lengthA-lengthB;
//Create Rotation from an axis (eachPoint is different
// allign need an axis of rotation (defined here by the two old resulting points (previuos)
// axis = previousA,previousB
Transform rotmp = rotations[(int) ((float)Math.random()*rotations.length)];
Transform axisRotateA = new Transform(previousA,previousB,rotmp);
Transform axisRotateB = new Transform(previousA,previousB,rotmp);
//Create a Translation alligned with the previous
// Remember that we don't know how is oriented the last face
Transform orientedTranslationA = new Transform(previousAA,previousA,sides[lengthA]);
Transform orientedTranslationB = new Transform(previousBB,previousB,sides[lengthB]);
//Apply to rotation to the translation
Transform comboA = new Transform();
comboA.add(orientedTranslationA);
comboA.add(axisRotateA); //From the beginning
Transform comboB = new Transform();
comboB.add(orientedTranslationB);
comboB.add(axisRotateB); //From the beginning
//Here's where evrything is set together pt with transform
newPtA.apply(comboA);
newPtB.apply(comboB);
//Alternative (if we don't want to apply the rotation
// Use this to see only the translation effect on a plane
//newPtA.set(sides[lengthA]);
//newPtB.set(sides[lengthB]);
//Put all that in that containers
ptsA.add(newPtA);
ptsB.add(newPtB);
//Swap Previuos
previousAA = previousA;
previousBB = previousB;
previousA = newPtA;
previousB = newPtB;
}
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//RETURN EVRYTHING
//cREATE FACES FROM TWO LINES WITH SAME NUMBERS OF POINTS
outputFmz = new SweepTwoPaths(ptsA,ptsB);
return outputFmz;
}
int A, B;
float energy;
Element(int _A, int _B, float _e){
A = _A;
B = _B;
energy = _e;
}
}

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