Processing3 Form
/*--Form--*/
int d = 40;
int p1 = d;
int p2 = p1+d;
int p3 = p2+d;
int p4 = p3+d;
size(200,200);
background(0);
storke(153);
line(p3,p3,p2,p3);
line(
int d = 40;
int p1 = d;
int p2 = p1+d;
int p3 = p2+d;
int p4 = p3+d;
size(200, 200);
background(0);
stroke(153);
line(p3, p3, p2, p3);
line(p2, p3, p2, p2);
line(p2, p2, p3, p2);
line(p3, p2, p3, p3);
stroke(255);
point(p1, p1);
point(p1, p3);
point(p2, p4);
point(p3, p1);
point(p4, p2);
point(p4, p4);
background(0);
stroke(255);
smooth();
for(int i=0; i<100; i+=10) {
int d = 40;
int p1 = d;
int p2 = p1+d;
int p3 = p2+d;
int p4 = p3+d;
size(200,200);
background(0);
storke(153);
line(p3,p3,p2,p3);
line(
int d = 40;
int p1 = d;
int p2 = p1+d;
int p3 = p2+d;
int p4 = p3+d;
size(200, 200);
background(0);
stroke(153);
line(p3, p3, p2, p3);
line(p2, p3, p2, p2);
line(p2, p2, p3, p2);
line(p3, p2, p3, p3);
stroke(255);
point(p1, p1);
point(p1, p3);
point(p2, p4);
point(p3, p1);
point(p4, p2);
point(p4, p4);
size(200, 200); smooth(); background(0); noStroke(); fill(226); triangle(10, 10, 10, 200, 45, 200); rect(45, 45, 35, 35); quad(105, 10, 120, 10, 120, 200, 80, 200); ellipse(140, 80, 40, 40); triangle(160, 10, 195, 200, 160, 200);
// Vertices size(200, 200); background(0); noFill();
stroke(102); beginShape(); curveVertex(168, 182); curveVertex(168, 182); curveVertex(136, 38); curveVertex(42, 34); curveVertex(64, 200); curveVertex(64, 200); endShape();
stroke(51); beginShape(LINES); vertex(60, 40); vertex(160, 10); vertex(170, 150); vertex(60, 150); endShape();
stroke(126); beginShape(); vertex(60, 40); bezierVertex(160, 10, 170, 150, 60, 150); endShape();
stroke(255); beginShape(POINTS); vertex(60, 40); vertex(160, 10); vertex(170, 150); vertex(60, 150); endShape();
// Simple Curves void setup() { size(200, 200); colorMode(RGB, 100); background(0); noFill(); noLoop(); }
void draw() { stroke(40); beginShape(); for(int i=0; i<width; i++) { vertex(i, singraph((float)i/width)*height); } endShape(); stroke(55); beginShape(); for(int i=0; i<width; i++) { vertex(i, quad((float)i/width)*height); } endShape(); stroke(70); beginShape(); for(int i=0; i<width; i++) { vertex(i, quadHump((float)i/width)*height); } endShape(); stroke(85); beginShape(); for(int i=0; i<width; i++) { vertex(i, hump((float)i/width)*height); } endShape(); stroke(100); beginShape(); for(int i=0; i<width; i++) { vertex(i, squared((float)i/width)*height); } endShape(); }
float singraph(float sa) { sa = (sa - 0.5) * 1.0; //scale from -1 to 1 sa = sin(sa*PI)/2 + 0.5; return sa; }
float quad(float sa) { return sa*sa*sa*sa; }
float quadHump(float sa) { sa = (sa - 0.5); //scale from -2 to 2 sa = sa*sa*sa*sa * 16; return sa; }
float hump(float sa) { sa = (sa - 0.5) * 2; //scale from -2 to 2 sa = sa*sa; if(sa > 1) { sa = 1; } return 1-sa; }
float squared(float sa) { sa = sa*sa; return sa; }size(200, 200);
background(0);
stroke(255);
smooth();
for(int i=0; i<100; i+=10) {
bezier(90-(i/2.0), 20+i, 210, 10, 220, 150, 120-(i/8.0), 150+(i/4.0)); }
2006年11月16日(木) 11:40:27 Modified by notarejini06