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@ -40,6 +40,8 @@ void setup() {
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// Normally, we put all the static codes inside the setup() method as the name suggest since it only runs once.
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// It can range from setting the background colours, setting the canvas size.
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background(color); // setting the background colour
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size(width,height,[renderer]); // setting the canvas size with optional parameter defining renderer
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// You will see more of them throughout this document.
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// If you want to run the codes indefinitely, it has to be placed in draw() method.
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@ -204,7 +206,7 @@ redraw(); // runs the draw() method once more.
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exit(); // This stops the program. It is useful for programs with draw() running continuously.
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```
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## Drawing with Processing
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Since you will have understood the basics of the language, we will now look into the best part of Processing; DRAWING.
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Since you will have understood the basics of the language by now, we will now look into the best part of Processing; DRAWING.
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```processing
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/* ------
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@ -222,27 +224,99 @@ point(x, y, z); // In 3D space
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// Line
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line(x1, y1, x2, y2); // In 2D space
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line(x1, y1, z1, x2, y2, z2); // In 3D space
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// Draws a line connecting two points defined by (x1, y1) and (x2, y2)
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// Draws a line connecting two points defined by (x1, y1) and (x2, y2).
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// Triangle
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triangle(x1, y1, x2, y2, x3, y3);
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// Draws a triangle connecting three points defined by coordinate paramters.
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// Rectangle
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rect(a, b, c, d, [r]); // With optional parameter defining the radius of all corners
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rect(a, b, c, d, tl, tr, br, bl); // With optional set of parameters defining radius of each corner
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rect(a, b, c, d, [tl, tr, br, bl]); // With optional set of parameters defining radius of each corner
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// Draws a rectangle with {a, b} as a top left coordinate and c and d as width and height respectively.
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// Quad
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quad(x,y,x2,y2,x3,y3,x4,y4)
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quad(x, y, x2, y2, x3, y3, x4, y4);
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// Draws a quadrilateral with parameters defining coordinates of each corner point.
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// Arc;
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// Ellipse
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ellipse(x, y, width, height);
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// Draws an eclipse at point {x, y} with width and height specified.
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// Arc
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arc(x, y, width, height, start, stop, [mode]);
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// While the first four parameters are self-explanatory,
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// start and end defined the angles the arc starts and ends (in radians).
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// Optional parameter [mode] defines the filling;
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// PIE gives pie-like outline, CHORD gives the chord-like outline and OPEN is CHORD without strokes
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// Curves
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// Processing provides two implementation of curves; using curve() and bezier().
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// Since I plan to keep this simple I won't be discussing any further details.
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// However, if you want to implement it in your sketch, here are the references:
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// (https://processing.org/reference/curve_.html)(https://processing.org/reference/bezier_.html)
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// 3D Shapes
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// 3D space can be configured by setting "P3D" to the renderer parameter in size() method.
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size(width, height, P3D);
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// In 3D space, you will have to translate to the particular coordinate to render the 3D shapes.
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// Box
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box(size); // Cube with same length defined by size
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box(w, h, d); // Box with width, height and depth separately defined
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// Sphere
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sphere(radius); // Its size is defined using the radius parameter
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// Mechanism behind rendering spheres is implemented by tessellating triangles.
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// That said, how much detail being rendered is controlled by function sphereDetail(res)
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// More information here: (https://processing.org/reference/sphereDetail_.html)
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// Irregular Shapes
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// What if you wanted to draw something that's not made available by Processing's functions?
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// You can use beginShape(), endShape(), vertex(x,y) to define shapes by specifying each point.
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// More information here: (https://processing.org/reference/beginShape_.html)
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/* ---------------
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Transformations
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---------------
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*/
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// Transformations are particularly useful to keep track of the coordinate space
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// and the vertices of the shapes you have drawn.
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// Particularly, matrix stack methods; pushMatrix(), popMatrix() and translate(x,y)
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pushMatrix(); // Saves the current coordinate system to the stack
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// ... apply all the transformations here ...
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popMatrix(); // Restores the saved coordinate system
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// Using them, the coordinate system can be preserved and visualized without causing any conflicts.
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// Translate
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translate(x, y); // Translates to point{x, y} i.e. - setting origin to that point
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translate(x, y, z); // 3D counterpart of the function
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// Rotate
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rotate(angle); // Rotate the amount specified by the angle parameter
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// It has 3 3D counterparts to perform rotation, each for every dimension,
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// namely: rotateX(angle), rotateY(angle), rotateZ(angle)
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// Scale
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scale(s); // Scale the coordinate system by either expanding or contracting it.
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/* --------------------
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Styling and Textures
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--------------------
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*/
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/* -------
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Imports
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-------
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*/
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// The power of Processing can be further visualized when we import libraries and packages into our sketches.
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// Import statement can be written as below at the top of the source code.
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import processing.something.*;
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```
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Processing is easy to learn and is particularly useful to create multimedia contents (even in 3D) without
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