Created
November 29, 2022 15:05
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cooler solution for equal spacing than angular diameter but I have no idea how it works...
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float t = 1, x, y; | |
float sx, sy; | |
float rectSize = 30; | |
PMatrix3D mouseRotation = new PMatrix3D(); | |
void setup() { | |
fullScreen(P3D); | |
rectMode(CENTER); | |
} | |
void draw() { | |
background(42); | |
// hint(DISABLE_DEPTH_TEST); | |
translate(width/2, height/2); | |
mouseRotate(); | |
rotateX(HALF_PI); | |
float t = radians(frameCount)*0.1; | |
rotateZ(t); | |
drawCustomSphere(); | |
} | |
void drawCustomSphere() { | |
int aCount = 64; | |
int bCount = 32; | |
float radius = 400; | |
strokeWeight(1.99); | |
stroke(0); | |
fill(255); | |
for (int bIndex = 0; bIndex < bCount; bIndex++) { | |
float bAngle = map(bIndex, 0, bCount-1, 0, PI); | |
float cCount = floor(aCount * cos(bAngle - HALF_PI)); | |
for (int aIndex = 0; aIndex <= cCount; aIndex++) { | |
float aAngle = map(aIndex, 0, cCount-1, 0, TAU) + bAngle; | |
pushMatrix(); | |
rotateZ(aAngle); | |
rotateX(bAngle); | |
translate(0, 0, radius); | |
rect(0, 0, rectSize, rectSize); | |
popMatrix(); | |
} | |
} | |
} | |
void mouseRotate() { | |
float x = 0, y = 0; | |
if (mousePressed) { | |
x = mouseX - pmouseX; | |
y = mouseY - pmouseY; | |
} | |
float drag = 0.98; | |
float damp = 0.1; | |
sx = sx*drag+x*damp; | |
sy = sy*drag+y*damp; | |
float angle = 0.0025*mag(sx, sy); | |
PMatrix3D temp = new PMatrix3D(); | |
temp.rotate(angle, -sy, sx, 0); | |
mouseRotation.preApply(temp); | |
applyMatrix(mouseRotation); | |
} |
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