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@naikrovek
Forked from anonymous/gist:271707d9682ea025cda5
Last active January 25, 2016 19:07
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// lol forgive me for this code
int[][] result;
float t;
float ease(float p) {
return 3*p*p - 2*p*p*p;
}
float ease(float p, float g) {
if (p < 0.5)
return 0.5 * pow(2*p, g);
else
return 1 - 0.5 * pow(2*(1 - p), g);
}
float mn = .5*sqrt(3);
void setup() {
setup_();
result = new int[width*height][3];
}
void draw() {
if (!recording) {
t = mouseX*1.0/width;
draw_();
} else {
for (int i=0; i<width*height; i++)
for (int a=0; a<3; a++)
result[i][a] = 0;
for (int sa=0; sa<samplesPerFrame; sa++) {
t = map(frameCount-1 + sa*shutterAngle/samplesPerFrame, 0, numFrames, 0, 1);
draw_();
loadPixels();
for (int i=0; i<pixels.length; i++) {
result[i][0] += pixels[i] >> 16 & 0xff;
result[i][1] += pixels[i] >> 8 & 0xff;
result[i][2] += pixels[i] & 0xff;
}
}
loadPixels();
for (int i=0; i<pixels.length; i++)
pixels[i] = 0xff << 24 |
int(result[i][0]*1.0/samplesPerFrame) << 16 |
int(result[i][1]*1.0/samplesPerFrame) << 8 |
int(result[i][2]*1.0/samplesPerFrame);
updatePixels();
saveFrame("f###.gif");
if (frameCount==numFrames)
exit();
}
}
//////////////////////////////////////////////////////////////////////////////
int samplesPerFrame = 4;
int numFrames = 180;
float shutterAngle = .6;
boolean recording = true;
void setup_() {
size(500, 500, P2D);
rectMode(CENTER);
stroke(32);
strokeWeight(1.4);
smooth(8);
noFill();
}
float x, y, tt, ttt;
float l, w;
int N = 12;
float d = 40, th;
void arc_(){
beginShape();
for(int i=0; i<=N; i++){
th = i*HALF_PI/N;
x = -l/2 + l/2*cos(th);
y = -w/2 + w/2*sin(th);
vertex(x,y);
}
endShape();
}
void draw_() {
background(250);
pushMatrix();
translate(width/2, height/2);
for (int i=-N; i<=N; i++) {
for (int j=-N; j<=N; j++) {
tt = (t + 100 - 0.04*(abs(i)+abs(j)));
tt %= 1;
ttt = (2*tt) % 1;
ttt = min(1,1.4*ttt);
l = d*ease(pow(ttt,.75),2.5);
w = d*ease(pow(1-ttt,.75),2.5);
pushMatrix();
translate(d*i, d*j);
if(tt>=.5)
rotate(HALF_PI);
arc_();
pushMatrix();
scale(1,-1);
arc_();
popMatrix();
pushMatrix();
scale(-1,1);
arc_();
popMatrix();
pushMatrix();
scale(-1,-1);
arc_();
popMatrix();
popMatrix();
}
}
popMatrix();
}
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