Created
February 6, 2016 01:19
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| void setup() { | |
| size(500, 500, P3D); | |
| colorMode(HSB, 360, 100, 100); | |
| noStroke(); | |
| } | |
| void draw() { | |
| background(0, 0, 0); | |
| lights(); | |
| pushMatrix(); | |
| translate(width/2, height/2, -300); | |
| fill(0,0,50); | |
| sphere(30); | |
| rotateY(frameCount*0.01); | |
| rotateZ(frameCount*0.005); | |
| rotateX(frameCount*0.001); | |
| pushMatrix(); | |
| fill(0, 100, 100); | |
| translate(150, 0, 0); | |
| box(300, 10, 10); | |
| translate(200, 0, 0); | |
| rotateZ(PI/2); | |
| drawCylinder(0, 30, 50, 3); | |
| popMatrix(); | |
| pushMatrix(); | |
| fill(120, 100, 100); | |
| translate(0, 150, 0); | |
| box(10, 300, 10); | |
| translate(0, 200, 0); | |
| rotateX(-PI); | |
| drawCylinder(0, 30, 50, 3); | |
| popMatrix(); | |
| pushMatrix(); | |
| fill(240, 100, 100); | |
| translate(0, 0, 150); | |
| box(10, 10, 300); | |
| translate(0, 0, 200); | |
| rotateX(-PI/2); | |
| drawCylinder(0, 30, 50, 3); | |
| popMatrix(); | |
| popMatrix(); | |
| } | |
| void drawCylinder(float topRadius, float bottomRadius, float tall, int sides) { | |
| float angle = 0; | |
| float angleIncrement = TWO_PI / sides; | |
| beginShape(QUAD_STRIP); | |
| for (int i = 0; i < sides + 1; ++i) { | |
| vertex(topRadius*cos(angle), 0, topRadius*sin(angle)); | |
| vertex(bottomRadius*cos(angle), tall, bottomRadius*sin(angle)); | |
| angle += angleIncrement; | |
| } | |
| endShape(); | |
| // If it is not a cone, draw the circular top cap | |
| if (topRadius != 0) { | |
| angle = 0; | |
| beginShape(TRIANGLE_FAN); | |
| // Center point | |
| vertex(0, 0, 0); | |
| for (int i = 0; i < sides + 1; i++) { | |
| vertex(topRadius * cos(angle), 0, topRadius * sin(angle)); | |
| angle += angleIncrement; | |
| } | |
| endShape(); | |
| } | |
| // If it is not a cone, draw the circular bottom cap | |
| if (bottomRadius != 0) { | |
| angle = 0; | |
| beginShape(TRIANGLE_FAN); | |
| // Center point | |
| vertex(0, tall, 0); | |
| for (int i = 0; i < sides + 1; i++) { | |
| vertex(bottomRadius * cos(angle), tall, bottomRadius * sin(angle)); | |
| angle += angleIncrement; | |
| } | |
| endShape(); | |
| } | |
| } |
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