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| // Ring and bar double pendulums | |
| // | |
| // Mathematics and Processing code by Waldeck Schützer (@infinitymathart) | |
| import java.lang.Math; | |
| boolean recording = false; | |
| boolean use_border = true; | |
| int FPS = 60; | |
| int duration = 3*60; | |
| float text_t = 20.0*3/2; |
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| // The tunnel is a mobius ring with digits seen from the inside. | |
| // | |
| // Mathematics and Processing code by Waldeck Schützer (@infinitymathart) | |
| // Motion blur template by @davidbeesandbombs, explanation/article: https://bleuje.com/tutorial6/ | |
| // modified by @infinitymathart to add the chromatic aberration effect. | |
| // Idea and concept for flipping digits on a surface by @etinjcb | |
| // First million digits of pi from: https://pi2e.ch/blog/2017/03/10/pi-digits-download/ file: pi_dec_1m.txt | |
| // | |
| // | |
| import peasy.*; |
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| // Digits on a knot tube | |
| // --------------------- | |
| // | |
| // Mathematics and Processing code by Waldeck Schützer (@infinitymathart) | |
| // Motion blur template by @davidbeesandbombs, explanation/article: https://bleuje.com/tutorial6/ | |
| // Idea and concept for flipping digits on a surface by @etinjcb | |
| // | |
| import peasy.*; | |
| import processing.core.PMatrix3D; |
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| // Hilbert's dream | |
| // --------------- | |
| // | |
| // Processing code by Waldeck Schützer (@infinitymathart) | |
| // Motion blur template by @davidbeesandbombs, explanation/article: https://bleuje.com/tutorial6/ | |
| // Idea and concept by @etinjcb. | |
| // | |
| PVector[][] paths; // Array to store paths for each level | |
| PVector[] currentPath; |
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| // Digits on a trefoil knot | |
| // ------------------------ | |
| // | |
| // Processing code by Waldeck Schützer (@infinitymathart) | |
| // Motion blur template by @beesandbombs, explanation/article: https://bleuje.com/tutorial6/ | |
| // Idea and concept by @etinjcb | |
| // | |
| import peasy.*; | |
| import processing.core.PMatrix3D; |
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| import peasy.*; | |
| import processing.core.PMatrix3D; | |
| PeasyCam cam; | |
| boolean recording = true; | |
| int frame_size = recording ? 2160 : 800; | |
| float fac = frame_size/800.0; | |
| int numSegments = 50; // Number of segments along the Möbius ring (higher means smoother) | |
| float ringRadius = 200*fac; // Radius of the Möbius ring |
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