Brick Tower

Examples for Processing (BETA) version 148+. If you have a previous version, use the examples included with your software. If you see any errors or have comments, please let us know.

Shape Transform by Ira Greenberg.

Illustrates the geometric relationship between Cube, Pyramid, Cone and Cylinder 3D primitives.

Instructions: Up Arrow - increases points Down Arrow - decreases points 'p' key toggles between cube/pyramid

// requires Point3D class
int pts = 4; 
float angle = 0;
float radius = 59;
float cylinderLength = 55;
//vertices
Point3D vertices[][];
boolean isPyramid = false;

void setup(){
  size(200, 200, P3D);
  noStroke();
}

void draw(){
  background(170, 95, 95);
  lights();
  fill(255, 200, 200);
  translate(width/2, height/2);
  rotateX(frameCount*PI/300);
  rotateY(frameCount*PI/300);
  rotateZ(frameCount*PI/300);

  // initialize point arrays
  vertices = new Point3D[2][pts+1];

  // fill arrays
  for (int i=0; i<2; i++){
    angle = 0;
    for(int j=0; j<=pts; j++){
      vertices[i][j] = new Point3D();
      if (isPyramid){
        if (i==1){
          vertices[i][j].x = 0;
          vertices[i][j].y = 0;
        }
        else {
          vertices[i][j].x = cos(radians(angle))*radius;
          vertices[i][j].y = sin(radians(angle))*radius;
        }
      } 
      else {
        vertices[i][j].x = cos(radians(angle))*radius;
        vertices[i][j].y = sin(radians(angle))*radius;
      }
      vertices[i][j].z = cylinderLength; 
      // the .0 after the 360 is critical
      angle+=360.0/pts;
    }
    cylinderLength*=-1;
  }

  // draw cylinder tube
  beginShape(QUAD_STRIP);
  for(int j=0; j<=pts; j++){
    vertex(vertices[0][j].x, vertices[0][j].y, vertices[0][j].z);
    vertex(vertices[1][j].x, vertices[1][j].y, vertices[1][j].z);
  }
  endShape();

  //draw cylinder ends
  for (int i=0; i<2; i++){
    beginShape();
    for(int j=0; j<pts; j++){
      vertex(vertices[i][j].x, vertices[i][j].y, vertices[i][j].z);
    }
    endShape(CLOSE);
  }
}

/*
 up/down arrow keys control
 polygon detail.
 */
void keyPressed(){
  if(key == CODED) { 
    // pts
    if (keyCode == UP) { 
      if (pts<90){
        pts++;
      } 
    } 
    else if (keyCode == DOWN) { 
      if (pts>4){
        pts--;
      }
    } 
  }
  if (key =='p'){
    if (isPyramid){
      isPyramid=false;
    } 
    else {
      isPyramid=true;
    }
  }
}


class Point3D{
  float x, y, z;

  // constructors
  Point3D(){
  }

  Point3D(float x, float y, float z){
    this.x = x;
    this.y = y;
    this.z = z;
  }
}