Textured Sphere

Examples for Processing (BETA) version 127+. 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.

Space Junk By Ira Greenberg zoom suggestion By Danny Greenberg

Rotating cubes in space using a custom Cube class. Color controlled by light sources.

/*need to import opengl library to use OPENGL 
 rendering mode for hardware acceleration*/
import processing.opengl.*;

//used for oveall rotation
float ang;

//cube count-lower/raise to test P3D/OPENGL performance
int limit = 500;

//array for all cubes
Cube[]cubes = new Cube[limit];

void setup(){
  //try substituting P3D for OPENGL 
  //argument to test performance
  size(640, 480, OPENGL); 
  background(0); 

  //instantiate cubes, passing in random vals for size and postion
  for (int i = 0; i< cubes.length; i++){
    cubes[i] = new Cube(int(random(-10, 10)), int(random(-10, 10)), 
    int(random(-10, 10)), int(random(-140, 140)), int(random(-140, 140)), 
    int(random(-140, 140)));
  }
}

void draw(){
  background(0); 
  fill(200);

  //set up some different colored lights
  pointLight(51, 102, 255, 65, 60, 100); 
  pointLight(200, 40, 60, -65, -60, -150);

  //raise overall light in scene 
  ambientLight(70, 70, 10); 

  /*center geometry in display windwow.
   you can change 3rd argument ('0')
   to move block group closer(+)/further(-)*/
  translate(width/2, height/2, -200+mouseX);

  //rotate around y and x axes
  rotateY(radians(ang));
  rotateX(radians(ang));

  //draw cubes
  for (int i = 0; i< cubes.length; i++){
    cubes[i].drawCube();
  }
  //used in rotate function calls above
  ang++;
}

//simple Cube class, based on Quads
class Cube {

  //properties
  int w, h, d;
  int shiftX, shiftY, shiftZ;

  //constructor
  Cube(int w, int h, int d, int shiftX, int shiftY, int shiftZ){
    this.w = w;
    this.h = h;
    this.d = d;
    this.shiftX = shiftX;
    this.shiftY = shiftY;
    this.shiftZ = shiftZ;
  }

  /*main cube drawing method, which looks 
   more confusing than it really is. It's 
   just a bunch of rectangles drawn for 
   each cube face*/
  void drawCube(){
    beginShape(QUADS);
    //front face
    vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ); 
    vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ); 
    vertex(w + shiftX, h + shiftY, -d/2 + shiftZ); 
    vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ); 

    //back face
    vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ); 
    vertex(w + shiftX, -h/2 + shiftY, d + shiftZ); 
    vertex(w + shiftX, h + shiftY, d + shiftZ); 
    vertex(-w/2 + shiftX, h + shiftY, d + shiftZ);

    //left face
    vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ); 
    vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ); 
    vertex(-w/2 + shiftX, h + shiftY, d + shiftZ); 
    vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ); 

    //right face
    vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ); 
    vertex(w + shiftX, -h/2 + shiftY, d + shiftZ); 
    vertex(w + shiftX, h + shiftY, d + shiftZ); 
    vertex(w + shiftX, h + shiftY, -d/2 + shiftZ); 

    //top face
    vertex(-w/2 + shiftX, -h/2 + shiftY, -d/2 + shiftZ); 
    vertex(w + shiftX, -h/2 + shiftY, -d/2 + shiftZ); 
    vertex(w + shiftX, -h/2 + shiftY, d + shiftZ); 
    vertex(-w/2 + shiftX, -h/2 + shiftY, d + shiftZ); 

    //bottom face
    vertex(-w/2 + shiftX, h + shiftY, -d/2 + shiftZ); 
    vertex(w + shiftX, h + shiftY, -d/2 + shiftZ); 
    vertex(w + shiftX, h + shiftY, d + shiftZ); 
    vertex(-w/2 + shiftX, h + shiftY, d + shiftZ); 

    endShape(); 

    //add some rotation to each box for pizazz.
    rotateY(radians(1));
    rotateX(radians(1));
    rotateZ(radians(1));
  }
}