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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.
Yellowtail by Golan Levin (www.flong.com)
Click, drag, and release to create a kinetic gesture.
Yellowtail (1998-2000) is an interactive software system for the gestural creation and performance of real-time abstract animation. Yellowtail repeats a user's strokes end-over-end, enabling simultaneous specification of a line's shape and quality of movement. Each line repeats according to its own period, producing an ever-changing and responsive display of lively, worm-like textures.
import processing.opengl.*;
Gesture gestureArray[];
final int nGestures = 36; // Number of gestures
final int minMove = 3; // Minimum travel for a new point
int currentGestureID;
Polygon tempP;
int tmpXp[];
int tmpYp[];
void setup() {
size(640, 480, OPENGL);
background(0, 0, 0);
noStroke();
currentGestureID = -1;
gestureArray = new Gesture[nGestures];
for (int i = 0; i < nGestures; i++) {
gestureArray[i] = new Gesture(width, height);
}
clearGestures();
}
void draw() {
background(0);
updateGeometry();
fill(255, 255, 245);
for (int i = 0; i < nGestures; i++) {
renderGesture(gestureArray[i], width, height);
}
}
void mousePressed() {
currentGestureID = (currentGestureID+1) % nGestures;
Gesture G = gestureArray[currentGestureID];
G.clear();
G.clearPolys();
G.addPoint(mouseX, mouseY);
}
void mouseDragged() {
if (currentGestureID >= 0) {
Gesture G = gestureArray[currentGestureID];
if (G.distToLast(mouseX, mouseY) > minMove) {
G.addPoint(mouseX, mouseY);
G.smooth();
G.compile();
}
}
}
void keyPressed() {
if (key == '+' || key == '=') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = min(96, th+1);
gestureArray[currentGestureID].compile();
}
} else if (key == '-') {
if (currentGestureID >= 0) {
float th = gestureArray[currentGestureID].thickness;
gestureArray[currentGestureID].thickness = max(2, th-1);
gestureArray[currentGestureID].compile();
}
} else if (key == ' ') {
clearGestures();
}
}
void renderGesture(Gesture gesture, int w, int h) {
if (gesture.exists) {
if (gesture.nPolys > 0) {
Polygon polygons[] = gesture.polygons;
int crosses[] = gesture.crosses;
int xpts[];
int ypts[];
Polygon p;
int cr;
beginShape(QUADS);
int gnp = gesture.nPolys;
for (int i=0; i<gnp; i++) {
p = polygons[i];
xpts = p.xpoints;
ypts = p.ypoints;
vertex(xpts[0], ypts[0]);
vertex(xpts[1], ypts[1]);
vertex(xpts[2], ypts[2]);
vertex(xpts[3], ypts[3]);
if ((cr = crosses[i]) > 0) {
if ((cr & 3)>0) {
vertex(xpts[0]+w, ypts[0]);
vertex(xpts[1]+w, ypts[1]);
vertex(xpts[2]+w, ypts[2]);
vertex(xpts[3]+w, ypts[3]);
vertex(xpts[0]-w, ypts[0]);
vertex(xpts[1]-w, ypts[1]);
vertex(xpts[2]-w, ypts[2]);
vertex(xpts[3]-w, ypts[3]);
}
if ((cr & 12)>0) {
vertex(xpts[0], ypts[0]+h);
vertex(xpts[1], ypts[1]+h);
vertex(xpts[2], ypts[2]+h);
vertex(xpts[3], ypts[3]+h);
vertex(xpts[0], ypts[0]-h);
vertex(xpts[1], ypts[1]-h);
vertex(xpts[2], ypts[2]-h);
vertex(xpts[3], ypts[3]-h);
}
// I have knowingly retained the small flaw of not
// completely dealing with the corner conditions
// (the case in which both of the above are true).
}
}
endShape();
}
}
}
private void updateGeometry() {
Gesture J;
for (int g=0; g<nGestures; g++) {
if ((J=gestureArray[g]).exists) {
if (g!=currentGestureID) {
advanceGesture(J);
} else if (!mousePressed) {
advanceGesture(J);
}
}
}
}
void advanceGesture(Gesture gesture) {
// move a Gesture one step
if (gesture.exists) { // check
int nPts = gesture.nPoints;
int nPts1 = nPts-1;
Vec3f path[];
float jx = gesture.jumpDx;
float jy = gesture.jumpDy;
if (nPts > 0) {
path = gesture.path;
for (int i=nPts1; i>0; i--) {
path[i].x = path[i-1].x;
path[i].y = path[i-1].y;
}
path[0].x = path[nPts1].x - jx;
path[0].y = path[nPts1].y - jy;
gesture.compile();
}
}
}
void clearGestures() {
for (int i=0; i<nGestures; i++) {
gestureArray[i].clear();
}
}


