This example is for Processing 3+. If you have a previous version, use the examples included with your software. If you see any errors or have suggestions, 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. Move the mouse left and right to zoom.

```
// Used for oveall rotation
float angle;

// Cube count-lower/raise to test performance
int limit = 500;

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

void setup() {
size(640, 360, P3D);
background(0);
noStroke();

// 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 changlee 3rd argument ('0')
// to move block group closer(+) / further(-)
translate(width/2, height/2, -200 + mouseX * 0.65);

// Rotate around y and x axes

// Draw cubes
for (int i = 0; i < cubes.length; i++){
cubes[i].drawCube();
}

// Used in rotate function calls above
angle += 0.2;
}

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(){
// 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.