October 8, 2012

//Construct4
import processing.opengl.*;int vertices; void setup(){  size(500,500,OPENGL);  frameRate(10);  vertices = 48;} void draw(){  background(0);  for (int j=0; j<vertices; j++){    pushMatrix();    translate(width/2,height/2,width/3);       float jX = cos(j)*vertices;    float jY = sin(j)*vertices;    float jZ = cos(j)*vertices;         float rRate = radians(millis()*0.25);      translate(jX,jY);      rotate(rRate);           beginShape();        for (int i=0; i<vertices; i++){          float iX = cos(i)*(vertices);          float iY = sin(i)*(vertices);          float iZ = cos(i)*vertices+i;                   float colorX = abs(iX+jX)*2;          float colorY = abs(iY+jY)*2;          float colorZ = abs(iZ+jZ)*2;          float colorA = abs(i+j)*2;           fill(colorX,colorY,colorZ,colorA);          vertex(iX,iY,iZ);        }      endShape();    popMatrix();  }}

//Construct4

import processing.opengl.*;
int vertices;
 
void setup(){
  size(500,500,OPENGL);
  frameRate(10);
  vertices = 48;
}
 
void draw(){
  background(0);
  for (int j=0; j<vertices; j++){
    pushMatrix();
    translate(width/2,height/2,width/3);
  
    float jX = cos(j)*vertices;
    float jY = sin(j)*vertices;
    float jZ = cos(j)*vertices;
  
      float rRate = radians(millis()*0.25);
      translate(jX,jY);
      rotate(rRate);
    
      beginShape();
        for (int i=0; i<vertices; i++){
          float iX = cos(i)*(vertices);
          float iY = sin(i)*(vertices);
          float iZ = cos(i)*vertices+i;
        
          float colorX = abs(iX+jX)*2;
          float colorY = abs(iY+jY)*2;
          float colorZ = abs(iZ+jZ)*2;
          float colorA = abs(i+j)*2;
 
          fill(colorX,colorY,colorZ,colorA);
          vertex(iX,iY,iZ);
        }
      endShape();
    popMatrix();
  }
}