still following vector field tutorial
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@ -3,11 +3,11 @@ ArrayList<PVector> points = new ArrayList<PVector>();
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// colors used for points
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color[] pal = {
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color(0, 91, 197),
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color(0, 91, 233),
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color(0, 180, 252),
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color(23, 249, 255),
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color(223, 147, 0),
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color(248, 190, 0)
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color(147, 0, 255),
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color(223, 47, 130),
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color(248, 90, 230)
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};
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// global configuration
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@ -46,9 +46,17 @@ void draw() {
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point(xx, yy); //draw
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// placeholder for vector field calculations
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float n = TWO_PI * noise(p.x,p.y);
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PVector v = new PVector(n,n);
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float n1 = 2* map(noise(p.x,p.y), 0, 1, -1, 1);
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float n2 = 3 * map(noise(p.y/3, p.x/2), 0, 1, -1, 1);
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//PVector v = new PVector(cos(n),sin(n));
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float sinn = sin(n1);
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PVector v2 = swirl(new PVector(n2, n1), 1.3);
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float xt = sq(sinn)*sinn;
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float yt = sq(cosn)*cosn;
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PVector v = new PVector(xt,yt);
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// v is vector from the field
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//PVector v = new PVector(0.1, 0.1);
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@ -60,3 +68,134 @@ void draw() {
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}
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time += 0.001;
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}
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PVector circle(float n) { // polar to cartesian coordinates
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return new PVector(cos(n), sin(n));
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}
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PVector astroid(float n) {
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float sinn = sin(n);
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float cosn = cos(n);
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float xt = sq(sinn)*sinn;
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float yt = sq(cosn)*cosn;
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return new PVector(xt, yt);
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}
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PVector cissoid(float n) {
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float sinn2 = 2*sq(sin(n));
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float xt = sinn2;
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float yt = sinn2*tan(n);
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return new PVector(xt, yt);
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}
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PVector kampyle(float n) {
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float sec = 1/sin(n);
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float xt = sec;
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float yt = tan(n)*sec;
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return new PVector(xt, yt);
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}
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PVector rect_hyperbola(float n) {
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float sec = 1/sin(n);
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float xt = 1/sin(n);
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float yt = tan(n);
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return new PVector(xt, yt);
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}
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final static float superformula_a = 1;
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final static float superformula_b = 1;
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final static float superformula_m = 6;
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final static float superformula_n1 = 1;
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final static float superformula_n2 = 7;
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final static float superformula_n3 = 8;
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PVector superformula(float n) {
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float f1 = pow(abs(cos(superformula_m*n/4)/superformula_a), superformula_n2);
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float f2 = pow(abs(sin(superformula_m*n/4)/superformula_b), superformula_n3);
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float fr = pow(f1+f2, -1/superformula_n1);
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float xt = cos(n)*fr;
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float yt = sin(n)*fr;
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return new PVector(xt, yt);
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}
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PVector sinusoidal(PVector v, float amount) {
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return new PVector(amount * sin(v.x), amount * sin(v.y));
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}
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PVector waves2(PVector p, float weight) {
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float x = weight * (p.x + 0.9 * sin(p.y * 4));
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float y = weight * (p.y + 0.5 * sin(p.x * 5.555));
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return new PVector(x, y);
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}
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PVector polar(PVector p, float weight) {
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float r = p.mag();
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float theta = atan2(p.x, p.y);
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float x = theta / PI;
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float y = r - 2.0;
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return new PVector(weight * x, weight * y);
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}
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PVector swirl(PVector p, float weight) {
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float r2 = sq(p.x)+sq(p.y);
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float sinr = sin(r2);
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float cosr = cos(r2);
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float newX = 0.8 * (sinr * p.x - cosr * p.y);
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float newY = 0.8 * (cosr * p.y + sinr * p.y);
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return new PVector(weight * newX, weight * newY);
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}
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PVector hyperbolic(PVector v, float amount) {
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float r = v.mag() + 1.0e-10;
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float theta = atan2(v.x, v.y);
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float x = amount * sin(theta) / r;
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float y = amount * cos(theta) * r;
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return new PVector(x, y);
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}
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PVector power(PVector p, float weight) {
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float theta = atan2(p.y, p.x);
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float sinr = sin(theta);
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float cosr = cos(theta);
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float pow = weight * pow(p.mag(), sinr);
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return new PVector(pow * cosr, pow * sinr);
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}
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PVector cosine(PVector p, float weight) {
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float pix = p.x * PI;
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float x = weight * 0.8 * cos(pix) * cosh(p.y);
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float y = -weight * 0.8 * sin(pix) * sinh(p.y);
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return new PVector(x, y);
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}
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PVector cross(PVector p, float weight) {
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float r = sqrt(1.0 / (sq(sq(p.x)-sq(p.y)))+1.0e-10);
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return new PVector(weight * 0.8 * p.x * r, weight * 0.8 * p.y * r);
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}
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PVector vexp(PVector p, float weight) {
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float r = weight * exp(p.x);
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return new PVector(r * cos(p.y), r * sin(p.y));
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}
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// parametrization P={pdj_a,pdj_b,pdj_c,pdj_d}
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float pdj_a = 0.1;
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float pdj_b = 1.9;
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float pdj_c = -0.8;
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float pdj_d = -1.2;
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PVector pdj(PVector v, float amount) {
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return new PVector( amount * (sin(pdj_a * v.y) - cos(pdj_b * v.x)),
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amount * (sin(pdj_c * v.x) - cos(pdj_d * v.y)));
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}
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final float cosh(float x) { return 0.5 * (exp(x) + exp(-x));}
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final float sinh(float x) { return 0.5 * (exp(x) - exp(-x));}
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