Springs processing file revised
From CSWiki
// Only changes I made are to move the new instances(?) of oscP5 and toChuck into void setup() thingy (routine?)
/**
* Springs * by REAS <http://reas.com> * * Move the mouse over one of the circles and click to re-position. * When you release the mouse, it will snap back into position. * Each circle has a slightly different behavior. * * Created 09 December 2002 * * modified to send OSC data out to other software on localhost */
int num = 3; Spring[] springs = new Spring[num];
//osc stuff import oscP5.*; import netP5.*; OscP5 oscP5;
NetAddress toChuck;
void setup()
{
size(200, 200);
noStroke();
smooth();
springs[0] = new Spring( 70, 160, 20, 0.98, 8.0, 0.1, springs, 0);
springs[1] = new Spring(150, 110, 60, 0.95, 9.0, 0.1, springs, 1);
springs[2] = new Spring( 40, 70, 120, 0.90, 9.9, 0.1, springs, 2);
frameRate(30);
oscP5 = new OscP5(this,6449);
toChuck = new NetAddress("localhost",6449);
}
void draw() {
background(51);
for(int i=0; i<num; i++) {
springs[i].update();
springs[i].draw();
}
}
void mousePressed() {
for(int i=0; i<num; i++) {
springs[i].pressed();
}
}
void mouseReleased() {
for(int i=0; i<num; i++) {
springs[i].released();
}
}
class Spring {
// Screen values float xpos, ypos; float tempxpos, tempypos; int size = 20; boolean over = false; boolean move = false;
// Spring simulation constants float mass; // Mass float k = 0.2; // Spring constant float damp; // Damping float rest_posx; // Rest position X float rest_posy; // Rest position Y
// Spring simulation variables //float pos = 20.0; // Position float velx = 0.0; // X Velocity float vely = 0.0; // Y Velocity float accel = 0; // Acceleration float force = 0; // Force
Spring[] friends;
int me;
// Constructor
Spring(float x, float y, int s, float d, float m,
float k_in, Spring[] others, int id)
{
xpos = tempxpos = x;
ypos = tempypos = y;
rest_posx = x;
rest_posy = y;
size = s;
damp = d;
mass = m;
k = k_in;
friends = others;
me = id;
}
void update()
{
if(move) {
rest_posy = mouseY;
rest_posx = mouseX;
}
force = -k * (tempypos - rest_posy); // f=-ky accel = force / mass; // Set the acceleration, f=ma == a=f/m vely = damp * (vely + accel); // Set the velocity tempypos = tempypos + vely; // Updated position
force = -k * (tempxpos - rest_posx); // f=-ky accel = force / mass; // Set the acceleration, f=ma == a=f/m velx = damp * (velx + accel); // Set the velocity tempxpos = tempxpos + velx; // Updated position
if((over() || move) && !otherOver() ) {
over = true;
} else {
over = false;
}
OscMessage springout = new OscMessage("/spring");
springout.add(me); //int
springout.add(tempxpos); //float
springout.add(tempypos); //float
oscP5.send(springout, toChuck); //send it to chuck
//print(me, xpos);
}
// Test to see if mouse is over this spring
boolean over() {
float disX = tempxpos - mouseX;
float disY = tempypos - mouseY;
if(sqrt(sq(disX) + sq(disY)) < size/2 ) {
return true;
} else {
return false;
}
}
// Make sure no other springs are active
boolean otherOver() {
for(int i=0; i<num; i++) {
if(i != me) {
if (friends[i].over == true) {
return true;
}
}
}
return false;
}
void draw()
{
if(over) {
fill(153);
} else {
fill(255);
}
ellipse(tempxpos, tempypos, size, size);
}
void pressed()
{
if(over) {
move = true;
} else {
move = false;
}
}
void released()
{
move = false;
rest_posx = xpos;
rest_posy = ypos;
}
}
