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; }
}