/**
* Response to serial data
* Space Junk by Ira and Danny Greenberg
*
* Rotating cubes in space using a custom Cube class.
* Color controlled by light sources.
*/
import processing.opengl.*; // Library for rendering 3D shapes
import processing.serial.*; // import the Processing serial library
Serial myPort; // The serial port
// Used for oveall rotation
float ang;
// Cube count-lower/raise to test P3D/OPENGL performance
int limit = 500;
// Array for all cubes
Cube[]cubes = new Cube[limit];
int zAxis;
int buttonSerial;
void setup() {
size(1200, 900, OPENGL);
background(0);
noStroke();
// List all the available serial ports
println(Serial.list());
// I know that the first port in the serial list on my mac
// is always my Arduino module, so I open Serial.list()[0].
// Change the 0 to the appropriate number of the serial port
// that your microcontroller is attached to.
myPort = new Serial(this, Serial.list()[0], 9600);
// read bytes into a buffer until you get a linefeed (ASCII 10):
myPort.bufferUntil('\n');
// 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);
if (buttonSerial == 0) {
zAxis = 1000; // then change position of junk
} else { // otherwise, drift back to 400
zAxis -= 4;
if(zAxis < 400){zAxis = 400;}
}
// 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 change 3rd argument ('0')
// to move block group closer(+)/further(-)
translate(width/2, height/2, -200 + zAxis * 0.65);
// Rotate around y and x axes
rotateY(radians(ang));
rotateX(radians(ang));
// Draw cubes
for (int i = 0; i < cubes.length; i++){
cubes[i].drawCube();
}
// Used in rotate function calls above
ang++;
}
// serialEvent method is run automatically by the Processing applet
// whenever the buffer reaches the byte value set in the bufferUntil()
// method in the setup():
void serialEvent(Serial myPort) {
// read the serial buffer:
String myString = myPort.readStringUntil('\n');
// if you got any bytes other than the linefeed:
myString = trim(myString);
buttonSerial = int(myString);
}
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(){
beginShape(QUADS);
// 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.
rotateY(radians(1));
rotateX(radians(1));
rotateZ(radians(1));
}
}
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