def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.loadIdentity3() ol.perspective(20, 1, 1, 100) ol.translate3((0, 0, -20)) ol.color3(1.0, 1.0, 0.0) ol.translate3( (cos(lux.time / 2.0), cos(lux.time / 3.0), cos(lux.time / 7.0))) ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) ol.rotate3X(lux.time * pi * 0.25 * lux.simple_rate) ol.rotate3Y(lux.time * pi * 0.13 * lux.simple_rate) for row in self.torender: ol.begin(ol.LINESTRIP) vi = self.faces[row] vi = vi + [vi[0]] for i in vi: tup = tuple(self.verts[i, :]) ol.vertex3(tup) ol.end()
def draw(self, target): x, y =target[0]-self.x, target[1]-self.y # point each segment to it's predecessor for segment in self.segments: dx = x - segment.x dy = y - segment.y angle = math.atan2(dy, dx) segment.angle = angle x = x - math.cos(angle) * arm_length/parts y = y - math.sin(angle) * arm_length/parts # and now move the pointed nodes, starting from the last one # (that is the beginning of the arm) for prev, segment in reversed(list(zip(self.segments, self.segments[1:]))): prev.x = segment.x + math.cos(segment.angle) * arm_length/parts prev.y = segment.y + math.sin(segment.angle) * arm_length/parts segment.prev_x = prev.x segment.prev_y = prev.y ol.translate3((self.x, self.y, 0)) ol.begin(ol.LINESTRIP) for segment in self.segments: segment.draw(self.color) ol.end()
def draw(self): self.x_phase = 0.4*cos(1.7 * lux.time * self.RATE) + 0.6*cos(0.7 * lux.time * self.RATE) self.y_phase = cos(2.2 * lux.time * self.RATE) self.z_phase = cos(5.7 * lux.time * self.RATE) self.z_ratio = 2 + cos(0.1 * lux.time * self.RATE) ol.loadIdentity3() ol.loadIdentity() ol.perspective(20, 1, 1, 100) ol.translate3((0, 0, -10)) ol.scale3((0.5, 0.5, 0.5)) ol.rotate3Z(lux.time * pi * 0.01) ol.rotate3X(lux.time * pi * 0.025) ol.rotate3Y(lux.time * pi * 0.013) ol.color3(*(self.color_cycle())) ol.begin(ol.POINTS) decay_factor = 1 first_point = None for i in range(self.SAMPLES_PER_FRAME): theta = float(i) / self.SAMPLES_PER_FRAME * self.MAX_THETA x = sin(self.x_ratio * theta + self.x_phase) y = sin(self.y_ratio * theta + self.y_phase) z = sin(self.z_ratio * theta + self.z_phase) if (i == 0): first_point = (x * decay_factor, y * decay_factor, z * decay_factor) ol.vertex3((x * decay_factor, y * decay_factor, z * decay_factor)) decay_factor = decay_factor * self.decay ol.vertex3(first_point) ol.end()
def draw(self, target): x, y = target[0] - self.x, target[1] - self.y # point each segment to it's predecessor for segment in self.segments: dx = x - segment.x dy = y - segment.y angle = math.atan2(dy, dx) segment.angle = angle x = x - math.cos(angle) * arm_length / parts y = y - math.sin(angle) * arm_length / parts # and now move the pointed nodes, starting from the last one # (that is the beginning of the arm) for prev, segment in reversed(list(zip(self.segments, self.segments[1:]))): prev.x = segment.x + math.cos(segment.angle) * arm_length / parts prev.y = segment.y + math.sin(segment.angle) * arm_length / parts segment.prev_x = prev.x segment.prev_y = prev.y ol.translate3((self.x, self.y, 0)) ol.begin(ol.LINESTRIP) for segment in self.segments: segment.draw(self.color) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.loadIdentity3() ol.perspective(20, 1, 1, 100) ol.translate3((0, 0, -20)) ol.color3(1.0,1.0,0.0); ol.translate3( (cos(lux.time/2.0), cos(lux.time/3.0), cos(lux.time/7.0)) ) ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) ol.rotate3X(lux.time * pi * 0.25 * lux.simple_rate) ol.rotate3Y(lux.time * pi * 0.13 * lux.simple_rate) for row in self.torender: ol.begin(ol.LINESTRIP) vi = self.faces[row] vi = vi + [vi[0]] for i in vi: tup = tuple(self.verts[i,:]) ol.vertex3(tup) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() # set basic coord system ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -40)) ol.color3(0.0, 0.0, 1.0) ol.scale3((1.0, 1.0, 1.0)) # for i in range(10): # x = random()*40-20 # y = random()*40-20 # x = randint(-20,20) # y = randint(-20,20) # square(x,y,.1) # truly randomly sampled by image vals # for i in range(20): # x,y,val = rndlena() # ol.color3(0.0,0.0,val/255.) # square(x*40./SIZEX-20,y*40/SIZEY-20,.1) # totally random, weighted by image value for i in range(20): x = randint(0, SIZEX - 1) y = randint(0, SIZEY - 1) # val = lena.getpixel((x,y)) # val = 1.-exp(-.5*lenadat[x*SIZEX+y]/255.) val = lenadat[x * SIZEX + y] / 255.0 * 0.77 ol.color3(0.0, 0.0, val) square(x * 40.0 / SIZEX - 20, y * 40 / SIZEY - 20, 0.05)
def draw(self): self.x_phase = 0.4*cos(1.7 * lux.time * self.RATE) + 0.6*cos(0.7 * lux.time * self.RATE) self.y_phase = cos(2.2 * lux.time * self.RATE) self.z_phase = cos(5.7 * lux.time * self.RATE) self.z_ratio = 2 + cos(0.1 * lux.time * self.RATE) ol.loadIdentity3() ol.loadIdentity() ol.perspective(20, 1, 1, 100) ol.translate3((0, 0, -10)) #ol.scale3((0.5, 0.5, 0.5)) ol.rotate3Z(lux.time * pi * 0.01) ol.rotate3X(lux.time * pi * 0.025) ol.rotate3Y(lux.time * pi * 0.013) ol.color3(*(self.color_cycle())) ol.begin(ol.POINTS) decay_factor = 1 first_point = None for i in range(self.SAMPLES_PER_FRAME): theta = float(i) / self.SAMPLES_PER_FRAME * self.MAX_THETA x = sin(self.x_ratio * theta + self.x_phase) y = sin(self.y_ratio * theta + self.y_phase) z = sin(self.z_ratio * theta + self.z_phase) if (i == 0): first_point = (x * decay_factor, y * decay_factor, z * decay_factor) ol.vertex3((x * decay_factor, y * decay_factor, z * decay_factor)) decay_factor = decay_factor * self.decay ol.vertex3(first_point) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) ol.color3(1.0, 1.0, 1.0) offset = cos(lux.time * 10) ol.begin(ol.LINESTRIP) npts = 25 #ol.scale3((0.5,0.5,0.5)) for i in range(npts): ol.color3( float(i) / npts, 1.0 - float(i) / npts, (float(i) / npts + (1.0 - float(i) / npts)) / 2.0) offset = 0 mod = (i % 2 * 2.0 - 1.0) * 0.99 #ol.scale3((mod, mod, mod)) ol.rotate3Z(lux.time * pi * 0.01 * lux.simple_rate) ol.vertex3((float(i) / (npts / 2.0) - 1.0 + offset, -1.0, -1)) ol.vertex3((float(i) / (npts / 2.0) - 1.0 + offset, 1.0, -1)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() #set basic coord system ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -40)) ol.color3(0.0, 0.0, 1.0) ol.scale3((1., 1., 1.)) #for i in range(10): # x = random()*40-20 # y = random()*40-20 #x = randint(-20,20) #y = randint(-20,20) # square(x,y,.1) # truly randomly sampled by image vals #for i in range(20): # x,y,val = rndlena() # ol.color3(0.0,0.0,val/255.) # square(x*40./SIZEX-20,y*40/SIZEY-20,.1) #totally random, weighted by image value for i in range(20): x = randint(0, SIZEX - 1) y = randint(0, SIZEY - 1) #val = lena.getpixel((x,y)) #val = 1.-exp(-.5*lenadat[x*SIZEX+y]/255.) val = lenadat[x * SIZEX + y] / 255. * .77 ol.color3(0.0, 0.0, val) square(x * 40. / SIZEX - 20, y * 40 / SIZEY - 20, .05)
def draw(self): time = lux.time #time = self.time ctf = self.color_time_frequency clf = self.color_length_frequency caf = self.color_angle_frequency/2 theta = abs(math.sin(time*self.time_scale)) R = self.R * math.sin(2*pi*time*self.time_scale*self.R_frequency) r = self.r * math.sin(2*pi*time*self.time_scale*self.r_frequency) p = self.p * math.sin(2*pi*time*self.time_scale*self.p_frequency) * self.bass ol.color3(1.0, 0.0, 1.0); ol.loadIdentity3() ol.loadIdentity() ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) first = True n = 0 while theta < 2*pi*self.max_cycles and n < self.max_segments: theta += self.theta_step #x = (R + r) * math.cos(theta) #y = (R + r) * math.sin(theta) x = (R + r) * math.cos(theta) + (r + p) * math.cos((R+r)/r * theta) y = (R + r) * math.sin(theta) + (r + p) * math.sin((R+r)/r * theta) if first: ol.begin(ol.LINESTRIP) #ol.begin(ol.POINTS) first = False #red = math.sin(ctf*time*n/37) * math.sin(csf*theta*n/37) #green = math.sin(ctf*time*n/23) * math.sin(csf*theta*n/23) #blue = math.sin(ctf*time*n/128) * math.sin(csf*theta*n/128) angle = math.atan2(y, x)/(2*pi) red = abs(math.sin(2*pi*(self.r_prime/3+ctf*time+clf*n+caf*angle))) green = abs(math.sin(2*pi*(self.g_prime/3+ctf*time+clf*n+caf*angle))) blue = abs(math.sin(2*pi*(self.b_prime/3+ctf*time+clf*n+caf*angle))) ol.color3(red, green, blue) #this makes it square-ish #x += math.cos(2*pi*angle*self.spatial_resonance)*self.spatial_resonance_amplitude #y += math.sin(2*pi*angle*self.spatial_resonance)*self.spatial_resonance_amplitude x += math.cos(2*pi*angle*(self.spatial_resonance+1)+2*pi*self.spatial_resonance_offset)*self.spatial_resonance_amplitude y += math.sin(2*pi*angle*(self.spatial_resonance+1)+2*pi*self.spatial_resonance_offset)*self.spatial_resonance_amplitude x *= self.width y *= self.height ol.vertex3((x,y,0)) n += 1 ol.end() #dynamically adjust resolution target = self.max_segments * 0.8 error = (target - n)/target self.theta_step = min(max(1e-100, self.theta_step * (1-error)), 1) #print n, angle self.time += 1/30
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.color3(0.0, 1.0, 1.0); ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) #target_x, target_y = random.uniform(-1, 1), random.uniform(-1, 1) target_x, target_y = math.sin(2*pi*swoosh_frequency*lux.time*3), math.sin(2*pi*swoosh_frequency*lux.time*5) #target_x, target_y = math.tan(2*pi*swoosh_frequency*lux.time*3), math.sin(2*pi*swoosh_frequency*lux.time*5) for arm in self.arms: arm.draw([target_x, target_y])
def draw(self): ol.loadIdentity() ol.rotate(lux.time / 10) # Grab the raw audio buffer mono = audio_engine.mono_buffer() # Make sure it ain't empty!! if mono.shape[0] == 0: return # Openlase can only draw 30000 points in one cycle (less that # that, actually!). Clear the audio buffer and try again! if mono.shape[0] > 10000: audio_engine.clear_all() ol.color3(*(self.color_cycle())) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) if (lux.time > self.nextSnapshot): #print "snapshot" self.nextSnapshot = lux.time + self.interval self.currentWave = self.nextWave self.nextWave = zeros(shape=(self.renderPointCount)) # load in new values for i in range(int(self.renderPointCount - 1)): self.nextWave[i] = mono[i * self.skip] * 2 # draw shape fracIntervalComplete = ( lux.time - (self.nextSnapshot - self.interval)) / self.interval # print '%f %f %f' % (lux.time,fracIntervalComplete, self.nextSnapshot) coordsToRender = zeros(shape=(self.renderPointCount, 2)) firstVal = None for i in range(int(self.renderPointCount - 1)): val = ((self.nextWave[i] - self.currentWave[i]) * fracIntervalComplete) + self.currentWave[i] if (firstVal is None): firstVal = val #print "next: %f curr: %f frac: %f" % (self.nextWave[i], self.currentWave[i], fracIntervalComplete) (x, y) = self.doTheTrigStuff( val, (float(i) / float(self.renderPointCount)), firstVal) coordsToRender[i][0] = x coordsToRender[i][1] = y coordsToRender[self.renderPointCount - 1] = coordsToRender[0] # render shape ol.begin(ol.LINESTRIP) for i in range(0, int(self.renderPointCount), 1): # print '%f: %f,%f' % (i,coordsToRender[i][0], coordsToRender[i][1]) ol.vertex((coordsToRender[i][0], coordsToRender[i][1])) ol.end() ol.vertex((coordsToRender[0][0], coordsToRender[0][1]))
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.color3(1.0, 0.0, 1.0); font = ol.getDefaultFont() s = "Lux!" w = ol.getStringWidth(font, 0.2, s) ol.drawString(font, (-w/2,0.1), 0.2, s) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) for i in range(2): if (i == 1): ol.color3(1.0,1.0,0.0); else: ol.color3(0.0,1.0,1.0); ol.scale3((0.6, 0.6, 0.6)) ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) ol.rotate3X(lux.time * pi * 0.8 * lux.simple_rate) ol.rotate3Y(lux.time * pi * 0.73 * lux.simple_rate) ol.begin(ol.LINESTRIP) ol.vertex3((-1, -1, -1)) ol.vertex3(( 1, -1, -1)) ol.vertex3(( 1, 1, -1)) ol.vertex3((-1, 1, -1)) ol.vertex3((-1, -1, -1)) ol.vertex3((-1, -1, 1)) ol.end() ol.begin(ol.LINESTRIP); ol.vertex3(( 1, 1, 1)) ol.vertex3((-1, 1, 1)) ol.vertex3((-1, -1, 1)) ol.vertex3(( 1, -1, 1)) ol.vertex3(( 1, 1, 1)) ol.vertex3(( 1, 1, -1)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3(( 1, -1, -1)) ol.vertex3(( 1, -1, 1)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((-1, 1, 1)) ol.vertex3((-1, 1, -1)) ol.end()
def draw(self): ol.loadIdentity() ol.rotate(lux.time / 10) # Grab the raw audio buffer mono = audio_engine.mono_buffer() # Make sure it ain't empty!! if mono.shape[0] == 0: return # Openlase can only draw 30000 points in one cycle (less that # that, actually!). Clear the audio buffer and try again! if mono.shape[0] > 10000: audio_engine.clear_all() return ol.color3(*(self.color_cycle())) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) if lux.time > self.nextSnapshot: # print "snapshot" self.nextSnapshot = lux.time + self.interval self.currentWave = self.nextWave self.nextWave = zeros(shape=(self.renderPointCount)) # load in new values for i in range(self.renderPointCount - 1): self.nextWave[i] = mono[i * self.skip] # draw shape fracIntervalComplete = (lux.time - (self.nextSnapshot - self.interval)) / self.interval # print '%f %f %f' % (lux.time,fracIntervalComplete, self.nextSnapshot) coordsToRender = zeros(shape=(self.renderPointCount, 2)) firstVal = None for i in range(self.renderPointCount - 1): val = ((self.nextWave[i] - self.currentWave[i]) * fracIntervalComplete) + self.currentWave[i] if firstVal is None: firstVal = val # print "next: %f curr: %f frac: %f" % (self.nextWave[i], self.currentWave[i], fracIntervalComplete) (x, y) = self.doTheTrigStuff(val, (float(i) / float(self.renderPointCount)), firstVal) coordsToRender[i][0] = x coordsToRender[i][1] = y coordsToRender[self.renderPointCount - 1] = coordsToRender[0] # render shape ol.begin(ol.LINESTRIP) for i in range(self.renderPointCount): # print '%f: %f,%f' % (i,coordsToRender[i][0], coordsToRender[i][1]) ol.vertex((coordsToRender[i][0], coordsToRender[i][1])) ol.end()
def draw(self): '''a square''' #self.x = math.cos(2*pi*rotate_frequency*lux.time + self.angle + self.base_angle) * self.distance * self.distance_scale #self.y = math.sin(2*pi*rotate_frequency*lux.time + self.angle + self.base_angle) * self.distance * self.distance_scale #stolen from guilloche time = lux.time * time_scale R = math.sin(2*pi*self.R_frequency*time) * self.R + 0.0001 r = math.sin(2*pi*self.r_frequency*time) * self.r + 0.0001 p = math.sin(2*pi*self.p_frequency*time) * self.p + 0.0001 self.x = (R + r) * math.cos(time) + (r + p) * math.cos((R+r)/r * time) self.y = (R + r) * math.sin(time) + (r + p) * math.sin((R+r)/r * time) #clamp to display area if clamp_display: if self.x > 1: self.x = 1 if self.y > 1: self.y = 1 if self.x < -1: self.x = -1 if self.y < -1: self.y = -1 self.x *= scale self.y *= scale #self.graphics.circle(0, 0, self.radius) ol.loadIdentity3() ol.loadIdentity() #ol.color3(self.color[0], self.color[1], self.color[2]) ol.color3(self.red, self.green, self.blue) ol.translate3((self.x, self.y, 0)) angle = math.atan2(self.y, self.x)/(2*pi) red = abs(math.sin(2*pi*(r_prime/3+ctf*time+clf*self.n+caf*angle)))*self.red green = abs(math.sin(2*pi*(g_prime/3+ctf*time+clf*self.n+caf*angle)))*self.green blue = abs(math.sin(2*pi*(b_prime/3+ctf*time+clf*self.n+caf*angle)))*self.blue if seizure_mode: #red, green, blue = red/self.radius, green/self.radius, blue/self.radius red = abs(red*math.tan((2*pi*self.radius/node_big_radius))) green = abs(green*math.tan((2*pi*self.radius/node_big_radius))) blue = abs(blue*math.tan((2*pi*self.radius/node_big_radius))) ol.color3(red, green, blue) #do squares have radii? s = self.radius ol.begin(ol.POINTS) ol.vertex3((-s, s,0)) ol.vertex3((-s, s,0)) ol.vertex3(( s, s,0)) ol.vertex3(( s,-s,0)) ol.vertex3((-s,-s,0)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.color3(0.0, 1.0, 1.0) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) # target_x, target_y = random.uniform(-1, 1), random.uniform(-1, 1) target_x, target_y = ( math.sin(2 * pi * swoosh_frequency * lux.time * 3), math.sin(2 * pi * swoosh_frequency * lux.time * 5), ) # target_x, target_y = math.tan(2*pi*swoosh_frequency*lux.time*3), math.sin(2*pi*swoosh_frequency*lux.time*5) for arm in self.arms: arm.draw([target_x, target_y])
def draw(self, val): '''a square''' ol.loadIdentity3() ol.loadIdentity() ol.color3(self.color[0], self.color[1], self.color[2]) ol.translate3((self.x, self.y, 0)) ol.begin(ol.POINTS) ol.vertex3((.0, .0, .0)) ol.vertex3((.0, .1, .0)) ol.vertex3((.1, .1, .0)) ol.vertex3((.1, .0, .0)) ol.vertex3((.0, .0, .0)) ol.end() self.moving = True return self
def draw(self, val): '''a square''' ol.loadIdentity3() ol.loadIdentity() ol.color3(self.color[0], self.color[1], self.color[2]) ol.translate3((self.x, self.y, 0)) ol.begin(ol.POINTS) ol.vertex3((.0,.0,.0)) ol.vertex3((.0,.1,.0)) ol.vertex3((.1,.1,.0)) ol.vertex3((.1,.0,.0)) ol.vertex3((.0,.0,.0)) ol.end() self.moving = True return self
def draw(self): ol.loadIdentity3() ol.loadIdentity() # dt = lux.time - self.last_time self.net.draw() foo = self.tweener.update(lux.time * time_scale - self.last_time) #print list(foo) #bar = list(foo)[0] ol.color3(1.0, 1.0, 1.0) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) self.last_time = lux.time * time_scale
def draw(self): ol.loadIdentity3() ol.loadIdentity() # dt = lux.time - self.last_time self.net.draw() foo= self.tweener.update(lux.time*time_scale - self.last_time) #print list(foo) #bar = list(foo)[0] ol.color3(1.0, 1.0, 1.0); ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) self.last_time = lux.time * time_scale
def draw(self): time = lux.time ctf = self.color_time_frequency clf = self.color_length_frequency caf = self.color_angle_frequency/2 theta0 = abs(math.sin(time*self.time_scale)) for braid_count in range(1,self.NUM_CIRCLES): first = True n = 0 theta = theta0 ol.color3(1.0, 0.0, 1.0); ol.loadIdentity3() ol.loadIdentity() ol.perspective(40, 1, 1, 100) ol.translate3((0, 0, -3)) ol.rotate3Z(lux.time * pi * self.z_rotations[braid_count]) ol.rotate3X(lux.time * pi * self.x_rotations[braid_count]) ol.rotate3Z(lux.time * pi * self.x_rotations[braid_count]) ol.begin(ol.LINESTRIP) while theta < theta0 + 2*pi: r = (0.5+sin(10*theta)/2.0) / float(braid_count) * self.scale x = r * cos(theta) y = r * sin(theta) angle = math.atan2(y, x)/(2*pi) red = abs(math.sin(2*pi*(self.r_prime/3+ctf*time+clf*n+caf*angle)+self.color_phases[braid_count])) green = abs(math.sin(2*pi*(self.g_prime/3+ctf*time+clf*n+caf*angle)+self.color_phases[braid_count])) blue = abs(math.sin(2*pi*(self.b_prime/3+ctf*time+clf*n+caf*angle)+self.color_phases[braid_count])) ol.color3(red, green, blue) ol.vertex3((x,y,0)) n += 1 theta += 1.0/float(self.max_segments) r = (0.5+sin(10*theta)/2.0) / float(braid_count) * self.scale x = r * cos(theta) y = r * sin(theta) ol.vertex3((x,y,0)) # Close the path ol.end()
def draw(self): self.tweener.add_tween(self, scale_factor=0.25, time_scale = 1.0, duration=0.1, \ easing=pytweener.Easing.Expo.ease_in_out) ol.loadIdentity() ol.loadIdentity3() ol.translate3((-0.1, 0.0, 0.0)) ol.scale3((self.scale_factor, self.scale_factor, self.scale_factor)) # Spawn photons randomly if len(self.photons) < MAX_PHOTONS and random.random( ) < SPAWN_THRESHOLD: p = Photon() self.photons.append(p) # Draw photons dt = self.time_scale * (lux.time - self.last_time) self.last_time = lux.time self.tweener.update(lux.time - self.last_time) for p in self.photons: p.update(dt, self.photon_speed) p.draw() ol.color3(1.0, 1.0, 1.0) font = ol.getDefaultFont() s = "LASER" w = ol.getStringWidth(font, 1.0, s) ol.drawString(font, (-w / 2, 1.1), 1.0, s) # Draw the bounding box, with a very small hole in it. ol.color3(0.0, 1.0, 0.0) ol.begin(ol.LINESTRIP) ol.vertex3((CAVITY_SIZE[0] / 2, 0.1, 0.0)) ol.vertex3((CAVITY_SIZE[0] / 2, CAVITY_SIZE[1] / 2, 0.0)) ol.vertex3((-CAVITY_SIZE[0] / 2, CAVITY_SIZE[1] / 2, 0.0)) ol.vertex3((-CAVITY_SIZE[0] / 2, -CAVITY_SIZE[1] / 2, 0.0)) ol.vertex3((CAVITY_SIZE[0] / 2, -CAVITY_SIZE[1] / 2, 0.0)) ol.vertex3((CAVITY_SIZE[0] / 2, -0.1, 0.0)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() #set basic coord system ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -40)) ol.color3(0.0,0.0,1.0); ol.scale3((1., 1., 1.)) #for i in range(10): # x = random()*40-20 # y = random()*40-20 #x = randint(-20,20) #y = randint(-20,20) # square(x,y,.1) #lux.time() #sleep(0.1) #for i in range(20): # x,y,val = rndlena() # ol.color3(0.0,0.0,val/255.) # square(x*40./SIZEX-20,y*40/SIZEY-20,.1) #ol.color3(1.0,0.0,0.) #square(10*.4-20,10*.4-20,.1) self.ROW+=3 if self.ROW >= SIZEY: self.ROW=self.phase self.phase += 1 if self.phase == 3: self.phase=0 j=self.ROW for i in range(SIZEX): ol.color3(0.0,0.0,lena.getpixel((i,j))/255.) square(i*40./SIZEX-20.,j*40./SIZEY-20.,.1)
def draw(self): self.tweener.add_tween(self, scale_factor=0.25, time_scale = 1.0, duration=0.1, \ easing=pytweener.Easing.Expo.ease_in_out) ol.loadIdentity() ol.loadIdentity3() ol.translate3((-0.1, 0.0, 0.0)) ol.scale3((self.scale_factor, self.scale_factor, self.scale_factor)) # Spawn photons randomly if len(self.photons) < MAX_PHOTONS and random.random() < SPAWN_THRESHOLD: p = Photon(); self.photons.append(p) # Draw photons dt = self.time_scale * (lux.time - self.last_time) self.last_time = lux.time self.tweener.update(lux.time - self.last_time) for p in self.photons: p.update(dt, self.photon_speed) p.draw() ol.color3(1.0, 1.0, 1.0); font = ol.getDefaultFont() s = "LASER" w = ol.getStringWidth(font, 1.0, s) ol.drawString(font, (-w/2,1.1), 1.0, s) # Draw the bounding box, with a very small hole in it. ol.color3(0.0, 1.0, 0.0); ol.begin(ol.LINESTRIP) ol.vertex3(( CAVITY_SIZE[0]/2, 0.1, 0.0)) ol.vertex3(( CAVITY_SIZE[0]/2, CAVITY_SIZE[1]/2, 0.0)) ol.vertex3((-CAVITY_SIZE[0]/2, CAVITY_SIZE[1]/2, 0.0)) ol.vertex3((-CAVITY_SIZE[0]/2, -CAVITY_SIZE[1]/2, 0.0)) ol.vertex3(( CAVITY_SIZE[0]/2, -CAVITY_SIZE[1]/2, 0.0)) ol.vertex3(( CAVITY_SIZE[0]/2, -0.1, 0.0)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() if not self.particle.moving and self.particle.wait > 0.5: self.particle.wait = 0 self.bounce() # dt = lux.time - self.last_time self.particle.wait += lux.time - self.last_time self.chain.draw(target=(self.particle.x, self.particle.y)) foo = self.tweener.update(lux.time - self.last_time) #print list(foo) #bar = list(foo)[0] ol.color3(1.0, 1.0, 1.0) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) self.last_time = lux.time
def draw(self): ol.loadIdentity3() ol.loadIdentity() if not self.particle.moving and self.particle.wait > 0.5: self.particle.wait = 0 self.bounce() # dt = lux.time - self.last_time self.particle.wait += lux.time - self.last_time self.chain.draw(target=(self.particle.x, self.particle.y)) foo= self.tweener.update(lux.time - self.last_time) #print list(foo) #bar = list(foo)[0] ol.color3(1.0, 1.0, 1.0); ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) self.last_time = lux.time
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) ol.color3(1.0,1.0,1.0) offset = cos(lux.time*10) ol.begin(ol.LINESTRIP) npts = 25 #ol.scale3((0.5,0.5,0.5)) for i in range(npts): ol.color3(float(i)/npts,1.0-float(i)/npts,(float(i)/npts+(1.0-float(i)/npts))/2.0) offset = 0 mod = (i%2 * 2.0 - 1.0) * 0.99 #ol.scale3((mod, mod, mod)) ol.rotate3Z(lux.time * pi * 0.01 * lux.simple_rate) ol.vertex3((float(i)/(npts/2.0)-1.0+offset,-1.0,-1)) ol.vertex3((float(i)/(npts/2.0)-1.0+offset,1.0,-1)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() for i in range(2): ol.loadIdentity3() ol.perspective(20, 1, 1, 100) ol.translate3((0, 0, -20)) if (i == 1): ol.color3(1.0, 1.0, 0.0) ol.translate3((cos(lux.time / 2.0), cos(lux.time / 3.0), cos(lux.time / 7.0))) ol.rotate3Z(lux.time * pi * 0.1 * lux.TwoCubes_simple_rate) ol.rotate3X(lux.time * pi * 0.25 * lux.TwoCubes_simple_rate) ol.rotate3Y(lux.time * pi * 0.13 * lux.TwoCubes_simple_rate) else: ol.color3(0.0, 1.0, 1.0) ol.scale3((0.6, 0.6, 0.6)) ol.translate3((cos(lux.time / 3.2), cos(lux.time / 2.6), cos(lux.time / 5.4))) ol.rotate3Z(lux.time * pi * 0.14 * lux.TwoCubes_simple_rate) ol.rotate3X(lux.time * pi * 0.53 * lux.TwoCubes_simple_rate) ol.rotate3Y(lux.time * pi * 0.22 * lux.TwoCubes_simple_rate) ol.begin(ol.LINESTRIP) ol.vertex3((-1, -1, -1)) ol.vertex3((1, -1, -1)) ol.vertex3((1, 1, -1)) ol.vertex3((-1, 1, -1)) ol.vertex3((-1, -1, -1)) ol.vertex3((-1, -1, 1)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((1, 1, 1)) ol.vertex3((-1, 1, 1)) ol.vertex3((-1, -1, 1)) ol.vertex3((1, -1, 1)) ol.vertex3((1, 1, 1)) ol.vertex3((1, 1, -1)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((1, -1, -1)) ol.vertex3((1, -1, 1)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((-1, 1, 1)) ol.vertex3((-1, 1, -1)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() for i in range(2): ol.loadIdentity3() ol.perspective(20, 1, 1, 100) ol.translate3((0, 0, -20)) if (i == 1): ol.color3(1.0,1.0,0.0); ol.translate3((cos(lux.time/2.0), cos(lux.time/3.0), cos(lux.time/7.0))) ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) ol.rotate3X(lux.time * pi * 0.25 * lux.simple_rate) ol.rotate3Y(lux.time * pi * 0.13 * lux.simple_rate) else: ol.color3(0.0,1.0,1.0); ol.scale3((0.6, 0.6, 0.6)) ol.translate3((cos(lux.time/3.2), cos(lux.time/2.6), cos(lux.time/5.4))) ol.rotate3Z(lux.time * pi * 0.14 * lux.simple_rate) ol.rotate3X(lux.time * pi * 0.53 * lux.simple_rate) ol.rotate3Y(lux.time * pi * 0.22 * lux.simple_rate) ol.begin(ol.LINESTRIP) ol.vertex3((-1, -1, -1)) ol.vertex3(( 1, -1, -1)) ol.vertex3(( 1, 1, -1)) ol.vertex3((-1, 1, -1)) ol.vertex3((-1, -1, -1)) ol.vertex3((-1, -1, 1)) ol.end() ol.begin(ol.LINESTRIP); ol.vertex3(( 1, 1, 1)) ol.vertex3((-1, 1, 1)) ol.vertex3((-1, -1, 1)) ol.vertex3(( 1, -1, 1)) ol.vertex3(( 1, 1, 1)) ol.vertex3(( 1, 1, -1)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3(( 1, -1, -1)) ol.vertex3(( 1, -1, 1)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((-1, 1, 1)) ol.vertex3((-1, 1, -1)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.color3(1.0, 0.0, 1.0) font = ol.getDefaultFont() s = "davidad" x = sin(lux.time) * 0.5 w = ol.getStringWidth(font, x, s) #ol.drawString(font, (-w/2,0), x, s) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) t = lux.time * 2 lx = 0 ly = 0 for i in range(8): c = floor(t * 2 + i) % 3 c = 3 if (c == 1): #if(1): ol.color3(1.0, 1.0, 0.0) if (c == 2): ol.color3(0.0, 1.0, 1.0) if (c == 3): ol.color3(1.0, 0.0, 1.0) ol.scale3((0.6, 0.6, 0.6)) #ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) #ol.rotate3X(lux.time * pi * 0.8 * lux.simple_rate) #ol.rotate3Y(lux.time * pi * 0.73 * lux.simple_rate) z = 2 * sin(t * 2) z = -1 + 4 * (t * 2 - floor(t * 2)) #z = 4 x = 0.5 * sin(t + i / 1.0) y = 0.5 * cos(t + i / 1.0) ol.begin(ol.LINESTRIP) ol.vertex3((x - 1, y - 1, z)) ol.vertex3((x - 1, y + 1, z)) ol.vertex3((x + 1, y + 1, z)) ol.vertex3((x + 1, y - 1, z)) ol.vertex3((x - 1, y - 1, z)) ol.end() if i != 0: ol.begin(ol.LINESTRIP) ol.vertex3((x - 1, y - 1, z)) ol.vertex3((lx - 1, ly - 1, z + 4)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((x - 1, y + 1, z)) ol.vertex3((lx - 1, ly + 1, z + 4)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((x + 1, y + 1, z)) ol.vertex3((lx + 1, ly + 1, z + 4)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((x + 1, y - 1, z)) ol.vertex3((lx + 1, ly - 1, z + 4)) ol.end() lx = x ly = y
def run(self): # Run the render loop. This will repeatedly render frames of the current plugin. print '\t--> Starting up LUX Engine.' ftime = 0 frames = 0 # Initialize OpenLase. This also creates the lux_engine jack endpoints. if (ol.init(3, 96000) != 0): raise Exception("Could not initialize openlase") # Connect the output engine to the lux_engine. self.output_engine.connect_ports("lux_engine:out_x", "lux_output:in_x") self.output_engine.connect_ports("lux_engine:out_y", "lux_output:in_y") self.output_engine.connect_ports("lux_engine:out_r", "lux_output:in_r") self.output_engine.connect_ports("lux_engine:out_g", "lux_output:in_g") self.output_engine.connect_ports("lux_engine:out_b", "lux_output:in_b") # Turn off the hardware safety interlock. self.output_engine.setOutputInitialized(True) # Create a local settings object for this thread. settings = LuxSettings() while not self.exiting: # Grab local references to these class variables self.lock.lock() current_plugin = self.current_plugin video_engine = self.video_engine self.lock.unlock() # SET PARAMETERS # # Check to see if the GUI parameter override has been set, # and we need to update OL parameters. if (self.ol_update_params and settings['calibration'].parameterOverride and current_plugin): current_plugin.setParametersToGuiValues() self.ol_update_params = False if (current_plugin and not settings['calibration'].parameterOverride): current_plugin.setParameters() if (self.reset_plugin_on_next_frame): current_plugin.reset() self.reset_plugin_on_next_frame = False # RENDER # # We call out to the current plugin's draw() method, or # the video plugin, depending on the current state of the # GUI. if (current_plugin): if (settings['video'].videoMode): # Cause video color cycling to happen ol.loadIdentity3() ol.loadIdentity() ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) ol.color3(*(self.video_color_drift.color_cycle())) video_engine.draw_lasers() else: current_plugin.draw() frame_render_time = ol.renderFrame( 60) # Takes max_fps as argument frames += 1 ftime += frame_render_time #print "Frame time: %f, FPS:%f"%(frame_render_time, frame_render_time/ftime) else: # If there is no plugin for some reason, kill time # rather than burning CPU in a loop that does nothing. time.sleep(0.1)
def draw(self, audio): '''a square''' #self.x = math.cos(2*pi*rotate_frequency*lux.time + self.angle + self.base_angle) * self.distance * self.distance_scale #self.y = math.sin(2*pi*rotate_frequency*lux.time + self.angle + self.base_angle) * self.distance * self.distance_scale #stolen from guilloche time = lux.time * time_scale R = math.sin(2 * pi * self.R_frequency * time) * self.R + 0.0001 r = math.sin(2 * pi * self.r_frequency * time) * self.r + 0.0001 p = math.sin(2 * pi * self.p_frequency * time) * self.p + 0.0001 self.x = (R + r) * math.cos(time) + (r + p) * math.cos( (R + r) / r * time) self.y = (R + r) * math.sin(time) + (r + p) * math.sin( (R + r) / r * time) #clamp to display area if clamp_display: if self.x > 1: self.x = 1 if self.y > 1: self.y = 1 if self.x < -1: self.x = -1 if self.y < -1: self.y = -1 self.x *= scale self.y *= scale #self.graphics.circle(0, 0, self.radius) ol.loadIdentity3() ol.loadIdentity() #ol.color3(self.color[0], self.color[1], self.color[2]) ol.color3(self.red, self.green, self.blue) ol.translate3((self.x, self.y, 0)) angle = math.atan2(self.y, self.x) / (2 * pi) red = self.red #abs(math.sin(2*pi*(r_prime/3+ctf*time+clf*self.n+caf*angle)))*self.red green = abs( math.sin(2 * pi * (g_prime / 3 + ctf * time + clf * self.n + caf * angle))) * self.green blue = abs( math.sin(2 * pi * (b_prime / 3 + ctf * time + clf * self.n + caf * angle))) * self.blue if seizure_mode: #red, green, blue = red/self.radius, green/self.radius, blue/self.radius red = abs(red * math.tan((2 * pi * self.radius / node_big_radius))) green = abs(green * math.tan( (2 * pi * self.radius / node_big_radius))) blue = abs(blue * math.tan( (2 * pi * self.radius / node_big_radius))) if audio: try: #seems most of the time all the samples are empty #sample_index = int((self.n/max_nodes)*audio[0].shape[0]) sample_index = 0 #self.n sample = audio[0][n] except: sample = 1 else: sample = 1 #[0 for x in range(10000)] #empty vector #print sample if audio: red = red blue = blue + sample * self.audio_gain green = green + sample * self.audio_gain ol.color3(red, green, blue) if self.last_sample - sample > 0.1: pass #pulse #do squares have radii? s = self.radius ol.begin(ol.POINTS) ol.vertex3((-s, s, 0)) ol.vertex3((-s, s, 0)) ol.vertex3((s, s, 0)) ol.vertex3((s, -s, 0)) ol.vertex3((-s, -s, 0)) ol.end()
def run(self): # Run the render loop. This will repeatedly render frames of the current plugin. print '\t--> Starting up LUX Engine.' ftime = 0 frames = 0 # Initialize OpenLase. This also creates the lux_engine jack endpoints. if (ol.init(3, 96000) != 0): raise Exception("Could not initialize openlase") # Connect the output engine to the lux_engine. self.output_engine.connect_ports("lux_engine:out_x", "lux_output:in_x") self.output_engine.connect_ports("lux_engine:out_y", "lux_output:in_y") self.output_engine.connect_ports("lux_engine:out_r", "lux_output:in_r") self.output_engine.connect_ports("lux_engine:out_g", "lux_output:in_g") self.output_engine.connect_ports("lux_engine:out_b", "lux_output:in_b") # Turn off the hardware safety interlock. self.output_engine.setOutputInitialized(True) # Create a local settings object for this thread. settings = LuxSettings() while not self.exiting: # Grab local references to these class variables self.lock.lock() current_plugin = self.current_plugin video_engine = self.video_engine self.lock.unlock() # SET PARAMETERS # # Check to see if the GUI parameter override has been set, # and we need to update OL parameters. if (self.ol_update_params and settings['calibration'].parameterOverride and current_plugin): current_plugin.setParametersToGuiValues() self.ol_update_params = False if (current_plugin and not settings['calibration'].parameterOverride): current_plugin.setParameters(); # RENDER # # We call out to the current plugin's draw() method, or # the video plugin, depending on the current state of the # GUI. if (current_plugin): if (settings['video'].videoMode): # Cause video color cycling to happen ol.loadIdentity3(); ol.loadIdentity(); ol.perspective(60, 1, 1, 100); ol.translate3((0, 0, -3)); ol.color3(*(self.video_color_drift.color_cycle())) video_engine.draw_lasers() else: current_plugin.draw() frame_render_time = ol.renderFrame(60) # Takes max_fps as argument frames += 1 ftime += frame_render_time #print "Frame time: %f, FPS:%f"%(frame_render_time, frame_render_time/ftime) else: # If there is no plugin for some reason, kill time # rather than burning CPU in a loop that does nothing. time.sleep(0.1)
def draw(self): time = lux.time #time = self.time ctf = self.color_time_frequency clf = self.color_length_frequency caf = self.color_angle_frequency / 2 theta = abs(math.sin(time * self.time_scale)) R = self.R * math.sin( 2 * pi * time * self.time_scale * self.R_frequency) r = self.r * math.sin( 2 * pi * time * self.time_scale * self.r_frequency) p = self.p * math.sin( 2 * pi * time * self.time_scale * self.p_frequency) * self.bass audio = self.get_audio() ol.color3(1.0, 0.0, 1.0) ol.loadIdentity3() ol.loadIdentity() ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) first = True n = 0 while theta < 2 * pi * self.max_cycles and n < self.max_segments: theta += self.theta_step if audio: try: sample_index = int( theta / (2 * pi * self.max_cycles) * (audio[0].shape[0] - 1)) + 1 #skip first sample sample = audio[2][sample_index] except: sample = 0 else: sample = 0 #[0 for x in range(10000)] #empty vector #x = (R + r) * math.cos(theta) #y = (R + r) * math.sin(theta) sample *= self.audio_gain #print sample #x = (R + r) * math.cos(theta) + (r + p + sample) * math.cos((R+r)/r * theta) #y = (R + r) * math.sin(theta) + (r + p + sample) * math.sin((R+r)/r * theta) #ben's ill advised DALT change x = (R + r) * math.cos(theta) + (r + p * sample) * math.cos( (R + r) / r * theta) y = (R + r) * math.sin(theta) + (r + p * sample) * math.sin( (R + r) / r * theta) if first: #ol.begin(ol.LINESTRIP) ol.begin(ol.POINTS) first = False #red = math.sin(ctf*time*n/37) * math.sin(csf*theta*n/37) #green = math.sin(ctf*time*n/23) * math.sin(csf*theta*n/23) #blue = math.sin(ctf*time*n/128) * math.sin(csf*theta*n/128) angle = math.atan2(y, x) / (2 * pi) red = abs( math.sin( 2 * pi * (self.r_prime / 3 + ctf * time + clf * n + caf * angle))) green = abs( math.sin( 2 * pi * (self.g_prime / 3 + ctf * time + clf * n + caf * angle))) blue = abs( math.sin( 2 * pi * (self.b_prime / 3 + ctf * time + clf * n + caf * angle))) ol.color3(red, green, blue) #this makes it square-ish #x += math.cos(2*pi*angle*self.spatial_resonance)*self.spatial_resonance_amplitude #y += math.sin(2*pi*angle*self.spatial_resonance)*self.spatial_resonance_amplitude x += math.cos(2 * pi * angle * (self.spatial_resonance + 1) + 2 * pi * self.spatial_resonance_offset ) * self.spatial_resonance_amplitude y += math.sin(2 * pi * angle * (self.spatial_resonance + 1) + 2 * pi * self.spatial_resonance_offset ) * self.spatial_resonance_amplitude x *= self.width y *= self.height ol.vertex3((x, y, 0)) n += 1 ol.end() #dynamically adjust resolution target = self.max_segments * 0.8 error = (target - n) / target self.theta_step = min(max(1e-100, self.theta_step * (1 - error)), 1) #print n, angle self.time += 1 / 30
def draw(self): time = lux.time #time = self.time ctf = self.color_time_frequency clf = self.color_length_frequency caf = self.color_angle_frequency/2 theta = abs(math.sin(time*self.time_scale)) R = self.R * math.sin(2*pi*time*self.time_scale*self.R_frequency) r = self.r * math.sin(2*pi*time*self.time_scale*self.r_frequency) p = self.p * math.sin(2*pi*time*self.time_scale*self.p_frequency) * self.bass audio = self.get_audio() ol.color3(1.0, 0.0, 1.0); ol.loadIdentity3() ol.loadIdentity() ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) first = True n = 0 while theta < 2*pi*self.max_cycles and n < self.max_segments: theta += self.theta_step if audio: try: sample_index = int(theta/(2*pi*self.max_cycles)*(audio[0].shape[0]-1))+1 #skip first sample sample = audio[2][sample_index] except: sample = 0 else: sample = 0 #[0 for x in range(10000)] #empty vector #x = (R + r) * math.cos(theta) #y = (R + r) * math.sin(theta) sample *= self.audio_gain #print sample #x = (R + r) * math.cos(theta) + (r + p + sample) * math.cos((R+r)/r * theta) #y = (R + r) * math.sin(theta) + (r + p + sample) * math.sin((R+r)/r * theta) #ben's ill advised DALT change x = (R + r) * math.cos(theta) + (r + p * sample) * math.cos((R+r)/r * theta) y = (R + r) * math.sin(theta) + (r + p * sample) * math.sin((R+r)/r * theta) if first: #ol.begin(ol.LINESTRIP) ol.begin(ol.POINTS) first = False #red = math.sin(ctf*time*n/37) * math.sin(csf*theta*n/37) #green = math.sin(ctf*time*n/23) * math.sin(csf*theta*n/23) #blue = math.sin(ctf*time*n/128) * math.sin(csf*theta*n/128) angle = math.atan2(y, x)/(2*pi) red = abs(math.sin(2*pi*(self.r_prime/3+ctf*time+clf*n+caf*angle))) green = abs(math.sin(2*pi*(self.g_prime/3+ctf*time+clf*n+caf*angle))) blue = abs(math.sin(2*pi*(self.b_prime/3+ctf*time+clf*n+caf*angle))) ol.color3(red, green, blue) #this makes it square-ish #x += math.cos(2*pi*angle*self.spatial_resonance)*self.spatial_resonance_amplitude #y += math.sin(2*pi*angle*self.spatial_resonance)*self.spatial_resonance_amplitude x += math.cos(2*pi*angle*(self.spatial_resonance+1)+2*pi*self.spatial_resonance_offset)*self.spatial_resonance_amplitude y += math.sin(2*pi*angle*(self.spatial_resonance+1)+2*pi*self.spatial_resonance_offset)*self.spatial_resonance_amplitude x *= self.width y *= self.height ol.vertex3((x,y,0)) n += 1 ol.end() #dynamically adjust resolution target = self.max_segments * 0.8 error = (target - n)/target self.theta_step = min(max(1e-100, self.theta_step * (1-error)), 1) #print n, angle self.time += 1/30
ol.init() time = 0 frames = 0 while True: ol.loadIdentity3() ol.loadIdentity() font = ol.getDefaultFont() s = "Hi!" w = ol.getStringWidth(font, 0.2, s) ol.drawString(font, (-w/2,0.1), 0.2, ol.C_WHITE, s) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) for i in range(2): if (i == 1): ol.color3(1.0,0.0,0.0); else: ol.color3(0.0,1.0,0.0); ol.scale3((0.6, 0.6, 0.6)) ol.rotate3Z(time * pi * 0.1) ol.rotate3X(time * pi * 0.8) ol.rotate3Y(time * pi * 0.73) ol.begin(ol.LINESTRIP) ol.vertex3((-1, -1, -1)) ol.vertex3(( 1, -1, -1))
def draw(self): ol.loadIdentity3() ol.loadIdentity() ol.color3(1.0, 0.0, 1.0); font = ol.getDefaultFont() s = "davidad" x = sin(lux.time)*0.5; w = ol.getStringWidth(font, x, s) #ol.drawString(font, (-w/2,0), x, s) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) t = lux.time*2 lx = 0 ly = 0 for i in range(8): c = floor(t*2+i)%3 c = 3 if (c==1): #if(1): ol.color3(1.0,1.0,0.0); if (c==2): ol.color3(0.0,1.0,1.0); if (c==3): ol.color3(1.0,0.0,1.0); ol.scale3((0.6, 0.6, 0.6)) #ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) #ol.rotate3X(lux.time * pi * 0.8 * lux.simple_rate) #ol.rotate3Y(lux.time * pi * 0.73 * lux.simple_rate) z = 2*sin(t*2) z = -1+4*(t*2-floor(t*2)) #z = 4 x = 0.5*sin(t+i/1.0); y = 0.5*cos(t+i/1.0); ol.begin(ol.LINESTRIP) ol.vertex3((x-1,y-1,z)) ol.vertex3((x-1,y+1,z)) ol.vertex3((x+1,y+1,z)) ol.vertex3((x+1,y-1,z)) ol.vertex3((x-1,y-1,z)) ol.end() if i != 0: ol.begin(ol.LINESTRIP) ol.vertex3((x-1,y-1,z)) ol.vertex3((lx-1,ly-1,z+4)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((x-1,y+1,z)) ol.vertex3((lx-1,ly+1,z+4)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((x+1,y+1,z)) ol.vertex3((lx+1,ly+1,z+4)) ol.end() ol.begin(ol.LINESTRIP) ol.vertex3((x+1,y-1,z)) ol.vertex3((lx+1,ly-1,z+4)) ol.end() lx = x ly = y
def draw(self, audio): '''a square''' #self.x = math.cos(2*pi*rotate_frequency*lux.time + self.angle + self.base_angle) * self.distance * self.distance_scale #self.y = math.sin(2*pi*rotate_frequency*lux.time + self.angle + self.base_angle) * self.distance * self.distance_scale #stolen from guilloche time = lux.time * time_scale R = math.sin(2*pi*self.R_frequency*time) * self.R + 0.0001 r = math.sin(2*pi*self.r_frequency*time) * self.r + 0.0001 p = math.sin(2*pi*self.p_frequency*time) * self.p + 0.0001 self.x = (R + r) * math.cos(time) + (r + p) * math.cos((R+r)/r * time) self.y = (R + r) * math.sin(time) + (r + p) * math.sin((R+r)/r * time) #clamp to display area if clamp_display: if self.x > 1: self.x = 1 if self.y > 1: self.y = 1 if self.x < -1: self.x = -1 if self.y < -1: self.y = -1 self.x *= scale self.y *= scale #self.graphics.circle(0, 0, self.radius) ol.loadIdentity3() ol.loadIdentity() #ol.color3(self.color[0], self.color[1], self.color[2]) ol.color3(self.red, self.green, self.blue) ol.translate3((self.x, self.y, 0)) angle = math.atan2(self.y, self.x)/(2*pi) red = self.red #abs(math.sin(2*pi*(r_prime/3+ctf*time+clf*self.n+caf*angle)))*self.red green = abs(math.sin(2*pi*(g_prime/3+ctf*time+clf*self.n+caf*angle)))*self.green blue = abs(math.sin(2*pi*(b_prime/3+ctf*time+clf*self.n+caf*angle)))*self.blue if seizure_mode: #red, green, blue = red/self.radius, green/self.radius, blue/self.radius red = abs(red*math.tan((2*pi*self.radius/node_big_radius))) green = abs(green*math.tan((2*pi*self.radius/node_big_radius))) blue = abs(blue*math.tan((2*pi*self.radius/node_big_radius))) if audio: try: #seems most of the time all the samples are empty #sample_index = int((self.n/max_nodes)*audio[0].shape[0]) sample_index = 0 #self.n sample = audio[0][n] except: sample = 1 else: sample = 1 #[0 for x in range(10000)] #empty vector #print sample if audio: red = red blue = blue + sample*self.audio_gain green = green + sample*self.audio_gain ol.color3(red, green, blue) if self.last_sample - sample > 0.1: pass #pulse #do squares have radii? s = self.radius ol.begin(ol.POINTS) ol.vertex3((-s, s,0)) ol.vertex3((-s, s,0)) ol.vertex3(( s, s,0)) ol.vertex3(( s,-s,0)) ol.vertex3((-s,-s,0)) ol.end()
def draw(self): ol.loadIdentity3() ol.loadIdentity() #ol.color3(1.0, 0.0, 1.0); #font = ol.getDefaultFont() #s = "Lux!" #w = ol.getStringWidth(font, 0.2, s) #ol.drawString(font, (-w/2,0.1), 0.2, s) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) #Dodecahedron--------------------------- ol.color3(1.0,1.0,1.0); ol.scale3((0.8, 0.8, 0.8)) ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) ol.rotate3X(lux.time * pi * 0.8 * lux.simple_rate) ol.rotate3Y(lux.time * pi * 0.73 * lux.simple_rate) for face in self.dodeca_face_edges: ol.begin(ol.LINESTRIP) ol.vertex3(face[0]) ol.vertex3(face[1]) ol.vertex3(face[2]) ol.vertex3(face[3]) ol.vertex3(face[4]) ol.vertex3(face[0]) ol.end() #Icosahedron--------------------------- ol.color3(1.0,1.0,0.0); ol.scale3((0.9, 0.9, 0.9)) ol.rotate3Z(lux.time * pi * 0.5 * lux.simple_rate) #ol.rotate3X(lux.time * pi * 0.8 * lux.simple_rate) #ol.rotate3Y(lux.time * pi * 0.73 * lux.simple_rate) for face in self.icos_face_edges: ol.begin(ol.LINESTRIP) ol.vertex3(face[0]) ol.vertex3(face[1]) ol.vertex3(face[2]) ol.vertex3(face[0]) ol.end() #for strip in self.icos_face_edges: # ol.begin(ol.LINESTRIP) # for f in strip: # ol.vertex3(f) # ol.end() #Cube--------------------------- # ol.color3(0.0,0.0,1.0); # ol.scale3((0.4, 0.4, 0.4)) # #ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) # #ol.rotate3X(lux.time * pi * 0.8 * lux.simple_rate) # ol.rotate3Y(lux.time * pi * 0.73 * lux.simple_rate) # ol.begin(ol.LINESTRIP) # ol.vertex3((-1, -1, -1)) # ol.vertex3(( 1, -1, -1)) # ol.vertex3(( 1, 1, -1)) # ol.vertex3((-1, 1, -1)) # ol.vertex3((-1, -1, -1)) # ol.vertex3((-1, -1, 1)) # ol.end() # ol.begin(ol.LINESTRIP); # ol.vertex3(( 1, 1, 1)) # ol.vertex3((-1, 1, 1)) # ol.vertex3((-1, -1, 1)) # ol.vertex3(( 1, -1, 1)) # ol.vertex3(( 1, 1, 1)) # ol.vertex3(( 1, 1, -1)) # ol.end() # ol.begin(ol.LINESTRIP) # ol.vertex3(( 1, -1, -1)) # ol.vertex3(( 1, -1, 1)) # ol.end() # ol.begin(ol.LINESTRIP) # ol.vertex3((-1, 1, 1)) # ol.vertex3((-1, 1, -1)) # ol.end() #Octahedron------------------------ ol.color3(0.0,0.0,1.0); ol.scale3((.8, .8, .8)) #ol.rotate3Z(lux.time * pi * 0.1 * lux.simple_rate) ol.rotate3X(lux.time * pi * 0.8 * lux.simple_rate) #ol.rotate3Y(lux.time * pi * 0.73 * lux.simple_rate) for strip in self.octahedron_face_edges: ol.begin(ol.LINESTRIP) for f in strip: ol.vertex3(f) ol.end()
ol.init() time = 0 frames = 0 while True: ol.loadIdentity3() ol.loadIdentity() font = ol.getDefaultFont() s = "Hi!" w = ol.getStringWidth(font, 0.2, s) ol.drawString(font, (-w / 2, 0.1), 0.2, ol.C_WHITE, s) ol.perspective(60, 1, 1, 100) ol.translate3((0, 0, -3)) for i in range(2): ol.scale3((0.6, 0.6, 0.6)) ol.rotate3Z(time * pi * 0.1) ol.rotate3X(time * pi * 0.8) ol.rotate3Y(time * pi * 0.73) ol.begin(ol.LINESTRIP) ol.vertex3((-1, -1, -1), ol.C_WHITE) ol.vertex3((1, -1, -1), ol.C_WHITE) ol.vertex3((1, 1, -1), ol.C_WHITE) ol.vertex3((-1, 1, -1), ol.C_WHITE) ol.vertex3((-1, -1, -1), ol.C_WHITE) ol.vertex3((-1, -1, 1), ol.C_WHITE) ol.end()