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Java PShape.noStroke方法代码示例

本文整理汇总了Java中processing.core.PShape.noStroke方法的典型用法代码示例。如果您正苦于以下问题:Java PShape.noStroke方法的具体用法?Java PShape.noStroke怎么用?Java PShape.noStroke使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在processing.core.PShape的用法示例。


在下文中一共展示了PShape.noStroke方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: displayGridXY

import processing.core.PShape; //导入方法依赖的package包/类
private void displayGridXY(PShape pg, PGraphics2D tex){
  pg.beginShape(PConstants.TRIANGLE_STRIP);
  pg.textureMode(PConstants.NORMAL);
  pg.texture(tex);
  pg.fill(material_color);
  pg.noStroke();
  int ix, iy;
  for(iy = 0; iy < nodes_y-1; iy++){
    for(ix = 0; ix < nodes_x; ix++){
      vertex(pg, getNode(ix, iy+0), ix * tx_inv, (iy+0) * ty_inv);
      vertex(pg, getNode(ix, iy+1), ix * tx_inv, (iy+1) * ty_inv);
    }
    ix -= 1; vertex(pg, getNode(ix, iy+1), 0, 0);
    ix  = 0; vertex(pg, getNode(ix, iy+1), 0, 0);
  }
  pg.endShape();
}
 
开发者ID:diwi,项目名称:PixelFlow,代码行数:18,代码来源:DwSoftGrid2D.java

示例2: updateShapesCount

import processing.core.PShape; //导入方法依赖的package包/类
protected void updateShapesCount(){
  
  if(particle_num == 0){
    return;
  }
  
  // synchronize buffer size
  int shp_count = shp_particles.getChildCount();
  if(shp_count != particle_num){
    
    // remove shapes, in case group is bigger than actual number
    for(int i = shp_count - 1; i >= particle_num; i--){
      shp_particles.removeChild(i);
    }
    
    // add shapes, in case group is smaller then actual number
    for(int i = shp_count; i < particle_num; i++){
      PShape shp_particle = papplet.createShape();
      shp_particle.beginShape(PConstants.QUADS);
      shp_particle.noFill();
      shp_particle.noStroke();
      shp_particle.textureMode(PConstants.NORMAL); // TODO: report issue
      shp_particle.texture(param.tex_sprite);      // TODO: report issue
      shp_particle.vertex(-1, -1,  0, 0);
      shp_particle.vertex(+1, -1,  1, 0);
      shp_particle.vertex(+1, +1,  1, 1);
      shp_particle.vertex(-1, +1,  0, 1);   
      shp_particle.endShape();
      shp_particles.addChild(shp_particle);
    }
  }
}
 
开发者ID:diwi,项目名称:LiquidFunProcessing,代码行数:33,代码来源:DwParticleRenderP5.java

示例3: calculateMesh

import processing.core.PShape; //导入方法依赖的package包/类
/**
 * Calculates the mesh formed by the section points
 * 
 * @param p the parent Processing applet
 * @param color the mesh color
 * @return the section mesh
 */
public PShape calculateMesh(PApplet p, int color) {
	PShape mesh = p.createShape();
	mesh.beginShape();
	mesh.noStroke();
	mesh.fill(color);

	for (Vec3D point : points) {
		mesh.vertex(point.x, point.y, point.z);
	}

	mesh.endShape(PApplet.CLOSE);

	return mesh;
}
 
开发者ID:jagracar,项目名称:kinectSketches,代码行数:22,代码来源:SculptureSection.java

示例4: createParticleShape

import processing.core.PShape; //导入方法依赖的package包/类
public PShape createParticleShape(DwParticle2D particle, PImage pimg_sprite){
  
  final float rad = 2;

  PShape shp_sprite = papplet.createShape();
  shp_sprite.beginShape(PConstants.QUADS);
  shp_sprite.noStroke();
  shp_sprite.noFill();
  shp_sprite.tint(255,10,10);
  if(particle.idx == IDX_MOUSE_PARTICLE){
    shp_sprite.tint(200,100,100);
  } else {
    float r = 0 + papplet.random(-30, 30);
    float g = 100;
    float b = 100;
    shp_sprite.tint(r,g,b);
  }
  shp_sprite.textureMode(PConstants.NORMAL);
  shp_sprite.texture(pimg_sprite);
  shp_sprite.normal(0, 0, 1);
  shp_sprite.vertex(-rad, -rad, 0, 0);
  shp_sprite.vertex(+rad, -rad, 1, 0);
  shp_sprite.vertex(+rad, +rad, 1, 1);
  shp_sprite.vertex(-rad, +rad, 0, 1);
  shp_sprite.endShape();
  
  return shp_sprite;
}
 
开发者ID:diwi,项目名称:PixelFlow,代码行数:29,代码来源:ParticleSystem.java

示例5: createShape

import processing.core.PShape; //导入方法依赖的package包/类
private PShape createShape(PGraphics pg){
  int     faces_count = mesh.ifs.getFacesCount();
  int[][] faces       = mesh.ifs.getFaces();
  
  float[] n = new float[3]; // normal buffer
  
  PShape shp = pg.createShape();
  shp.beginShape(PConstants.TRIANGLES);
  shp.noStroke();
  shp.fill(material_color);
  for(int i = 0; i < faces_count; i++){
    int v0 = faces[i][0];
    int v1 = faces[i][1];
    int v2 = faces[i][2];
    DwParticle3D p0 = particles[v0]; if(p0.all_springs_deactivated) continue;
    DwParticle3D p1 = particles[v1]; if(p1.all_springs_deactivated) continue;
    DwParticle3D p2 = particles[v2]; if(p2.all_springs_deactivated) continue;
    
    if(FLAT_SHADING){
      n[0] = n[1] = n[2] = 0;
      DwParticle3D.crossAccum(p0, p1, p2, n);
      shp.normal(n[0], n[1], n[2]); 
      shp.vertex(p0.cx, p0.cy, p0.cz);
      shp.vertex(p1.cx, p1.cy, p1.cz);
      shp.vertex(p2.cx, p2.cy, p2.cz);
    } else {
      n = normals[v0];  shp.normal(n[0], n[1], n[2]);  shp.vertex(p0.cx, p0.cy, p0.cz);
      n = normals[v1];  shp.normal(n[0], n[1], n[2]);  shp.vertex(p1.cx, p1.cy, p1.cz);
      n = normals[v2];  shp.normal(n[0], n[1], n[2]);  shp.vertex(p2.cx, p2.cy, p2.cz);
    }
  }
  shp.endShape();
  return shp;
}
 
开发者ID:diwi,项目名称:PixelFlow,代码行数:35,代码来源:DwSoftBall3D.java

示例6: createShape

import processing.core.PShape; //导入方法依赖的package包/类
private PShape createShape(PGraphics pg) {
  PShape shp = pg.createShape();

  shp.beginShape();
  shp.fill(material_color);
  shp.noStroke();
  for(int i = 0; i < num_nodes; i++){
    DwParticle2D pa = particles[i];
    if(pa.all_springs_deactivated) continue;
    shp.vertex(pa.cx, pa.cy);
  }
  shp.endShape();
  return shp;
}
 
开发者ID:diwi,项目名称:PixelFlow,代码行数:15,代码来源:DwSoftBall2D.java

示例7: displayMesh

import processing.core.PShape; //导入方法依赖的package包/类
public void displayMesh(PShape pg, DwIndexedFaceSet ifs){
//  pg.beginShape(PConstants.TRIANGLES);
  pg.textureMode(PConstants.NORMAL);
  pg.texture(DEF.style.texture);
  pg.noStroke();
  int     s0,s1,s2;
  int     i0,i1,i2;
  float[] t0,t1,t2;
  float[] v0,v1,v2;
  for(int i = 0; i < DEF.FACES_COUNT; i++){
    i0 = faces[i][0];  v0 = ifs.verts[i0];
    i1 = faces[i][1];  v1 = ifs.verts[i1];
    i2 = faces[i][2];  v2 = ifs.verts[i2];
    
    i0 = DEF.FACES[i][0]; s0 = DEF.HILO[i0];  t0 = DEF.TEX_COORDS[i0];
    i1 = DEF.FACES[i][1]; s1 = DEF.HILO[i1];  t1 = DEF.TEX_COORDS[i1];
    i2 = DEF.FACES[i][2]; s2 = DEF.HILO[i2];  t2 = DEF.TEX_COORDS[i2];
    
    int ci = DEF.FACES_COL[i];
    
    if(DEF.style.texture != null){
      DwDisplayUtils.vertex(pg, v0, t0); 
      DwDisplayUtils.vertex(pg, v1, t1); 
      DwDisplayUtils.vertex(pg, v2, t2); 
    } else {
//      pg.fill(DEF.style.COL[s0]); DwDisplayUtils.vertex(pg, v0);
//      pg.fill(DEF.style.COL[s1]); DwDisplayUtils.vertex(pg, v1);
//      pg.fill(DEF.style.COL[s2]); DwDisplayUtils.vertex(pg, v2);
      pg.fill(DEF.style.RGBS[ci][s0]); DwDisplayUtils.vertex(pg, v0);
      pg.fill(DEF.style.RGBS[ci][s1]); DwDisplayUtils.vertex(pg, v1);
      pg.fill(DEF.style.RGBS[ci][s2]); DwDisplayUtils.vertex(pg, v2);
    }
  }
//  pg.endShape();
}
 
开发者ID:diwi,项目名称:PixelFlow,代码行数:36,代码来源:DwFoldingTile.java

示例8: calculateMesh

import processing.core.PShape; //导入方法依赖的package包/类
/**
 * Calculates the sculpture mesh
 */
protected void calculateMesh() {
	if (sections.size() > 1) {
		// Create the sculpture mesh
		mesh = p.createShape(PApplet.GROUP);
		mesh.fill(meshColor);

		// Add the front side
		mesh.addChild(sections.get(0).calculateMesh(p, meshColor));

		// Calculate and add the mesh surface
		PShape surface = p.createShape();
		surface.beginShape(PApplet.TRIANGLES);
		surface.noStroke();
		surface.fill(meshColor);

		for (int i = 0; i < sections.size() - 1; i++) {
			SculptureSection section1 = sections.get(i);
			SculptureSection section2 = sections.get(i + 1);

			for (int j = 0; j < section1.points.length - 1; j++) {
				Vec3D point1 = section1.points[j];
				Vec3D point2 = section1.points[j + 1];
				Vec3D point3 = section2.points[j];
				Vec3D point4 = section2.points[j + 1];
				surface.vertex(point1.x, point1.y, point1.z);
				surface.vertex(point2.x, point2.y, point2.z);
				surface.vertex(point3.x, point3.y, point3.z);
				surface.vertex(point2.x, point2.y, point2.z);
				surface.vertex(point4.x, point4.y, point4.z);
				surface.vertex(point3.x, point3.y, point3.z);
			}

			Vec3D closePoint1 = section1.points[section1.points.length - 1];
			Vec3D closePoint2 = section1.points[0];
			Vec3D closePoint3 = section2.points[section1.points.length - 1];
			Vec3D closePoint4 = section2.points[0];
			surface.vertex(closePoint1.x, closePoint1.y, closePoint1.z);
			surface.vertex(closePoint2.x, closePoint2.y, closePoint2.z);
			surface.vertex(closePoint3.x, closePoint3.y, closePoint3.z);
			surface.vertex(closePoint2.x, closePoint2.y, closePoint2.z);
			surface.vertex(closePoint4.x, closePoint4.y, closePoint4.z);
			surface.vertex(closePoint3.x, closePoint3.y, closePoint3.z);
		}

		surface.endShape();

		mesh.addChild(surface);

		// Add the back side
		mesh.addChild(sections.get(sections.size() - 1).calculateMesh(p, meshColor));
	}
}
 
开发者ID:jagracar,项目名称:kinectSketches,代码行数:56,代码来源:Sculpture.java

示例9: createParticleShape

import processing.core.PShape; //导入方法依赖的package包/类
public PShape createParticleShape(DwParticle2D particle, PImage sprite_img){
    
    final float rad = particle.rad;

    PShape shp_particle = papplet.createShape(PShape.GROUP);
    
    if( PARTICLE_SHAPE_IDX >= 0 && PARTICLE_SHAPE_IDX < 4){
      
      PShape sprite = papplet.createShape(PShape.GEOMETRY);
      sprite.beginShape(PConstants.QUAD);
      sprite.noStroke();
      sprite.noFill();
      sprite.textureMode(PConstants.NORMAL);
      sprite.texture(sprite_img);
      sprite.normal(0, 0, 1);
      sprite.vertex(-rad, -rad, 0, 0);
      sprite.vertex(+rad, -rad, 1, 0);
      sprite.vertex(+rad, +rad, 1, 1);
      sprite.vertex(-rad, +rad, 0, 1);
      sprite.endShape();
      
      shp_particle.addChild(sprite);
    }
    else if( PARTICLE_SHAPE_IDX == 4){   
      
      float threshold1 = 1;   // radius shortening for arc segments
      float threshold2 = 140; // arc between segments
      
      double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad);
      double arc2 = (180 - threshold2) * Math.PI / 180;
      double arc = Math.min(arc1, arc2);
      
      int num_vtx = (int)Math.ceil(2*Math.PI/arc);
      
//      System.out.println(num_vtx);

      PShape circle = papplet.createShape(PShape.GEOMETRY);
      circle.beginShape();
      circle.noStroke();
      circle.fill(200,100);
      for(int i = 0; i < num_vtx; i++){
        float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * rad;
        float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * rad;
        circle.vertex(vx, vy);
      }
      circle.endShape(PConstants.CLOSE);

      PShape line = papplet.createShape(PShape.GEOMETRY);
      line.beginShape(PConstants.LINES);
      line.stroke(0, 100);
      line.strokeWeight(1);
      line.vertex(0, 0);
      line.vertex(-(rad-1), 0);
      line.endShape();
      
//      PShape circle = papplet.createShape(PConstants.ELLIPSE, 0, 0, rad*2, rad*2);
//      circle.setStroke(false);
//      circle.setFill(papplet.color(200,100));
//
//      PShape line = papplet.createShape(PConstants.LINE, 0, 0, -(rad-1), 0);
//      line.setStroke(papplet.color(0,200));
//      line.setStrokeWeight(1); 
      
      shp_particle.addChild(circle);
      shp_particle.addChild(line);
    }
    
    return shp_particle;
    
  }
 
开发者ID:diwi,项目名称:PixelFlow,代码行数:71,代码来源:ParticleSystem.java

示例10: createParticleShape

import processing.core.PShape; //导入方法依赖的package包/类
public PShape createParticleShape(DwParticle2D particle){
  
  final float rad = particle.rad;

  PShape shp_particle = papplet.createShape(PShape.GROUP);
  
  // compute circle resolution, depending on the radius we reduce/increase
  // the number of vertices we need to render
  float threshold1 = 1;   // radius shortening for arc segments
  float threshold2 = 140; // arc between segments
  
  double arc1 = Math.acos(Math.max((rad-threshold1), 0) / rad);
  double arc2 = (180 - threshold2) * Math.PI / 180;
  double arc = Math.min(arc1, arc2);
  
  int num_vtx = (int)Math.ceil(2*Math.PI/arc);
  
  // actual circle
  PShape circle = papplet.createShape(PShape.GEOMETRY);
  circle.beginShape();
  circle.noStroke();
  circle.fill(200,100);
  for(int i = 0; i < num_vtx; i++){
    float vx = (float) Math.cos(i * 2*Math.PI/num_vtx) * 1;
    float vy = (float) Math.sin(i * 2*Math.PI/num_vtx) * 1;
    circle.vertex(vx, vy);
  }
  circle.endShape(PConstants.CLOSE);

  // line, to indicate the velocity-direction of the particle
  PShape line = papplet.createShape(PShape.GEOMETRY);
  line.beginShape(PConstants.LINES);
  line.stroke(255, 100);
  line.strokeWeight(1f/rad);
  line.vertex(0, 0);
  line.vertex(-1, 0);
  line.endShape();
  
  shp_particle.addChild(circle);
  shp_particle.addChild(line);
  
  return shp_particle;
}
 
开发者ID:diwi,项目名称:PixelFlow,代码行数:44,代码来源:ParticleSystem.java


注:本文中的processing.core.PShape.noStroke方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。