Based on: Diamond Theory by Steven H Cullinane, 1977
Category: direct
Description:
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/* Part of the ReCode Project (http://recodeproject.com) Based on "Diamond Theory" by Steven H Cullinane Originally published in "Computer Graphics and Art" v2n1, 1977 Copyright (c) 2013 Radames Ajna - OSI/MIT license (http://recodeproject/license). */ /* @pjs pauseOnBlur="true"; */ int bits[] = { 0, 1, 0, 1, 2, 3, 2, 3, 0, 1, 0, 1, 2, 3, 2, 3 }; float lsize = 10; void setup() { size(int(lsize*4+100)*5, int(lsize*4+100)*5); background(255); smooth(); redraw(); noStroke(); } void draw() { background(255); for (int i=0; i<10; i++) { for (int j=0; j<10; j++) { randss(); pushMatrix(); translate(i*(width/lsize)+lsize*3, j*(height/lsize)+lsize*3); drawTriangle(bits); popMatrix(); } } randss(); if (frameCount>50) { noLoop(); } } void drawTriangle(int bits[]) { pushMatrix(); translate(-lsize*4/2, -lsize*4/2); for (int x=0;x<4;x++) { for (int y=0;y<4;y++) { int i = x + y*4; pushStyle(); fill(0); pushMatrix(); translate(x*lsize, y*lsize); beginShape(TRIANGLES); switch(bits[i]) { case 0: // bottom right //triangle(lsize, lsize, 0, lsize, lsize, 0); vertex(lsize, lsize); vertex(0, lsize); vertex(lsize, 0); break; case 1: ///bottom left //triangle(0, 0, 0, lsize, lsize, lsize); vertex(0, 0); vertex(0, lsize); vertex(lsize, lsize); break; case 2: //top right //triangle(0, 0, lsize, 0, lsize, lsize); vertex(0, 0); vertex(lsize, 0); vertex(lsize, lsize); break; case 3: //top left //triangle(0, 0, lsize, 0, 0, lsize); vertex(0, 0); vertex(lsize, 0); vertex(0, lsize); break; } endShape(CLOSE); popStyle(); popMatrix(); } } popMatrix(); } /*leva l1 para l2 */ void transposeRow(int bits[], int r0, int r1) { int temp[] = new int[4]; for (int x=0;x<4;x++) { //keep the values from row r0 on temp int i = x + r0*4; temp[x] = bits[i]; // put on row r0 values from row r1 int i2 = x + r1*4; bits[i] = bits[i2]; //put on row r1 values from r0 i.e. from temp bits[i2] = temp[x]; } } void transposeColumn(int bits[], int c0, int c1) { int temp[] = new int[4]; for (int y=0;y<4;y++) { //keep the values from column c1 on temp int i = c0 + y*4; temp[y] = bits[i]; //put on column c0 values from column c1 int i2 = c1 + y*4; bits[i] = bits[i2]; //put on column c1 values from column c0 i.e. temp bits[i2] = temp[y]; } } void transposeQuadrant(int bits[], int q0, int q1) { int temp[] = new int[4]; //given a q0 - quadrant 0,1,2,3 // |0|1| // |2|3| //returns x,y initial coordinates // |00|10|20|30| // |01|11|21|31| // |02|12|22|32| // |03|13|23|33| int x0q0 = (q0%2)*2; int y0q0; if (q0>1) { y0q0 =2; } else { y0q0 =0; } int x0q1 = (q1%2)*2; int y0q1; if (q1>1) { y0q1 =2; } else { y0q1 =0; } int c=0; for (int i=0;i<2;i++) { for (int j=0;j<2;j++) { temp[c] = bits[x0q0+i + (y0q0+j)*4]; bits[x0q0+i + (y0q0+j)*4] = bits[x0q1+i + (y0q1+j)*4]; bits[x0q1+i + (y0q1+j)*4] = temp[c]; c++; } } } void randss() { transposeRow(bits, (int)random(0, 4), (int)random(0, 4)); transposeColumn(bits, (int)random(0, 4), (int)random(0, 4)); transposeQuadrant(bits, (int)random(0, 4), (int)random(0, 4)); } void mousePressed() { randss(); redraw(); }