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one.empty3.apps.opad.Plasma Maven / Gradle / Ivy
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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
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/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 Manuel Daniel Dahmen
* *
* * Licensed under the Apache License, Version 2.0 (the "License");
* * you may not use this file except in compliance with the License.
* * You may obtain a copy of the License at
* *
* * http://www.apache.org/licenses/LICENSE-2.0
* *
* * Unless required by applicable law or agreed to in writing, software
* * distributed under the License is distributed on an "AS IS" BASIS,
* * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* * See the License for the specific language governing permissions and
* * limitations under the License.
*
*
*/
package one.empty3.apps.opad;
import one.empty3.library.Point2D;
import java.awt.*;
public class Plasma {
public static double scale;
public static double t_factor = 0.01;
public static double f(double x, double y, double t) {
return Math.sin(
new Point2D(x, y).
distance(
new Point2D(
(Math.sin(-t*t_factor)),
(Math.cos(-t*t_factor)))
) / scale
);
}
public static Color color(double x, double y, double t) {
return new Color(
(float)((Math.cos(Math.PI * f(x,y,t) + 0.5 + t*t_factor)+1)/2),
(float) ((Math.cos(Math.PI * f(x, y, t) + 1.0 + t * t_factor + Math.PI / 2) + 1) / 2),
(float) ((Math.cos(Math.PI * f(x, y, t) + 1.5 + t * t_factor + Math.PI) + 1) / 2)
);
}
}
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