![processing mouse coordinates processing mouse coordinates](https://image2.slideserve.com/3847005/leica-geo-office-processing-parameters-l.jpg)
Look at all the additions that you have to keep track of.
Processing mouse coordinates code#
This is the code for drawing the house by changing its position. It uses a loop that calls a function named house(), which takes the x and y location of the house's upper-left corner as its parameters. Here is some code that draws a row of houses. But let's take an example of where translate() can make life easier. For a simple example like the rectangle, you are correct. You may be thinking that picking up the coordinate system and moving it is a lot more trouble than just adding to coordinates. Later on in this tutorial, you will find out why those functions seem to have such strange names.
![processing mouse coordinates processing mouse coordinates](http://files.smashingmagazine.com/wallpapers/june-15/the-amazing-water-park/cal/june-15-the-amazing-water-park-cal-1280x960.jpg)
However, when you start doing more sophisticated operations with the coordinate system, it's easier to use pushMatrix() and popMatrix() to save and restore the status rather than having to undo all your operations. Yes, you could have done a translate(-60, -80) to move the grid back to its original position. Finally, popMatrix() restores the coordinate system to the way it was before you did the translate. Remember, the things you draw don't move-the grid moves instead. The rect(20, 20, 40, 40) draws the rectangle at the same place it was originally. The translate(60, 80) moves the coordinate system 60 units right and 80 units down. pushMatrix() is a built-in function that saves the current position of the coordinate system. Let's look at the translation code in more detail. draw a translucent blue rectangle by translating the grid draw a translucent red rectangle by changing the coordinates Copy and paste this code into Processing and give it a try. Only the method used to move them has changed. The rectangles are translucent so that you can see that they are (visually) at the same place. Here is code that draws the rectangle in red by changing its coordinates, then draws it in blue by moving the grid. When you use transformations, the things you draw never change position the coordinate system does. Its upper left corner is still at (20,20). If you see any errors or have comments, please let us know.The important thing to notice in the preceding diagram is that, as far as the rectangle is concerned, it hasn't moved at all. Steps of 0.005-0.03 work best for most applications, but this will differ depending on use. As a general rule, the smaller the difference between coordinates, the smoother the resulting noise sequence. As the function works within an infinite space, the value of the coordinates doesn't matter as such only the distance between successive coordinates is important (such as when using noise() within a loop). Similar to the concept of harmonics in physics, Perlin noise is computed over several octaves which are added together for the final result.Īnother way to adjust the character of the resulting sequence is the scale of the input coordinates. The actual noise structure is similar to that of an audio signal, in respect to the function's use of frequencies. The 2nd and 3rd dimensions can also be interpreted as time. The noise value can be animated by moving through the noise space, as demonstrated in the first example above. Processing can compute 1D, 2D and 3D noise, depending on the number of coordinates given. The resulting value will always be between 0.0 and 1.0. In contrast to the random() function, Perlin noise is defined in an infinite n-dimensional space, in which each pair of coordinates corresponds to a fixed semi-random value (fixed only for the lifespan of the program). It was invented by Ken Perlin in the 1980s and has been used in graphical applications to generate procedural textures, shapes, terrains, and other seemingly organic forms.
Processing mouse coordinates generator#
Perlin noise is a random sequence generator producing a more natural, harmonic succession of numbers than that of the standard random() function. Returns the Perlin noise value at specified coordinates. Line(x, mouseY + noiseVal * 80, x, height) NoiseVal = noise((mouseX + x) * noiseScale, mouseY * noiseScale)