title

deconbatch's Land of 1000 Creative Codings. example codes of Processing / p5.js, how-to articles, generative art images, and much more!

Takkong Larva


Description of this video.

It's a creative coding animation made with Processing and Kdenlive.
I tried to use Object Oriented style in this example code.

I set ellipses in line and made a sphere with these. And I moved these lines with the Perlin noise.

Thanks to nice music:

Glass Structures by Unheard Music Concepts
2017/01/02
http://freemusicarchive.org/music/Unheard_Music_Concepts/Home_1808/19_Glass_Structures
Glass Structures by Unheard Music Concepts is licensed under a Attribution License.
Based on a work at http://www.unheardmusicconcepts.com
Permissions beyond the scope of this license may be available at http://www.unheardmusicconcepts.com or contact artist via email.

クリエイティブ・コモンズ・ライセンス


And I will show you Takkong adult!
Takkong adult

Processing code examples.

Example code version 1.1

// Takkong Larva 1.1
// Processing 3.2.1
// 2017.07.30

float start_noise_ido = random(100);
float start_noise_kdo = random(100);

World wd;
Larva lv;

void setup() {

  size(720, 720, P3D);
  smooth(8);
  hint(DISABLE_DEPTH_TEST);
  hint(DISABLE_DEPTH_SORT);
  frameRate(100);

  wd = new World();
  lv = new Larva();

}

void draw() {

  wd.redraw();
  wd.rotate();

  lv.grow();
  lv.breath();
  lv.tentacles();


    saveFrame("frames/####.png");
    if (frameCount >= 6600) {
    exit();
    }


}

/* ---------------------------------------------------------------------- */
class World {

  float r_X;
  float r_Y;
  float noise_seed;

  World() {

    r_X = 0;
    r_Y = 10;
    noise_seed = random(100);

  }

  void redraw() {

    background(40);

  }
    
  void rotate() {

    float rollnoise = noise(noise_seed);
    r_X += 0.0001 + 0.00005 * rollnoise;
    r_Y -= 0.0030 + 0.0005 * pow(rollnoise, 2);

    translate(width / 2, height / 2, 0);
    rotateX(r_X);
    rotateY(r_Y);

    noise_seed += 0.005;

  }

}

/* ---------------------------------------------------------------------- */
class Larva {

  float body_radius;
  float radius_min;
  float radius_max;
  int tentacle_max;
  int tentacle_no;
  float tentacle_no_delay;
  float tentacle_grow_time;
  float body_grow_speed;
  float noise_grow;
  Tentacle[] tl;

  Larva() {

    body_radius = 40; //50
    radius_min = 25;
    radius_max = 255;
    tentacle_max = 8;
    tentacle_no = 1;
    tentacle_no_delay = 1.0;
    tentacle_grow_time = 400; //600
    body_grow_speed = 0.2; //0.1
    noise_grow = random(100);
    
    tl = new Tentacle[tentacle_max];
    for (int i = 0; i < tentacle_max; i++) {
      tl[i] = new Tentacle();
    }

  }

  void grow() {

    body_radius += body_grow_speed * noise(noise_grow);
    noise_grow += 0.01;
    radius_check();

    if (tentacle_no < tentacle_max) {
      if (frameCount % tentacle_grow_time == 0) {
        ++tentacle_no;
      }
    }

  }
    
  void breath() {

    float cicle_breath = (frameCount % 181) * 3.00 ; cicle_breath = sin(radians(cicle_breath));
    body_radius += pow(cicle_breath, 3) * (1.5 - noise(noise_grow)) / 2 - body_grow_speed / 4;
    noise_grow += 0.01;
    radius_check();

  }
  
  void radius_check() {

    if (body_radius <= radius_min) {
      body_radius = radius_min;
    } else if (body_radius >= radius_max) {
      body_radius = radius_max;
    }

  }

  void tentacles() {

    if (tentacle_no_delay <= tentacle_no) {
      tentacle_no_delay += 0.004;
    }

    for (int i = 0; i < tentacle_no; i++) {
      tl[i].twist(i * 360 / tentacle_no_delay, body_radius);
    }

  }

  int getTentacleNo() {

    return tentacle_no;

  }

}

/* ---------------------------------------------------------------------- */
class Tentacle {

  float div_ido;
  float div_kdo;
  float noise_ido_start;
  float noise_kdo_start;
  float cicle_kdo;
  int wart_max;
  int wart_no;
  float wart_grow;
  float wriggle_size;
  float wriggle_speed;

  Tentacle() {

    div_ido = 9;
    div_kdo = 6;
    noise_ido_start = random(100);
    noise_kdo_start = random(100);
    cicle_kdo = 0;
    wart_max = 180;
    wart_no = 0;
    wart_grow = 0;
    wriggle_size = 0.05;
    wriggle_speed = 0.007;

  }

  void twist(float start_kdo, float radius) {

    float noise_ido = noise_ido_start;
    float noise_kdo = noise_kdo_start;
    float kdo = start_kdo;
    cicle_kdo = (frameCount % 1801) / 5.00; cicle_kdo = sin(radians(cicle_kdo));

    if (wart_no < wart_max) {
      wart_grow += div_ido * (noise(noise_kdo, noise_ido) / 2 + pow(cicle_kdo,2)) / 30;
      if (wart_grow > div_ido) {
        wart_no += div_ido;
        wart_grow = 0;
      }
    }
    
    for (float ido = 0; ido <= wart_no; ido += div_ido) {
      float noise_ido_val = noise(noise_ido);
      float noise_kdo_val = noise(noise_kdo);

      kdo += map(cicle_kdo, -1.0, 1.0, 3.0, 8.0);

      float radian_ido = radians(ido);
      float radian_kdo = radians(kdo + (noise_ido_val - 0.5) * 40 * sin(radian_ido));
      float radius_val = radius * (1 + pow(noise_kdo_val, 3) * sin(radian_ido) / 3);
      float thisx = radius_val * cos(radian_kdo) * sin(radian_ido);
      float thisy = radius_val * sin(radian_kdo) * sin(radian_ido);
      float thisz = radius_val * cos(radian_ido);

      float radius_wart_basic = sin(radians(div_ido)) * radius * (1 + sin(radian_ido)) / 3;
      if (wart_no < wart_max && wart_no == ido) {
        radius_wart_basic = 0;
      }

      this.warts(thisx, thisy, thisz, radian_kdo, radian_ido, radius_wart_basic, noise_kdo_val);

      noise_ido += wriggle_size;
      noise_kdo += wriggle_size;
    }

    noise_ido_start += wriggle_speed;
    noise_kdo_start += wriggle_speed;

  }
  
  void warts(float thisx, float thisy, float thisz, float radian_kdo, float radian_ido, float radius_wart_basic, float radius_wart_noise) {

    pushMatrix();
    translate(thisx, thisy, thisz);
    rotateZ(radian_kdo);
    rotateY(radian_ido);
    float radius_wart = (5 + sqrt(radius_wart_basic)) * (3 + 2 * pow(radius_wart_noise, 3) * sin(radian_ido));
    float color_wart = 200 - 150 * pow(radius_wart_noise, 2);
    strokeWeight(radius_wart * 0.03);
    stroke(color_wart + 10, 128);
    fill(color_wart + 20, 128);
    ellipse(0, 0, 4 + radius_wart * 0.3, 4 + radius_wart * 0.3);
    fill(color_wart, 128);
    ellipse(0, 0, radius_wart, radius_wart);
    popMatrix();

  }
  
}

/*
Copyright (C) 2017 deconbatch

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see 
*/











Example code version 1.0


// Takkong Larva
// Processing 3.2.1
// 2017.01.22
import processing.opengl.*;

int div_ido = 6;
int div_kdo = 25;
float radius = 80;
float radius_min = radius;
float radius_max = 265;
float start_kdo = 0;
float start_noise_ido = random(100);
float start_noise_kdo = random(100);
int tentacle_count = 1;
int t_limit = 0;
int t_limit_save = 0;
boolean t_limit_flg = true;

World wd;
Larva lv;

void setup() {
  size(720, 720, OPENGL);
  smooth();
  frameRate(30);
  wd = new World();
  lv = new Larva();
}

void draw() {
  wd.redraw();

  float noise_ido = start_noise_ido;
  float noise_kdo = start_noise_kdo;

  // rotate the world
  wd.rotate();

  // tentacles
  lv.grow();
  lv.breath();
  lv.tentacles();

  /*
    saveFrame("frames/####.png");
    if (frameCount >= 6600) {
    exit();
    }
  */

}

class World {
  float r_X;
  float r_Y;
  float noise_seed;

  World() {
    r_X = 0;
    r_Y = 10;
    noise_seed = random(100);
  }

  void redraw() {
    background(40);
  }
    
  void rotate() {
    float rollnoise = noise(noise_seed);
    r_X += 0.0001 + 0.00005 * rollnoise;
    r_Y -= 0.0030 + 0.0005 * pow(rollnoise, 2);
    translate(width / 2, height / 2, 0);
    rotateX(r_X);
    rotateY(r_Y);
    noise_seed += 0.005;
  }

}


class Larva {
  float body_radius;
  float radius_min;
  float radius_max;
  int tentacle_max;
  int tentacle_no;
  float tentacle_no_delay;
  float tentacle_grow_time;
  float body_grow_speed;
  float noise_grow;
  Tentacle[] tl;

  Larva() {
    body_radius = 50;
    radius_min = 25;
    radius_max = 255;
    tentacle_max = 8;
    tentacle_no = 1;
    tentacle_no_delay = 1.0;
    tentacle_grow_time = 600;
    body_grow_speed = 0.1;
    noise_grow = random(100);
    
    tl = new Tentacle[tentacle_max];
    for (int i = 0; i < tentacle_max; i++) {
      tl[i] = new Tentacle();
    }
  }

  void grow() {
    body_radius += body_grow_speed * noise(noise_grow);
    noise_grow += 0.01;
    radius_check();

    if (tentacle_no < tentacle_max) {
      if (frameCount % tentacle_grow_time == 0) {
        ++tentacle_no;
      }
    }
  }
    
  void breath() {
    float cicle_breath = (frameCount % 181) * 2.00 ; cicle_breath = sin(radians(cicle_breath));
    body_radius += pow(cicle_breath, 3) * (1.5 - noise(noise_grow)) / 2 - body_grow_speed / 4;
    noise_grow += 0.01;
    radius_check();
  }
  
  void radius_check() {
    if (body_radius <= radius_min) {
      body_radius = radius_min;
    } else if (body_radius >= radius_max) {
      body_radius = radius_max;
    }
  }

  void tentacles() {
    if (tentacle_no_delay <= tentacle_no) {
      tentacle_no_delay += 0.004;
    }

    for (int i = 0; i < tentacle_no; i++) {
      tl[i].draw(i * 360 / tentacle_no_delay, body_radius);
    }
  }

  int getTentacleNo() {
    return tentacle_no;
  }

}

class Tentacle {
  float div_ido;
  float div_kdo;
  float noise_ido_start;
  float noise_kdo_start;
  float cicle_kdo;
  int wart_max;
  int wart_no;
  float wart_grow;
  float wriggle_size;
  float wriggle_speed;

  Tentacle() {
    div_ido = 9;
    div_kdo = 6;
    noise_ido_start = random(100);
    noise_kdo_start = random(100);
    cicle_kdo = 0;
    wart_max = 180;
    wart_no = 0;
    wart_grow = 0;
    wriggle_size = 0.05; //0.05
    wriggle_speed = 0.007; //0.008
  }

  void draw(float start_kdo, float radius) {
    float noise_ido = noise_ido_start;
    float noise_kdo = noise_kdo_start;
    float s = start_kdo;
    cicle_kdo = (frameCount % 1801) / 5.00; cicle_kdo = sin(radians(cicle_kdo));

    if (wart_no < wart_max) {
      wart_grow += div_ido * (noise(noise_kdo, noise_ido) / 2 + pow(cicle_kdo,2)) / 30;
      if (wart_grow > div_ido) {
        wart_no += div_ido;
        wart_grow = 0;
      }
    }
    
    for (float t = 0; t <= wart_no; t += div_ido) {
      float noise_ido_val = noise(noise_ido);
      float noise_kdo_val = noise(noise_kdo);

      s += div_kdo * (pow(cos(radians(t + (cicle_kdo - 0.5) * 8)), 3) - sin(radians(t + 90 * cicle_kdo ))) + (noise_kdo_val - 0.5) * 4;

      float radian_ido = radians(t);
      float radian_kdo = radians(s + (noise_ido_val - 0.5) * 40 * sin(radian_ido));
      float radius_val = radius * (1 + pow(noise_kdo_val, 3) * sin(radian_ido) / 3);
      float thisx = radius_val * cos(radian_kdo) * sin(radian_ido);
      float thisy = radius_val * sin(radian_kdo) * sin(radian_ido);
      float thisz = radius_val * cos(radian_ido);

      float radius_wart_basic = sin(radians(div_ido)) * radius * (1 + sin(radian_ido)) / 3;
      if (wart_no < wart_max && wart_no == t) {
        radius_wart_basic = 0;
      }

      this.warts(thisx, thisy, thisz, radian_kdo, radian_ido, radius_wart_basic, noise_kdo_val);

      noise_ido += wriggle_size;
      noise_kdo += wriggle_size;
    }

    noise_ido_start += wriggle_speed;
    noise_kdo_start += wriggle_speed;
  }
  
  void warts(float thisx, float thisy, float thisz, float radian_kdo, float radian_ido, float radius_wart_basic, float radius_wart_noise) {
    pushMatrix();
    translate(thisx, thisy, thisz);
    rotateZ(radian_kdo);
    rotateY(radian_ido);
    float radius_wart = (5 + sqrt(radius_wart_basic)) * (3 + 2 * pow(radius_wart_noise, 3) * sin(radian_ido));
    float color_wart = 200 - 150 * pow(radius_wart_noise, 2);
    strokeWeight(radius_wart * 0.03);
    stroke(color_wart + 10, 128);
    fill(color_wart + 20, 128);
    ellipse(0, 0, 4 + radius_wart * 0.3, 4 + radius_wart * 0.3);
    fill(color_wart, 128);
    ellipse(0, 0, radius_wart, radius_wart);
    popMatrix();
  }
  
}

/*
Copyright (C) 2017- deconbatch

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see 
*/







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