Sydney
http://ocodo.tumblr.com
member since May 18, 2011
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Slomojo

Hexagonal Lattice Type 1 Optimized
Draw

Using an optimized drawing method (no circle intersections for one thing.) Simple animation of the draw with an old school mono terminal look.

Hexagonal Lattice Type 1 Image Mapping
v1.0

Map the color of each hex shape to an image.

[ / ] select image (from a set of 8)
+ / - modify radius

To be honest, I don't really have a need to do this one, but it's easy and well, why not ;)

Hexagonal Lattice Type 1 Gradient
Mapping v6.0

Updated the gradient definition method, which now uses a string composed of a series of color(hex ARGB) and position(percentage) values.

e.g. FFFF0000:0, FF000000:100

- describes a gradient of Red(100% alpha) at 0% to Black(100% alpha) at 100%.

Key controls to switch between a set of predefined gradients and radius size.

+ / - radius
[ / ] gradient change

( you can also play with one of the shape factors with keys 1, 2)

The drawing / coordinate calculations are now resolved to floating point numbers, instead of integers, this dramatically reduces drawing errors.

Hexagonal Lattice Type 1 Gradient
Mapping v2.0

For this version, I'm just pre-calculating the grid points, however, I have to overprint the design a few times to fix some coordinate rounding glitches/gaps.

Hexagonal Lattice Type 1 Gradient
Mapping v1.1

Identical to Hexagonal Lattice Type 1 Gradient
Mapping v1.0 just a different setting for the gradient and the shape scale.

Hexagonal Lattice Type 1 Gradient
Mapping v1.0

Using a very sloppy fill method (really needs sorting out!) this sketch fills the stage using Hex Type 1 tessellating shapes, mapping the shape of each color to a gradient, based on it's X position (note: the sketch is rotated 270 degrees, so the mapping looks like it's on the Y axis)

You may notice an odd edge effect on the shapes, this is due to the awful, awful fill method I'm using, which fails to stop a shape being drawn more than once.

I probably need to go read up on flood fill algorithms, although this case isn't quite the same, shape tiling within a specific bounding box would b

Hexagonal Lattice Type 5 v6.0

Type 5 hexagonal lattice (with the same features as the Type 1 sketch.)


Keyboard controls...

* b / w : black / white background (clears and restarts drawing)
* + / - : modify the base radius (clears and restarts drawing)
* [ / ] : select palette from a wrapping list. (there's 27 of them)
* o / p : change the opacity of the construction lines.
* n / m : change fill opacity
* , / , : change stroke opacity
* 0 / 1 / 2 : change stroke thickness (1,2px

Hexagonal Lattice Type 1 v1.0

The original hexagonal lattice design I have been working with for quite some time (I have hand draw designs with this going at least 18months) - so I call it Type 1.

There's a few of keyboard controls available to play with...

* b / w : black / white background (clears and restarts drawing)
* + / - : modify the base radius (clears and restarts drawing)
* [ / ] : select palette from a wrapping list. (there's 27 of them)
* o / p : change the opacity of the construction lines.
* n / m : change fill opacity
* , / , : change stroke opacity
* 0 / 1 / 2 : change stroke thickness (1,2px

Hexgonal Lattice Type 5 v1.0

This is my first experiment with Processing, I wanted to build something that generates a hexagonal lattice (I call these ones, type 5 within my experimentation categories)

Circle-circle-intersection function is loosely based on Objective C code by Daniel Quirk.

Circle-line-intersection function is based on code by REAS (http://www.openprocessing.org/portal/?userID=54) and Paul Bourke.

Thank you to the people at http://math.stackexchange.com for help.
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