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grid24x8z_rings_leapmotion.pde 2.5 KiB
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// Experimental Leap Motion version of the "rings" example

import de.voidplus.leapmotion.*;

LeapMotion leap;
float dx, dy, dz;

void setup()
{
  int zoom = 8;
  size(24*zoom, 8*zoom);

  leap = new LeapMotion(this);

  // Connect to the local instance of fcserver. You can change this line to connect to another computer's fcserver
  opc = new OPC(this, "127.0.0.1", 7890);

  // Map an 8x8 grid of LEDs to the center of the window, scaled to take up most of the space
  float spacing = height / 10.0;
  opc.ledGrid8x8(0, width/2, height/2, spacing, 0, true);

  // Put two more 8x8 grids to the left and to the right of that one.
  opc.ledGrid8x8(64, width/2 - spacing * 8, height/2, spacing, 0, true);
  opc.ledGrid8x8(128, width/2 + spacing * 8, height/2, spacing, 0, true);
  
  // Make the status LED quiet
  opc.setStatusLed(false);
  
  colorMode(HSB, 100);
}

float noiseScale=0.02;

float fractalNoise(float x, float y, float z) {
  float r = 0;
  float amp = 1.0;
  for (int octave = 0; octave < 4; octave++) {
    r += noise(x, y, z) * amp;
    amp /= 2;
    x *= 2;
    y *= 2;
    z *= 2;
  }
  return r;
}

void draw() {
  long now = millis();
  float speed = 0.002;
  float zspeed = 0.3;
  float angle = sin(now * 0.001);
  float z = now * 0.00008;
  float scale = 0.005;

  float saturation = 100 * constrain(pow(1.17 * noise(now * 0.000122), 2.5), 0, 1);
  float spacing = noise(now * 0.000124) * 0.1;

  dx += cos(angle) * speed;
  dy += sin(angle) * speed;
  dz += (noise(now * 0.000014) - 0.5) * zspeed;

  float centerx = noise(now *  0.000125) * 1.25 * width;
  float centery = noise(now * -0.000125) * 1.25 * height;

  float hx = 0, hy = 0, hz = 0;
  for (Hand hand : leap.getHands()) {
     PVector position = hand.getStabilizedPosition();
     hx += position.x;
     hy += position.y;
     hz += position.z;
  }

  // Simple hue/brightness theremin
  dx = hx * -0.01;
  float bright = pow(hy * 0.02, 5.0);

  loadPixels();
  for (int x=0; x < width; x++) {
    for (int y=0; y < height; y++) {
     
      float dist = sqrt(pow(x - centerx, 2) + pow(y - centery, 2));
      float pulse = (sin(dz + dist * spacing) - 0.3) * 0.3;
      float n = fractalNoise(dx + x*scale + pulse, dy + y*scale, z) - 0.45;
      float m = fractalNoise(dx + x*scale, dy + y*scale, z + 10.0) - 0.75;

      color c = color(
         (hx + 40.0 * m + hz * 0.1) % 100.0,
         100 * constrain(bright * pow(3.0 * n, 1.5), 0, 0.9)
         );
      
      pixels[x + width*y] = c;
    }
  }
  updatePixels();
}