Reputation: 145
I'm trying to use decent OOP approach to getting objects to rotate individually within the cells of a grid. My current result is rotating all objects around the 0, 0 reference point instead of each within it's own cell.
Of course, what's needed is a correct translate function, but when I try to apply this in the innerSquare function translate(x, y); - this leads to even more bizarre behavior.
I'm still at early stage learning - any help would be appreciated!
The code can be viewed here: https://editor.p5js.org/knectar/sketches/BJpI5_BG4
Or directly:
var cols, rows;
var w = 50;
var grid = [];
function setup() {
createCanvas(400, 400);
// load the col / row vars with values that dynamically read from the canvas.
cols = floor(width/w);
rows = floor(height/w);
// load the the array with generic row and column values
for (var j = 0; j < rows; j++){
for (var i = 0; i < cols; i++){
// And for each, create an object instance based on the Shape class.
var shape = new Shape(i,j);
grid.push(shape);
}
}
}
function draw() {
background(51);
frameRate(2);
// draw grid (outer squares)
for (var i = 0; i < grid.length; i++) {
grid[i].outerGrid();
}
// draw inner squares
for (var i = 0; i < grid.length; i++) {
grid[i].innerSquare();
}
}
function Shape(i, j) {
this.i = i;
this.j = j;
var x = this.i*w;
var y = this.j*w;
this.outerGrid = function () {
push();
stroke(200, 0, 255);
noFill();
rect(x, y, w, w);
translate(x, y);
pop();
}
this.innerSquare = function () {
// translate(x, y);
noFill();
stroke(150, 0, 255);
rect(x+10, y+10, w-20, w-20);
rotate(radians(frameCount));
}
}
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Upvotes: 5
Views: 3126
Reputation: 210889
If you want to rotate a rectangle around a pivot, then you have draw the rectnagle in this way, that the center of the rectangle is at position (0, 0):
let rect_w = (w-20);
rect(-rect_w/2, -rect_w/2, rect_w, rect_w);
Rotate (rotate()
) the rectangle around (0, 0), which is the center of the rectangle, too:
rotate(angle);
Translate (translate()
) the rectangle to its final position:
let tx = x+10 + rect_w / 2;
let ty = y+10 + rect_w / 2;
translate(tx, ty);
The matrix stack has to be saved (push()
) before this operations and restored (pop()
) after. The manipulations to the current model matrix have to be performed in reverse order:
e.g.
this.innerSquare = function () {
noFill();
stroke(150, 0, 255);
let ts = millis()/1000.0;
let angle = radians(ts*2.0*Math.PI*5.0); // or "frameCount"
let rect_w = (w-20);
let tx = x+10 + rect_w / 2;
let ty = y+10 + rect_w / 2;
push();
translate(tx, ty);
rotate(angle);
rect(-rect_w/2, -rect_w/2, rect_w, rect_w);
pop();
}
See the example, where I applied the suggested changes to your original code:
var cols, rows;
var w = 50;
var grid = [];
function setup() {
createCanvas(400, 400);
// load the col / row vars with values that dynamically read from the canvas.
cols = floor(width/w);
rows = floor(height/w);
// load the the array with generic row and column values
for (var j = 0; j < rows; j++){
for (var i = 0; i < cols; i++){
// And for each, create an object instance based on the Shape class.
var shape = new Shape(i,j);
grid.push(shape);
}
}
}
function draw() {
background(51);
//frameRate(2);
// draw grid (outer squares)
for (var i = 0; i < grid.length; i++) {
grid[i].outerGrid();
}
// draw inner squares
for (var i = 0; i < grid.length; i++) {
grid[i].innerSquare();
}
}
function Shape(i, j) {
this.i = i;
this.j = j;
var x = this.i*w;
var y = this.j*w;
this.outerGrid = function () {
push();
stroke(200, 0, 255);
noFill();
rect(x, y, w, w);
translate(x, y);
pop();
}
this.innerSquare = function () {
noFill();
stroke(150, 0, 255);
let ts = millis()/1000.0;
let angle = radians(ts*2.0*Math.PI*5.0);
let rect_w = (w-20);
let tx = x+10 + rect_w / 2;
let ty = y+10 + rect_w / 2;
push();
translate(tx, ty);
rotate(angle);
rect(-rect_w/2, -rect_w/2, rect_w, rect_w);
pop();
}
}
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Upvotes: 6