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Task/Draw-a-sphere/Processing/draw-a-sphere-1.processing
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Task/Draw-a-sphere/Processing/draw-a-sphere-1.processing
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void setup() {
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size(500, 500, P3D);
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}
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void draw() {
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background(192);
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translate(width/2, height/2);
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// optional color and lighting style
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stroke(200);
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fill(255);
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lights();
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// draw sphere
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sphere(200);
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}
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Task/Draw-a-sphere/Processing/draw-a-sphere-2.processing
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Task/Draw-a-sphere/Processing/draw-a-sphere-2.processing
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float rotX, rotY;
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PVector[][] sphere;
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int detail = 50;
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void setup() {
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size(600, 600, P3D);
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background(50, 50, 200);
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fill(255, 0, 200);
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stroke(0, 40);
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sphere = new PVector[detail+1][detail+1];
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}
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void draw() {
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pointLight(255, 255, 255, -width, -height, 2*height);
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translate(width/2, height/2);
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rotateX(rotX);
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rotateY(rotY);
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float r = 200;
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for (int i = 0; i <= detail; i++) {
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float rows = map(i, 0, detail, 0, PI);
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for (int j = 0; j <= detail; j++) {
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float columns = map(j, 0, detail, 0, TWO_PI);
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float x = r * sin(rows) * cos(columns);
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float y = r * sin(rows) * sin(columns);
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float z = r * cos(rows);
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sphere[i][j] = new PVector(x, y, z);
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}
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}
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for (int i = 0; i < detail; i++) {
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beginShape(TRIANGLE_STRIP);
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for (int j = 0; j <= detail; j++) {
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PVector v1 = sphere[i][j];
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vertex(v1.x, v1.y, v1.z);
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PVector v2 = sphere[i+1][j];
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vertex(v2.x, v2.y, v2.z);
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}
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endShape();
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}
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}
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void mouseDragged() {
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rotY -= (mouseX - pmouseX) * 0.01;
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rotX -= (mouseY - pmouseY) * 0.01;
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}
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