Reach3

/** * Reach 3 * based on code from Keith Peters. * * The arm follows the position of the ball by * calculating the angles with atan2(). */ const int numSegments = 8; float x[numSegments] = {0}; float y[numSegments] = {0}; float angle[numSegments] = {0}; float segLength = 26; float targetX, targetY; float ballX = 50; float ballY = 50; int ballXDirection = 1; int ballYDirection = -1; void positionSegment(int a, int b); void reachSegment(int i, float xin, float yin); void segment(float x, float y, float a, float sw); void setup() { size(640, 360); strokeWeight(20.0); stroke(255, 100); noFill(); x[(int)std::size(x)-1] = width/2; // Set base x-coordinate y[(int)std::size(x)-1] = height; // Set base y-coordinate } void draw() { background(0); strokeWeight(20); ballX = ballX + 1.0 * ballXDirection; ballY = ballY + 0.8 * ballYDirection; if (ballX > width-25 || ballX < 25) { ballXDirection *= -1; } if (ballY > height-25 || ballY < 25) { ballYDirection *= -1; } ellipse(ballX, ballY, 30, 30); reachSegment(0, ballX, ballY); for (int i = 1; i < numSegments; i++) { reachSegment(i, targetX, targetY); } for (int i = (int)std::size(x)-1; i >= 1; i--) { positionSegment(i, i-1); } for (int i = 0; i < (int)std::size(x); i++) { segment(x[i], y[i], angle[i], (i+1)*2); } } void positionSegment(int a, int b) { x[b] = x[a] + cos(angle[a]) * segLength; y[b] = y[a] + sin(angle[a]) * segLength; } void reachSegment(int i, float xin, float yin) { float dx = xin - x[i]; float dy = yin - y[i]; angle[i] = atan2(dy, dx); targetX = xin - cos(angle[i]) * segLength; targetY = yin - sin(angle[i]) * segLength; } void segment(float x, float y, float a, float sw) { strokeWeight(sw); pushMatrix(); translate(x, y); rotate(a); line(0, 0, segLength, 0); popMatrix(); }