Identity and graphic design by Jerel Johnson. p5.js is developed by a community of collaborators, with support from the Processing Foundation and NYU ITP. I want my blob to appear in the center of the screen, and then when the user moves the cursor, it moves from there. reset X p5.js is currently led by Qianqian Ye and was created by Lauren Lee McCarthy. Default values for mouseX and mouseY in p5js Ask Question Asked 10 months ago Modified 8 months ago Viewed 83 times 0 I'm trying to set a default value for mouseX and mouseY. At the time of this writing there are four types of materials in p5. Press the mouse button to invert the color. In the real world, light reflects off objects differently, depending on their angle of reflection as well as the object's’ material. The major difference between directionalLight and pointLight is pointLight shines from a specific point of origin, and therefore reflects differently when it is farther vs. On the other hand, pointLight takes a color and a location as parameters. Syntax: mouseX Below programs illustrate the mouseX variable in p5. If touch is used instead of mouse input, mouseX will hold the x value of the most recent touch point. Therefore, a negative y-value will light a given geometry from below. The mouseX variable in p5.js is used to store the current horizontal position of the mouse, relative to (0, 0) of the canvas. The directionalLight vector can also be considered the angle in which light hits the geometry. P5.js Show Coordinates by Mouse HTML HTML HTML Options xxxxxxxxxx 1 1 CSS CSS CSS Options xxxxxxxxxx JS JS JS Options xxxxxxxxxx 27 // A basic p5. Let dirY = ( mouseY / height - 0.5 ) * 2 let dirX = ( mouseX / width - 0.5 ) * 2 directionalLight ( 250, 250, 250, dirX, - dirY, 0.25 ) ambientMaterial ( 250 ) sphere ( 50, 64 ) ÄirectionalLight rays shine in a given direction, but they do not have a specific point of origin, and therefore cannot be positioned closer or farther away from a geometry. Here is an example of loading an opentype font and using it to draw text with the webgl text() method: The performance may be better, especially if the text changes regularly and you are unable to cache the offscreen image used in the previous method.The fidelity of the rendered text should be better, especially when zooming & tilting.You must either place those font files in a location accessible from your sketch, or use a CORS-compatible webl URL. You can only use use opentype/truetype fonts loaded in your preload() function using the loadFont() method.The webgl version of the text() method works very similarly to the 2d version.
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