Add snippets for the Processing Programming Language (processing.org)
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snippets/processing.snippets
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snippets/processing.snippets
Executable file
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#BASICS
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# doc
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snippet doc
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/**
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* ${1:Description}
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*
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* @author ${2:name}
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* @since ${3:`strftime("%d/%m/%y %H:%M:%S")`}
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*/
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${4}
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# doc comment
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snippet docc
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/**
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* ${1:@private}$0
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*/
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${2}
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# class
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snippet class
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${1:public }class ${2:`fnamemodify(bufname("%"),":t:r")`} ${3:extends}
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{
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//--------------------------------------
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// CONSTRUCTOR
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//--------------------------------------
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public $2 (${4:arguments}) {
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${0:// expression}
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}
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}
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# package
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snippet package
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/**
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* ${1:Description}
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*
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* @author ${2:$TM_FULLNAME}
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* @since ${3:`strftime("%d/%m/%y %H:%M:%S")`}
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*/
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package ${4:package};
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# function
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snippet fun
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${1:void/private/protected/public}${2: static} ${3:name}(${4}) {
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${5://if not void return null;}
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}
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${6}
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snippet fn
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${1:void }${2:name}(${3}) {
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${4://if not void return null;}
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}
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${5}
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# constant
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snippet const
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static final ${1:Object} ${2:VAR_NAM} = ${3};
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# var
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snippet var
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${1:private/public }${2:static }${3:String} ${4:str}${5: =}${6:value};
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# var objects
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snippet obj
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${1:private/public }${2:Object} ${3:o}${4: = new }$2(${5});
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#loop for
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snippet for
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for (int ${2:i} = 0; $2 < ${1:Things}.length; $2${3:++}) {
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${4:$1[$2]}
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};
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#loop while
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snippet while
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while (${1:/* condition */}) {
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${2:/* code */}
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}
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#break
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snippet break
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break ${1:label};
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#case
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snippet case
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case ${1:expression} :
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${2}
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break;
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#default
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snippet default
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default :
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${1}
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break;
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#switch
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snippet switch
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switch(${1:expression}) {
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case '${3:case}':
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${4:// code}
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break;
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${5}
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default:
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${2:// code}
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}
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#try
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snippet try
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try {
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${3}
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} catch(${1:Exception} ${2:e}) {
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}
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#try catch finally
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snippet tryf
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try {
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${3}
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} catch(${1:Exception} ${2:e}) {
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} finally {
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}
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#throw
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snippet throw
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throw new ("${1:Exception()}");
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#ternary
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snippet ?
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? ${1:trueExpression} : ${2:falseExpression}
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${3}
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snippet if
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if (${1:true}) {${2}}
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# if ... else
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snippet ife
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if (${1:true}) {${2}}
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else{${3}}
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#get
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snippet get
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public ${1:String} get${2}() {
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return ${2:fieldName};
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}
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#set
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snippet set
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public void set${1}(${2:String} new${1}) {
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${1:fieldName} = new${1};
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}
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#printIn
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snippet println
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println("${1:`fnamemodify(bufname("%"),":t:r")`}::${2:method}() "${3: +} ${4});
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#println string
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snippet pr
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println("${1}");
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#setup draw
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snippet setup
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void setup(){
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${1}
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}
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void draw(){
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${2}
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}
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#setup OPENGL
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snippet opengl
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import processing.opengl.*;
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import javax.media.opengl.*;
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PGraphicsOpenGL pgl;
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GL gl;
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void setup(){
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size( ${1:300}, ${2:300}, OPENGL );
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colorMode( RGB, 1.0 );
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hint( ENABLE_OPENGL_4X_SMOOTH );
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pgl = (PGraphicsOpenGL) g;
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gl = pgl.gl;
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gl.setSwapInterval(1);
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initGL();
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${3}
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}
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void draw(){
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pgl.beginGL();
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${4}
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pgl.endGL();
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getOpenGLErrors();
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}
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void initGL(){
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${5}
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}
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void getOpenGLErrors(){
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int error = gl.glGetError();
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switch (error){
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case 1280 :
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println("GL_INVALID_ENUM - An invalid enumerant was passed to an OpenGL command.");
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break;
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case 1282 :
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println("GL_INVALID_OPERATION - An OpenGL command was issued that was invalid or inappropriate for the current state.");
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break;
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case 1281 :
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println("GL_INVALID_VALUE - A value was passed to OpenGL that was outside the allowed range.");
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break;
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case 1285 :
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println("GL_OUT_OF_MEMORY - OpenGL was unable to allocate enough memory to process a command.");
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break;
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case 1283 :
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println("GL_STACK_OVERFLOW - A command caused an OpenGL stack to overflow.");
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break;
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case 1284 :
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println("GL_STACK_UNDERFLOW - A command caused an OpenGL stack to underflow.");
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break;
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case 32817 :
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println("GL_TABLE_TOO_LARGE");
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break;
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}
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}
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#GL Functions
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snippet gl begin gl
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pgl.beginGL();
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${1}
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pgl.endGL();
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snippet gl gl swap interval
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// specify the minimum swap interval for buffer swaps.
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gl.setSwapInterval(${1:interval});
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snippet gl gl call list
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// execute a display list
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gl.glCallList(${1:list});
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snippet gl gl gen buffers
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// import java.nio.IntBuffer;
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// import java.nio.FloatBuffer;
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// import com.sun.opengl.util.BufferUtil;
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// You might need to create four buffers to store vertext data, normal data, texture coordinate data, and indices in vertex arrays
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IntBuffer bufferObjects = IntBuffer.allocate(${1:4});
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gl.glGenBuffers($1, bufferObjects);
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int vertexCount = ${2:3};
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int numCoordinates = ${3:3};
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// vertexCount * numCoordinates
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FloatBuffer vertices = BufferUtil.newFloatBuffer(vertexCount * numCoordinates);
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float[] v = {0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 1.0f};
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vertices.put(v);
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// Bind the first buffer object ID for use with vertext array data
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gl.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferObjects.get(0));
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gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * numCoordinates * BufferUtil.SIZEOF_FLOAT, vertices, GL.GL_STATIC_DRAW);
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snippet gl gl bind buffer
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${2:// A buffer ID of zero unbinds a buffer object}
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gl.glBindBuffer(GL.GL_ARRAY_BUFFER, ${1:0});
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snippet gl gl delete buffers
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${3:// Parameters are the same for glGenBuffers}
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gl.glDeleteBuffers(${1:4}, ${2:bufferObjects});
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snippet gl gl depth mask
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// enable or disable writing into the depth buffer
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gl.glDepthMask(${1:flag});
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snippet gl gl load identity
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// replaces the top of the active matrix stack with the identity matrix
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gl.glLoadIdentity();
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snippet gl gl tex coord 2f
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// set the current texture coordinates - 2 floats
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gl.glTexCoord2f(${1:0.0f}, ${2:0.0f});
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snippet gl gl vertex 2f
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gl.glVertex2f(${1:0.0f}, ${2:0.0f});
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snippet gl gl vertex 3f
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gl.glVertex3f(${1:0.0f}, ${2:0.0f}, ${3:0.0f});
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snippet gl gl translate f
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// multiply the current matrix by a translation matrix
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gl.glTranslatef(${1:x}, ${2:y}, ${3:z});
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snippet gl gl rotate f
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// rotate, x-axis, y-axis, z-axiz
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gl.glRotatef(${1:angle}, ${2:x}, ${3:y}, ${4:z});
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snippet gl gl scale f
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// multiply the current matrix by a general scaling matrix
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gl.glScalef(${1:x}, ${2:y}, ${3:z});
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snippet gl gl color 4f
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gl.glColor4f(${1:red}, ${2:green}, ${3:blue}, ${4:alpha});
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snippet gl gl clear color
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gl.glClearColor(${1:red}, ${2:green}, ${3:blue}, ${4:alpha});
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snippet gl gl color 3f
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gl.glColor3f(${1:red}, ${2:green}, ${3:blue});
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snippet gl gl push matrix
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// spush and pop the current matrix stack
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gl.glPushMatrix();
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${1}
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gl.glPopMatrix();
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snippet gl gl gen lists
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gl.glGenLists(${1:1})
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snippet gl gl flush
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// Empties buffers. Call this when all previous issues commands completed
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gl.glFlush();
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${1}
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snippet gl gl get error
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println(gl.glGetError());
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snippet gl gl clear
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gl.glClear(${1:GL.GL_COLOR_BUFFER_BIT}${2: | }${3:GL.GL_DEPTH_BUFFER_BIT});
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#frame operations
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snippet fr framerate
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frameRate(${1:30});
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${2}
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snippet fr frameRate
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frameRate
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snippet fr frameCount
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frameCount
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snippet fr saveFrame
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saveFrame("${1:filename-####}${2:.ext}");
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#size
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snippet size normal size
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size(${1:200}, ${2:200}${3:, P3D});
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snippet size opengl size
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size(${1:200}, ${2:200}${3:, OPENGL});
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#PRIMITIVES
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#color
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snippet color
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color ${1:c}${2: = color(}${3:value1, }${4:value2, }${5:value3)};
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#char
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snippet char
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char ${1:m}${2: = "}${3:char"};
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#float
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snippet float
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float ${1:f}${2: = }${3:0.0f};
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#int
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snippet int
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int ${1:f}${2: = }${3:0};
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#boolean
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snippet boolean
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boolean ${1:b}${2: = }${3:true};
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#byte
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snippet byte
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byte ${1:b}${2: = }${3:127};
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#string
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snippet string
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String ${1:str}${2: = "}${3:CCCP"};
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#array
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snippet array
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${1:int}[] ${2:numbers}${3: = new $1}[${4:length}];
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#object
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snippet object
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${1:Object} ${2:o}${3: = new $1}(${4});
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#curve
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snippet curve curve
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curve(${1:x1}, ${2:y1}, ${3:x2}, ${4:y2}, ${5:x3}, ${6:y3}, ${7:x4}, ${8:y4});
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snippet curve curve 3D
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curve(${1:x1}, ${2:y1}, ${3:z1}, ${4:x2}, ${5:y2}, ${6:z2}, ${7:x3}, ${8:y3}, ${9:z3}, ${10:x4}, ${11:y4}, ${12:z4});
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snippet curve curve Detail
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curveDetail(${1:detail});
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snippet curve curve point
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curvePoint(${1:a}, ${2:b}, ${3:c}, ${4:d}, ${5:t});
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snippet curve curve tightness
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curveTightness(${1:squishy});
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#bezier
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snippet bezier bezier
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bezier(${1:x1}, ${2:y1}, ${3:cx1}, ${4:cy1}, ${5:cx2}, ${6:cy2}, ${7:x2}, ${8:y2});
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snippet bezier bezier 3D
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bezier(${1:x1}, ${2:y1}, ${3:z1}, ${4:cx1}, ${5:cy1}, ${6:cz1}, ${7:cx2}, ${8:cy2}, ${9:cz2}, ${10:x2}, ${11:y2}, ${12:z2});
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snippet bezier bezier detail
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bezierDetail(${1:detail});
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snippet bezier bezier tangent
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bezierTangent(${1:a}, ${2:b}, ${3:c}, ${4:d}, ${5:t});
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snippet bezier bezier point
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bezierPoint(${1:a}, ${2:b}, ${3:c}, ${4:d}, ${5:t});
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#vertex
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snippet vertex vertex
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vertex(${1:x}, ${2:y}${3:, }${4:u}${5:, }${6:v});
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snippet vertex vertex 3D
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vertex(${1:x}, ${2:y}, ${3:z}${4:, }${5:u}${6:, }${7:v});
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snippet vertex vertex bezier
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bezierVertex(${1:cx1}, ${2:cy1}, ${3:cx2}, ${4:cy2}, ${5:x}, ${6:y});
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snippet vertex vertex bezier 3D
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bezierVertex(${1:cx1}, ${2:cy1}, ${3:cz1}, ${4:cx2}, ${5:cy2}, ${6:cz2}, ${7:x}, ${8:y}, ${9:z});
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snippet vertex vertex curve
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curveVertex(${1:x}, ${2:y});
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snippet vertex vertex curve 3D
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curveVertex(${1:x}, ${2:y}, ${3:z});
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#stroke
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snippet stroke stroke
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stroke(${1:value1}, ${2:value2}, ${3:value3}${4:, }${5:alpha});
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snippet stroke stroke weight
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strokeWeight(${1:1});
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snippet stroke no stroke
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noStroke();
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#mouse
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snippet mouse mouse x
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mouseX
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snippet mouse mouse y
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mouseY
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snippet mouse mouse drag
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void mouseDragged(){
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${1}
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}
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snippet mouse mouse move
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void mouseMoved(){
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${1}
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}
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snippet mouse mouse release
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void mouseReleased(){
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${1}
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}
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snippet mouse mouse pressed
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void mousePressed(){
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${1}
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}
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snippet mouse mouse pressed?
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mousePressed
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snippet mouse mouse button?
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mouseButton
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snippet mouse pmouse X
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pmouseX
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snippet mouse pmouse Y
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pmouseY
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#key
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snippet key keycode?
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keyCode
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snippet key key
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key
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snippet key key released
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void keyReleased(){
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${1}
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}
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snippet key key typed
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void keyTyped(){
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${1}
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}
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snippet key key pressed
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void keyPressed(){
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${1}
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}
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snippet key key pressed?
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keyPressed
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#file
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snippet file load string
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loadStrings("${1:filename}");
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snippet file save string
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saveStrings(${1:filename}, ${2:strings});
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snippet file load bytes
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loadBytes("${1:filename}");
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snippet file begin record
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beginRecord(${1:renderer}, ${2:filename});
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snippet file end record
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endRecord();
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snippet file save bytes
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saveBytes(${1:filename}, ${2:bytes});
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snippet file create writer
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createWriter(${1:filename});
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snippet file create reader
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createReader(${1:filename});
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#time
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snippet time hour
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hour()
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snippet time milliseconds
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millis()
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snippet time year
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year()
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snippet time minutes
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minutes()
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snippet time month
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month()
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snippet time second
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second()
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#matrix
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snippet matrix reset matrix
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translate(${1:x}, ${2:y}, ${3:z});
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snippet matrix print matrix
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printMatrix();
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snippet matrix push matrix
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pushMatrix();
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||||
${1:};
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popMatrix();
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#text
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snippet txt text data
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text(${1:data}, ${2:x}, ${3:y}${4:, }${5:z});
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||||
snippet txt text string data
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text(${1:stringdata}, ${2:x}, ${3:y}, ${4:width}, ${5:height}${6:, }${7:z});
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||||
snippet txt text size
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||||
textSize(${1:size});
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||||
snippet txt text leading
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||||
textLeading(${1:size});
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||||
snippet txt text width
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||||
textWidth(${1:data});
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||||
snippet txt text descent
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||||
textDescent();
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||||
snippet txt text ascent
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||||
textAscent();
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||||
snippet txt font
|
||||
PFont ${1:font};
|
||||
$1 = loadFont("${2:FFScala-32.vlw}");
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||||
#load font
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snippet txt load font
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||||
${1:font} = loadFont("${2:FFScala-32.vlw}");
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||||
snippet txt text font
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||||
textFont(${1:font}${2:, }${3:size});
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||||
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||||
#math
|
||||
snippet math tangent
|
||||
tan(${1:rad});
|
||||
snippet math atan
|
||||
atan(${1:rad});
|
||||
snippet math atan2
|
||||
atan2(${1:rad});
|
||||
snippet math sin
|
||||
sin(${1:rad});
|
||||
snippet math asin
|
||||
asin(${1:rad});
|
||||
snippet math cos
|
||||
cos(${1:rad});
|
||||
snippet math acos
|
||||
acos(${1:rad});
|
||||
snippet math degrees
|
||||
degrees(${1:rad});
|
||||
snippet math radians
|
||||
radians(${1:deg});
|
||||
snippet math random seed
|
||||
randomSeed(${1:value});
|
||||
snippet math random
|
||||
random(${1:value1}${2:, }${3:value2});
|
||||
snippet math half PI
|
||||
HALF_PI
|
||||
snippet math 2 PI
|
||||
TWO_PI
|
||||
snippet math PI
|
||||
PI
|
||||
snippet math pow
|
||||
pow(${1:num}, ${2:exponent});
|
||||
snippet math floor
|
||||
floor(${1:value});
|
||||
snippet math sqrt
|
||||
sqrt(${1:value});
|
||||
snippet math abs
|
||||
abs(${1:value});
|
||||
snippet math sq
|
||||
sq(${1:value});
|
||||
snippet math ceil
|
||||
ceil(${1:value});
|
||||
snippet math exp
|
||||
exp(${1:value});
|
||||
snippet math round
|
||||
round(${1:value}};
|
||||
snippet math min
|
||||
min(${1:value1}, ${2:value2}${3:, }${4:value3});
|
||||
snippet math max
|
||||
max(${1:value1}, ${2:value2}${3:, }${4:value3});
|
||||
snippet math array max
|
||||
max(${1:array});
|
||||
snippet math array min
|
||||
min(${1:array});
|
||||
snippet math logarithm
|
||||
log(${1:value});
|
||||
snippet math map
|
||||
map(${1:value}, ${2:low1}, ${4:high1}, ${5:low2}, ${6:high2});
|
||||
snippet math normalize
|
||||
norm(${1:value}, ${2:low}, ${3:high});
|
||||
snippet math constrain
|
||||
constrain(${1:value}, ${2:min}, ${3:max});
|
||||
snippet math magnitude of a vector
|
||||
mag(${1:a}, ${2:b}${3:, }${4:c});
|
||||
snippet math distance
|
||||
dist(${1:x1}, ${2:y1}, ${4:x2}, ${5:y2});
|
||||
snippet math distance 3D
|
||||
dist(${1:x1}, ${2:y1}, ${3:z1}, ${4:x2}, ${5:y2}, ${6:z2});
|
||||
|
||||
#noise math
|
||||
snippet noise set noise
|
||||
noise(${1:x}${2:, }${3:y}${4:, }${5:z});
|
||||
snippet noise noise detail
|
||||
noiseDetail(${1:octaves}${2:, }${3:falloff});
|
||||
snippet noise noise seed
|
||||
noiseSeed(${1:x});
|
||||
|
||||
#material
|
||||
snippet material shininess
|
||||
shininess(${1:shine});
|
||||
snippet material specular
|
||||
specular(${1:value1}, ${2:value2}, ${3:value3}${4:, }${5:alpha});
|
||||
snippet material ambient
|
||||
ambient(${1:value1}, ${2:value2}, ${3:value3});
|
||||
snippet material emissive
|
||||
emissive(${1:value1}, ${2:value2}, ${3:value3});
|
||||
|
||||
#light
|
||||
snippet light no light
|
||||
noLights();
|
||||
snippet light light
|
||||
lights();
|
||||
snippet light diretional light
|
||||
directionalLight(${1:v1}, ${2:v2}, ${3:v3}, ${4:nx}, ${5:ny}, ${6:nz});
|
||||
snippet light point light
|
||||
pointLight(${1:v1}, ${2:v2}, ${3:v3}, ${4:nx}, ${5:ny}, ${6:nz});
|
||||
snippet light falloff light
|
||||
lightFalloff(${1:constant}, ${2:linear}, ${3:quadratic});
|
||||
snippet light normal light
|
||||
normal(${1:nx}, ${2:ny}, ${3:nz});
|
||||
snippet light specular light
|
||||
lightFalloff(${1:v1}, ${2:v2}, ${3:v3});
|
||||
snippet light ambient light
|
||||
ambientLight(${1:v1}, ${2:v2}, ${3:v3}${7:, ${4:x}, ${5:y}, ${6:z}});
|
||||
snippet light spot light
|
||||
spotLight(${1:v1}, ${2:v2}, ${3:v3}, ${4:x}, ${5:y}, ${6:z}, ${7:nx}, ${8:ny}, ${9:nz}, ${10:angle}, ${11:concentration});
|
||||
|
||||
#camera
|
||||
snippet cam camera
|
||||
camera(${1:eyeX}, ${2:eyeY}, ${3:eyeZ}, ${4:centerX}, ${5:centerY}, ${6:centerZ}, ${7:upX}, ${8:upY}, ${9:upZ});
|
||||
snippet cam ortho
|
||||
ortho(${1:left}, ${2:right}, ${3:bottom}, ${4:top}, ${5:near}, ${6:far});
|
||||
snippet cam begin camera
|
||||
beginCamera();
|
||||
snippet cam end camera
|
||||
endCamera();
|
||||
snippet cam print camera
|
||||
printCamera();
|
||||
snippet cam print camera projection
|
||||
printProjection();
|
||||
snippet cam perspective camera
|
||||
perspective(${1:fov}, ${2:aspect}, ${3:zNear}, ${4:zFar});
|
||||
snippet cam frustrum
|
||||
frustrum(${1:left}, ${2:right}, ${3:bottom}, ${4:top}, ${5:near}, ${6:far});
|
||||
|
||||
#transformations
|
||||
snippet trans rotate
|
||||
rotate${1:X}(${1:angle});
|
||||
snippet trans translate
|
||||
translate(${1:x}, ${2:y}${3:, }${4:z});
|
||||
snippet trans scale size
|
||||
scale(${1:size});
|
||||
snippet trans scale
|
||||
scale(${1:x}, ${2:y}${3:, }${4:z});
|
||||
|
||||
#coordinates
|
||||
snippet coord
|
||||
${1:model/screen}${2:X}(${3:x}, ${4:y}, ${5:z});
|
||||
|
||||
#effects
|
||||
snippet fx brightness
|
||||
brightness(${1:color});
|
||||
snippet fx lerp color
|
||||
lerpColor(${1:c1}, ${2:c2}, ${3:amt});
|
||||
snippet fx saturation
|
||||
saturation(${1:color});
|
||||
snippet fx hue
|
||||
hue(${1:color});
|
||||
snippet fx alpha
|
||||
alpha(${1:color});
|
||||
snippet fx tint
|
||||
tint(${1:value1}, ${2:value2}, ${3:value3}${4:, }${5:alpha});
|
||||
snippet fx notint
|
||||
noTint();
|
||||
|
||||
#pixel
|
||||
snippet px set pixel
|
||||
set(${1:x}, ${2:y}, ${3:color/image});
|
||||
snippet px update pixel
|
||||
updatePixels();
|
||||
snippet px load pixel
|
||||
loadPixels();
|
||||
snippet px pixels
|
||||
pixels[${1:index}]
|
||||
snippet px get pixel
|
||||
get(${1:x}, ${2:y}${3:, }${4:width}${5:, }${6:height});
|
||||
|
||||
#geometric figures
|
||||
snippet geof triangle
|
||||
triangle(${1:x1}, ${2:y1}, ${3:x2}, ${4:y2}, ${5:x3}, ${6:y3});
|
||||
snippet geof line
|
||||
line(${1:x1}, ${2:y1}, ${3:x2}, ${4:y2});
|
||||
snippet geof line 3D
|
||||
line(${1:x1}, ${2:y1}, ${3:z1}, ${4:x2}, ${5:y2}, ${6:z2});
|
||||
snippet geof arc
|
||||
arc(${1:x}, ${2:y}, ${3:width}, ${4:height}, ${5:start}, ${6:stop});
|
||||
snippet geof point
|
||||
point(${1:x}, ${2:y}${3:, }${4:z});
|
||||
snippet geof quad
|
||||
quad(${1:x1}, ${2:y1}, ${3:x2}, ${4:y2}, ${5:x3}, ${6:y3}, ${7:x4}, ${8:y4});
|
||||
snippet geof ellipse
|
||||
ellipse(${1:x}, ${2:y}, ${3:width}, ${4:height});
|
||||
snippet geof rect
|
||||
rect(${1:x}, ${2:y}, ${3:width}, ${4:height});
|
||||
snippet geof box
|
||||
box(${1:width}, ${2:height}, ${3:depth});
|
||||
snippet geof sphere
|
||||
sphere(${1:radius});
|
||||
snippet geof sphere details
|
||||
sphereDetail(${1:n});
|
||||
snippet geof set smooth
|
||||
smooth();
|
||||
snippet geof set no smooth
|
||||
noSmooth();
|
||||
|
||||
#array operations
|
||||
snippet arrop normal split
|
||||
split("${1:str}"${2: , }${3:delimiter});
|
||||
snippet arrop split Tokens
|
||||
splitTokens(${1:str}${2:, }${3:tokens});
|
||||
snippet arrop join
|
||||
join(${1:strgArray}${2: , }${3:seperator});
|
||||
snippet arrop shorten
|
||||
shorten(${1:array});
|
||||
snippet arrop concat
|
||||
concat(${1:array1}, ${2:array2});
|
||||
snippet arrop subset
|
||||
subset(${1:array}, ${2:offset});
|
||||
snippet arrop append
|
||||
append(${1:array}, ${2:element});
|
||||
snippet arrop reverse
|
||||
reverse(${1:array});
|
||||
snippet arrop splice
|
||||
splice(${1:array}, ${2:value/array2}, ${3:index});
|
||||
snippet arrop sort
|
||||
sort(${1:dataArray}${2:, }${3:count});
|
||||
snippet arrop expand
|
||||
expand(${1:array}${2:, }${3:newSize});
|
||||
snippet arrop array copy
|
||||
arrayCopy(${1:src}, ${2:dest}, ${3:, }${3:length});
|
||||
|
||||
#string operations
|
||||
snippet strop str
|
||||
str("${1:str}");
|
||||
snippet strop match
|
||||
match(${1:str}, ${2:regexp});
|
||||
snippet strop trim
|
||||
trim(${1:str});
|
||||
snippet strop nf
|
||||
nf(${2:value}, ${3:left}${4:, }${5:right});
|
||||
snippet strop nfs
|
||||
nfs(${2:value}, ${3:left}${4:, }${5:right});
|
||||
snippet strop nfp
|
||||
nfp(${2:value}, ${3:left}${4:, }${5:right});
|
||||
snippet strop nfc
|
||||
nfc(${1:value}${2:, }${3:right});
|
||||
|
||||
#convert
|
||||
snippet convert unbinary
|
||||
unbinary("${1:str}"});
|
||||
snippet convert hexadecimal
|
||||
hex(${1:c});
|
||||
snippet convert unhex
|
||||
unhex(${1:c});
|
||||
snippet convert binary
|
||||
binary(${1:value}${2:, }${3:digits});
|
||||
|
||||
#image operations
|
||||
snippet image load image
|
||||
loadImage(${1:filename});
|
||||
snippet image image
|
||||
image(${1:img}, ${2:x}, ${3:y}${4:, }${5:width}${6:, }${7:height});
|
||||
snippet copy copy
|
||||
copy(${1:srcImg}${2:, }${3:x}, ${4:y}, ${5:width}, ${6:height}, ${7:dx}, ${8:dy}, ${9:dwidth}, ${10:dheight});
|
||||
|
||||
|
||||
|
||||
#containers
|
||||
snippet bg
|
||||
background(${1:value1}, ${2:value2}, ${3:value3}${4:, }${5:alpha});
|
||||
snippet pg
|
||||
PGraphics pg;
|
||||
pg = createGraphics(${1:width}, ${2:height}${3:, }${4:applet});
|
||||
snippet pimage
|
||||
PImage(${1:width}, ${2:height});
|
||||
|
||||
#UTILS
|
||||
#nofill
|
||||
snippet nofill
|
||||
noFill();
|
||||
#fill
|
||||
snippet fill
|
||||
fill(${1:value1}, ${2:value2}, ${3:value3}${4:, }${5:alpha});
|
||||
#red
|
||||
snippet red
|
||||
red(${1:color});
|
||||
#green
|
||||
snippet green
|
||||
green(${1:color});
|
||||
#blue
|
||||
snippet blue
|
||||
blue(${1:color});
|
||||
#status
|
||||
snippet status
|
||||
status(${1:text});
|
||||
#param
|
||||
snippet param
|
||||
param(${1:s});
|
||||
#link
|
||||
snippet link
|
||||
link(${1:url}${2:, }${3:target});
|
||||
#@param
|
||||
snippet @
|
||||
@${1:param/return/private/public} ${1:parameter} ${2:description}
|
Loading…
Reference in New Issue
Block a user