// Perlin Star - Jim Bumgardner // // Using noise to permutate the points of a star shape int nbrPoints = 11; float mutateSpeed = .001; float rotateSpeed = .0001; float innerRatio = 2/9.0; void setup() { size(500,500); smooth(); noStroke(); } void draw() { background( #000030 ); fill( #F6DD08 ); float orad = height*.3; float irad = orad*innerRatio; float dev = orad*.8; pushMatrix(); translate(width/2,height/2); rotate(millis()*.0001); float a = TWO_PI/nbrPoints; float a2 = a*1.5; beginShape(); for (int i = 0; i < nbrPoints; ++i) { vertex( cos( a * i) * (orad+noise(i,0,millis()*mutateSpeed)*dev), sin( a * i) * (orad+noise(i,1,millis()*mutateSpeed)*dev)); vertex( cos( a * (i+.5)) * irad, sin( a * (i+.5)) * irad); } endShape(CLOSE); popMatrix(); }