pub static vertex: VertexInternalTypeExpand description
All shapes are constructed by connecting a series of vertices. vertex() is used to specify the vertex coordinates for points, lines, triangles, quads, and polygons. It is used exclusively within the beginShape() and endShape() functions.
Examples
strokeWeight(3);
beginShape(POINTS);
vertex(30, 20);
vertex(85, 20);
vertex(85, 75);
vertex(30, 75);
endShape();createCanvas(100, 100, WEBGL);
background(240, 240, 240);
fill(237, 34, 93);
noStroke();
beginShape();
vertex(0, 35);
vertex(35, 0);
vertex(0, -35);
vertex(-35, 0);
endShape();createCanvas(100, 100, WEBGL);
background(240, 240, 240);
fill(237, 34, 93);
noStroke();
beginShape();
vertex(-10, 10);
vertex(0, 35);
vertex(10, 10);
vertex(35, 0);
vertex(10, -8);
vertex(0, -35);
vertex(-10, -8);
vertex(-35, 0);
endShape();strokeWeight(3);
stroke(237, 34, 93);
beginShape(LINES);
vertex(10, 35);
vertex(90, 35);
vertex(10, 65);
vertex(90, 65);
vertex(35, 10);
vertex(35, 90);
vertex(65, 10);
vertex(65, 90);
endShape();// Click to change the number of sides.
// In WebGL mode, custom shapes will only
// display hollow fill sections when
// all calls to vertex() use the same z-value.
let sides = 3;
let angle, px, py;
function setup() {
createCanvas(100, 100, WEBGL);
setAttributes('antialias', true);
fill(237, 34, 93);
strokeWeight(3);
}
function draw() {
background(200);
rotateX(frameCount * 0.01);
rotateZ(frameCount * 0.01);
ngon(sides, 0, 0, 80);
}
function mouseClicked() {
if (sides > 6) {
sides = 3;
} else {
sides++;
}
}
function ngon(n, x, y, d) {
beginShape(TESS);
for (let i = 0; i < n + 1; i++) {
angle = TWO_PI / n * i;
px = x + sin(angle) * d / 2;
py = y - cos(angle) * d / 2;
vertex(px, py, 0);
}
for (let i = 0; i < n + 1; i++) {
angle = TWO_PI / n * i;
px = x + sin(angle) * d / 4;
py = y - cos(angle) * d / 4;
vertex(px, py, 0);
}
endShape();
}Overloads
x x-coordinate of the vertex
y y-coordinate of the vertex
x x-coordinate of the vertex
y y-coordinate of the vertex
z z-coordinate of the vertex
u? the vertex’s texture u-coordinate
v? the vertex’s texture v-coordinate