Static p5_sys::global::vertex[][src]

pub static vertex: VertexInternalType
Expand 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