Hit Test Grid Values (Composition by gtoledo3)

Author: gtoledo3
License: Creative Commons Attribution-ShareAlike
Date: 2013.09.07
Compatibility: 10.6, 10.7, 10.8
Required plugins:

This is a composition I made, that came out of some discussion on the QuartzComposer forum on Facebook, that I thought was kind of cool.

It sets up a grid of values, and as you tap on the different values, you'll be able to retrieve what the last value was.

Kineme2D Vector Contains Point has a memory leak

Summary: The "Vector Contains Point" patch of the Kineme2d plugin contains a memory leak when used inside Iterator patch.

Steps to Reproduce: a. Modified the Kineme2D-hittest composition to load 3 vectors using Queue and rendered then inside an Iterator patch.

Expected Results: The composition should run smoothly forever

Actual Results: After sometime, memory size of QC increases and it starts to hang

Regression: I have tested it on both SL and Lion

Notes: None

Simple animated scrolling bars/stripes

gabemott's picture

I'm trying to get content together for a black and white themed show. I'd like to have adjustable horizontal white bars scrolling from top to bottom and thought this would be easy, I'm sure it must be for many of you. I'm going for equally spaced bars that can be modified for thickness and iterations-- when increasing the iterations, the height of the bar would decrease as would the distance between bars.

In the attached "lineattemptfromarrows" (butchered from, I got it to look sort of how I'd like, but it's pretty poorly done and the speed control doesn't really work. It's smooth only when the speed is locked at .2.

I'm sure there is a much cleaner and successful way to do this. I tried working with replicate in space and a bunch of other things. Anyway, if anyone feels like trying this out and sharing that would be great. I'm also hoping I can add a rotation control so that the lines can be diagonal.


Quartz Composer Particle System inside an Iterator

pkorac's picture

Hey guys

I had been trying to make copies of a particle system with an iterator for quite a bit, and I finally found a solution. If it helps anyone else as-well even better.

What's the trick? - the particle system's Timebase needs to be set to external
- then just like with Random patches, you publish the Patch Time input from within the iterator and you hook up the time from outside
- you then do some simple math with each of the iterations (this one is important, because each particle system needs it's own time) - i usually use the math expression ( outsideTime + currentIndex*offset ), where offset is just a constant such as 200 or 300

That's it. I've attached the composition and a screenshot, but you can also find them here.

Multiple Finger Iterator

scalf's picture

I am trying to make a composition that can handle multiple fingers on multiple devices. It will have buttons and zones that will cause interactions and triggers. So instead of making a separate hit test for every finger by hand, I am trying to use the example "multi-touch fingerpaint" as a way to test this.

Since there is only one sprite in the iterator that renders as each finger, I tried to use the incoming x and y to trigger a hit test for all fingers that could be fit on the pad.

The hit test would trigger, however only the lead or most recent finger would be able to trigger the hit test.

Does anyone have an idea on how to make it so every finger that was registered could trigger a hit test using an iterator to reduce the patchwork involved to track say 10, or 15 fingers at a time.

Also, you need the kineme multitouch patch for this