I am trying to draw multiple quads in a for-loop. It looks like this:

for(int i = 0; i < o.getAllObjects().length; i++) {
float[] objects = o.getAllObjects();
println(objects[i]);
fill(255);
noStroke();
quad(objects[i], objects[i+1], objects[i+2], objects[i+3], objects[i+4], objects[i+5], objects[i+6], objects[i+7]);
i = i+7;
}

I know the for-condition (and the whole loop for that matter) can be simplified but thats nothing I worry about right now. The contents of the array look like the following:

8 Numbers always represent one quad. Sadly,only the last quas thats in the array shows in the program. Am I making a basic mistake? I think i might be missing a basic rule about drawing here.

I’m a little OOOCD perhaps, but how about making a Rect or Quad class to store your four coordinates in before you draw? So much cleaner?

int numQuads = 16;
Quad[] quads;
void setup()
{
size(800, 600);
// your list of quads
quads = new Quad[numQuads];
// assign attributes / initialize each quad with some values
// (ignore the below, you will do this in your own way)
for(int i = 0; i < quads.length; i++)
{
// pick a random location (x, y)
PVector randomLoc = new PVector(random(width), random(height));
quads[i] = new Quad();
// create a randomly rotated square (in a bit of a backward way) and add it to the random loc above
float rotOffset = random(PI/2);
float radius = 10;
quads[i].a = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0), radius * sin(rotOffset + 0)));
quads[i].b = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.25 * TWO_PI), radius * sin(rotOffset + 0.25 * TWO_PI)));
quads[i].c = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.5 * TWO_PI), radius * sin(rotOffset + 0.5 * TWO_PI)));
quads[i].d = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.75 * TWO_PI), radius * sin(rotOffset + 0.75 * TWO_PI)));
}
}
void draw()
{
// render your quads
for(int i = 0; i < quads.length; i++)
{
stroke(0);
quads[i].render();
}
}
class Quad
{
PVector a, b, c, d;
void render()
{
beginShape();
vertex(a.x, a.y);
vertex(b.x, b.y);
vertex(c.x, c.y);
vertex(d.x, d.y);
endShape(CLOSE);
}
}

This was basically the answer I was looking for. I didn’t know how to save the objects themselves so I opted for the conversion method of just saving the coordinates. I will be trying to implement this later on.

If I don’t get it to work, I’ll do what the other guys said and extend my question with more code and information. It’s quite difficult tho because it already is quite a big project.

This fixed it. I now need to add some sort of hit detection to those squares. I need to be able to check, whether my object hits the squares. Before I go out of my way and try around for hours, maybe you already have an approach for me? Thanks again for your answer and the great example-code.

Do you mean collision detection as TfGuy mentioned? Or do you want to detect mouse-over / clicks?

Most ghetto way to do the latter (though one that often works fine) is to do add a really simple function that checks whether the mouse is near the rectangle that you can add to your rect class:

int numQuads = 16;
Quad[] quads;
void setup()
{
size(800, 600);
// your list of quads
quads = new Quad[numQuads];
// assign attributes / initialize each quad with some values
// (ignore the below, you will do this in your own way)
for (int i = 0; i < quads.length; i++)
{
// create a randomly rotated square (in a bit of a backward way) and add it to the random loc above
quads[i] = new Quad();
// pick a random location (x, y)
PVector randomLoc = new PVector(random(width), random(height));
float rotOffset = random(PI/2);
float radius = 10;
quads[i].centroid = randomLoc;
quads[i].radius = radius;
quads[i].a = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0), radius * sin(rotOffset + 0)));
quads[i].b = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.25 * TWO_PI), radius * sin(rotOffset + 0.25 * TWO_PI)));
quads[i].c = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.5 * TWO_PI), radius * sin(rotOffset + 0.5 * TWO_PI)));
quads[i].d = PVector.add(randomLoc, new PVector(radius * cos(rotOffset + 0.75 * TWO_PI), radius * sin(rotOffset + 0.75 * TWO_PI)));
}
}
void draw()
{
background(180);
// render your quads
for (int i = 0; i < quads.length; i++)
{
if(quads[i].isMouseOver())
fill(255, 0, 0);
else
fill(255);
stroke(0);
quads[i].render();
}
}
class Quad
{
PVector a, b, c, d;
PVector centroid;
float radius;
boolean isMouseOver()
{
if (dist(mouseX, mouseY, centroid.x, centroid.y) < radius)
return true;
else
return false;
}
void render()
{
beginShape();
vertex(a.x, a.y);
vertex(b.x, b.y);
vertex(c.x, c.y);
vertex(d.x, d.y);
endShape(CLOSE);
}
}