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/*
* You Drawing You (http://youdrawingyou.com)
* Author: Brian Foo (http://brianfoo.com)
* This drawing algorithm is based on my friend Priya (http://youdrawingyou.com/sketches/priya)
*/
import processing.pdf.*;
String imgSrc = "img/priya.jpg";
String outputFile = "output/priya.png";
String outputPDF = "output/priya.pdf";
boolean savePDF = false;
int floorWidth = 675;
int floorHeight = 900;
float floorBorder = 10;
int spaceIterator = 0;
int fr = 120;
String outputMovieFile = "output/frames/frames-#####.png";
int frameCaptureEvery = 30;
int frameIterator = 0;
boolean captureFrames = false;
FrameSaver fs;
PGraphics pg;
PImage floor;
PriyaGroup thePriyaGroup;
color[] spaces;
void setup() {
// set the stage
size(floorWidth, floorHeight);
colorMode(HSB, 360, 100, 100);
background(0, 0, 100);
frameRate(fr);
pg = createGraphics(floorWidth, floorHeight);
// load floor from image source
floor = loadImage(imgSrc);
pg.image(floor, 0, 0);
pg.loadPixels();
spaces = pg.pixels;
// noLoop();
// create a group of Priyas
thePriyaGroup = new PriyaGroup();
// output methods
if (captureFrames) fs = new FrameSaver();
if (savePDF) beginRecord(PDF, outputPDF);
}
void draw(){
// just lines
noFill();
strokeWeight(0.1);
stroke(40, 20, 20, 80);
if(captureFrames && !fs.running) {
fs.start();
}
thePriyaGroup.dance();
}
void mousePressed() {
if (captureFrames) {
fs.quit();
} else {
save(outputFile);
}
if (savePDF) {
endRecord();
}
exit();
}
class PriyaGroup
{
int groupSize = 60;
ArrayList<Priya> group;
PriyaGroup () {
group = new ArrayList<Priya>();
for(int i=0; i<groupSize; i++) {
group.add(new Priya());
}
}
void dance() {
for (int i = group.size()-1; i >= 0; i--) {
Priya priya = group.get(i);
priya.dance();
}
}
}
class Priya
{
int baseX = 2, baseY = 3;
float angleStep = 2, distance = 4, entropyDistance = 12, entropyAngle = 0;
float[] angleRange = {190, 350};
float myX, myY, myAngle, myDirection, myDistance;
Priya () {
}
void drawPath(float x1, float y1, float x2, float y2) {
line(x1, y1, x2, y2);
}
void drawCurve(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) {
curve(x1, y1, x2, y2, x3, y3, x4, y4);
}
void dance(){
float entropy = (1.0 - myY/(floorHeight-floorBorder)),
myDistance = distance + random(-entropy*entropyDistance, entropy*entropyDistance);
// if (myDistance <= 0) myDistance = distance;
float[] p = Math.translatePoint(myX, myY, myAngle, myDistance);
Space space = new Space(p[0], p[1]);
if (!space.isWithinFloor()) {
reset();
return;
}
if (space.isEmpty()) {
drawPath(myX, myY, space.getX(), space.getY());
space.danceAround();
}
myX = space.getX();
myY = space.getY();
myAngle += (angleStep * myDirection);
myAngle += random(0, entropy*entropyAngle);
if (myAngle <= angleRange[0] || myAngle >= angleRange[1]) {
myDirection *= -1;
}
}
void reset(){
float hx = Math.halton(spaceIterator, baseX),
x = hx*(floorWidth-floorBorder*2)+floorBorder;
spaceIterator++;
myX = x;
myY = floorHeight - floorBorder;
myAngle = 270;
myDirection = 1;
}
}
class Space
{
float brightThreshold = 3,
brightnessUnit = 2;
float myX, myY, myHue, mySaturation, myBrightness;
color myColor;
Space(float x, float y) {
myX = x;
myY = y;
if (isWithinFloor()) {
myColor = spaces[int(myX) + int(myY)*floorWidth];
myHue = hue(myColor);
mySaturation = saturation(myColor);
myBrightness = brightness(myColor);
}
}
float getBrightness(){
return myBrightness;
}
float getX(){
return myX;
}
float getY(){
return myY;
}
boolean isEmpty(){
return (myBrightness >= brightThreshold);
}
boolean isWithinFloor(){
return (Math.inBounds(myX, myY, floorWidth, floorHeight, floorBorder));
}
void dance(){
myBrightness -= brightnessUnit;
if (myBrightness<0) {
myBrightness = 0;
}
// update space
spaces[int(myX)+int(myY)*floorWidth] = color(myHue, mySaturation, myBrightness);
}
void danceAround(){
dance();
for(int a=0; a<360; a+=45) {
float[] pos = Math.translatePoint(myX, myY, 1.0*a, 1);
Space s = new Space(pos[0], pos[1]);
if (s.isWithinFloor() && s.isEmpty()) {
s.dance();
}
}
}
}
static class Math {
static float angleBetweenPoints(float x1, float y1, float x2, float y2){
float deltaX = x2 - x1,
deltaY = y2 - y1;
return atan2(deltaY, deltaX) * 180 / PI;
}
static float[] ellipsePoint(float cx, float cy, float w, float h, float a){
float x = cx + (w/2) * cos(radians(a));
float y = cy + (h/2) * sin(radians(a));
float[] point = {x, y};
return point;
}
static float floorToNearest(float n, float nearest) {
return 1.0 * floor(n/nearest) * nearest;
}
static float halton(int hIndex, int hBase) {
float result = 0;
float f = 1.0 / hBase;
int i = hIndex;
while(i > 0) {
result = result + f * float(i % hBase);
i = floor(i / hBase);
f = f / float(hBase);
}
return result;
}
static boolean inBounds(float x, float y, float w, float h, float padding) {
return (x>=padding && y>=padding && x<=w-padding-1 && y<=h-padding-1);
}
static float[] lineIntersection(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4){
float[] coords = {-1, -1};
float a1, a2, b1, b2, c1, c2,
r1, r2 , r3, r4,
denom, offset, num,
x = 0, y = 0;
// Compute a1, b1, c1, where line joining points 1 and 2
// is "a1 x + b1 y + c1 = 0".
a1 = y2 - y1;
b1 = x1 - x2;
c1 = (x2 * y1) - (x1 * y2);
// Compute r3 and r4.
r3 = ((a1 * x3) + (b1 * y3) + c1);
r4 = ((a1 * x4) + (b1 * y4) + c1);
// Check signs of r3 and r4. If both point 3 and point 4 lie on
// same side of line 1, the line segments do not intersect.
if ((r3 != 0) && (r4 != 0) && r3*r4 > 0){
return coords;
}
// Compute a2, b2, c2
a2 = y4 - y3;
b2 = x3 - x4;
c2 = (x4 * y3) - (x3 * y4);
// Compute r1 and r2
r1 = (a2 * x1) + (b2 * y1) + c2;
r2 = (a2 * x2) + (b2 * y2) + c2;
// Check signs of r1 and r2. If both point 1 and point 2 lie
// on same side of second line segment, the line segments do
// not intersect.
if ((r1 != 0) && (r2 != 0) && r1*r2 > 0){
return coords;
}
//Line segments intersect: compute intersection point.
denom = (a1 * b2) - (a2 * b1);
// parallel
if (denom == 0) {
coords[0] = -2;
coords[1] = -2;
return coords;
}
if (denom < 0){
offset = -denom / 2;
}
else {
offset = denom / 2 ;
}
// The denom/2 is to get rounding instead of truncating. It
// is added or subtracted to the numerator, depending upon the
// sign of the numerator.
num = (b1 * c2) - (b2 * c1);
if (num < 0){
x = (num - offset) / denom;
}
else {
x = (num + offset) / denom;
}
num = (a2 * c1) - (a1 * c2);
if (num < 0){
y = ( num - offset) / denom;
}
else {
y = (num + offset) / denom;
}
// lines intersect
coords[0] = x;
coords[1] = y;
return coords;
}
static float normalizeAngle(float angle) {
angle = angle % 360;
if (angle <= 0) {
angle += 360;
}
return angle;
}
static float[] translatePoint(float x, float y, float angle, float distance){
float[] newPoint = new float[2];
float r = radians(angle);
newPoint[0] = x + distance*cos(r);
newPoint[1] = y + distance*sin(r);
return newPoint;
}
static float roundToNearest(float n, float nearest) {
return 1.0 * round(n/nearest) * nearest;
}
}
class FrameSaver extends Thread {
boolean running;
public FrameSaver () {
running = false;
}
public void start() {
println("recording frames!");
running = true;
try{
super.start();
}
catch(java.lang.IllegalThreadStateException itse){
println("cannot execute! ->"+itse);
}
}
public void run(){
while(running){
frameIterator++;
if (frameIterator >= frameCaptureEvery) {
frameIterator = 0;
saveFrame(outputMovieFile);
}
}
}
public void quit() {
println("stopped recording..");
running = false;
interrupt();
}
}
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