mirror of
https://github.com/processing/processing4.git
synced 2026-02-02 13:21:07 +01:00
257 lines
6.0 KiB
Plaintext
Executable File
257 lines
6.0 KiB
Plaintext
Executable File
class Gesture {
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float damp = 5.0;
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float dampInv = 1.0 / damp;
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float damp1 = damp - 1;
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int w;
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int h;
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int capacity;
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Vec3f path[];
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int crosses[];
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Polygon polygons[];
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int nPoints;
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int nPolys;
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float jumpDx, jumpDy;
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boolean exists;
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float INIT_TH = 14;
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float thickness = INIT_TH;
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Gesture(int mw, int mh) {
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w = mw;
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h = mh;
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capacity = 600;
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path = new Vec3f[capacity];
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polygons = new Polygon[capacity];
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crosses = new int[capacity];
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for (int i=0;i<capacity;i++) {
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polygons[i] = new Polygon();
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polygons[i].npoints = 4;
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path[i] = new Vec3f();
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crosses[i] = 0;
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}
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nPoints = 0;
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nPolys = 0;
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exists = false;
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jumpDx = 0;
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jumpDy = 0;
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}
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void clear() {
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nPoints = 0;
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exists = false;
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thickness = INIT_TH;
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}
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void clearPolys() {
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nPolys = 0;
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}
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void addPoint(float x, float y) {
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if (nPoints >= capacity) {
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// there are all sorts of possible solutions here,
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// but for abject simplicity, I don't do anything.
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}
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else {
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float v = distToLast(x, y);
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float p = getPressureFromVelocity(v);
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path[nPoints++].set(x,y,p);
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if (nPoints > 1) {
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exists = true;
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jumpDx = path[nPoints-1].x - path[0].x;
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jumpDy = path[nPoints-1].y - path[0].y;
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}
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}
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}
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float getPressureFromVelocity(float v) {
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final float scale = 18;
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final float minP = 0.02;
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final float oldP = (nPoints > 0) ? path[nPoints-1].p : 0;
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return ((minP + max(0, 1.0 - v/scale)) + (damp1*oldP))*dampInv;
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}
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void setPressures() {
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// pressures vary from 0...1
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float pressure;
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Vec3f tmp;
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float t = 0;
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float u = 1.0 / (nPoints - 1)*TWO_PI;
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for (int i = 0; i < nPoints; i++) {
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pressure = sqrt((1.0 - cos(t))*0.5);
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path[i].p = pressure;
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t += u;
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}
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}
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float distToLast(float ix, float iy) {
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if (nPoints > 0) {
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Vec3f v = path[nPoints-1];
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float dx = v.x - ix;
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float dy = v.y - iy;
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return mag(dx, dy);
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}
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else {
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return 30;
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}
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}
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void compile() {
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// compute the polygons from the path of Vec3f's
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if (exists) {
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clearPolys();
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Vec3f p0, p1, p2;
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float radius0, radius1;
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float ax, bx, cx, dx;
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float ay, by, cy, dy;
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int axi, bxi, cxi, dxi, axip, axid;
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int ayi, byi, cyi, dyi, ayip, ayid;
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float p1x, p1y;
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float dx01, dy01, hp01, si01, co01;
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float dx02, dy02, hp02, si02, co02;
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float dx13, dy13, hp13, si13, co13;
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float taper = 1.0;
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int nPathPoints = nPoints - 1;
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int lastPolyIndex = nPathPoints - 1;
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float npm1finv = 1.0 / max(1, nPathPoints - 1);
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// handle the first point
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p0 = path[0];
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p1 = path[1];
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radius0 = p0.p * thickness;
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dx01 = p1.x - p0.x;
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dy01 = p1.y - p0.y;
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hp01 = sqrt(dx01*dx01 + dy01*dy01);
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if (hp01 == 0) {
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hp02 = 0.0001;
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}
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co01 = radius0 * dx01 / hp01;
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si01 = radius0 * dy01 / hp01;
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ax = p0.x - si01;
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ay = p0.y + co01;
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bx = p0.x + si01;
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by = p0.y - co01;
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int xpts[];
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int ypts[];
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int LC = 20;
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int RC = w-LC;
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int TC = 20;
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int BC = h-TC;
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float mint = 0.618;
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float tapow = 0.4;
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// handle the middle points
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int i = 1;
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Polygon apoly;
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for (i = 1; i < nPathPoints; i++) {
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taper = pow((lastPolyIndex-i)*npm1finv,tapow);
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p0 = path[i-1];
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p1 = path[i ];
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p2 = path[i+1];
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p1x = p1.x;
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p1y = p1.y;
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radius1 = Math.max(mint,taper*p1.p*thickness);
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// assumes all segments are roughly the same length...
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dx02 = p2.x - p0.x;
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dy02 = p2.y - p0.y;
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hp02 = (float) Math.sqrt(dx02*dx02 + dy02*dy02);
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if (hp02 != 0) {
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hp02 = radius1/hp02;
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}
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co02 = dx02 * hp02;
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si02 = dy02 * hp02;
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// translate the integer coordinates to the viewing rectangle
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axi = axip = (int)ax;
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ayi = ayip = (int)ay;
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axi=(axi<0)?(w-((-axi)%w)):axi%w;
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axid = axi-axip;
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ayi=(ayi<0)?(h-((-ayi)%h)):ayi%h;
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ayid = ayi-ayip;
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// set the vertices of the polygon
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apoly = polygons[nPolys++];
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xpts = apoly.xpoints;
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ypts = apoly.ypoints;
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xpts[0] = axi = axid + axip;
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xpts[1] = bxi = axid + (int) bx;
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xpts[2] = cxi = axid + (int)(cx = p1x + si02);
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xpts[3] = dxi = axid + (int)(dx = p1x - si02);
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ypts[0] = ayi = ayid + ayip;
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ypts[1] = byi = ayid + (int) by;
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ypts[2] = cyi = ayid + (int)(cy = p1y - co02);
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ypts[3] = dyi = ayid + (int)(dy = p1y + co02);
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// keep a record of where we cross the edge of the screen
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crosses[i] = 0;
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if ((axi<=LC)||(bxi<=LC)||(cxi<=LC)||(dxi<=LC)) {
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crosses[i]|=1;
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}
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if ((axi>=RC)||(bxi>=RC)||(cxi>=RC)||(dxi>=RC)) {
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crosses[i]|=2;
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}
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if ((ayi<=TC)||(byi<=TC)||(cyi<=TC)||(dyi<=TC)) {
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crosses[i]|=4;
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}
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if ((ayi>=BC)||(byi>=BC)||(cyi>=BC)||(dyi>=BC)) {
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crosses[i]|=8;
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}
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//swap data for next time
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ax = dx;
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ay = dy;
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bx = cx;
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by = cy;
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}
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// handle the last point
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p2 = path[nPathPoints];
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apoly = polygons[nPolys++];
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xpts = apoly.xpoints;
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ypts = apoly.ypoints;
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xpts[0] = (int)ax;
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xpts[1] = (int)bx;
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xpts[2] = (int)(p2.x);
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xpts[3] = (int)(p2.x);
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ypts[0] = (int)ay;
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ypts[1] = (int)by;
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ypts[2] = (int)(p2.y);
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ypts[3] = (int)(p2.y);
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}
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}
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void smooth() {
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// average neighboring points
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final float weight = 18;
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final float scale = 1.0 / (weight + 2);
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int nPointsMinusTwo = nPoints - 2;
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Vec3f lower, upper, center;
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for (int i = 1; i < nPointsMinusTwo; i++) {
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lower = path[i-1];
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center = path[i];
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upper = path[i+1];
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center.x = (lower.x + weight*center.x + upper.x)*scale;
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center.y = (lower.y + weight*center.y + upper.y)*scale;
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}
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}
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}
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