Revert "Revert "turn off gifExport""

This reverts commit ac92dd3383.
main
villares 2020-03-04 22:11:33 -03:00
rodzic ac92dd3383
commit 6dd1905fcc
4 zmienionych plików z 354 dodań i 5 usunięć

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@ -1,5 +1,5 @@
add_library('gifAnimation')
from gif_animation_helper import gif_export
# add_library('gifAnimation')
# from gif_animation_helper import gif_export
from arcs import *
@ -51,9 +51,9 @@ def draw():
else:
t = 0
i = (i + 1) % num_transitions
if i == 0:
gif_export(GifMaker, finish=True)
gif_export(GifMaker, filename="sketch")
# if i == 0:
# gif_export(GifMaker, finish=True)
# gif_export(GifMaker, filename="sketch")
def lerp_arrow(a, b, t):
result = []

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@ -0,0 +1,149 @@
# -*- coding: utf-8 -*-
from __future__ import division
ROTATION = {0: 0,
BOTTOM: 0,
DOWN: 0,
1: HALF_PI,
LEFT: HALF_PI,
2: PI,
TOP: PI,
UP: PI,
3: PI + HALF_PI,
RIGHT: PI + HALF_PI,
BOTTOM + RIGHT: 0,
DOWN + RIGHT: 0,
DOWN + LEFT: HALF_PI,
BOTTOM + LEFT: HALF_PI,
TOP + LEFT: PI,
UP + LEFT: PI,
TOP + RIGHT: PI + HALF_PI,
UP + RIGHT: PI + HALF_PI,
}
def quarter_circle(x, y, radius, quadrant):
circle_arc(x, y, radius, ROTATION[quadrant], HALF_PI)
def half_circle(x, y, radius, quadrant):
circle_arc(x, y, radius, ROTATION[quadrant], PI)
def circle_arc(x, y, radius, start_ang, sweep_ang):
arc(x, y, radius * 2, radius * 2, start_ang, start_ang + sweep_ang)
def b_circle_arc(x, y, radius, start_ang, sweep_ang, mode=0):
"""
Alternative interface for b_arc
"""
b_arc(x, y, radius * 2, radius * 2, start_ang, start_ang + sweep_ang,
mode=mode)
def b_arc(cx, cy, w, h, start_angle, end_angle, mode=0):
"""
A bezier approximation of an arc
using the same signature as the original Processing arc()
mode: 0 "normal" or stand-alone arc, using beginShape() and endShape()
1 "middle" used in recursive call of smaller arcs
2 "naked" like normal, but without beginShape() and endShape()
for use inside a larger PShape
"""
theta = end_angle - start_angle
# Compute raw Bezier coordinates.
if mode != 1 or abs(theta) <= QUARTER_PI:
x0 = cos(theta / 2.0)
y0 = sin(theta / 2.0)
x3 = x0
y3 = 0 - y0
x1 = (4.0 - x0) / 3.0
if y0 != 0:
y1 = ((1.0 - x0) * (3.0 - x0)) / (3.0 * y0) # y0 != 0...
else:
y1 = 0
x2 = x1
y2 = 0 - y1
# Compute rotationally-offset Bezier coordinates, using:
# x' = cos(angle) * x - sin(angle) * y
# y' = sin(angle) * x + cos(angle) * y
bezAng = start_angle + theta / 2.0
cBezAng = cos(bezAng)
sBezAng = sin(bezAng)
rx0 = cBezAng * x0 - sBezAng * y0
ry0 = sBezAng * x0 + cBezAng * y0
rx1 = cBezAng * x1 - sBezAng * y1
ry1 = sBezAng * x1 + cBezAng * y1
rx2 = cBezAng * x2 - sBezAng * y2
ry2 = sBezAng * x2 + cBezAng * y2
rx3 = cBezAng * x3 - sBezAng * y3
ry3 = sBezAng * x3 + cBezAng * y3
# Compute scaled and translated Bezier coordinates.
rx, ry = w / 2.0, h / 2.0
px0 = cx + rx * rx0
py0 = cy + ry * ry0
px1 = cx + rx * rx1
py1 = cy + ry * ry1
px2 = cx + rx * rx2
py2 = cy + ry * ry2
px3 = cx + rx * rx3
py3 = cy + ry * ry3
# Debug points... comment this out!
# stroke(0)
# ellipse(px3, py3, 15, 15)
# ellipse(px0, py0, 5, 5)
# Drawing
if mode == 0: # 'normal' arc (not 'middle' nor 'naked')
beginShape()
if mode != 1: # if not 'middle'
vertex(px3, py3)
if abs(theta) <= QUARTER_PI:
bezierVertex(px2, py2, px1, py1, px0, py0)
else:
# to avoid distortion, break into 2 smaller arcs
b_arc(cx, cy, w, h, start_angle, end_angle - theta / 2.0, mode=1)
b_arc(cx, cy, w, h, start_angle + theta / 2.0, end_angle, mode=1)
if mode == 0: # end of a 'normal' arc
endShape()
def p_circle_arc(x, y, radius, start_ang, sweep_ang, mode=0, num_points=None):
"""
Alternative interface for b_arc
"""
p_arc(x, y, radius * 2, radius * 2, start_ang, start_ang + sweep_ang,
mode=mode, num_points=num_points)
def p_arc(cx, cy, w, h, start_angle, end_angle, mode=0, num_points=None):
"""
A poly approximation of an arc
using the same signature as the original Processing arc()
mode: 0 "normal" arc, using beginShape() and endShape()
2 "naked" like normal, but without beginShape() and endShape()
for use inside a larger PShape
"""
if not num_points:
num_points = 36
# start_angle = start_angle if start_angle < end_angle else start_angle - TWO_PI
sweep_angle = end_angle - start_angle
if mode == 0:
beginShape()
if sweep_angle < 0:
start_angle, end_angle = end_angle, start_angle
sweep_angle = -sweep_angle
angle = sweep_angle / int(num_points)
a = end_angle
while a >= start_angle:
sx = cx + cos(a) * w / 2.
sy = cy + sin(a) * h / 2.
vertex(sx, sy)
a -= angle
elif sweep_angle > 0:
angle = sweep_angle / int(num_points)
a = start_angle
while a <= end_angle:
sx = cx + cos(a) * w / 2.
sy = cy + sin(a) * h / 2.
vertex(sx, sy)
a += angle
else:
sx = cx + cos(start_angle) * w / 2.
sy = cy + sin(start_angle) * h / 2.
vertex(sx, sy)
if mode == 0:
endShape()

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@ -0,0 +1,44 @@
"""
Alexandre B A Villares http://abav.lugaralgum.com - GPL v3
A helper for the Processing gifAnimation library https://github.com/extrapixel/gif-animation/tree/3.0
Download from https://github.com/villares/processing-play/blob/master/export_GIF/unzip_and_move_to_libraries_GifAnimation.zip
This helper was inspired by an example by Art Simon https://github.com/APCSPrinciples/AnimatedGIF/
v2019_09_23
# add at the start of your sketch:
add_library('gifAnimation')
from gif_animation_helper import gif_export
# add at the end of draw():
gif_export(GifMaker, "filename")
"""
def gif_export(GifMaker, # gets a reference to the library
filename="exported", # .gif will be added
repeat=0, # 0 makes it an "endless" animation
quality=200, # quality range 0 - 255
delay=170, # this is quick
frames=0, # 0 will stop on keyPressed or frameCount >= 100000
finish=False): # force stop
global gifExporter
try:
gifExporter
except NameError:
gifExporter = GifMaker(this, filename + ".gif")
gifExporter.setRepeat(repeat)
gifExporter.setQuality(quality)
gifExporter.setDelay(delay)
print("gif recording started")
gifExporter.addFrame()
if (frames == 0 and keyPressed and key == "e" or
frames != 0 and frameCount >= frames):
finish = True
if finish:
gifExporter.finish()
print("gif saved, exit")
exit()

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add_library('gifAnimation')
from gif_animation_helper import gif_export
from arcs import *
many_arrows = []
num_arrows, num_transitions = 3, 4
i, t = 0, 0
def setup():
size(400, 400)
colorMode(HSB)
strokeJoin(ROUND)
frameRate(30)
smooth(8)
for _ in range(num_transitions):
many_arrows.append(create_arrows())
global starting_arrows
many_arrows.append(many_arrows[0][:])
def create_arrows():
arrows = []
for _ in range(num_arrows):
arrows.append(random_arrow())
return arrows
def draw():
global t, i
background(200)
if t <= width:
tt = map(t, 0, width, 0, 1)
else:
tt = 1
ini_arrows, fin_arrows = many_arrows[i], many_arrows[i + 1]
for a, b in zip(ini_arrows, fin_arrows):
mid_arrow = lerp_arrow(a, b, tt)
rad, start, sweep, thick, h = mid_arrow
noFill()
strokeWeight(4)
if mouse_on_arrow(mid_arrow):
stroke(255)
else:
stroke(h, 255, 200)
if thick > 0:
start = TWO_PI * tt
else:
start = TWO_PI * -tt
arc_arrow(width / 2, height / 2, rad, start, sweep, thick)
if t < width:
t = lerp(t, width + 1, .1)
else:
t = 0
i = (i + 1) % num_transitions
if i == 0:
gif_export(GifMaker, finish=True)
gif_export(GifMaker, filename="sketch")
def lerp_arrow(a, b, t):
result = []
for c_a, c_b in zip(a, b):
result.append(lerp(c_a, c_b, t))
return result
def random_arrow():
d = -1 if random(100) >= 50 else 1
return [int(random(10, height / 12)) * 5,
0, # start
int(6 * random(QUARTER_PI, TWO_PI - QUARTER_PI) / 6), # sweep
int(random(2, height / 100)) * 10 * d, # thickness
random(256) # hue
]
def mouse_on_arrow(a, precision=10):
mx, my = width / 2, height / 2
rad, start, sweep, thick, _ = a
start += thick * radians(frameCount % 361) / 10.
same_rad = abs(abs(rad) - dist(mouseX, mouseY, mx, my)) < precision
mouse_ang = atan2(mouseY - my, mouseX - mx)
# in_sweep = start < mouse_ang < degrees(start + sweep) % 360
return same_rad #and in_sweep
def keyPressed():
if key == ' ':
many_arrows[:] = []
for _ in range(3):
many_arrows.append(create_arrows())
if key == 's':
saveFrame('#####.png')
# def mouseWheel(e):
# w = e.getAmount()
# player_arrow[3] += int(w) * 10
# if player_arrow[3] < 10:
# player_arrow[3] = 10
# def mouseDragged():
# dx = mouseX - pmouseX
# dy = mouseY - pmouseY
# player_arrow[2] += radians(dx)
# player_arrow[0] += dy
def arc_arrow(x, y, radius, start_ang, sweep_ang,
thickness=None, correction=1):
"""
Draws an arrow in a circular arc shape
"""
if thickness is None:
thickness = radius / 2
if abs(radius) * .75 < abs(thickness / 2):
thickness = radius * 1.5 if thickness > 0 else -radius * 1.5
if radius < 0:
thickness = -thickness
beginShape()
b_circle_arc(x, y, radius + thickness / 2,
start_ang, sweep_ang, mode=2)
mid_ending(x, y, radius, start_ang + sweep_ang, thickness, correction)
b_circle_arc(x, y, radius - thickness / 2,
start_ang + sweep_ang, -sweep_ang, mode=2)
mid_ending(x, y, radius, start_ang, thickness, correction)
endShape(CLOSE)
def mid_ending(x, y, radius, angle, thickness, correction):
if radius == 0:
radius = 1
half_thick = thickness / 2.
pa = point_on_arc(x, y, radius + half_thick, angle)
pb = point_on_arc(x, y, radius - half_thick, angle)
mp = mid_point(pa, pb)
tangent_ep = point_on_arc(mp[0], mp[1], half_thick, angle + HALF_PI)
offset = half_thick / radius
midline_ep = point_on_arc(x, y, radius, angle + offset)
if correction == 0: # tangent
vertex(*tangent_ep)
elif correction == 2: # on mid-line
vertex(*midline_ep)
else: # half-way
vertex(*mid_point(tangent_ep, midline_ep))
def mid_point(pa, pb):
if len(pa) == 3 and len(pb) == 3:
return ((pa[0] + pb[0]) / 2,
(pa[1] + pb[1]) / 2,
(pa[2] + pb[2]) / 2)
else:
return ((pa[0] + pb[0]) / 2,
(pa[1] + pb[1]) / 2)
def point_on_arc(cx, cy, radius, angle):
x = cx + radius * cos(angle)
y = cy + radius * sin(angle)
return (x, y)