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I am working on a program in P5, an offshoot of Processing, that allows the user to upload an image, draw a line on top of the image, and then crop everything outside of the drawn shape out of the image.
Screen Shot 2015-12-23 at 11.30.32 (The green line jitters around on purpose)
I managed to get the points of the drawn line into an array, as well as make a shape out of these points. However, the cropping of the image is still a problem.
Processing has this functionality in vertex: (https://processing.org/reference/vertex_.html)
However, I don't believe P5 has this functionality. I really don't want to have to convert the entire sketch into Processing. Is there any way to do this in P5, or to quickly convert this sketch into processing?
// Make a variable to store the start image, as well as the drop image.
var img;
var cropX = [];
var cropY = [];
var pos = 25;
// Make an array for all paths.
var paths = [];
// Make a bool for whether or not I am painting.
var painting = false;
// Int for how long until drawing the next circle
var next = 10;
// Make vars for vectors that determine where the line is drawn.
var current;
var previous;
// Make ints for how much the lines dance around.
var shake = 10;
var minShake = shake * -1;
var maxShake = shake * 1;
// Make an int for the line thickness.
var thickness = 2;
var camera;
var tracing = false;
// Make vars to store the random values for colours into.
var rc1;
var rc2;
var rc3;
// Variable for the framerate.
var fr;
// Variable that disables drawing lines when you didn't upload an image yet.
var tracing = false;
//------------------------------------------------------------------------------------------------
function preload() {
//Load the starting image, and store it in img.
img = loadImage("assets/startscreen.png");
//Load the sound that plays when you export a screenshot.
soundFormats('mp3');
camera = loadSound('assets/camera.mp3');
}
//------------------------------------------------------------------------------------------------
function setup() {
// Set the framerate so the lines don't jump about too quickly.
fr = 20;
// Setup a canvas
var c = createCanvas(1680, 1050);
// Store a random value out of 255 into the random colour values.
rc1 = random(255);
rc2 = random(255);
rc3 = random(255);
// Apply the right framerate
frameRate(fr);
// Add an event named drop, that runs function gotFile when a file is dropped onto the canvas
c.drop(gotFile);
// Store 0,0 vectors in current and previous.
current = createVector(0, 0);
previous = createVector(0, 0);
};
//------------------------------------------------------------------------------------------------
function draw() {
// Colour the background dark grey.
background(200);
// Draw the loaded image at 0,0 coordinates.
image(img, 0, 0);
//------------------------------------------------------------------------------------------------
// Count if I've been painting for longer than the 'next' variable.
// Also check if tracing is enabled (if I've dropped an image or not).
// If these are true I can draw a new line.
if (millis() > next && painting && tracing) {
// Grab mouse position and store it in variables mouseX and mouseY.
current.x = mouseX;
current.y = mouseY;
// Add new particle
paths[paths.length - 1].add(current);
// Update the 'next' variable, to allow itself 200 extra millisecond for drawing the actual line.
next = millis() + 200;
// Move the mouse values used to draw the end of the line
// to a variable used to draw the start of the line,
// so that the line is continuous.
previous.x = current.x;
previous.y = current.y;
append(cropX, current.x);
append(cropY, current.y);
}
// Make an integer called i, with a value of 0.
// Add 1 to i for each item in the array paths.
// Run this once for each item in the array.
// Name each item in the array 'i' while working.
// Display each item in the array.
for (var i = 0; i < paths.length; i++) {
// Update the current object in the array.
paths[i].update();
// Display each item in the array.
paths[i].display();
}
noStroke();
noFill();
beginShape();
for (var i = 0; i < cropX.length; ++i) {
vertex(cropX[i], cropY[i]);
}
endShape(CLOSE);
}
//------------------------------------------------------------------------------------------------
var ready = false;
// Make a function called gotFile, using the variable file.
function gotFile(file) {
// Check if the dropped file is an image file
if (file.type === 'image') {
// Enable drawing lines.
tracing = true;
// if (ready) {
// img.remove();
// }
// Store the dropped image in the container which used to hold the startimage.
img = createImg(file.data).style("opacity: 100; position: absolute; top: -10; right: -10; z-index: 100;draggable=false;");
ready = true;
// Error message in case not an image file.
} else {
println('Not an image file!');
}
}
//------------------------------------------------------------------------------------------------
function mouseWheel(event) {
//event.delta can be +1 or -1 depending
//on the wheel/scroll direction
print(event.delta);
//move the square one pixel up or down
pos += event.delta;
//uncomment to block page scrolling
return false;
}
function mouseDragged() {
return false;
}
// If left mousebutton is pressed down,
function mousePressed() {
if (mouseButton == LEFT) {
// set the variable counting when to place a new line to 0,
next = 0;
// set painting to true,
painting = true;
// store the mouse coordinates in mouseX and mouseY,
previous.x = mouseX;
previous.y = mouseY;
// and add a new Path method to the array.
paths.push(new Path());
}
}
// When mouse is released, set painting to false, which disables any paths being drawn.
function mouseReleased() {
painting = false;
}
//------------------------------------------------------------------------------------------------
// Describe the Path function that should be pushed to the array.
function Path() {
// Create an array inside this function named particles.
this.particles = [];
}
// Add the variable position to the function Path as its function'()' variable.
Path.prototype.add = function(position) {
// Add a new particle to this particle array with a position and hue.
this.particles.push(new Particle(position, this.hue));
}
// Take the Path() function, and and add this command to it.
Path.prototype.update = function() {
// Make an integer called i, with a value of 0.
// Add 1 to i for each item in the array paths.
// Run this once for each item in the array.
// Name each item in the array 'i' while working.
// Display each item in the array.
for (var i = 0; i < this.particles.length; i++) {
this.particles[i].update();
}
}
// Display the Path array.
Path.prototype.display = function() {
// Loop through the array of particles backwards.
for (var i = this.particles.length - 1; i >= 0; i--) {
// Display each of these particles.
this.particles[i].display(this.particles[i + 1]);
}
}
// Particles along the path
function Particle(position, hue) {
// Set the position of Particles to the mouseposition by creating a vector.
this.position = createVector(position.x, position.y);
}
// Constantly update Particle.
Particle.prototype.update = function() {}
// Draw particle and connect it with a line
// Draw a line to another
Particle.prototype.display = function(other) {
stroke(255, 255);
// If we need to draw a line
if (other) {
stroke(rc1, rc2, rc3);
strokeWeight(thickness);
line(this.position.x + random(minShake, maxShake), this.position.y + random(minShake, maxShake), other.position.x + random(minShake, maxShake), other.position.y + random(minShake, maxShake));
}
if (keyIsDown(LEFT_ARROW) && !camera.isPlaying()) {
camera.play();
save('myRemix.jpg');
print(cropX);
print(cropY)
}
}
Answers
Looks like you actually want to apply the image as a texture to a vertex based shape. It's not clear from the p5js reference that this is available (yet). A possible workaround would involve drawing the vertex shape to a buffer image and using that as a mask on the image...