I can’t figure out how to change the direction of the lines to match the flow lines like the example image that you shared. What do I need to change? Please help
PImage img;
void setup(){
size(1000, 1000, P3D);
img = loadImage("Jan24.jpg");
img.resize(1000,1000);
}
void draw() {
background(#f1f1f1);
stroke(0);
strokeWeight(2);
float tiles = 150;
float tileSize = width/tiles;
push();
translate(width/2,height/2);
for (int x = 0; x < tiles; x++) {
for (int y = 0; y < tiles; y++) {
color c = img.get(int(x*tileSize),int(y*tileSize));
float b = map(brightness(c),0,255,0,PI/180);
float z = map(b,0,1,-100,100);
stroke(c);
push();
translate(x*tileSize - width/2,y*tileSize- height/2, z);
line(x,y,x+tileSize,y+tileSize);
pop();
}
}
}
// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com
// Flow Field Following
class FlowField {
// A flow field is a two dimensional array of PVectors
PVector[][] field;
int cols, rows; // Columns and Rows
int resolution; // How large is each "cell" of the flow field
FlowField(int r) {
resolution = r;
// Determine the number of columns and rows based on sketch's width and height
cols = width/resolution;
rows = height/resolution;
field = new PVector[cols][rows];
init();
}
void init() {
for (int i = 0; i < cols; i++) {
for (int j = 0; j < rows; j++) {
field[i][j] = new PVector(width/2-i*resolution,height/2-j*resolution);
field[i][j].normalize();
}
}
// Reseed noise so we get a new flow field every time
for (int i = 1; i < cols-1; i++) {
for (int j = 1; j < rows-1; j++) {
int x = i*resolution;
int y = j*resolution;
int c = img.pixels[x + y * img.width];
// Map brightness to an angle
float theta = map(brightness(c), 0, 255, 0, TWO_PI);
// Polar to cartesian coordinate transformation to get x and y components of the vector
field[i][j] = PVector.fromAngle(theta);
field[i][j].normalize();
}
}
}
// Draw every vector
void display() {
for (int i = 0; i < cols; i++) {
for (int j = 0; j < rows; j++) {
drawVector(field[i][j], i*resolution, j*resolution, resolution-2);
}
}
}
// Renders a vector object 'v' as an arrow and a position 'x,y'
void drawVector(PVector v, float x, float y, float scayl) {
pushMatrix();
// Translate to position to render vector
translate(x, y);
strokeWeight(2);
stroke(255, 0, 0);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading());
// Calculate length of vector & scale it to be bigger or smaller if necessary
float len = v.mag()*scayl;
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
line(0, 0, len, 0);
//line(len,0,len-arrowsize,+arrowsize/2);
//line(len,0,len-arrowsize,-arrowsize/2);
popMatrix();
}
PVector lookup(PVector lookup) {
int column = int(constrain(lookup.x/resolution, 0, cols-1));
int row = int(constrain(lookup.y/resolution, 0, rows-1));
return field[column][row].copy();
}
}
// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com
// Flow Field Following
// Via Reynolds: http://www.red3d.com/cwr/steer/FlowFollow.html
// Using this variable to decide whether to draw all the stuff
boolean debug = true;
PImage img;
// Flowfield object
FlowField flowfield;
// An ArrayList of vehicles
ArrayList<Vehicle> vehicles;
void setup() {
size(500, 500);
img = loadImage("Jan24.jpg");
// Make a new flow field with "resolution" of 16
flowfield = new FlowField(16);
vehicles = new ArrayList<Vehicle>();
// Make a whole bunch of vehicles with random maxspeed and maxforce values
}
void draw() {
background(255);
image(img, 0, 0);
// Display the flowfield in "debug" mode
if (debug) flowfield.display();
// Tell all the vehicles to follow the flow field
for (Vehicle v : vehicles) {
v.follow(flowfield);
v.run();
}
// Instructions
fill(0);
text("Hit space bar to toggle debugging lines.\nClick the mouse to generate a new flow field.", 10, height-20);
}
void keyPressed() {
if (key == ' ') {
debug = !debug;
}
}
void mouseDragged() {
vehicles.add(new Vehicle(new PVector(mouseX, mouseY), 3, 0.3));
}
I just worked through this with some “students” (young programming enthusiasts) here that I code with using the general instructions I provided you.
This is now a 2D mapping and you will not need the z component; make it zero.
float b = map(brightness(c), 0, 255, 0, TWO_PI); // angle in radians
push();
translate(x*tileSize - width/2, y*tileSize - height/2, z);
rotate(?); // What is the angle?
strokeWeight(3);
stroke(255, 0, 0); // Red
line(?); // Simple enough to do...
pop();