Hello, sorry for the vague title, couldn’t know how to describe it in a sentence.
Here is the problem I’m facing;
I have this piece of code which detects any kind of motion and paints those pixels to white:
float dg;
float red;
float green;
float blue;
int rad =3;
import processing.video.*;
Capture video;
Capture cam;
PImage prev;
float threshold;
float motionX = 0;
float motionY = 0;
float lerpX = 0;
float lerpY = 0;
void setup() {
size(640, 360);
String[] cameras = Capture.list();
printArray(cameras);
video = new Capture(this, cameras[3]);
video.start();
prev = createImage(640, 360, RGB);
if (cameras.length == 0) {
println("There are no cameras available for capture.");
exit();
} else {
println("Available cameras:");
for (int i = 0; i < cameras.length; i++) {
println(cameras[i]);
}
cam = new Capture(this, cameras[0]);
cam.start();
}
}
void captureEvent(Capture video) {
prev.copy(video, 0, 0, video.width, video.height, 0, 0, prev.width, prev.height);
prev.updatePixels();
video.read();
}
void draw() {
video.loadPixels();
prev.loadPixels();
image(video, 0, 0);
threshold = 20;
int count = 0;
float avgX = 0;
float avgY = 0;
loadPixels();
for (int x = 0; x < video.width; x++ ) {
for (int y = 0; y < video.height; y++ ) {
int loc = x + y * video.width;
color currentColor = video.pixels[loc];
float r1 = red(currentColor);
float g1 = green(currentColor);
float b1 = blue(currentColor);
color prevColor = prev.pixels[loc];
float r2 = red(prevColor);
float g2 = green(prevColor);
float b2 = blue(prevColor);
float d = distSq(r1, g1, b1, r2, g2, b2);
if (d > threshold*threshold) {
avgX += x;
avgY += y;
count++;
pixels[loc] = color(255);
} else {
pixels[loc] = color(0);
}
}
}
if (count > 200) {
motionX = avgX / count;
motionY = avgY / count;
}
lerpX = lerp(lerpX, motionX, 0.1);
lerpY = lerp(lerpY, motionY, 0.1);
fill(255, 0, 255);
strokeWeight(2.0);
stroke(0);
if (cam.available() == true) {
cam.read();
}
updatePixels();
//rectangle hack
//fill(0,10);
//rect(0,0,width,height);
}
float distSq(float x1, float y1, float z1, float x2, float y2, float z2) {
float d = (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1) +(z2-z1)*(z2-z1);
return d;
}
Now what I want to have is to have motion trails that are slowly fading after the movement. I assumed this would work if I would increase the threshold in draw (this detects how sensitive it is to motion) and add a rectangle hack with 10 alpha at the end of draw but it didn’t work.
I would appreciate any sort of help and sorry if any red herring is involved on the code above!
Best wishes and thanks.