I have a code in processing which contains points moving randomly. Those points seek the ball and start triangulate (shaping triangles). I want to display on them a folder of sequences images with opacity. So every time that an triangle is shaped will be textured with an image.
I have tried to use texture and loadimage function but it seems that the problem is that triangles is rendered rapidly with various points and texture can not be seen properly.
import processing.opengl.*;
float r1, r2;
void setup()
{
size(800, 800, OPENGL);
for (int j=0; j<numAgents; j++)
agents[j]=new agent();
for (int i=0; i<numMovers; i++)
movers[i]=new Mover();
smooth();
}
void draw()
{
background(0);
for (int i=0; i<numMovers; i++)
{
movers[i].update();
movers[i].checkEdges();
movers[i].display();
int closestAgentNumber=-1;
for (int j=0; j<numAgents; j++)
{
agents[j].checkEdges();
agents[j].display();
agents[j].update();
agents[j].repel();
float d = dist(agents[j].location.x, agents[j].location.y, movers[i].location.x, movers[i].location.y );
if (d < 100) {
closestAgentNumber=j;
}
if (d<200)
{
agents[j].behaviour=1;
agents[j].follow(movers[i].location.x, movers[i].location.y);
movers[i].hit = true;
}
else if (d>100) {
movers[i].hit = false;
agents[j].behaviour=0;
}
}
}
}
int numAgents= 100;
agent[]agents =new agent[numAgents];
class agent
{
PVector location;
PVector velocity;
PVector acceleration;
float topspeed;
float r1, r2;
// boolean connect=false;
int behaviour;
boolean follow=false;
//boolean follow= false;
agent()
{
float speed=800;
if (behaviour==0)
{
location= new PVector(random(0, speed), random(0, speed));
velocity= new PVector(1, 1);
acceleration= new PVector( random(-0.01, 0.01), random(-0.01, 0.01));
acceleration.normalize();
topspeed=5;
}
else if (behaviour==1)
{
// connect=true;
}
// Set to acceleration
}
void follow(float x, float y)
{
if (follow==true)
{
// follow==true;
// Our algorithm for calculating acceleration:
PVector moverPos = new PVector(x, y);
PVector dir = PVector.sub(moverPos, location); // Find vector pointing towards mouse
dir.normalize(); // Normalize
dir.mult(4); // Scale
acceleration = dir;
}
}
void update()
{
velocity.add(acceleration);
velocity.limit(topspeed);
location.add(velocity);
}
void display()
{
pushMatrix();
translate(location.x, location.y);
if (behaviour==1)
{
fill(255, 0, 0);
}
else if ( behaviour==0)
{
fill(255, 255, 255);
}
ellipse(0, 0, 4, 4);
strokeWeight(1);
popMatrix();
}
void checkEdges()
{
if (location.x < 0) {
location.x = 0;
velocity.x *= -1;
acceleration.mult(0.001);
}
if (location.x > 800) {
location.x = 800;
velocity.x *= -1;
acceleration.mult(0.001);
}
if (location.y < 0) {
location.y = 0;
velocity.y *= -1;
acceleration.mult(0.001);
}
if (location.y > 800) {
location.y = 800;
velocity.y *= -1;
acceleration.mult(0.001);
}
}
void repel()
{
for (int i=0; i<numAgents; i++) {
if ((agents[i].behaviour==1))
{
int k;
k=1;
for (int j=0; j<numAgents; j++)
{
//--------------
// float dm = agents[i].location.dist(agents[k].location);
float dm = dist(agents[j].location.x, agents[j].location.y, agents[i].location.x, agents[i].location.y);
if (dm < 50) {
agents[i].velocity.mult(-1);
agents[i].acceleration.mult(0.5);
agents[j].velocity.mult(-1);
agents[j].acceleration.mult(0.5);
}
else if (behaviour==0)
{
agents[i].velocity.mult(1);
agents[j].velocity.mult(1);
}
//float dm = dist(agents[i].location.x, agents[i].location.y, agents[j].location.x, agents[j].location.y);
// float dm = agents[i].location.dist(agents[j].location);
// int clr=(int) map (dm,0,100,200,0);
if (dm<180 && dm>100)
{
if ( k<2)
{
//println(dm);
//stroke(255,0,0);
r1 = agents[j].location.x;
r2 = agents[j].location.y;
k=k+1;
}
else
{
//fill(random(255),random(255),random(255),random(0,20));
//stroke(0,50);
// texture(A);
//fill(random(0,255),random(0,255),random(0,255),random(0, 40));
// stroke(140, 50);
fill(random(0, 255), random(0, 255), random(0, 255), random(0, 10));
stroke(140, 50);
beginShape();
//texture();
// image(A,agents[i].location.x, agents[i].location.y);
vertex(agents[i].location.x, agents[i].location.y);
vertex(r1, r2);
vertex(agents[j].location.x, agents[j].location.y);
endShape(CLOSE);
j=300;
}
}
}
/*void triangulate()
{
fill(random(0, 255), random(0, 255), random(0, 255), random(0, 40));
stroke(140, 50);
for (int i=0; i<numAgents; i++)
{
//gens[i].connect==true)
//if(! agents[i].connect)
if (agents[i].behaviour==1)
{
//println(agents[i]);
int k;
k=1;
for (int j=0; j<numAgents; j++)
{
float dm = dist(agents[i].location.x, agents[i].location.y, agents[j].location.x, agents[j].location.y);
// float dm = agents[i].location.dist(agents[j].location);
// int clr=(int) map (dm,0,100,200,0);
if (dm<180 && dm>100)
{
if ( k<2)
{
//println(dm);
//stroke(255,0,0);
}
}
}
}*/
}
}
}
}
int numMovers= 1;
Mover[]movers= new Mover[numMovers];
class Mover
{
PVector location;
PVector velocity;
PVector acceleration;
float topspeed;
boolean hit = false;
Mover()
{
float spead = 800;
location = new PVector(random(0,spead),random(0,spead));
velocity = new PVector(0,0);
acceleration = new PVector(random(-1,1),random(-1,1));//random initial acceleration
topspeed = 4;
}
void update()
{
// Motion 101! Velocity changes by acceleration. Location changes by velocity.
velocity.add(acceleration);
velocity.limit(topspeed);
location.add(velocity);
}
void display()
{
pushMatrix();
translate(location.x,location.y);
//fill(102,0,155,random(120,160));
//fill(32,225,245,127 + sin(frameCount*.01) * 127);
if(hit) fill(255,10,96,120);
else
fill(3,225,190,random(50,127));
ellipse(0,0,30,30);
noStroke();
popMatrix();
}
void checkEdges()
{
if(location.x < 0){
location.x = 0;
velocity.x *= -1;
acceleration.mult(0.001);
}
if(location.x > 800){
location.x = 800;
velocity.x *= -1;
acceleration.mult(0.001);
}
if(location.y < 0){
location.y = 0;
velocity.y *=- 1;
acceleration.mult(0.001);
}
if(location.y > 800){
location.y = 800;
velocity.y *= -1;
acceleration.mult(0.001);
}
}
}
You will need to use 3 Processing functions for this:
beginShape()and then you pass two additional arguments when callingvertex(), which are your texture coordinatesdefault texture mode (textureMode(IMAGE))
The other option is to use NORMALIZED mode, which instead of actual pixel values, takes normalized values (between 0.0 and 1.0), so the above example in NORMALIZED mode is:
textureMode()is called usually once insetup()and the advantage is you won’t have to worry about knowing all the dimensions of all your textures, especially when you use more than one texture in your sketch.So, back to your code, you need to initialize the texture like so:
and later in
repel()function when you draw your shape, you would do this:So the full code would look like this: