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Update to include a distance field to guide the walkers
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Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 46 KiB |
@ -1,8 +1,12 @@
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let w = 200;
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let stepsize = 1;
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let Nwalkers = 100;
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let fr = 100;
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let Nwalkers = 300;
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let fr = 30;
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let beta = 0.1; //beta = 0 chooses infinite temperature, beta = inf forces the walkers to go only towards the gradient
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let betaslider;
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let radio;
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let cw = 500;
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let canvas, src, pg;
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@ -15,61 +19,15 @@ let transparent;
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function proposal(pos) {}
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let img;
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let distfield;
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function preload() {
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img = loadImage('birthday.png');
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distfield = loadImage('distfield.png');
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}
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/*
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class Walker {
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constructor() {
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this.pos = createVector(width, height);
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}
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//draw the walker
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draw(ctx) {
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ctx.circle(this.pos.x, this.pos.y, 1);
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ctx.line(this.newpos.x, this.newpos.y, this.pos.x, this.pos.y);
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}
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//calculate dBH
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get_dBH(landscape, prop) {
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let l = lightness(landscape.get(this.newpos.x, this.newpos.y)) - lightness(landscape.get(this.pos.x, this.pos.y));
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if (mouseIsPressed) {
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let tomouse = createVector(this.pos.x - mouseX, this.pos.y - mouseY);
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let mouse = p5.Vector.dot(tomouse, prop) / prop.mag() / tomouse.mag()
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//console.log('l, mouse:', l, mouse);
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return l + mouse;
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}
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//console.log('l:', l);
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return l;
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}
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//move the walker
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step(landscape) {
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this.prop = p5.Vector.random2D();
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this.newpos = p5.Vector.add(this.pos, this.prop);
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this.prop.mult(stepsize);
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let dBH = this.get_dBH(landscape, this.prop);
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let n = this.newpos;
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let withinBounds = (0 <= n.x) && (n.x <= w) && (0 <= n.y) && (n.y < w);
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if(withinBounds && (dBH <= 0 || exp(-dBH) > random(1))) {
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this.pos = n;
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}
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}
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//leave behing a trail in the landscape
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leaveFootstep(landscape) {
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landscape.loadPixels();
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let o = landscape.get(this.pos.x, this.pos.y);
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let n = color(hue(o), saturation(o), lightness(o) * 0.9);
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landscape.set(this.pos.x, this.pos.y, n);
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landscape.updatePixels();
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}
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}
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*/
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let dist, showdist, showtarget, showpaths, showwalkers;
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let step;
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let newpos;
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function setup() {
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console.log('canvas has size: ', cw, cw);
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@ -78,31 +36,68 @@ function setup() {
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//pixelDensity(1);
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//let d = pixelDensity();
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frameRate(fr);
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betaslider = createSlider(0, 1, 0.5, 0.0001);
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//betaslider.position(10, 10);
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betaslider.style('width', '80px');
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showdist = createCheckbox('Show distance function', false);
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showtarget = createCheckbox('Show target image', false);
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showpaths = createCheckbox('Show paths', true);
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showwalkers = createCheckbox('Show walkers', true);
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overlay = createGraphics(windowWidth, windowHeight);
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overlay.pixelDensity(1);
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overlay.background(255);
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overlay.background(color(0,0,0,0));
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dist = function(pos) {
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return distfield.get(pos.x, pos.y)[0];
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}
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colorMode(HSL);
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transparent = color(1,1,1,0);
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walkers = [];
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for(let i = 0; i < Nwalkers; i += 1) {
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append(walkerpos, createVector(random(width), random(height)));
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}
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step = createVector(0,0);
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}
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let b;
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function draw() {
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background(255);
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image(img, 0, 0);
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image(overlay, 0, 0)
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if(showdist.checked()) image(distfield, 0, 0); //the min distance to the nearest non white pixel in the target image
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if(showtarget.checked()) image(img, 0, 0); //the target image
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if(showpaths.checked()) {
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//tint(255, 5e6 / frameCount / Nwalkers);
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image(overlay, 0, 0);
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}
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//text(dist(createVector(mouseX, mouseY)), width/2, height/2);
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//text(overlay.get(mouseX, mouseY), width/2, height/2);
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beta = betaslider.value();
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beta = beta / (1 - beta);
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overlay.loadPixels();
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for(let i = 0; i < Nwalkers; i += 1) {
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walkerpos[i].add(p5.Vector.random2D().mult(stepsize));
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circle(walkerpos[i].x, walkerpos[i].y, 5);
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overlay.set(walkerpos[i].x, walkerpos[i].y, transparent);
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//let debug = Math.sqrt((mouseX - walkerpos[i].x)**2 + (mouseY - walkerpos[i].y)**2) < 10;
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step.x = 2*stepsize*(random() - 0.5);
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step.y = 2*stepsize*(random() - 0.5);
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newpos = p5.Vector.add(walkerpos[i], step);
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let df = dist(newpos) - dist(walkerpos[i]);
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if(df > 0 | exp(beta * df) > random(1.0)) {
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walkerpos[i].add(step);
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}
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if(showwalkers.checked()) circle(walkerpos[i].x, walkerpos[i].y, 3);
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// loop over
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index = 4 * (int(walkerpos[i].y) * overlay.width + int(walkerpos[i].x));
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b = overlay.pixels[index+3] + 5
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overlay.pixels[index+3] = b;
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}
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overlay.updatePixels();
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}
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