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@Bleuje
Created September 4, 2017 16:41
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//--------------------------------------------------------------------------//
// Force field animator by Etienne Jacob (www.necessary-disorder.tumblr.com)//
// Processing code (https://processing.org) //
// Saves frames, then you must use something else to make the GIF //
//--------------------------------------------------------------------------//
/// This code starts with the rendering system I took from @beesandbombs
/// (it also contains some useful functions and stuff)
/// You don't have to understand it
/// Just know that it does an average on many drawings to get a motion blur effect
/// from drawings parametrized by the global variable t going from 0 to 1
int[][] result;
float t, c;
float ease(float p) {
return 3*p*p - 2*p*p*p;
}
float ease(float p, float g) {
if (p < 0.5)
return 0.5 * pow(2*p, g);
else
return 1 - 0.5 * pow(2*(1 - p), g);
}
float mn = .5*sqrt(3), ia = atan(sqrt(.5));
void push() {
pushMatrix();
pushStyle();
}
void pop() {
popStyle();
popMatrix();
}
void draw() {
if (!recording) {
t = mouseX*1.0/width;
c = mouseY*1.0/height;
if (mousePressed)
println(c);
draw_();
} else {
for (int i=0; i<width*height; i++)
for (int a=0; a<3; a++)
result[i][a] = 0;
c = 0;
for (int sa=0; sa<samplesPerFrame; sa++) {
t = map(frameCount-1 + sa*shutterAngle/samplesPerFrame, 0, numFrames, 0, 1);
draw_();
loadPixels();
for (int i=0; i<pixels.length; i++) {
result[i][0] += pixels[i] >> 16 & 0xff;
result[i][1] += pixels[i] >> 8 & 0xff;
result[i][2] += pixels[i] & 0xff;
}
}
loadPixels();
for (int i=0; i<pixels.length; i++)
pixels[i] = 0xff << 24 |
int(result[i][0]*1.0/samplesPerFrame) << 16 |
int(result[i][1]*1.0/samplesPerFrame) << 8 |
int(result[i][2]*1.0/samplesPerFrame);
updatePixels();
if(invert_colors){
filter(INVERT);
}
saveFrame("fr###.png");
println(frameCount,"/",numFrames);
if (frameCount==numFrames)
exit();
}
}
/// END OF THE RENDERING SYSTEM
//////////////////////////////////////////////////////////////////////////////
// Number of drawings used to render each final frame with motion blur
int samplesPerFrame = 4;
// Total number of frames in the gif
int numFrames = 20;
// Kind of the time interval used for each frame in the motion blur
float shutterAngle = .8;
// If you put this to false you will control time with mouse and no pictures will be saved
boolean recording = true;
///////////////////////////////////////////////////
/// various parameters to control the aesthetic
// This one is quite explicit
boolean use_white_rectangle = true;
// Border margin
int border = 50;
// Inverting colors or not
boolean invert_colors = false;
// Maximum point size
float maximimum_point_size = 1;
/////////////////////////////////////////////////
/// FORCE FIELD ANIMATION ALGORITHM
// Time step
float DT = 0.1;
// slowdown coefficient on speed
float slowdown = 0.97;
// Number of steps
int nsteps = 100;
// Number of particles per path
int number_of_particles_per_path = 5;
// Number of paths
int NPath = 10000;
// The total number of particles will be NPath*number_of_particles_per_path
/// A class to define paths particles take
class Path{
// start position
//float x = random(width);
//float y = random(height);
float x = random(width);
float y = random(height);
// initial speed
float vx = 0;
float vy = 0;
ArrayList<PVector> positions = new ArrayList<PVector>();
// point size
float sz = random(1,maximimum_point_size);
float col = 255;
// Nunmber of particles per path
int npart = number_of_particles_per_path;
// offset so that particles don't appear at the same time for each path
float t_off = random(1);
Path(){
positions.add(new PVector(x,y));
}
void update(){
PVector res = field(x,y);
vx += DT*res.x;
vy += DT*res.y;
vx *= slowdown;
vy *= slowdown;
x += DT*vx;
y += DT*vy;
positions.add(new PVector(x,y));
}
void show(){
strokeWeight(sz);
float tt = (t+t_off)%1;
int len = positions.size();
for(int i=0;i<npart;i++){
// Particle location calculated by linear interpolation from the computed positions
float loc = constrain(map(i+tt,0,npart,0,len-1),0,len-1-0.001);;
int i1 = floor(loc);
int i2 = i1+1;
float interp = loc - floor(loc);
float xx = lerp(positions.get(i1).x,positions.get(i2).x,interp);
float yy = lerp(positions.get(i1).y,positions.get(i2).y,interp);
float fact = 1;
if(use_white_rectangle && (xx<border||xx>width-border||yy<border||yy>height-border)) fact = 0;
// This is to make particles appear and disappear gradually
float alpha = fact*255*pow(sin(PI*loc/(len-1)),0.25);
stroke(col,alpha);
point(xx,yy);
}
}
}
Path[] array2 = new Path[NPath];
void path_step(){
for(int i=0;i<NPath;i++){
array2[i].update();
}
}
//////////////////////////////////////
/// Definition of the force field
float curvex(float q){
return cos(q);
}
float curvey(float q){
return sin(q);
}
PVector field(float x,float y){
float amount = 30;
float scl = 0.004;
float ns = 50*noise(100+scl*x,100+scl*y);
float fx = amount*curvex(ns);
float fy = amount*curvey(ns);
return new PVector(fx,fy);
}
////////////////////
/// SETUP AND DRAW_
void setup(){
/// drawing size
size(600,600);
/// Initialization of the array used to render frames
result = new int[width*height][3];
//array[0] = new Center(width/2,height/2,25,0);
/// Initialization of Paths
for(int i=0;i<NPath;i++){
array2[i] = new Path();
}
/// Computation of Paths
for(int i=0;i<nsteps;i++){
println(i+1,"/",nsteps);
path_step();
}
}
void draw_(){
background(0);
for(int i=0;i<NPath;i++){
array2[i].show();
}
if(use_white_rectangle){
noFill();
stroke(255);
strokeWeight(1);
rect(border,border,width-2*border,height-2*border);
}
}
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