Processing.js: Won't track mouseMoved()? - mouse

I'm having an issue with tracking the movement of a mouse in a Processing sketch when its ported to Javascript. As far as I can tell, the program runs fine except that it wont activate mouseMoved, either as an event or as a logical operation. I also tried pMousex != mouseX and that also didn't work. Any help?
color[] palette = new color[5];
color c1;
color c2;
color c3;
color c4;
color c5;
color bgColor;
int swarmSize;
int xVariance;
int yVariance;
int maxSize;
int maxOpacity;
int maxStroke;
//Non-definables for swarm gen
int sideMod;
int sSize;
int opacity;
int stroke;
void setup() {
size(600, 400);
c1= #BF2633;
c2= #A6242F;
c3= #D9CEAD;
c4= #C0B18F;
c5= #011C26;
bgColor = color(23, 76, 79);
palette[0] = c1;
palette[1] = c2;
palette[2] = c3;
palette[3] = c4;
palette[4] = c5;
swarmSize = 1;
xVariance = 60;
yVariance = 60;
maxSize = 30;
maxOpacity = 255;
maxStroke = 4;
}
void draw() { //tried tracking pMouse != mouse here, no dice
}
void drawSwarm() {
for (int i = 0; i < swarmSize; i++)
{
if (random(1, 10) < 5) {
sideMod = -1;
}
else {
sideMod = 1;
}
stroke = int(random(1, maxStroke));
sSize = int(random(1, maxSize));
opacity = int(random(0, maxOpacity));
strokeWeight(stroke);
stroke(palette[int(random(1, 5))], opacity);
fill(palette[int(random(1, 5))], opacity);
// strokeWeight(int(random(1, 7)));
ellipse(mouseX + int(random(1, xVariance)) * sideMod, mouseY+ int(random(1, yVariance)), sSize, sSize);
}
}
void mouseMoved() { //Doesn't work in processing.js
drawSwarm();
}
void keyPressed() {
background(bgColor);
}

The following code works just fine (see http://jsfiddle.net/qPpRQ/)
int x,y;
void draw() {
point(x,y);
}
void mouseMoved() {
x = mouseX;
y = mouseY;
redraw();
}
usually, draw instructions in a mouse handler don't work all that well, you generally want to set up your state based on the mouse position, and then call redraw(), with the code that actually draws things to the screen being called from draw, not from your event handler.

Related

When running a method of a class I get a 'unexpected token: (' error message

I am new to java and I am using processing. I am just learning to how use classes is java and I am getting confusing error messages when I run a method. the error message is 'unexpected token: (' the error as at the p.setPieces(pawn, white); line
here is my code:
int ranks = 8;
int files = 8;
int spacing;
// set the values for all the pieces and colors
int empty = 0;
int pawn = 1;
int knight = 2;
int bishop = 3;
int rook = 4;
int queen = 5;
int king = 6;
int white = 8;
int black = 16;
Piece p = new Piece();
p.setPiece(pawn, white);
void setup() {
size(600, 600);
spacing = width / ranks;
}
void draw() {
background(0);
// draw the board
for (int i = 0; i < ranks; i++) {
for (int j = 0; j < files; j++) {
if ((i + j) % 2 == 0) {
noStroke();
fill(255);
rect(i * spacing, j * spacing, spacing, spacing);
} else {
noStroke();
fill(0);
rect(i * spacing, j * spacing, spacing, spacing);
}
}
}
}
and then in a different file I have:
class Piece {
// make variables for color and type of a piece
int pieceType;
int pieceColor;
// set up type and color
void setPiece(int Type, int Color) {
pieceType = Type;
pieceColor = Color;
}
}
As khelwood and luk2302 mentioned, simply move p.setPiece(pawn, white); in setup() (preferably after size()):
int ranks = 8;
int files = 8;
int spacing;
// set the values for all the pieces and colors
int empty = 0;
int pawn = 1;
int knight = 2;
int bishop = 3;
int rook = 4;
int queen = 5;
int king = 6;
int white = 8;
int black = 16;
Piece p = new Piece();
void setup() {
size(600, 600);
spacing = width / ranks;
p.setPiece(pawn, white);
}
void draw() {
background(0);
// draw the board
for (int i = 0; i < ranks; i++) {
for (int j = 0; j < files; j++) {
if ((i + j) % 2 == 0) {
noStroke();
fill(255);
rect(i * spacing, j * spacing, spacing, spacing);
} else {
noStroke();
fill(0);
rect(i * spacing, j * spacing, spacing, spacing);
}
}
}
}
class Piece {
// make variables for color and type of a piece
int pieceType;
int pieceColor;
// set up type and color
void setPiece(int Type, int Color) {
pieceType = Type;
pieceColor = Color;
}
}
When using "active" mode (e.g. setup()/draw()) you can only declare variables (at the top), but not use them directly in the main block of code. You need to reference them within a function.

How to choose a color randomly from the list?

Unity C#
I made a list. The color changes after 5 seconds. I defined the color from which the list begins ("_currentIndex = 0"). The first color should always be the one I defined at the beginning. What I have means that each color on the list is selected one by one. After the last color everything comes back to the beginning.
I would like the first color to always be the same, but each subsequent one was chosen randomly from the list. It must be an infinite loop.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ColorCycler : MonoBehaviour
{
public Color[] Colors;
public float Speed = 5;
int _currentIndex;
Camera _cam;
bool _shouldChange = false;
private int randomColors;
void Start()
{
_cam = GetComponent<Camera>();
_currentIndex = 0;
SetColor(Colors[_currentIndex]);
}
public void SetColor(Color color)
{
_cam.backgroundColor = color;
}
public void Cycle()
{
_shouldChange = true;
}
void Update()
{
if (_shouldChange)
{
var startColor = _cam.backgroundColor;
//start from color with number
var endColor = Colors[0];
if (_currentIndex + 1 < Colors.Length)
{
endColor = Colors[_currentIndex + 1];
}
var newColor = Color.Lerp(startColor, endColor, Time.deltaTime * Speed);
SetColor(newColor);
if (newColor == endColor)
{
_shouldChange = false;
if (_currentIndex + 1 < Colors.Length)
{
_currentIndex++;
}
else
{
_currentIndex = 0;
}
}
}
}
}
If you just want a random element from a list then just choose a random index.
Random random = new Random();
int randomIndex = random.Next(Colors.Count);
color = Colors[randomIndex];

Microphone, gain value and spectrum values do not sync using Unity

I am making a simple voice visualization program. My goals are:
Playback microphone input
Visualize voice spectrum and gain in real time
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VisualizeVoice : MonoBehaviour
{
private const int NUM_SPECTRUM_SAMPLES = 256;
private const int NUM_SPECTRUM_BARS = 32;
private const int NUM_PCM_SAMPLES = 16000;
private const float BAR_DROP_SPEED = 1e-3f;
private const int NUM_SAMPLES_TO_AVERAGE = 8;
private string _deviceName;
private float[] _spectrumData = new float[NUM_SPECTRUM_SAMPLES];
private float[] _fPCMData = new float[NUM_PCM_SAMPLES];
private float _gain = 0;
private AudioClip _audio; // Audio from microphone
private AudioSource _playback; // To play the audio from microphone
// For visualization
private GameObject[] _spectrumBars = new GameObject[NUM_SPECTRUM_BARS];
private GameObject _gainBar;
// Start is called before the first frame update
void Start()
{
if (Microphone.devices.Length == 0) {
Debug.LogError("No Microphone");
return;
}
_deviceName = Microphone.devices[0];
Debug.Log("Current microphone is " + _deviceName);
if ((_playback = this.GetComponent<AudioSource>()) == null) {
_playback = this.gameObject.AddComponent<AudioSource>();
}
_playback.loop = true;
_playback.bypassEffects = true;
_playback.bypassListenerEffects = true;
_playback.bypassReverbZones = true;
_playback.priority = 0;
_playback.pitch = 1;
_playback.clip = _audio = Microphone.Start(_deviceName, true, 1, AudioSettings.outputSampleRate);
// Sync microphone and playback, but it always fails
float waitTime = 0;
while (!(Microphone.GetPosition(_deviceName) > 0) && waitTime <= 2)
waitTime += Time.deltaTime;
if (waitTime > 2) {
Debug.LogError("time out waiting for microphone");
}
_playback.Play();
InitVisualization();
}
// Update is called once per frame
void Update()
{
// Get PCM data and calculate gain
var audioPosition = Microphone.GetPosition(_deviceName);
_audio.GetData(_fPCMData, audioPosition);
UpdateGain();
// Get spectrum data
_playback.GetSpectrumData(_spectrumData, 0, FFTWindow.BlackmanHarris);
// Update visualization
UpdateVisualization();
}
private void InitVisualization()
{
// Initialize spectrum bars
for (int ibar = 0; ibar < NUM_SPECTRUM_BARS; ibar++) {
_spectrumBars[ibar] = GameObject.CreatePrimitive(PrimitiveType.Cube);
_spectrumBars[ibar].transform.parent = this.transform;
_spectrumBars[ibar].transform.localPosition = new Vector3(ibar, 0, 0);
_spectrumBars[ibar].transform.localScale = new Vector3(1, 0, 1);
}
// Initialize gain bar
_gainBar = GameObject.CreatePrimitive(PrimitiveType.Cube);
_gainBar.transform.parent = this.transform;
_gainBar.transform.localPosition = new Vector3(-5, 0, 0);
_gainBar.transform.localScale = new Vector3(4, 0, 1);
// Overall dimension
this.transform.localScale = new Vector3(0.2f, 10.0f, 0.2f);
}
private void UpdateVisualization()
{
// Update spectrum bars
int nSamplesPerBar = NUM_SPECTRUM_SAMPLES / NUM_SPECTRUM_BARS;
for (int ibar = 0; ibar < NUM_SPECTRUM_BARS; ibar++) {
// Calculate value of each bar
float value = 0;
for (int isample = 0; isample < nSamplesPerBar; isample++) {
value += _spectrumData[ibar * nSamplesPerBar + isample];
}
value /= nSamplesPerBar;
// Use current value if increasing, or slowly drop previous value if decreasing
float prevValue = _spectrumBars[ibar].transform.localScale.y;
if (value < prevValue)
value = prevValue - BAR_DROP_SPEED;
// Y scale is set to value
_spectrumBars[ibar].transform.localScale = new Vector3(1, value, 1);
}
// Update gain bar
_gainBar.transform.localScale = new Vector3(4, _gain, 1);
}
private void UpdateGain()
{
_gain = 0;
for(int i = 0; i < NUM_SAMPLES_TO_AVERAGE; i++) {
_gain += Mathf.Abs(_fPCMData[NUM_PCM_SAMPLES - i - 1]);
}
_gain /= NUM_SAMPLES_TO_AVERAGE;
}
}
Here are my questions:
I can't use while (!Microphone.GetPosition(_deviceName) > 0)); to avoid latency from microphone to speaker. If I use it, my application just freezes. If I add code to allow time-out, it has time-out every time.
The gain bar seems irrelevant with my voice. I don't know if my calculation is right.
I'm not sure if I need to average over multiple samples calculating gains, and how many samples I need to average over. I need this gain value later to detect silent moments and cut audio data.
To 1.
You can. Unity allows to define Start as a Coroutine
private IEnumerator Start()
{
...
}
On this way you can use a non blocking
while (!Microphone.GetPosition(_deviceName) > 0))
{
yield return null;
}

Unity3D : How to hide touchscreen keyboard when i select inputfile and inputfield still focus

I've had this problem for a long time. I want to hide touchscreen keyboard when I select inputfile and inputfield still focus. I don't need touchscreen keyboard but I need carretpostion and focus on inputfield(application like calculator).
Thank you everyone for the answer. I solved the problem by custom inputfield. I disable touchscreen keyboard and get carretpostion by OnPointerUp .
code :
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class InputFieldWithOutKeyboard : InputField
{
protected override void Start()
{
keyboardType = (TouchScreenKeyboardType)(-1);
}
public override void OnPointerDown(UnityEngine.EventSystems.PointerEventData eventData)
{
base.OnPointerDown(eventData);
}
public override void OnPointerUp(PointerEventData eventData)
{
Vector2 mPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(textComponent.rectTransform, eventData.position, eventData.pressEventCamera, out mPos);
Vector2 cPos = GetLocalCaretPosition();
int pos = GetCharacterIndexFromPosition(mPos);
Debug.Log("pos = " + pos);
GameObject.FindWithTag("canvas").GetComponent<Calculator>().carretPostion = pos;
GameObject.FindWithTag("canvas").GetComponent<Calculator>().carretVector = mPos;
base.OnPointerUp(eventData);
}
public Vector2 GetLocalCaretPosition()
{
// if (isFocused)
// {
TextGenerator gen = m_TextComponent.cachedTextGenerator;
UICharInfo charInfo = gen.characters[caretPosition];
float x = (charInfo.cursorPos.x + charInfo.charWidth) / m_TextComponent.pixelsPerUnit;
float y = (charInfo.cursorPos.y) / m_TextComponent.pixelsPerUnit;
Debug.Log("x=" + x + "y=" + y);
return new Vector2(x, y);
// }
// else
// return new Vector2(0f, 0f);
}
private int GetCharacterIndexFromPosition(Vector2 pos)
{
TextGenerator gen = m_TextComponent.cachedTextGenerator;
if (gen.lineCount == 0)
return 0;
int line = GetUnclampedCharacterLineFromPosition(pos, gen);
if (line < 0)
return 0;
if (line >= gen.lineCount)
return gen.characterCountVisible;
int startCharIndex = gen.lines[line].startCharIdx;
int endCharIndex = GetLineEndPosition(gen, line);
for (int i = startCharIndex; i < endCharIndex; i++)
{
if (i >= gen.characterCountVisible)
break;
UICharInfo charInfo = gen.characters[i];
Vector2 charPos = charInfo.cursorPos / m_TextComponent.pixelsPerUnit;
float distToCharStart = pos.x - charPos.x;
float distToCharEnd = charPos.x + (charInfo.charWidth / m_TextComponent.pixelsPerUnit) - pos.x;
if (distToCharStart < distToCharEnd)
return i;
}
return endCharIndex;
}
private int GetUnclampedCharacterLineFromPosition(Vector2 pos, TextGenerator generator)
{
// transform y to local scale
float y = pos.y * m_TextComponent.pixelsPerUnit;
float lastBottomY = 0.0f;
for (int i = 0; i < generator.lineCount; ++i)
{
float topY = generator.lines[i].topY;
float bottomY = topY - generator.lines[i].height;
// pos is somewhere in the leading above this line
if (y > topY)
{
// determine which line we're closer to
float leading = topY - lastBottomY;
if (y > topY - 0.5f * leading)
return i - 1;
else
return i;
}
if (y > bottomY)
return i;
lastBottomY = bottomY;
}
// Position is after last line.
return generator.lineCount;
}
private static int GetLineEndPosition(TextGenerator gen, int line)
{
line = Mathf.Max(line, 0);
if (line + 1 < gen.lines.Count)
return gen.lines[line + 1].startCharIdx - 1;
return gen.characterCountVisible;
}
}
You can use something like this
TouchScreenKeyboard keyboard;
void Update()
{
if (keyboard != null)
{
if (Input.deviceOrientation == DeviceOrientation.FaceDown)
keyboard.active = false;
if (Input.deviceOrientation == DeviceOrientation.FaceUp)
keyboard.active = true;
}
}
it will retrieve the TouchScreenKeyboard and after that, you can active or deactive it as you want.

(opencv) merge contours together

I am doing a real time motion detection program. I find that there are a lot of contour made in my different image after i used background subtraction method . i would like to ask is there any method that can merge these contour together or make a larger rect contain all the contours?
the case now i have been done
http://singhgaganpreet.files.wordpress.com/2012/07/motioncolour.jpg
My code is here
#include <iostream>
#include <OpenCV/cv.h>
#include <OPenCV/highgui.h>
using namespace cv;
using namespace std;
CvRect rect;
CvSeq* contours = 0;
CvMemStorage* storage = NULL;
CvCapture *cam;
IplImage *currentFrame, *currentFrame_grey, *differenceImg, *oldFrame_grey;
bool first = true;
int main(int argc, char* argv[])
{
//Create a new movie capture object.
cam = cvCaptureFromCAM(0);
//create storage for contours
storage = cvCreateMemStorage(0);
//capture current frame from webcam
currentFrame = cvQueryFrame(cam);
//Size of the image.
CvSize imgSize;
imgSize.width = currentFrame->width;
imgSize.height = currentFrame->height;
//Images to use in the program.
currentFrame_grey = cvCreateImage( imgSize, IPL_DEPTH_8U, 1);
while(1)
{
currentFrame = cvQueryFrame( cam );
if( !currentFrame ) break;
//Convert the image to grayscale.
cvCvtColor(currentFrame,currentFrame_grey,CV_RGB2GRAY);
if(first) //Capturing Background for the first time
{
differenceImg = cvCloneImage(currentFrame_grey);
oldFrame_grey = cvCloneImage(currentFrame_grey);
cvConvertScale(currentFrame_grey, oldFrame_grey, 1.0, 0.0);
first = false;
continue;
}
//Minus the current frame from the moving average.
cvAbsDiff(oldFrame_grey,currentFrame_grey,differenceImg);
//bluring the differnece image
cvSmooth(differenceImg, differenceImg, CV_BLUR);
//apply threshold to discard small unwanted movements
cvThreshold(differenceImg, differenceImg, 25, 255, CV_THRESH_BINARY);
//find contours
cvFindContours( differenceImg, storage, &contours );
//draw bounding box around each contour
for(; contours!=0; contours = contours->h_next)
{
rect = cvBoundingRect(contours, 0); //extract bounding box for current contour
//drawing rectangle
cvRectangle(currentFrame,
cvPoint(rect.x, rect.y),
cvPoint(rect.x+rect.width, rect.y+rect.height),
cvScalar(0, 0, 255, 0),
2, 8, 0);
}
//display colour image with bounding box
cvShowImage("Output Image", currentFrame);
//display threshold image
cvShowImage("Difference image", differenceImg);
//New Background
cvConvertScale(currentFrame_grey, oldFrame_grey, 1.0, 0.0);
//clear memory and contours
cvClearMemStorage( storage );
contours = 0;
//press Esc to exit
char c = cvWaitKey(33);
if( c == 27 ) break;
}
// Destroy the image & movies objects
cvReleaseImage(&oldFrame_grey);
cvReleaseImage(&differenceImg);
cvReleaseImage(&currentFrame);
cvReleaseImage(&currentFrame_grey);
//cvReleaseCapture(&cam);
return 0;
}
Did you try this?
std::vector<cv::Point> points;
points.insert(points.end(), contour1.begin(), contour1.end());
points.insert(points.end(), contour2.begin(), contour2.end());
convexHull(cv::Mat(points), contour);
PS. For some applications, it may be better to use approxPoly() rather than convexHull(). Just try both.
PPS. Try smoothing the resulting contour with gaussian. It also can be helpful.
I came across a similar problem. In my case I created an empty sequence then I filled it with the points of each contour, after that I fitted a bounding ellipse with that sequence.
Here is my code segment...
CvMemStorage *storage = cvCreateMemStorage ();
CvMemStorage *storage1 = cvCreateMemStorage ();
CvSeq *contours = 0;
//find contour in BInv
cvFindContours (BInv, storage, &contours, sizeof(CvContour), CV_RETR_LIST,CV_CHAIN_APPROX_NONE ,cvPoint(0,0));
//creating empty sequence of CvPoint
CvSeq* seq = cvCreateSeq(CV_SEQ_ELTYPE_POINT/*| CV_SEQ_KIND_SET | CV_SEQ_FLAG_SIMPLE*/,sizeof(CvSeq),sizeof(CvPoint),storage1);
//populating seq with all contours
for(; contours!=0; contours = contours->h_next)
for(int i=0;i<contours->total;i++)
{
CvPoint* p;
p = (CvPoint*)cvGetSeqElem (contours, i );
cvSeqPush(seq,p);
}
//bounding box and drawing
CvBox2D bbox=cvMinAreaRect2(seq, NULL );
cvEllipseBox(color,bbox,cvScalarAll(0),5,8,0);
hope this helps.
If you want to merge contours on the basis of distance apart then you can do something like this:
struct hash_pair {
template <class T1, class T2>
size_t operator()(const pair<T1, T2>& p) const
{
auto hash1 = hash<T1>{}(p.first);
auto hash2 = hash<T2>{}(p.second);
if (hash1 != hash2) {
return hash1 ^ hash2;
}
return hash1;
}
};
void findPixelsNearby(unordered_map<pair<int, int>,bool,hash_pair>&res, Point px,int pxlVal) {
for (int itr1 = (px.x) - pxlVal; itr1 <= (px.x) + pxlVal; itr1++) {
for (int itr2 = (px.y - pxlVal); itr2 <= (px.y) + pxlVal; itr2++) {
res[{itr1, itr2}] = true;
}
}
}
unordered_map<pair<int, int>, bool, hash_pair> createSets(vector<Point2f>Contour, int rect) {
unordered_map<pair<int,int>,bool,hash_pair>res;
for (auto tra : Contour) {
Point px = (Point)tra;
findPixelsNearby(res,px,rect);
}
return res;
}
//void drawContour(Mat& img, vector<Point2f>s1,int px,int py,int pz) {
// for (auto x : s1) {
// line(img, x, x, Scalar(px, py, pz), 4, 0);
//
// }
// resShow("temp",img,1);
//}
bool hasCommon(unordered_map<pair<int,int>,bool,hash_pair>s1, unordered_map<pair<int, int>, bool, hash_pair>s2){
for (auto x : s1) {
if (s2.find(x.first) != s2.end()) {
return true;
}
}
return false;
}
void MergeContours(Mat image, vector<Contour>&usableContours,int distance_considered, vector<Contour>& finalContours) {
int numberContours = usableContours.size();
vector<vector<int>>ids_for_contour_merge(numberContours);
vector<unordered_map<pair<int, int>, bool, hash_pair>>ContourSets;
vector<bool>boolVals(numberContours,false);
for (int i = 0; i < numberContours; i++) {
ContourSets.push_back(createSets(usableContours[i].points, distance_considered/2));
}
for (int i = 0; i < numberContours; i++) {
if (boolVals[i] == false) {
boolVals[i] = true;
for (int j = i+1; j < numberContours; j++) {
if (boolVals[j] == false) {
if(hasCommon(ContourSets[i], ContourSets[j])==true){
ContourSets[i].insert(ContourSets[j].begin(), ContourSets[j].end());
boolVals[j] = true;
ids_for_contour_merge[i].push_back(j);
j = i;
}
}
}
}
}
vector<bool>Visited(ids_for_contour_merge.size(), false);
for (int mr = 0; mr < ids_for_contour_merge.size(); mr++) {
if (Visited[mr] == false) {
vector<Point2f>temp=usableContours[mr].points;
if (ids_for_contour_merge[mr].size() > 0) {
for (int mc = 0; mc < ids_for_contour_merge[mr].size(); mc++) {
int valPtr = ids_for_contour_merge[mr][mc];
copy(usableContours[valPtr].points.begin(), usableContours[valPtr].points.end(), std::back_inserter(temp));
Visited[valPtr] = true;
}
}
else {
Visited[mr] = true;
}
Contour newCtr;
newCtr.points = temp;
finalContours.push_back(newCtr);
}
}
///////////////////////////////////////////////////////////////DRAWING CONTOURS
/*for (auto x : finalContours) {
cout <<"CONTOURS FINAL SIZE IS : " <<x.points.size()<<endl;
int px = 0;
int py = 0;
int pz = 0;
drawContour(image, x.points, ((px+rand())%255), ((py + rand()) % 255), ((pz + rand()) % 255));
}*/
//////////////////////////////////////////////////////////////////////////////
}
More On Github: https://github.com/HimanshuYadav117/Merge-Contours/blob/main/MergeContours.cpp