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image - 如何在 P5 中裁剪图像?

转载 作者:行者123 更新时间:2023-12-02 03:19:28 29 4
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我正在开发 P5 中的一个程序,它是 Processing 的一个分支,允许用户上传图像,在图像上画一条线,然后从图像中裁剪绘制形状之外的所有内容。

The green line jitters around on purpose(绿线故意抖动)

我设法将画出的线的点放入一个数组中,并用这些点制作出一个形状。然而,图像的裁剪仍然是一个问题。

处理在顶点中具有此功能:( https://processing.org/reference/vertex_.html )

但是,我不认为 P5 具有此功能。我真的不想将整个草图转换为处理。有没有办法在P5中做到这一点,或者把这个草图快速转化为加工?

// Make a variable to store the start image, as well as the drop image.
var img;

var cropX = [];
var cropY = [];
var pos = 25;
// Make an array for all paths.
var paths = [];

// Make a bool for whether or not I am painting.
var painting = false;

// Int for how long until drawing the next circle
var next = 10;

// Make vars for vectors that determine where the line is drawn.
var current;
var previous;

// Make ints for how much the lines dance around.
var shake = 10;
var minShake = shake * -1;
var maxShake = shake * 1;

// Make an int for the line thickness.
var thickness = 2;
var camera;
var tracing = false;

// Make vars to store the random values for colours into.
var rc1;
var rc2;
var rc3;

// Variable for the framerate.
var fr;

// Variable that disables drawing lines when you didn't upload an image yet.
var tracing = false;


//------------------------------------------------------------------------------------------------


function preload() {

//Load the starting image, and store it in img.
img = loadImage("assets/startscreen.png");

//Load the sound that plays when you export a screenshot.
soundFormats('mp3');
camera = loadSound('assets/camera.mp3');

}


//------------------------------------------------------------------------------------------------


function setup() {



// Set the framerate so the lines don't jump about too quickly.
fr = 20;

// Setup a canvas
var c = createCanvas(1680, 1050);

// Store a random value out of 255 into the random colour values.
rc1 = random(255);
rc2 = random(255);
rc3 = random(255);

// Apply the right framerate
frameRate(fr);

// Add an event named drop, that runs function gotFile when a file is dropped onto the canvas
c.drop(gotFile);

// Store 0,0 vectors in current and previous.
current = createVector(0, 0);
previous = createVector(0, 0);

};

//------------------------------------------------------------------------------------------------

function draw() {


// Colour the background dark grey.
background(200);

// Draw the loaded image at 0,0 coordinates.
image(img, 0, 0);



//------------------------------------------------------------------------------------------------


// Count if I've been painting for longer than the 'next' variable.
// Also check if tracing is enabled (if I've dropped an image or not).
// If these are true I can draw a new line.
if (millis() > next && painting && tracing) {

// Grab mouse position and store it in variables mouseX and mouseY.
current.x = mouseX;
current.y = mouseY;

// Add new particle
paths[paths.length - 1].add(current);

// Update the 'next' variable, to allow itself 200 extra millisecond for drawing the actual line.
next = millis() + 200;

// Move the mouse values used to draw the end of the line
// to a variable used to draw the start of the line,
// so that the line is continuous.
previous.x = current.x;
previous.y = current.y;
append(cropX, current.x);
append(cropY, current.y);
}

// Make an integer called i, with a value of 0.
// Add 1 to i for each item in the array paths.

// Run this once for each item in the array.
// Name each item in the array 'i' while working.
// Display each item in the array.
for (var i = 0; i < paths.length; i++) {

// Update the current object in the array.
paths[i].update();

// Display each item in the array.
paths[i].display();
}
noStroke();
noFill();
beginShape();

for (var i = 0; i < cropX.length; ++i) {
vertex(cropX[i], cropY[i]);
}
endShape(CLOSE);


}


//------------------------------------------------------------------------------------------------

var ready = false;

// Make a function called gotFile, using the variable file.
function gotFile(file) {

// Check if the dropped file is an image file
if (file.type === 'image') {

// Enable drawing lines.
tracing = true;

// if (ready) {
// img.remove();
// }
// Store the dropped image in the container which used to hold the startimage.
img = createImg(file.data).style("opacity: 100; position: absolute; top: -10; right: -10; z-index: 100;draggable=false;");

ready = true;

// Error message in case not an image file.
} else {
println('Not an image file!');
}
}


//------------------------------------------------------------------------------------------------

function mouseWheel(event) {
//event.delta can be +1 or -1 depending
//on the wheel/scroll direction
print(event.delta);
//move the square one pixel up or down
pos += event.delta;
//uncomment to block page scrolling
return false;
}

function mouseDragged() {
return false;
}


// If left mousebutton is pressed down,
function mousePressed() {
if (mouseButton == LEFT) {

// set the variable counting when to place a new line to 0,
next = 0;

// set painting to true,
painting = true;

// store the mouse coordinates in mouseX and mouseY,
previous.x = mouseX;
previous.y = mouseY;

// and add a new Path method to the array.
paths.push(new Path());
}
}

// When mouse is released, set painting to false, which disables any paths being drawn.
function mouseReleased() {
painting = false;
}


//------------------------------------------------------------------------------------------------


// Describe the Path function that should be pushed to the array.
function Path() {

// Create an array inside this function named particles.
this.particles = [];
}

// Add the variable position to the function Path as its function'()' variable.
Path.prototype.add = function(position) {

// Add a new particle to this particle array with a position and hue.
this.particles.push(new Particle(position, this.hue));
}

// Take the Path() function, and and add this command to it.
Path.prototype.update = function() {

// Make an integer called i, with a value of 0.
// Add 1 to i for each item in the array paths.

// Run this once for each item in the array.
// Name each item in the array 'i' while working.
// Display each item in the array.
for (var i = 0; i < this.particles.length; i++) {
this.particles[i].update();
}
}

// Display the Path array.
Path.prototype.display = function() {

// Loop through the array of particles backwards.
for (var i = this.particles.length - 1; i >= 0; i--) {

// Display each of these particles.
this.particles[i].display(this.particles[i + 1]);

}

}

// Particles along the path
function Particle(position, hue) {

// Set the position of Particles to the mouseposition by creating a vector.
this.position = createVector(position.x, position.y);
}

// Constantly update Particle.
Particle.prototype.update = function() {}

// Draw particle and connect it with a line
// Draw a line to another
Particle.prototype.display = function(other) {
stroke(255, 255);

// If we need to draw a line
if (other) {
stroke(rc1, rc2, rc3);
strokeWeight(thickness);
line(this.position.x + random(minShake, maxShake), this.position.y + random(minShake, maxShake), other.position.x + random(minShake, maxShake), other.position.y + random(minShake, maxShake));
}
if (keyIsDown(LEFT_ARROW) && !camera.isPlaying()) {
camera.play();
save('myRemix.jpg');
print(cropX);
print(cropY)

}

}

最佳答案

您指出的 vertex() 函数没有裁剪图像。

要裁剪图像,您可能需要使用 PImage.mask()功能。这使您可以在原始图像上叠加蒙版图像,以便只有部分原始图像可见。

您还可以使用 PGraphics 实例作为蒙版图像,这样您就可以绘制任何您想要的蒙版。下面是一个创建由椭圆组成的 PGraphics 蒙版的小示例,然后使用该蒙版对原始照片进行蒙版:

PImage photo;
PGraphics maskImage;

void setup() {
size(100, 100);
photo = loadImage("pic.jpg");
maskImage = createGraphics(photo.width, photo.height);


maskImage.beginDraw();
maskImage.background(0);
maskImage.fill(255);
maskImage.ellipseMode(RADIUS);
maskImage.ellipse(photo.width/2, photo.height/2, 500, 500);
maskImage.endDraw();

photo.mask(maskImage);
}

void draw() {
background(255, 0, 0);
image(photo, 0, 0, width, height);
}

您的草图将使用形状而不是椭圆,但这些是基础。

关于image - 如何在 P5 中裁剪图像?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34433185/

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