This is a placeholder README. Replace this with a description of your current work.
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<script src="https://d3js.org/d3-random.v1.min.js"></script>
<script src="z_clmtrackr.js"></script>
<script src="z_model_pca_20_svm.js"></script>
<script language="javascript" type="text/javascript" src="z_purview_helper.js"></script>
<script language="javascript" type="text/javascript" src="z_focused_random.js"></script>
<script language="javascript" type="text/javascript" src="kdTree.js"></script>
<script language="javascript" type="text/javascript" src="face.js"></script>
<script language="javascript" type="text/javascript" src="sketch.js"></script>
<style>
body { padding: 0; margin: 0; }
.inner { position: absolute; }
#controls {
font: 300 12px "Helvetica Neue";
padding: 5;
margin: 5;
background: #f0f0f0;
opacity: 0.0;
-webkit-transition: opacity 0.2s ease;
-moz-transition: opacity 0.2s ease;
-o-transition: opacity 0.2s ease;
-ms-transition: opacity 0.2s ease;
}
#controls:hover { opacity: 0.9; }
</style>
</head>
<body style="background-color:white">
<div class="outer">
<div class="inner" id="controls" height="500">
<table>
<tr>
<td>setting 1</td>
<td id="slider1Container"></td>
</tr>
<tr>
<td>setting 2</td>
<td id="slider2Container"></td>
</tr>
<tr>
<td>setting 3</td>
<td id="slider3Container"></td>
</tr>
<tr>
<td>setting 4</td>
<td id="slider4Container"></td>
</tr>
<tr>
<td>setting 5</td>
<td id="slider5Container"></td>
</tr>
<tr>
<td>setting 6</td>
<td id="slider6Container"></td>
</tr>
<tr>
<td>setting 7</td>
<td id="slider7Container"></td>
</tr>
<tr>
<td>setting 8</td>
<td id="slider8Container"></td>
</tr>
<tr>
<td>setting 9</td>
<td id="slider9Container"></td>
</tr>
<tr>
<td>setting 10</td>
<td id="slider10Container"></td>
</tr>
<tr>
<td>setting 11</td>
<td id="slider11Container"></td>
</tr>
<tr>
<td>setting 12</td>
<td id="slider12Container"></td>
</tr>
<tr>
</tr>
<tr>
<td>show target</td>
<td id="sliderTintContainer"></td>
</tr>
<tr>
<td>Draw function</td>
<td id="selector1Container"></td>
</tr>
<tr>
<td>Face Draw</td>
<td id="checkbox1Container"></td>
</tr>
<tr>
<td>Face Targets</td>
<td id="checkbox2Container"></td>
</tr>
<tr>
<td>Face Points</td>
<td id="checkbox3Container"></td>
</tr>
<tr>
<td></td>
<td id="button1Container"></td>
</tr>
<tr>
<td></td>
<td id="button2Container"></td>
</tr>
<tr>
<td></td>
<td id="button3Container"></td>
</tr>
<tr>
<td></td>
<td id="button4Container"></td>
</tr>
</table>
</div>
<div>
<div id="canvasContainer"></div>
</div>
</div>
<pre>
<p id="output">
</p>
</pre>
</body>
/*
* FaceMap class - holds all informaiton about one mapped
* face and is able to draw itself.
*/
// other variables can be in here too
// these control the colors used
const bg_color = [225, 206, 187];
const fg_color = [151, 102, 52];
const stroke_color = [95, 52, 8];
function Face() {
// these are state variables for a face
// (your variables may be different)
this.eye_value = 2;
this.mouth_value = 1;
this.tilt_value = 0;
/*
* Draw a face with position lists that include:
* chin, right_eye, left_eye, right_eyebrow, left_eyebrow
* bottom_lip, top_lip, nose_tip, nose_bridge,
*/
this.draw = function(positions) {
rotate(this.tilt_value);
// head
stroke(stroke_color);
fill(fg_color);
ellipse(0, 0, 3, 4);
noStroke();
// eyes
if (this.eye_value === 2) {
fill(bg_color);
ellipse(-0.45, -0.73, 0.45, 0.27);
ellipse( 0.45, -0.73, 0.45, 0.27);
fill(fg_color);
ellipse(-0.55, -0.73, 0.18, 0.18);
ellipse( 0.36, -0.73, 0.18, 0.18);
}
// mouth
fill(bg_color);
ellipse(0, 0.64, 1.36, 0.25 * this.mouth_value);
}
/* set internal properties based on list numbers 0-100 */
this.setProperties = function(settings) {
// print(settings);
this.eye_value = int(map(settings[0], 0, 100, 2, 3));
this.mouth_value = map(settings[1], 0, 100, 0.5, 8);
this.tilt_value = map(settings[2], 0, 100, -30, 30);
}
/* get internal properties as list of numbers 0-100 */
this.getProperties = function() {
let properties = new Array(0);
return properties;
}
}
/**
* k-d Tree JavaScript - V 1.01
*
* https://github.com/ubilabs/kd-tree-javascript
*
* @author Mircea Pricop <pricop@ubilabs.net>, 2012
* @author Martin Kleppe <kleppe@ubilabs.net>, 2012
* @author Ubilabs http://ubilabs.net, 2012
* @license MIT License <http://www.opensource.org/licenses/mit-license.php>
*/
(function (root, factory) {
if (typeof define === 'function' && define.amd) {
define(['exports'], factory);
} else if (typeof exports === 'object') {
factory(exports);
} else {
factory((root.commonJsStrict = {}));
}
}(this, function (exports) {
function Node(obj, dimension, parent) {
this.obj = obj;
this.left = null;
this.right = null;
this.parent = parent;
this.dimension = dimension;
}
function kdTree(points, metric, dimensions) {
var self = this;
function buildTree(points, depth, parent) {
var dim = depth % dimensions.length,
median,
node;
if (points.length === 0) {
return null;
}
if (points.length === 1) {
return new Node(points[0], dim, parent);
}
points.sort(function (a, b) {
return a[dimensions[dim]] - b[dimensions[dim]];
});
median = Math.floor(points.length / 2);
node = new Node(points[median], dim, parent);
node.left = buildTree(points.slice(0, median), depth + 1, node);
node.right = buildTree(points.slice(median + 1), depth + 1, node);
return node;
}
// Reloads a serialied tree
function loadTree (data) {
// Just need to restore the `parent` parameter
self.root = data;
function restoreParent (root) {
if (root.left) {
root.left.parent = root;
restoreParent(root.left);
}
if (root.right) {
root.right.parent = root;
restoreParent(root.right);
}
}
restoreParent(self.root);
}
// If points is not an array, assume we're loading a pre-built tree
if (!Array.isArray(points)) loadTree(points, metric, dimensions);
else this.root = buildTree(points, 0, null);
// Convert to a JSON serializable structure; this just requires removing
// the `parent` property
this.toJSON = function (src) {
if (!src) src = this.root;
var dest = new Node(src.obj, src.dimension, null);
if (src.left) dest.left = self.toJSON(src.left);
if (src.right) dest.right = self.toJSON(src.right);
return dest;
};
this.insert = function (point) {
function innerSearch(node, parent) {
if (node === null) {
return parent;
}
var dimension = dimensions[node.dimension];
if (point[dimension] < node.obj[dimension]) {
return innerSearch(node.left, node);
} else {
return innerSearch(node.right, node);
}
}
var insertPosition = innerSearch(this.root, null),
newNode,
dimension;
if (insertPosition === null) {
this.root = new Node(point, 0, null);
return;
}
newNode = new Node(point, (insertPosition.dimension + 1) % dimensions.length, insertPosition);
dimension = dimensions[insertPosition.dimension];
if (point[dimension] < insertPosition.obj[dimension]) {
insertPosition.left = newNode;
} else {
insertPosition.right = newNode;
}
};
this.remove = function (point) {
var node;
function nodeSearch(node) {
if (node === null) {
return null;
}
if (node.obj === point) {
return node;
}
var dimension = dimensions[node.dimension];
if (point[dimension] < node.obj[dimension]) {
return nodeSearch(node.left, node);
} else {
return nodeSearch(node.right, node);
}
}
function removeNode(node) {
var nextNode,
nextObj,
pDimension;
function findMin(node, dim) {
var dimension,
own,
left,
right,
min;
if (node === null) {
return null;
}
dimension = dimensions[dim];
if (node.dimension === dim) {
if (node.left !== null) {
return findMin(node.left, dim);
}
return node;
}
own = node.obj[dimension];
left = findMin(node.left, dim);
right = findMin(node.right, dim);
min = node;
if (left !== null && left.obj[dimension] < own) {
min = left;
}
if (right !== null && right.obj[dimension] < min.obj[dimension]) {
min = right;
}
return min;
}
if (node.left === null && node.right === null) {
if (node.parent === null) {
self.root = null;
return;
}
pDimension = dimensions[node.parent.dimension];
if (node.obj[pDimension] < node.parent.obj[pDimension]) {
node.parent.left = null;
} else {
node.parent.right = null;
}
return;
}
// If the right subtree is not empty, swap with the minimum element on the
// node's dimension. If it is empty, we swap the left and right subtrees and
// do the same.
if (node.right !== null) {
nextNode = findMin(node.right, node.dimension);
nextObj = nextNode.obj;
removeNode(nextNode);
node.obj = nextObj;
} else {
nextNode = findMin(node.left, node.dimension);
nextObj = nextNode.obj;
removeNode(nextNode);
node.right = node.left;
node.left = null;
node.obj = nextObj;
}
}
node = nodeSearch(self.root);
if (node === null) { return; }
removeNode(node);
};
this.nearest = function (point, maxNodes, maxDistance) {
var i,
result,
bestNodes;
bestNodes = new BinaryHeap(
function (e) { return -e[1]; }
);
function nearestSearch(node) {
var bestChild,
dimension = dimensions[node.dimension],
ownDistance = metric(point, node.obj),
linearPoint = {},
linearDistance,
otherChild,
i;
function saveNode(node, distance) {
bestNodes.push([node, distance]);
if (bestNodes.size() > maxNodes) {
bestNodes.pop();
}
}
for (i = 0; i < dimensions.length; i += 1) {
if (i === node.dimension) {
linearPoint[dimensions[i]] = point[dimensions[i]];
} else {
linearPoint[dimensions[i]] = node.obj[dimensions[i]];
}
}
linearDistance = metric(linearPoint, node.obj);
if (node.right === null && node.left === null) {
if (bestNodes.size() < maxNodes || ownDistance < bestNodes.peek()[1]) {
saveNode(node, ownDistance);
}
return;
}
if (node.right === null) {
bestChild = node.left;
} else if (node.left === null) {
bestChild = node.right;
} else {
if (point[dimension] < node.obj[dimension]) {
bestChild = node.left;
} else {
bestChild = node.right;
}
}
nearestSearch(bestChild);
if (bestNodes.size() < maxNodes || ownDistance < bestNodes.peek()[1]) {
saveNode(node, ownDistance);
}
if (bestNodes.size() < maxNodes || Math.abs(linearDistance) < bestNodes.peek()[1]) {
if (bestChild === node.left) {
otherChild = node.right;
} else {
otherChild = node.left;
}
if (otherChild !== null) {
nearestSearch(otherChild);
}
}
}
if (maxDistance) {
for (i = 0; i < maxNodes; i += 1) {
bestNodes.push([null, maxDistance]);
}
}
if(self.root)
nearestSearch(self.root);
result = [];
for (i = 0; i < Math.min(maxNodes, bestNodes.content.length); i += 1) {
if (bestNodes.content[i][0]) {
result.push([bestNodes.content[i][0].obj, bestNodes.content[i][1]]);
}
}
return result;
};
this.balanceFactor = function () {
function height(node) {
if (node === null) {
return 0;
}
return Math.max(height(node.left), height(node.right)) + 1;
}
function count(node) {
if (node === null) {
return 0;
}
return count(node.left) + count(node.right) + 1;
}
return height(self.root) / (Math.log(count(self.root)) / Math.log(2));
};
}
// Binary heap implementation from:
// http://eloquentjavascript.net/appendix2.html
function BinaryHeap(scoreFunction){
this.content = [];
this.scoreFunction = scoreFunction;
}
BinaryHeap.prototype = {
push: function(element) {
// Add the new element to the end of the array.
this.content.push(element);
// Allow it to bubble up.
this.bubbleUp(this.content.length - 1);
},
pop: function() {
// Store the first element so we can return it later.
var result = this.content[0];
// Get the element at the end of the array.
var end = this.content.pop();
// If there are any elements left, put the end element at the
// start, and let it sink down.
if (this.content.length > 0) {
this.content[0] = end;
this.sinkDown(0);
}
return result;
},
peek: function() {
return this.content[0];
},
remove: function(node) {
var len = this.content.length;
// To remove a value, we must search through the array to find
// it.
for (var i = 0; i < len; i++) {
if (this.content[i] == node) {
// When it is found, the process seen in 'pop' is repeated
// to fill up the hole.
var end = this.content.pop();
if (i != len - 1) {
this.content[i] = end;
if (this.scoreFunction(end) < this.scoreFunction(node))
this.bubbleUp(i);
else
this.sinkDown(i);
}
return;
}
}
throw new Error("Node not found.");
},
size: function() {
return this.content.length;
},
bubbleUp: function(n) {
// Fetch the element that has to be moved.
var element = this.content[n];
// When at 0, an element can not go up any further.
while (n > 0) {
// Compute the parent element's index, and fetch it.
var parentN = Math.floor((n + 1) / 2) - 1,
parent = this.content[parentN];
// Swap the elements if the parent is greater.
if (this.scoreFunction(element) < this.scoreFunction(parent)) {
this.content[parentN] = element;
this.content[n] = parent;
// Update 'n' to continue at the new position.
n = parentN;
}
// Found a parent that is less, no need to move it further.
else {
break;
}
}
},
sinkDown: function(n) {
// Look up the target element and its score.
var length = this.content.length,
element = this.content[n],
elemScore = this.scoreFunction(element);
while(true) {
// Compute the indices of the child elements.
var child2N = (n + 1) * 2, child1N = child2N - 1;
// This is used to store the new position of the element,
// if any.
var swap = null;
// If the first child exists (is inside the array)...
if (child1N < length) {
// Look it up and compute its score.
var child1 = this.content[child1N],
child1Score = this.scoreFunction(child1);
// If the score is less than our element's, we need to swap.
if (child1Score < elemScore)
swap = child1N;
}
// Do the same checks for the other child.
if (child2N < length) {
var child2 = this.content[child2N],
child2Score = this.scoreFunction(child2);
if (child2Score < (swap == null ? elemScore : child1Score)){
swap = child2N;
}
}
// If the element needs to be moved, swap it, and continue.
if (swap != null) {
this.content[n] = this.content[swap];
this.content[swap] = element;
n = swap;
}
// Otherwise, we are done.
else {
break;
}
}
}
};
this.kdTree = kdTree;
exports.kdTree = kdTree;
exports.BinaryHeap = BinaryHeap;
}));
{
}
function resetFocusedRandom() {
return Math.seedrandom(arguments);
}
function focusedRandom(min, max, focus, mean) {
// console.log("hello")
if(max === undefined) {
max = min;
min = 0;
}
if(focus === undefined) {
focus = 1.0;
}
if(mean === undefined) {
mean = (min + max) / 2.0;
}
if(focus == 0) {
return d3.randomUniform(min, max)();
}
else if(focus < 0) {
focus = -1 / focus;
}
let sigma = (max - min) / (2 * focus);
let val = d3.randomNormal(mean, sigma)();
if (val >= min && val < max) {
return val;
}
return d3.randomUniform(min, max)();
}
// note: this file is poorly named - it can generally be ignored.
// helper functions below for supporting blocks/purview
function saveBlocksImages(doZoom) {
if(doZoom == null) {
doZoom = false;
}
// generate 960x500 preview.jpg of entire canvas
// TODO: should this be recycled?
var offscreenCanvas = document.createElement('canvas');
offscreenCanvas.width = 960;
offscreenCanvas.height = 500;
var context = offscreenCanvas.getContext('2d');
// background is flat white
context.fillStyle="#FFFFFF";
context.fillRect(0, 0, 960, 500);
context.drawImage(this.canvas, 0, 0, 960, 500);
// save to browser
var downloadMime = 'image/octet-stream';
var imageData = offscreenCanvas.toDataURL('image/jpeg');
imageData = imageData.replace('image/jpeg', downloadMime);
p5.prototype.downloadFile(imageData, 'preview.jpg', 'jpg');
// generate 230x120 thumbnail.png centered on mouse
offscreenCanvas.width = 230;
offscreenCanvas.height = 120;
// background is flat white
context = offscreenCanvas.getContext('2d');
context.fillStyle="#FFFFFF";
context.fillRect(0, 0, 230, 120);
if(doZoom) {
// pixelDensity does the right thing on retina displays
var pd = this._pixelDensity;
var sx = pd * mouseX - pd * 230/2;
var sy = pd * mouseY - pd * 120/2;
var sw = pd * 230;
var sh = pd * 120;
// bounds checking - just displace if necessary
if (sx < 0) {
sx = 0;
}
if (sx > this.canvas.width - sw) {
sx = this.canvas.width - sw;
}
if (sy < 0) {
sy = 0;
}
if (sy > this.canvas.height - sh) {
sy = this.canvas.height - sh;
}
// save to browser
context.drawImage(this.canvas, sx, sy, sw, sh, 0, 0, 230, 120);
}
else {
// now scaledown
var full_width = this.canvas.width;
var full_height = this.canvas.height;
context.drawImage(this.canvas, 0, 0, full_width, full_height, 0, 0, 230, 120);
}
imageData = offscreenCanvas.toDataURL('image/png');
imageData = imageData.replace('image/png', downloadMime);
// call this function after 1 second
setTimeout(function(){
p5.prototype.downloadFile(imageData, 'thumbnail.png', 'png');
}, 1000);
}