p5.js replace let url to local link - javascript

Im noob with p5j and i need help from someone please! :-(
On the website i must upload it , they not allow the external links.
and i need to change the "let url" to a png/jpg local link ( not external link ).
i dont know what the solution is ( maybe something similar with: "loadImage" or something.... please help me :-) )
Thank you so much and have a blessed week!
Here is the code:
//let url = "https://coolors.co/3a2e39-1e555c-f4d8cd-edb183-f15152";
let url = "https://blog.logrocket.com/wp-content/uploads/2022/03/Creating-animations-p5-js.png";
let palette;
let font;
function preload() {
font = loadFont("https://openprocessing.org/sketch/1359269/files/Happy Monsters.ttf");
}
function setup() {
createCanvas(1112, 834);
colorMode(HSB, 360, 100, 100, 100);
angleMode(DEGREES);
palette = createPalette(url);
background(10);
}
function draw() {
//background(0, 0, 90);
let offset = 100//width / 100;
let margin = 0; //offset / 5;
let cells = 1//int(random(2, 8));
let d = (width - offset * 2 - margin * (cells - 1)) / cells;
for (let j = 0; j < cells; j++) {
for (let i = 0; i < cells; i++) {
let x = offset + i * (d + margin) + d / 2;
let y = offset + j * (d + margin) + d / 2;
drawFancyShape(x, y, d, palette.concat());
}
}
frameRate(0.5);
noLoop();
}
function drawFancyShape(x, y, d, colors, char = String.fromCodePoint(65 + int(random(26)))) {
let g = createGraphics(d, d);
let g2 = createGraphics(d, d);
colors = shuffle(colors);
let c0 = colors[0];
colors.splice(0, 1);
let ratio = 0.2;
let xStep, yStep;
for (let y = 0; y < g.height; y += yStep) {
yStep = random(ratio, 1 - ratio) * g.height / 2;
if (y + yStep > g.height) yStep = g.height - y;
if (g.height - y - yStep < g.height / 100) yStep = g.height - y;
for (let x = 0; x < g.width; x += xStep) {
xStep = random(ratio, 1 - ratio) * g.width / 2;
if (x + xStep > g.width) xStep = g.width - x;
if (g.width - x - xStep < g.width / 100) xStep = g.width - x;
let r = [];
for (let i = 0; i < 4; i++) {
r.push(int(random(5)) * max(xStep, yStep) / 4);
}
g.rectMode(CENTER);
g.fill(random(colors));
g.noStroke();
g.rect(x + xStep / 2, y + yStep / 2, xStep - 2, yStep - 2, r[0], r[1], r[2], r[3]);
}
}
g2.textSize(g.width * 0.6);
g2.textAlign(CENTER, CENTER);
g2.textFont(font)
g2.textStyle(BOLD);
g2.fill(c0);
// g2.stroke(0);
g2.text(char, g.width / 2, g.height / 2 - g.height / 8);
let g_tmp = g.get();
let g2_tmp = g2.get();
g_tmp.mask(g2_tmp);
// g_tmp.mask(g2_tmp);
drawingContext.shadowColor = color(0, 0, 0, 33);
drawingContext.shadowBlur = d / 10;
push();
translate(x, y);
imageMode(CENTER);
// image(g, 0, 0);
let scl = 1.1;
image(g2, 0, 0, g2.width * scl, g2.height * scl);
image(g_tmp, 0, 0, g_tmp.width * scl, g_tmp.height * scl);
pop();
}
function createPalette(_url) {
let slash_index = _url.lastIndexOf('/');
let pallate_str = _url.slice(slash_index + 1);
let arr = pallate_str.split('-');
for (let i = 0; i < arr.length; i++) {
arr[i] = color('#' + arr[i]);
}
return arr;
}
// save jpg
let lapse = 0; // mouse timer
function mousePressed(){
// prevents mouse press from registering twice
if (millis() - lapse > 400){
save("img_" + month() + '-' + day() + '_' + hour() + '-' + minute() + '-' + second() + ".jpg");
lapse = millis();
}
}

Related

"Uncaught TypeError: Cannot read properties of undefined (reading '310')" when running Canvas animation

I'm working on another tunnel effect demo. This time I'm trying to make the tunnel move within the image.
However, the function that handles rendering the tunnel always throws an error, and I'm not entirely sure why:
function draw(time) {
let animation = time / 1000.0;
let shiftX = ~~(texWidth * animation);
let shiftY = ~~(texHeight * 0.25 * animation);
let shiftLookX = (screenWidth / 2) + ~~(screenWidth / 2 * Math.sin(animation))
let shiftLookY = (screenHeight / 2) + ~~(screenHeight / 2 * Math.sin(animation))
for (y = 0; y < buffer.height; y++) {
for (x = 0; x < buffer.width; x++) {
let id = (y * buffer.width + x) * 4;
let d = ~~(distanceTable[y + shiftLookY][x + shiftLookX] + shiftX) % texWidth;
let a = ~~(angleTable[y + shiftLookY][x + shiftLookX] + shiftY) % texHeight;
let tex = (a * texture.width + d) * 4;
buffer.data[id] = texture.data[tex];
buffer.data[id+1] = texture.data[tex+1];
buffer.data[id+2] = texture.data[tex+2];
buffer.data[id+3] = texture.data[tex+3];
}
}
ctx.putImageData(buffer, 0, 0);
window.requestAnimationFrame(draw);
}
The rest of the code is viewable here, just in case the problem happens to be somewhere else.
I have identified a possible cause -- if the first index used to read from distanceTable or
angleTable is anything other than y, the error appears, even if it's simply a value being added to y. Unfortunately, I haven't figured out what causes it, or why the second index isn't affected by this.
I've also searched for similar questions, but it seems like the people asking them all got this error for different reasons, so I'm kind of stuck.
It appears that setting the for loops to use the canvas' height and width as the upper limit instead of the pixel buffer's width and height was enough to fix it.
I have absolutely no idea why, though. Was it because the buffer was twice the size of the canvas?
var texWidth = 256;
var texHeight = 256;
var screenWidth = 640;
var screenHeight = 480;
var canvas = document.createElement('canvas');
canvas.width = screenWidth;
canvas.height = screenHeight;
var ctx = canvas.getContext("2d");
var texture = new ImageData(texWidth, texHeight);
var distanceTable = [];
var angleTable = [];
var buffer = new ImageData(canvas.width * 2, canvas.height * 2);
for (let y = 0; y < texture.height; y++) {
for (let x = 0; x < texture.width; x++) {
let id = (y * texture.width + x) * 4;
let c = x ^ y;
texture.data[id] = c;
texture.data[id+1] = c;
texture.data[id+2] = c;
texture.data[id+3] = 255;
}
}
for (let y = 0; y < buffer.height; y++) {
distanceTable[y] = [];
angleTable[y] = [];
let sqy = Math.pow(y - canvas.height, 2);
for (let x = 0; x < buffer.width; x++) {
let sqx = Math.pow(x - canvas.width, 2);
let ratio = 32.0;
let distance = ~~(ratio * texHeight / Math.sqrt(sqx + sqy)) % texHeight;
let angle = Math.abs(~~(0.5 * texWidth * Math.atan2(y - canvas.height, x - canvas.width)) / Math.PI);
distanceTable[y][x] = distance;
angleTable[y][x] = angle;
}
}
function draw(time) {
let animation = time / 1000.0;
let shiftX = ~~(texWidth * animation);
let shiftY = ~~(texHeight * 0.25 * animation);
let shiftLookX = (screenWidth / 2) + ~~(screenWidth / 2 * Math.sin(animation))
let shiftLookY = (screenHeight / 2) + ~~(screenHeight / 2 * Math.sin(animation * 2.0))
for (y = 0; y < canvas.height; y++) {
for (x = 0; x < canvas.width; x++) {
let id = (y * buffer.width + x) * 4;
let d = ~~(distanceTable[y + shiftLookY][x + shiftLookX] + shiftX) % texWidth;
let a = ~~(angleTable[y + shiftLookY][x + shiftLookX] + shiftY) % texHeight;
let tex = (a * texture.width + d) * 4;
buffer.data[id] = texture.data[tex];
buffer.data[id+1] = texture.data[tex+1];
buffer.data[id+2] = texture.data[tex+2];
buffer.data[id+3] = texture.data[tex+3];
}
}
ctx.putImageData(buffer, 0, 0);
window.requestAnimationFrame(draw);
}
document.body.appendChild(canvas);
window.requestAnimationFrame(draw);

Delayed transformations in JavaScript?

I'm working on a simple DHTML application, nothing strange: I have around 500 balls colliding with each other with different speeds and by clicking a button they stack based on their velocities creating a Maxwell-Boltzmann distribution(but that's another talk).
Well, for switching from the first to the second case I'm changing every single x and y coordinate for every single ball, to move them and pile them in that way.
Now, my question is: is it possible to have a sort of an animation in which balls from the first chaotic case, instead of jumping into the chart-configuration in one frame(as soon as the button gets clicked), gradually stack on top of each other in a much fancier and "graphical" animation? For example with transitions or transformations, but I couldn't manage to find a way to do that... I'm quite new to programming.
By the way, here's the full code:
FULL CODE:
class Ball {
constructor(x, y, dx, dy, radius, color){
this.radius = radius;
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
// mass is that of a sphere as opposed to circle
// it *does* make a difference in how realistic it looks
this.mass = this.radius * this.radius * this.radius;
this.color = color;
};
draw() {
ctx.beginPath();
ctx.arc(Math.round(this.x), Math.round(this.y), this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
// ctx.strokeStyle = this.color;
ctx.stroke();
ctx.closePath();
};
speed() {
// magnitude of velocity vector
return Math.sqrt(this.dx * this.dx + this.dy * this.dy);
};
angle() {
// velocity's angle with the x axis
return Math.atan2(this.dy, this.dx);
};
onGround() {
return (this.y + this.radius >= canvas.height)
};
};
//FUNCTIONS
//will remove
function randomColor() {
let red = Math.floor(Math.random() * 3) * 127;
let green = Math.floor(Math.random() * 3) * 127;
let blue = Math.floor(Math.random() * 3) * 127;
// dim down the small balls
if (!bigBalls){
red *= 0.65
green *= 0.65
blue *= 0.65
}
let rc = "rgb(" + red + ", " + green + ", " + blue + ")";
return rc;
}
function randomX() {
let x = Math.floor(Math.random() * canvas.width);
if (x < 30) {
x = 30;
} else if (x + 30 > canvas.width) {
x = canvas.width - 30;
}
return x;
}
function randomY() {
let y = Math.floor(Math.random() * canvas.height);
if (y < 30) {
y = 30;
} else if (y + 30 > canvas.height) {
y = canvas.height - 30;
}
return y;
}
//will remove
function randomRadius() {
if (bigBalls) {
let r = Math.ceil(Math.random() * 10 + 20);
return r;
} else {
let r = Math.ceil(Math.random() * 2 + 2);
//let r = 5;
return r;
}
}
//will remove
function randomDx() {
let r = Math.floor(Math.random() * 10 - 4);
return r;
}
//will remove
function randomDy() {
let r = Math.floor(Math.random() * 10 - 3);
return r;
}
function distanceNextFrame(a, b) {
return Math.sqrt((a.x + a.dx - b.x - b.dx)**2 + (a.y + a.dy - b.y - b.dy)**2) - a.radius - b.radius;
}
function distance(a, b) {
return Math.sqrt((a.x - b.x)**2 + (a.y - b.y)**2);
}
let canvas = document.getElementById("myCanvas");
let ctx = canvas.getContext("2d");
let objArray = [];
let probArray = [];
let paused = false;
let bumped = false;
let leftHeld = false;
let upHeld = false;
let rightHeld = false;
let downHeld = false;
let arrowControlSpeed = .25;
let gravityOn = false;
let clearCanv = true;
let bigBalls = false;
let lastTime = (new Date()).getTime();
let currentTime = 0;
let dt = 0;
let numStartingSmallBalls = 500;
let numStartingBigBalls = 0;
document.addEventListener("keydown", keyDownHandler);
function clearCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
function keyDownHandler(event) {
if (event.keyCode == 80) { // p
paused = !paused;
} else if (event.keyCode == 82) { // r
objArray = [];
} else if (event.keyCode == 75) { // k
clearCanv = !clearCanv;
} else if (event.keyCode == 88) { // x
bigBalls = !bigBalls;
}
}
function canvasBackground() {
canvas.style.backgroundColor = "rgb(215, 235, 240)";
}
function wallCollision(ball) {
if (ball.x - ball.radius + ball.dx < 0 ||
ball.x + ball.radius + ball.dx > canvas.width) {
ball.dx *= -1;
}
if (ball.y - ball.radius + ball.dy < 0 ||
ball.y + ball.radius + ball.dy > canvas.height) {
ball.dy *= -1;
}
if (ball.y + ball.radius > canvas.height) {
ball.y = canvas.height - ball.radius;
}
if (ball.y - ball.radius < 0) {
ball.y = ball.radius;
}
if (ball.x + ball.radius > canvas.width) {
ball.x = canvas.width - ball.radius;
}
if (ball.x - ball.radius < 0) {
ball.x = ball.radius;
}
}
function ballCollision() {
for (let i=0; i<objArray.length-1; i++) {
for (let j=i+1; j<objArray.length; j++) {
let ob1 = objArray[i]
let ob2 = objArray[j]
let dist = distance(ob1, ob2)
if (dist < ob1.radius + ob2.radius) {
let theta1 = ob1.angle();
let theta2 = ob2.angle();
let phi = Math.atan2(ob2.y - ob1.y, ob2.x - ob1.x);
let m1 = ob1.mass;
let m2 = ob2.mass;
let v1 = ob1.speed();
let v2 = ob2.speed();
let dx1F = (v1 * Math.cos(theta1 - phi) * (m1-m2) + 2*m2*v2*Math.cos(theta2 - phi)) / (m1+m2) * Math.cos(phi) + v1*Math.sin(theta1-phi) * Math.cos(phi+Math.PI/2);
let dy1F = (v1 * Math.cos(theta1 - phi) * (m1-m2) + 2*m2*v2*Math.cos(theta2 - phi)) / (m1+m2) * Math.sin(phi) + v1*Math.sin(theta1-phi) * Math.sin(phi+Math.PI/2);
let dx2F = (v2 * Math.cos(theta2 - phi) * (m2-m1) + 2*m1*v1*Math.cos(theta1 - phi)) / (m1+m2) * Math.cos(phi) + v2*Math.sin(theta2-phi) * Math.cos(phi+Math.PI/2);
let dy2F = (v2 * Math.cos(theta2 - phi) * (m2-m1) + 2*m1*v1*Math.cos(theta1 - phi)) / (m1+m2) * Math.sin(phi) + v2*Math.sin(theta2-phi) * Math.sin(phi+Math.PI/2);
ob1.dx = dx1F;
ob1.dy = dy1F;
ob2.dx = dx2F;
ob2.dy = dy2F;
/* if(ob1.speed() * 160 < 400)
ob1.color = 'lightblue';
else if(ob1.speed() * 160 > 800)
ob1.color = 'red';
else
ob1.color = 'orange';
if(ob2.speed() * 160 < 400)
ob2.color = 'lightblue';
else if(ob2.speed() * 160 > 800)
ob2.color = 'red';
else
ob2.color = 'orange';*/
staticCollision(ob1, ob2);
}
}
wallCollision(objArray[i]);
}
if (objArray.length > 0)
wallCollision(objArray[objArray.length - 1])
}
function staticCollision(ob1, ob2, emergency = false)
{
let overlap = ob1.radius + ob2.radius - distance(ob1, ob2);
let smallerObject = ob1.radius < ob2.radius ? ob1 : ob2;
let biggerObject = ob1.radius > ob2.radius ? ob1 : ob2;
// When things go normally, this line does not execute.
// "Emergency" is when staticCollision has run, but the collision
// still hasn't been resolved. Which implies that one of the objects
// is likely being jammed against a corner, so we must now move the OTHER one instead.
// in other words: this line basically swaps the "little guy" role, because
// the actual little guy can't be moved away due to being blocked by the wall.
if (emergency) [smallerObject, biggerObject] = [biggerObject, smallerObject]
let theta = Math.atan2((biggerObject.y - smallerObject.y), (biggerObject.x - smallerObject.x));
smallerObject.x -= overlap * Math.cos(theta);
smallerObject.y -= overlap * Math.sin(theta);
if (distance(ob1, ob2) < ob1.radius + ob2.radius) {
// we don't want to be stuck in an infinite emergency.
// so if we have already run one emergency round; just ignore the problem.
if (!emergency) staticCollision(ob1, ob2, true)
}
}
function moveObjects() {
for (let i=0; i<objArray.length; i++) {
let ob = objArray[i];
ob.x += ob.dx * 1;
ob.y += ob.dy * 1;
}
}
function drawObjects() {
for (let obj in objArray) {
objArray[obj].draw();
}
}
let begin = true;
let temperature;
document.getElementById("temp").oninput = function()
{
temperature = parseInt(document.getElementById("temp").value);
generateBalls(temperature);
}
function drawChart()
{
let index = 0
let cx = 10 , cy;
for(let i = 0; i < 59; i++) {
cy = canvas.height - 6;
if(probArray[i] != 0) {
n = 0;
while(n < probArray[i]) {
objArray[index + n].x = cx;
objArray[index + n].y = cy;
cy -= 12;
n++;
}
index += n;
}
cx += 20;
}
chart = !chart;
}
function draw() {
/*currentTime = (new Date()).getTime();
dt = (currentTime - lastTime) / 1000; // delta time in seconds
// dirty and lazy solution
// instead of scaling down every velocity vector
// we decrease the speed of time
dt *= 20;*/
if(begin) {
generateBalls(300);
begin = false;
}
//work in progress
if(chart) {
drawChart();
}
if (clearCanv) clearCanvas();
canvasBackground();
if (!paused) {
moveObjects();
ballCollision();
}
drawObjects();
lastTime = currentTime;
window.requestAnimationFrame(draw);
}
//work in progress
function setColor(vel)
{
let red = 255, green = 255, blue = 255;
let rc;
green /= (vel * 0.001);
blue /= (vel * 0.01);
return rc = "rgb(" + red + ", " + green + ", " + blue + ")";
}
let N = 550;
let m = 2.66e-26;
let T = 5;
let dV = 50;
let k = 1.38e-23;
let v = 50;
let balls;
let angolox;
let vel;
let color;
function generateBalls(T)
{
paused = false;
v = 50;
objArray = [];
for(let i = 0; i < 59; i++)
{ //each 50m/s, with dv = 50, until 2000m/s
//molecules number between v and v+50
probArray[i] = Math.floor(4 * Math.PI * N * (((m) / (2 * Math.PI * k * T))**1.5) * (v**2) * Math.exp((-m) / (2 * k * T) * (v**2)) * dV);
v += 50;
}
v = 50;
let l;
for(let i = 0; i < 59; i++)
{
let n = 0;
balls = 0;
while(n < probArray[i])
{
angolox = ((Math.random() * 360) * Math.PI) / 180; //converted in radians;
vel = Math.round((Math.random() * 50) + v) / 160;
if(vel * 160 < 400)
color = 'lightblue';
else if(vel * 160 > 800)
color = 'red';
else
color = 'orange';
l = objArray.length;
objArray[objArray.length] = new Ball(randomX(), randomY(), Math.cos(angolox) * vel, Math.sin(angolox) * vel, 5, color);
balls++;
n++;
}
v += 50;
}
}
let chart = false
function drawChart_bool() {
chart = !chart;
paused = !paused;
}
draw();
body {
background-color: khaki;
text-align: center;
font-family: Ubuntu Mono;
}
#title {
color: black;
font-size: 200%;
font-style: normal;
margin: 1px;
border: 1px;
}
#balls {
margin-top: 5px;
}
#myCanvas {
margin-top: -20px;
}
section.footer {
color: black;
font-family: Ubuntu Mono;
font-style: normal;
font-size: small;
}
#disclaimer {
font-size: 74%;
color: gray;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>2d collision</title>
<link rel="stylesheet" type="text/css" href="gas.css">
</head>
<body style="text-align: center">
<canvas onload="generateBalls()" id="myCanvas" width="1225%" height="500" style="border:1px solid black; margin-top: 10px;"></canvas>
<p>
<input type="range" min="50" max="2050" value="300" step="100" id="temp">
<input type="button" onclick="drawChart_bool()">
<strong>[K]</strong> to toggle clearCanvas(); <br>
<strong>[P]</strong>: pause/unpause || <strong>[R]</strong>: [RESET]
</p>
<div id="disclaimer" align="center" style="word-break: break-word; width: 350px; display:inline-block;">
<p>
Make sure to press a few buttons and play around.<br>Made with pure javascript.
</p>
</div>
</section>
</body>
<script src="gas.js"></script>
</html>
FUNCTION I USE TO DRAW CHART(objArray is an ascending ordered one, based on speeds)
function drawChart()
{
let index = 0
let cx = 10 , cy;
for(let i = 0; i < 59; i++) {
cy = canvas.height - 6;
if(probArray[i] != 0) {
n = 0;
while(n < probArray[i]) {
objArray[index + n].x = cx;
objArray[index + n].y = cy;
cy -= 12;
n++;
}
index += n;
}
cx += 20;
}
chart = !chart;
}
FUNCTION I USE TO GENERATE BALLS:
function generateBalls(T)
{
paused = false;
v = 50;
objArray = [];
for(let i = 0; i < 59; i++)
{ //each 50m/s, with dv = 50, until 2000m/s
//molecules number between v and v+50
probArray[i] = Math.floor(4 * Math.PI * N * (((m) / (2 * Math.PI * k * T))**1.5) * (v**2) * Math.exp((-m) / (2 * k * T) * (v**2)) * dV);
v += 50;
}
v = 50;
let l;
for(let i = 0; i < 59; i++)
{
let n = 0;
balls = 0;
while(n < probArray[i])
{
angolox = ((Math.random() * 360) * Math.PI) / 180; //converted in radians;
vel = Math.round((Math.random() * 50) + v) / 160;
if(vel * 160 < 400)
color = 'lightblue';
else if(vel * 160 > 800)
color = 'red';
else
color = 'orange';
l = objArray.length;
objArray[objArray.length] = new Ball(randomX(), randomY(), Math.cos(angolox) * vel, Math.sin(angolox) * vel, 5, color);
balls++;
n++;
}
v += 50;
}
}
Heartfelt thanks in advance for any answer,
Greg.🙏

rotating a custom shape moves it in the corner

When rotating a custom shape using translate(width/2,height/2); rotate(angle)),
it moves the shape in the bottom left corner. I tried making translate values negative, it fixed it but then the origin was at 0,0. I have used pop(); push() and beginShape(); endShape with no success.
var points = [];
var r;
var lines = 30;
function setup() {
createCanvas(window.innerWidth, window.windowHeight);
angleMode(DEGREES);
// get the points of the corners of the hexagon
r = Math.min(width, height) * 0.4;
var angle = 60;
for (var i = 1; i < 7; i++) {
var tempX = r * sin((angle * i + 30) % 360) + width / 2;
var tempY = r * cos((angle * i + 30) % 360) + height / 2;
points.push([tempX, tempY]);
}
background(0);
stroke(0, 0, 255);
rectMode(CENTER);
}
function draw() {
background(0);
// draw the lines of ...
push();
translate(width/2, height/2);
rotate(frameCount * 0.75);
beginShape();
for (var i = 0; i < points.length; i++) {
// ... the hexagon perimeter
line(points[i][0], points[i][1], points[(i + 1) % 6][0], points[(i + 1) % 6][1]);
var tempAngle = 240 + i * 60;
var tempX = r * 1.1545 * sin(tempAngle) + points[i][0];
var tempY = r * 1.1545 * cos(tempAngle) + points[i][1];
for (var j = 0; j < lines + 1; j++) {
// ... the lines inside the hexagon
var tempAngle2 = tempAngle = (30 / lines * j) + 210 + i * 60;
var distance = r / cos(30 / lines * j);
var tempX2 = distance * sin(tempAngle2) + points[i][0];
var tempY2 = distance * cos(tempAngle2) + points[i][1];;
line(points[i][0], points[i][1], tempX2, tempY2);
}
endShape();
}
pop();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>
I think the problem is that you are defining your points for your shape with an x/y offset. By removing the width / 2 & height / 2 from your point definitions it centers your shape.
var points = [];
var r;
var lines = 30;
function setup() {
createCanvas(window.innerWidth, window.windowHeight);
angleMode(DEGREES);
// get the points of the corners of the hexagon
r = Math.min(width, height) * 0.4;
var angle = 60;
for (var i = 1; i < 7; i++) {
var tempX = r * sin((angle * i + 30) % 360)
var tempY = r * cos((angle * i + 30) % 360)
points.push([tempX, tempY]);
}
background(0);
stroke(0, 0, 255);
//rectMode(CENTER);
}
function draw() {
background(0);
// draw the lines of ...
push();
translate(width/2, height/2);
rotate(frameCount * 0.75);
beginShape();
for (var i = 0; i < points.length; i++) {
// ... the hexagon perimeter
line(points[i][0], points[i][1], points[(i + 1) % 6][0], points[(i + 1) % 6][1]);
var tempAngle = 240 + i * 60;
var tempX = r * 1.1545 * sin(tempAngle) + points[i][0];
var tempY = r * 1.1545 * cos(tempAngle) + points[i][1];
for (var j = 0; j < lines + 1; j++) {
// ... the lines inside the hexagon
var tempAngle2 = tempAngle = (30 / lines * j) + 210 + i * 60;
var distance = r / cos(30 / lines * j);
var tempX2 = distance * sin(tempAngle2) + points[i][0];
var tempY2 = distance * cos(tempAngle2) + points[i][1];;
line(points[i][0], points[i][1], tempX2, tempY2);
}
endShape();
}
pop();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>

Ripples on image

How to achieve a similar effect on an image instead of raw canvas?
/**
* Water ripple effect.
* Original code (Java) by Neil Wallis
* #link http://www.neilwallis.com/java/water.html
*
* #author Sergey Chikuyonok (serge.che#gmail.com)
* #link http://chikuyonok.ru
*/
(function(){
var canvas = document.getElementById('c'),
/** #type {CanvasRenderingContext2D} */
ctx = canvas.getContext('2d'),
width = 400,
height = 400,
half_width = width >> 1,
half_height = height >> 1,
size = width * (height + 2) * 2,
delay = 30,
oldind = width,
newind = width * (height + 3),
riprad = 3,
mapind,
ripplemap = [],
last_map = [],
ripple,
texture,
line_width = 20,
step = line_width * 2,
count = height / line_width;
canvas.width = width;
canvas.height = height;
/*
* Water ripple demo can work with any bitmap image
* (see example here: http://media.chikuyonok.ru/ripple/)
* But I need to draw simple artwork to bypass 1k limitation
*/
with (ctx) {
fillStyle = '#a2ddf8';
fillRect(0, 0, width, height);
fillStyle = '#07b';
save();
rotate(-0.785);
for (var i = 0; i < count; i++) {
fillRect(-width, i * step, width * 3, line_width);
}
restore();
}
texture = ctx.getImageData(0, 0, width, height);
ripple = ctx.getImageData(0, 0, width, height);
for (var i = 0; i < size; i++) {
last_map[i] = ripplemap[i] = 0;
}
/**
* Main loop
*/
function run() {
newframe();
ctx.putImageData(ripple, 0, 0);
}
/**
* Disturb water at specified point
*/
function disturb(dx, dy) {
dx <<= 0;
dy <<= 0;
for (var j = dy - riprad; j < dy + riprad; j++) {
for (var k = dx - riprad; k < dx + riprad; k++) {
ripplemap[oldind + (j * width) + k] += 512;
}
}
}
/**
* Generates new ripples
*/
function newframe() {
var i, a, b, data, cur_pixel, new_pixel, old_data;
i = oldind;
oldind = newind;
newind = i;
i = 0;
mapind = oldind;
// create local copies of variables to decrease
// scope lookup time in Firefox
var _width = width,
_height = height,
_ripplemap = ripplemap,
_mapind = mapind,
_newind = newind,
_last_map = last_map,
_rd = ripple.data,
_td = texture.data,
_half_width = half_width,
_half_height = half_height;
for (var y = 0; y < _height; y++) {
for (var x = 0; x < _width; x++) {
data = (
_ripplemap[_mapind - _width] +
_ripplemap[_mapind + _width] +
_ripplemap[_mapind - 1] +
_ripplemap[_mapind + 1]) >> 1;
data -= _ripplemap[_newind + i];
data -= data >> 5;
_ripplemap[_newind + i] = data;
//where data=0 then still, where data>0 then wave
data = 1024 - data;
old_data = _last_map[i];
_last_map[i] = data;
if (old_data != data) {
//offsets
a = (((x - _half_width) * data / 1024) << 0) + _half_width;
b = (((y - _half_height) * data / 1024) << 0) + _half_height;
//bounds check
if (a >= _width) a = _width - 1;
if (a < 0) a = 0;
if (b >= _height) b = _height - 1;
if (b < 0) b = 0;
new_pixel = (a + (b * _width)) * 4;
cur_pixel = i * 4;
_rd[cur_pixel] = _td[new_pixel];
_rd[cur_pixel + 1] = _td[new_pixel + 1];
_rd[cur_pixel + 2] = _td[new_pixel + 2];
}
++_mapind;
++i;
}
}
mapind = _mapind;
}
canvas.onmousemove = function(/* Event */ evt) {
disturb(evt.offsetX || evt.layerX, evt.offsetY || evt.layerY);
};
setInterval(run, delay);
// generate random ripples
var rnd = Math.random;
setInterval(function() {
disturb(rnd() * width, rnd() * height);
}, 700);
})();
<canvas id="c"></canvas>
Just look at this majestic unicorn: codepen. Data URI used to avoid CORS problems, it'll work with any number of images (all images by default).
JS:
window.addEventListener('load',()=>{
document.querySelectorAll('img').forEach((img)=>{
var cont = document.createElement('div');
cont.style.position = 'relative'
cont.style.display = 'inline-block'
img.parentNode.insertBefore(cont,img);
img.style.verticalAlign = 'top';
cont.appendChild(img)
console.dir(img)
var c = document.createElement('canvas');
c.width = img.clientWidth
c.height = img.clientHeight
c.style.position = 'absolute'
c.style.top = '0px'
c.style.left = '0px'
cont.appendChild(c)
console.log(c)
makeRipple(c,img)
})
})
function makeRipple(el,img){
var canvas = el,
/** #type {CanvasRenderingContext2D} */
ctx = canvas.getContext('2d'),
width = img.clientWidth,
height = img.clientHeight,
half_width = width >> 1,
half_height = height >> 1,
size = width * (height + 2) * 2,
delay = 30,
oldind = width,
newind = width * (height + 3),
riprad = 3,
mapind,
ripplemap = [],
last_map = [],
ripple,
texture,
line_width = 20,
step = line_width * 2,
count = height / line_width;
canvas.width = width;
canvas.height = height;
/*
* Water ripple demo can work with any bitmap image
* (see example here: http://media.chikuyonok.ru/ripple/)
* But I need to draw simple artwork to bypass 1k limitation
*/
ctx.drawImage(img,0,0,img.clientWidth,img.clientHeight)
texture = ctx.getImageData(0, 0, width, height);
ripple = ctx.getImageData(0, 0, width, height);
for (var i = 0; i < size; i++) {
last_map[i] = ripplemap[i] = 0;
}
/**
* Main loop
*/
function run() {
console.log('bbb')
newframe();
ctx.putImageData(ripple, 0, 0);
}
/**
* Disturb water at specified point
*/
function disturb(dx, dy) {
dx <<= 0;
dy <<= 0;
for (var j = dy - riprad; j < dy + riprad; j++) {
for (var k = dx - riprad; k < dx + riprad; k++) {
ripplemap[oldind + (j * width) + k] += 512;
}
}
}
/**
* Generates new ripples
*/
function newframe() {
var i, a, b, data, cur_pixel, new_pixel, old_data;
i = oldind;
oldind = newind;
newind = i;
i = 0;
mapind = oldind;
// create local copies of variables to decrease
// scope lookup time in Firefox
var _width = width,
_height = height,
_ripplemap = ripplemap,
_mapind = mapind,
_newind = newind,
_last_map = last_map,
_rd = ripple.data,
_td = texture.data,
_half_width = half_width,
_half_height = half_height;
for (var y = 0; y < _height; y++) {
for (var x = 0; x < _width; x++) {
data = (
_ripplemap[_mapind - _width] +
_ripplemap[_mapind + _width] +
_ripplemap[_mapind - 1] +
_ripplemap[_mapind + 1]) >> 1;
data -= _ripplemap[_newind + i];
data -= data >> 5;
_ripplemap[_newind + i] = data;
//where data=0 then still, where data>0 then wave
data = 1024 - data;
old_data = _last_map[i];
_last_map[i] = data;
if (old_data != data) {
//offsets
a = (((x - _half_width) * data / 1024) << 0) + _half_width;
b = (((y - _half_height) * data / 1024) << 0) + _half_height;
//bounds check
if (a >= _width) a = _width - 1;
if (a < 0) a = 0;
if (b >= _height) b = _height - 1;
if (b < 0) b = 0;
new_pixel = (a + (b * _width)) * 4;
cur_pixel = i * 4;
_rd[cur_pixel] = _td[new_pixel];
_rd[cur_pixel + 1] = _td[new_pixel + 1];
_rd[cur_pixel + 2] = _td[new_pixel + 2];
}
++_mapind;
++i;
}
}
mapind = _mapind;
}
canvas.onmousemove = function(/* Event */ evt) {
console.log('XXXX',evt.offsetX)
disturb(evt.offsetX || evt.layerX, evt.offsetY || evt.layerY);
};
setInterval(run, delay);
// generate random ripples
var rnd = Math.random;
setInterval(function() {
console.log('aaa')
disturb(rnd() * width, rnd() * height);
}, 700);
};

Javascript Animation in HTML Canvas - Can't keep animation within borders

I am working with a javascript animation that shows ripples in water in html canvas.
This is the javascript code and the jfiddle link
(function(){
var canvas = document.getElementById('c'),
/** #type {CanvasRenderingContext2D} */
ctx = canvas.getContext('2d'),
width = 400,
height = 400,
half_width = width >> 1,
half_height = height >> 1,
size = width * (height + 2) * 2,
delay = 30,
oldind = width,
newind = width * (height + 3),
riprad = 3,
ripplemap = [],
last_map = [],
ripple,
texture,
line_width = 20,
step = line_width * 2,
count = height / line_width;
canvas.width = width;
canvas.height = height;
with (ctx) {
fillStyle = '#a2ddf8';
fillRect(0, 0, width, height);
fillStyle = '#07b';
save();
rotate(-0.785);
for (var i = 0; i < count; i++) {
fillRect(-width, i * step, width * 3, line_width);
}
restore();
}
texture = ctx.getImageData(0, 0, width, height);
ripple = ctx.getImageData(0, 0, width, height);
for (var i = 0; i < size; i++) {
last_map[i] = ripplemap[i] = 0;
}
/**
* Main loop
*/
function run() {
newframe();
ctx.putImageData(ripple, 0, 0);
}
/**
* Disturb water at specified point
*/
function disturb(dx, dy) {
dx <<= 0;
dy <<= 0;
for (var j = dy - riprad; j < dy + riprad; j++) {
for (var k = dx - riprad; k < dx + riprad; k++) {
ripplemap[oldind + (j * width) + k] += 128;
}
}
}
/**
* Generates new ripples
*/
function newframe() {
var a, b, data, cur_pixel, new_pixel, old_data;
var t = oldind; oldind = newind; newind = t;
var i = 0;
// create local copies of variables to decrease
// scope lookup time in Firefox
var _width = width,
_height = height,
_ripplemap = ripplemap,
_last_map = last_map,
_rd = ripple.data,
_td = texture.data,
_half_width = half_width,
_half_height = half_height;
for (var y = 0; y < _height; y++) {
for (var x = 0; x < _width; x++) {
var _newind = newind + i, _mapind = oldind + i;
data = (
_ripplemap[_mapind - _width] +
_ripplemap[_mapind + _width] +
_ripplemap[_mapind - 1] +
_ripplemap[_mapind + 1]) >> 1;
data -= _ripplemap[_newind];
data -= data >> 5;
_ripplemap[_newind] = data;
//where data=0 then still, where data>0 then wave
data = 1024 - data;
old_data = _last_map[i];
_last_map[i] = data;
if (old_data != data) {
//offsets
a = (((x - _half_width) * data / 1024) << 0) + _half_width;
b = (((y - _half_height) * data / 1024) << 0) + _half_height;
//bounds check
if (a >= _width) a = _width - 1;
if (a < 0) a = 0;
if (b >= _height) b = _height - 1;
if (b < 0) b = 0;
new_pixel = (a + (b * _width)) * 4;
cur_pixel = i * 4;
_rd[cur_pixel] = _td[new_pixel];
_rd[cur_pixel + 1] = _td[new_pixel + 1];
_rd[cur_pixel + 2] = _td[new_pixel + 2];
}
++i;
}
}
}
canvas.onmousemove = function(/* Event */ evt) {
disturb(evt.offsetX || evt.layerX, evt.offsetY || evt.layerY);
};
setInterval(run, delay);
// generate random ripples
var rnd = Math.random;
setInterval(function() {
disturb(rnd() * width, rnd() * height);
}, 700);
})();
The issue is the ripple spills over from one side of the canvas and animates on the opposite side, I want to keep them from moving into the opposite sides.
Thanks!
Stopping waves at edges
To stop the propagation of the waves across the edges you need to limit the function that adds the disturbance so that it does not write past the edges.
So change...
function disturb(dx, dy) {
dx <<= 0;
dy <<= 0;
for (var y = dy - riprad; y < dy + riprad; y++) {
for (var x = dx - riprad; x < dx + riprad; x++) {
ripplemap[oldind + (y * width) + x] += 128;
}
}
}
to...
function disturb(dx, dy) {
dx <<= 0;
dy <<= 0;
for (var y = dy - riprad; y < dy + riprad; y++) {
for (var x = dx - riprad; x < dx + riprad; x++) {
// don't go past the edges.
if(y >= 0 && y < height && x >= 0 && x < width){
ripplemap[oldind + (y * width) + x] += 128;
}
}
}
}
And you also need to change the wave propagation that is in the function newFrame. The propagation is controlled by the value in data. A value of zero means no wave and no propagation. So test if the pixel is on the edge. If the pixel is an edge pixel then just stop the wave by setting data to zero. To save CPU cycles I have added to vars h, w that are height - 1 and width - 1 so you don't have to perform the subtraction twice for every pixel.
Change the code in the function newFrame from...
for (var y = 0; y < _height; y++) {
for (var x = 0; x < _width; x++) {
var _newind = newind + i, _mapind = oldind + i;
data = (
_ripplemap[_mapind - _width] +
_ripplemap[_mapind + _width] +
_ripplemap[_mapind - 1] +
_ripplemap[_mapind + 1]) >> 1;
}
To...
var w = _width - 1; // to save having to subtract 1 for each pixel
var h = _height - 1; // dito
for (var y = 0; y < _height; y++) {
for (var x = 0; x < _width; x++) {
var _newind = newind + i, _mapind = oldind + i;
// is the pixel on the edge
if(y === 0 || x === 0 || y === h || x === w){
data = 0; // yes edge pixel so stop propagation.
}else{
// not on the edge so just do as befor.
data = (
_ripplemap[_mapind - _width] +
_ripplemap[_mapind + _width] +
_ripplemap[_mapind - 1] +
_ripplemap[_mapind + 1]) >> 1;
}
This is not perfect as it will dampen the waves bouncing from the sides but you don't have much CPU time so it is a good solution.
Some notes.
Use requestAnimationFrame rather than setInterval(run, delay) to time the animation as you will cause some devices to crash the page with the code you currently have, if the device can not handle the CPU load. requestAnimationFrame will stop this happening.
Change the run function to
function run() {
newframe();
ctx.putImageData(ripple, 0, 0);
requestAnimationFrame(run);
}
At bottom of code remove setInterval(run,delay); and add
requestAnimationFrame(run);
And change the second setInterval to
var drops = function() {
disturb(rnd() * width, rnd() * height);
setTimeout(drops,700)
};
drops();
NEVER use setInterval, especially for this type of CPU intensive code. You will cause many machines to crash the page. Us setTimeout or requestAnimationFrame instead.
Also remove the with statement where you create the texture.

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