How can I make a tetradecagon with Processing.Js? - javascript

I want to make a Tetradecagon, a polygon with 14 sides, with Processing.JS.
(I want to make the Tetradecagon like the one shown in the Image below!)
Using the numbers given in the image, which I would like to replicate, I concluded that each piece (I don't know it's proper name), has an angle of 25.714285714°.....25 and 10/14 = 25 and 5/7 - 5/7 in decimal form = 0.714285714So, I arrived at 25.714285714°
Now, in Processing.JS, I was wanting to use a while loop:
var r = 0;
var draw = function() {
translate(200,200);
while(r < 361){
rotate(r);
r = r + 25.714285714;
line(200,0,200,200);
}
};
Here, I have set one variable, r. r will be the variable for the rotate() function. The while loop will keep going until r meets 360 - this will allow for the the change in r, the angle, to increase by 25.714285714°, while r < 361.
But, sadly, this is not happening. What I see on my canvas is the line being shot off the screen.
(edit) I added translate(200,200); just above the while() loop - this helped, but the lines are still not looking like the picture above.
The second point of the line is not staying in the center; the whole line is being shifted. I only want the first (top) point to be shifted by the given change in angles.
How do I change the code in order to achieve the goal that I am striving for? Any help would be appreciated - Thanks for your time!
P.S. This is my result with the current code -

Processing.js is just for running Processing code. This looks like a mix of Processing and Javascript code so my first advice would be "write real Processing code".
With that said, if you want to do this based on coordinate rotation, look at your 14-gon: it's 14 repeated triangles, so analyze one triangle and draw that 14 times. Any triangular slice is defined by a line from "the center" to "a vertex on the 14-gon" at a (necessary) distance r, the radius of the circumscribing circle. So, given a vertex (r,0) on the 14-gon where is the next vertex (nx,ny)?
Simple maths:
first vertex = (x, y) = (r,0)
next vertex = (nx,ny) = (r,0) rotated over (0,0) by (phi = tau/14)
(I'm using tau here because it's a far more convenient constant for programming purposes. It's simply equal to 2*pi, and as such represents an entire circle, rather than a half circle)
Now, computing that rotate coordinate using basic trigonometry:
nx = r * cos(phi) - 0 * sin(phi) = r * cos(phi)
ny = r * sin(phi) + 0 * cos(phi) = r * sin(phi)
Alright, done. And this nx,ny computation is clearly not specific to the number 14, it about arbitrary angles, so let's code the solution and make it work for any n-sided polygon:
void setup() {
size(400,400);
noLoop();
}
void draw() {
background(255);
// offset the coordinate system so that (0,0) is the sketch center
translate(width/2,height/2);
// then draw a polygon. In this case, radius width/2, and 14 sided
drawNgon(width/2, 14);
}
void drawNgon(float r, float n) {
// to draw (r,0)-(x',y') we need x' and y':
float phi = TAU/n;
float nx = r * cos(phi);
float ny = r * sin(phi);
// and then we just draw that line as many times as there are sides
for(int a=0; a<n; a++) {
// draw line...
line(r,0, nx,ny);
// rotate the entire coordinate system...
rotate(phi);
// repeat until done.
}
}
And now we can freely change both the polygon radius and the number of sides by changing the input to drawNgon(..., ...).

Related

How to get a better approximation of a thick bezier curve?

Let's say I already have a bezier curve approximated by many straight lines (the bezier array in the code), and I would like to draw it with a series of rectangles. I have the following code below that does exactly this:
// don't change this array
const bezier = [{x:167.00,y:40.00},{x:154.37,y:42.09},{x:143.09,y:44.48},{x:133.08,y:47.15},{x:124.26,y:50.09},{x:116.55,y:53.27},{x:109.87,y:56.68},{x:104.15,y:60.31},{x:99.32,y:64.14},{x:95.28,y:68.15},{x:91.97,y:72.34},{x:89.31,y:76.67},{x:87.22,y:81.14},{x:85.63,y:85.74},{x:84.44,y:90.43},{x:83.60,y:95.22},{x:83.02,y:100.08},{x:82.63,y:105.00},{x:82.33,y:109.96},{x:82.07,y:114.94},{x:81.76,y:119.94},{x:81.33,y:124.93},{x:80.69,y:129.89},{x:79.77,y:134.82},{x:78.49,y:139.70},{x:76.78,y:144.50},{x:74.55,y:149.22},{x:71.74,y:153.84},{x:68.25,y:158.34},{x:64.03,y:162.71},{x:58.97,y:166.93},{x:53.02,y:170.98},{x:46.10,y:174.86},{x:38.11,y:178.54},{x:29.00,y:182.00}];
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const thickness = 35;
function rotateCanvas(x, y, a) {
ctx.translate(x, y);
ctx.rotate(a);
ctx.translate(-x, -y);
}
function drawRectangle(rX, rY, rW, rH, rA, color) {
ctx.beginPath();
rotateCanvas(rX + rW / 2, rY + rH / 2, rA);
ctx.rect(rX, rY, rW, rH);
rotateCanvas(rX + rW / 2, rY + rH / 2, -rA);
ctx.fill();
}
function calcRectFromLine(x1, y1, x2, y2) {
const dx = x2 - x1;
const dy = y2 - y1;
const mag = Math.sqrt(dx * dx + dy * dy);
const angle = Math.atan2(dy, dx);
return {
x: (x1 + x2) / 2 - mag / 2,
y: (y1 + y2) / 2 - thickness / 2,
w: mag,
h: thickness,
a: angle
};
}
function calculateRectangles() {
const result = [];
for (let i = 1; i < bezier.length; i++) {
const prev = bezier[i - 1];
const curr = bezier[i];
result.push(calcRectFromLine(prev.x, prev.y, curr.x, curr.y));
}
return result;
}
const rectangles = calculateRectangles();
for (let r of rectangles) {
drawRectangle(r.x, r.y, r.w, r.h, r.a);
}
<canvas width="400" height="400"></canvas>
If you run the snippet you'll see that the curve is not fully thick, and the fact that it is a series of rectangles is very obvious.
If you change the thickness parameter from 35 to a lower number and re-run it, it looks fine. It's only when it's very thick does this occur.
The code currently takes the bezier array, and creates a series of rotated rectangles and then renders them.
Is there any way to modify the calculateRectangles function to return a better approximation of the curve? Ideally it would still return a list of rectangles rotated around their center, but when rendered it would look more like the curve, and less like a list of rectangles.
The only idea I could think of is to somehow return twice as many rectangles from calculateRectangles, where each one is inverted from the previous one, such that both sides of the line are filled in, and while I think that might work, it unfortunately has the side-effect of returning twice as many rectangles, which is undesirable and I would to avoid it if possible.
The shapes that you should draw are not rectangles but quadrilaterals, obtained by joining the endpoints of the successive normals to the curve. Presumably, you can achieve that by means of Path objects.
In zones of high curvature, you may have to yet reduce the step, because the outer curve might not be smooth.
In fact, you can "flatten" a Bezier curve by choosing steps so that the deviation between successive segments remains bounded below a fixed tolerance.
In the case of a thick curve, you can keep that idea but making sure that the bounded deviation holds for both sides of the curve.
you can't really make a "thick bezier" by drawing rectangles, you're just going to end up with lots of gaps between them on one size, and weird looking overlap on the other side. If you want to stick with the polygon approximation, you'll need to use the normal at each of your points, and then draw lines to connect those. This leads to trapezoidal sections, so we can't use plain rects if we want decent looking results.
However, the bigger the offset, the more you're going to have problems in areas with tiny radius of curvature: you can already see one such problem just by looking at the normals crossing each other underneath the crest in the upper left, where we don't actually want to connect all normal-offset vertices, because one of them lies inside the shape we want to trace.
Alternatively, you can offset the bezier curve itself with "more beziers", e.g. https://pomax.github.io/bezierinfo/#offsetting, but even then you're still going to have to resolve overlaps in the offset shape.
Instead, you can approximate the curve using circular arcs, which make "thickening the curve" a bit easier because you simply use the same arc angles and center, with two different values for the radius to get your two offset segments.
This is an okay first attempt, but I'm going to keep trying. Simply add this to the end of the getRectangles function add further approximation rectangles. Seems good enough for my purposes (and simple!), but I'm going to keep investigating a bit. I'm aware it doesn't work perfectly, but it's okay, and I don't really need much better than okay:
let len = result.length;
for (let i = 1; i < len; i++) {
const prevR = result[i - 1];
const currR = result[i - 0];
result.push({
x: (prevR.x + currR.x) / 2,
y: (prevR.y + currR.y) / 2,
w: (prevR.w + currR.w) / 2,
h: (prevR.h + currR.h) / 2,
a: (prevR.a + currR.a) / 2
});
}
Actually, this is slightly better than okay the more and more I play with it. I think this might be a good enough solution. Unless someone can come up with something better.
Here's a GIF of the difference:

Moving object from A to B smoothly across canvas

I am trying to move an object smoothly from point A to point B using HTML canvas and regular javascript.
Point A is a set of coordinates
Point B is in the case the cursor location.
I made a jsfiddle of what I have so far: https://jsfiddle.net/as9fhmw8/
while(projectile.mouseX > projectile.x && projectile.mouseY < projectile.y)
{
ctx.save();
ctx.beginPath();
ctx.translate(projectile.x, projectile.y);
ctx.arc(0,0,5,0,2*Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
ctx.stroke();
ctx.restore();
if(projectile.mouseX > projectile.x && projectile.mouseY < projectile.y)
{
var stepsize = (projectile.mouseX - projectile.x) / (projectile.y - projectile.mouseY);
projectile.x += (stepsize + 1);
}
if(projectile.mouseY < projectile.y)
{
var stepsize = (projectile.y - projectile.mouseY) / (projectile.mouseX - projectile.x);
projectile.y -= (stepsize + 1);
}
}
Essentially what I can't figure out to do is to make the while loop slower (so that it appears animated in stead of just going through every iteration and showing the result).
I also can't figure out how to prevent the Arc from duplicating so that it creates a line that is permanent, instead of appearing to move from point a to point b.
Smooth animation here is really about determining how far to move your object for each iteration of the loop.
There is a little math involved here, but it's not too bad.
Velocity
Velocity in your case is just the speed at which your particles travel in any given direction over a period of time. If you want your particle to travel 200px over the course of 4 seconds, then the velocity would be 50px / second.
With this information, you can easily determine how many pixels to move (animate) a particle given some arbitrary length of time.
pixels = pixelsPerSecond * seconds
This is great to know how many pixels to move, but doesn't translate into individual X and Y coordinates. That's where vectors come in.
Vectors
A vector in mathematics is a measurement of both direction and magnitude. For our purposes, it's like combining our velocity with an angle (47°).
One of the great properties of vectors is it can be broken down into it's individual X and Y components (for 2-Dimensional space).
So if we wanted to move our particle at 50px / second at a 47° angle, we could calculate a vector for that like so:
function Vector(magnitude, angle){
var angleRadians = (angle * Math.PI) / 180;
this.magnitudeX = magnitude * Math.cos(angleRadians);
this.magnitudeY = magnitude * Math.sin(angleRadians);
}
var moveVector = new Vector(50, 47);
The wonderful thing about this is that these values can simply be added to any set of X and Y coordinates to move them based on your velocity calculation.
Mouse Move Vector
Modeling your objects in this way has the added benefit of making things nice and mathematically consistent. The distance between your particle and the mouse is just another vector.
We can back calculate both the distance and angle using a little bit more math. Remember that guy Pythagoras? Turns out he was pretty smart.
function distanceAndAngleBetweenTwoPoints(x1, y1, x2, y2){
var x = x2 - x1,
y = y2 - y1;
return {
// x^2 + y^2 = r^2
distance: Math.sqrt(x * x + y * y),
// convert from radians to degrees
angle: Math.atan2(y, x) * 180 / Math.PI
}
}
var mouseCoords = getMouseCoords();
var data = distanceAndAngleBetweenTwoPoints(particle.x, particle.y, mouse.x, mouse.y);
//Spread movement out over three seconds
var velocity = data.distance / 3;
var toMouseVector = new Vector(velocity, data.angle);
Smoothly Animating
Animating your stuff around the screen in a way that isn't jerky means doing the following:
Run your animation loop as fast as possible
Determine how much time has passed since last time
Move each item based on elapsed time.
Re-paint the screen
For the animation loop, I would use the requestAnimationFrame API instead of setInterval as it will have better overall performance.
Clearing The Screen
Also when you re-paint the screen, just draw a big rectangle over the entire thing in whatever background color you want before re-drawing your items.
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);
Putting It All Together
Here is a Fiddle demonstrating all these techniques: https://jsfiddle.net/jwcarroll/2r69j1ok/3/

Calculating the coordinates of a point on circle, along a line between the center of the circle and another point outside it?

Here's an image to demonstrate the question:
Let's say I have Point A at [0,0], and Point B at [50, 30]. I want to find the coordinates of Point X, along a circle of radius 15, with an origin at Point A, which is also on a line between Point A and Point B.
Pointers on the best method to do this?
Since this has been tagged JavaScript, here's a simple implementation:
// disclaimer: code written in browser
function Point2D(x, y) {
this.x = x;
this.y = y;
}
function findCircleInteresction(center, radius, target) {
var vector = new Point2D(target.x - center.x, target.y - target.y);
var length = Math.sqrt(Math.pow(vector.x, 2) + Math.pow(vector.y, 2));
var normal = new Point2D(vector.x / length, vector.y / length);
var result = new Point2D(center.x + (normal.x * radius), center.y + (normal.y * radius));
return result;
}
findCircleInteresction(new Point2D(0, 0), 15, new Point2D(50, 30));
Point2D is just a class to make objects with x and y properties.
findCircleInteresction takes three parameters:
- center the center of the circle
- radius the radius of the circle
- target a point outside the circle
In findCircleInteresction:
- calculate the vector between the center and the target
- get the length of the resulting vector
- compute the normal (normalized) of the vector
- find the point where the vector intersects with the circle by adding the center of the circle plus the normalized vector components multiplied by the radius of the circle
This code could be heavily optimized and it's untested but I think it illustrated the idea.
You would want to think of this as two overlapping triangles, one with sides Bx-Ax and By-Ay. What you want is to find the coordinates of X, which would specifically be a triangle with sides Xx-Ax and Xy-Ay but with known hypotenuse R, which is your radius of the circle. Notice that the angle for both triangles are equal in respect to the x-coordinates-axis.
So to get the angle of the triangle, take the arctan(By-Ay/Bx-Ax) Now with that angle, call it T, you can solve for the smaller legs with your know radius R.
To get the x coordinate you would take Rcos(T)
To get the y coordinate you would take Rsin(T)
Bringing it all together you have that Xx = Rcos(T) and Xy = Rsin(T)
If you are not willing to use a Math library, which this method would use, you can use ratio's (as Pointy commented)

Algorithm for random land in a "Tank Wars" game [closed]

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 9 years ago.
Did you ever played the "Tank wars" game?
I'm programming this game with JavaScript + Canvas (for a personal challenge), and what I need is an algorithm for generating that random green land every time I start the game, but I'm not too good at maths, so I can't do it myself.
I don't want someone to give me the code, I only want the idea for the algorithm.
Thanks!
(9 segments)
Fiddle demo
(7 segments)
The main generation function look like this:
var numOfSegments = 9; // split horizontal space
var segment = canvas.width / numOfSegments; // calc width of each segment
var points = [], calcedPoints;
var variations = 0.22; // adjust this: lower = less variations
var i;
//produce some random heights across the canvas
for(i=0; i < numOfSegments + 1; i++) {
points.push(segment * i);
points.push(canvas.height / 2.8 + canvas.height * variations * Math.random());
}
//render the landscape
ctx.beginPath();
ctx.moveTo(canvas.width, canvas.height);
ctx.lineTo(0, canvas.height);
calcedPoints = ctx.curve(points); // see below
ctx.closePath();
ctx.fillStyle = 'green';
ctx.fill();
The curve() function is a separate function which generate a cardinal spline. In here you can modify it to also store tension values to make more spikes. You can also used the generated points as a basis for where and at what angle the tanks will move at.
The function for cardinal spline:
CanvasRenderingContext2D.prototype.curve = function(pts, tension, numOfSegments) {
tension = (tension != 'undefined') ? tension : 0.5;
numOfSegments = numOfSegments ? numOfSegments : 16;
var _pts = [], res = [], t, i, l, r = 0,
x, y, t1x, t2x, t1y, t2y,
c1, c2, c3, c4, st, st2, st3, st23, st32;
_pts = pts.concat();
_pts.unshift(pts[1]);
_pts.unshift(pts[0]);
_pts.push(pts[pts.length - 2]);
_pts.push(pts[pts.length - 1]);
l = (_pts.length - 4);
for (i = 2; i < l; i+=2) {
//overrides and modifies tension for each segment.
tension = 1 * Math.random() - 0.3;
for (t = 0; t <= numOfSegments; t++) {
t1x = (_pts[i+2] - _pts[i-2]) * tension;
t2x = (_pts[i+4] - _pts[i]) * tension;
t1y = (_pts[i+3] - _pts[i-1]) * tension;
t2y = (_pts[i+5] - _pts[i+1]) * tension;
st = t / numOfSegments;
st2 = st * st;
st3 = st2 * st;
st23 = st3 * 2;
st32 = st2 * 3;
c1 = st23 - st32 + 1;
c2 = -(st23) + st32;
c3 = st3 - 2 * st2 + st;
c4 = st3 - st2;
x = c1 * _pts[i] + c2 * _pts[i+2] + c3 * t1x + c4 * t2x;
y = c1 * _pts[i+1] + c2 * _pts[i+3] + c3 * t1y + c4 * t2y;
res[r++] = x;
res[r++] = y;
} //for t
} //for i
l = res.length;
for(i=0;i<l;i+=2) this.lineTo(res[i], res[i+1]);
return res; //return calculated points
}
Look into perlin noise generation, this in combination with a good smoothing algorithm can produce some pretty good terrain, and is fairly quick. There is a reference version of the code kicking around the net somewhere, which should provide you with a fairly hefty headstart
First you need a point that is random y (between 55,65); got x=0
So this is the origin point for the green, lets keep it as x1,y1 (x1 always 0).
Then you need a random integer between 30 to 40. This is x2. And a random y which is in the range y1 + 8 to y1 + 20.
Then x3 and y3 on same principle (lets call it formula type 1)
Now you need to first get a random either -1 or 1, this will be directions of y4. So y4 can go higher than y3 or lower ... this will be formula type 2.
You need to keep a max and min y for a new y, if it crosses that then go the other way -> this will be a correction type formula 3.
Xn keeps increasing till its >= width of board.
Join the lines in a eclipses ... and looks like web searches is the way to go !
I am sure there are a lot of coded libraries that you could use to make this easy. But if you are trying to code this by yourself, here is my idea.
You need to define terrain from everything else. So every part of your environment is a cluster for example. You need to define how are separated these clusters, by nodes(points) for example.
You can create a polygon from a sequence of points, and this polygon can become whatever you want, in this case terrain.
See that on the image you passed, there are peaks, those are the nodes (points). Remember to define also nodes on the borders of your environment.
There are surely a novel, written algorithms, either fractal as #DesertIvy pointed out or others, maybe there are libraries as well, but if you want toi generate what is in the image, it can be pretty straightforward, since it is just (slightly curved) lines between points. If you do it in phases, not trying to be correct at once, it is easy:
Split x region of your game screen into sections (with some minimal and maximal width) using random (you may be slightly off in last section, but it does not matter as much, I think). Remember the x-es where sections meet (including the ones at game screen border)
Prepare some data structure to include y-s as well, on previously remembered x-s. Start with leftmost.y = 0, slope = Math.random()-0.5;.
Generate each next undefined y beginning with 1: right.y = left.y + slope * (right.x-left.x); as well as update slope after each y: slope += Math.random()-0.5;. Do not bother, for the moment, if it all fits into game screen.
If you want arcs, you can generate "curviness" parameter for each section randomly which represent how much the middle of the line is bumped compared to straight lines.
Fit the ys into the game screen: first find maximal and minimal generated y (mingeny, maxgeny) (you can track this while generating in point 4). Choose where the max and min y in game screen (minscry, maxscry) (say at the top fourth and at the bottom fourth). Then transform generated ys so that it spans between minscry and maxscry: for every point, do apoint.y = minscry + (maxscry-minscry)/(maxgeny-mingeny)*(apoint.y-mingeny).
Now use lines between [x,y] points as a terrain, if you want to use "curviness", than add curvemodifier to y for any particular x in a section between leftx and rightx. The arc need not to be a circle: I would suggest a parabola or cosine which are easy to produce: var middle = (left.x+right.x)/2; var excess = (x-left)/(middle-left); and then either var curvemodifier = curviness * (1-excess*excess); or var curvemodifier = curviness * Math.cos(Math.PI/2*excess).
Wow...At one point I was totally addicted to tank wars.
Since you are on a learning adventure...
You might also learn about the context.globalCompositeOperation.
This canvas operation will let you grab an image of actual grass and composite it into your game.
You can randomize the grass appearance by changing the x/y of your drawImage();
Yes, the actual grass would probably be too distracting to include in your finished game, but learning about compositing would be valuable knowledge to have.
...and +1 for the question: Good for you in challenging yourself !

Place rectangles randomly but not within x radius in the center

How can I place rectangles with variable width and height, randomly in a stage but away from a circle in the center which has radius of x
Thanks in advance
EDIT
check my code so far
http://jsfiddle.net/chchrist/cAShH/1/
The three potential options I would follow are:
Generate random coordinates in [400,400] and then check that the distance from [200,200] is less than 50. If it is, fine; if not, start again.
Generate random polar coordinates (i.e., angle and distance), where the distance is greater than 50. Then convert these to Cartesian, centred around [200,200] and bounded to your area... The problem with this approach is that it would introduce bias at the extremities of your rectangular area.
Ignore the circle and bound it by a square, then use the first approach but with simplified logic.
One approach might be to think about how to map uniform random numbers into legal positions.
For example (simplifying slightly), if you had a 200 x 200 square, and you wanted to avoid any points in a 100x100 square in the middle, you could do the following for each coordinate. Generate a random number between 0 and 100. If it's less than 50, use it directly; otherwise add 100 to it (to put it in the 150-200 range)
Conceptually this stretches the range around the "hole" in the middle, while still leaving the resulting points uniformly distributed.
It'll be trickier with your circle, as the axes are not independent, but a variation on this method could be worth considering. (Especially if you only have "soft" requirements for randomness and so can relax the constraints on the distribution somewhat).
I would start with a coordinate system centered at 0,0 and after you have generated valid coordinates map them onto your square/rectangle.
Here's a simple example:
function getValidCoordinates() {
var x, y, isValid = false;
while (!isValid) {
x = Math.random() * 400 - 200;
y = Math.random() * 400 - 200;
if (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2)) > 50)
isValid = true;
//else alert('too close ' + x + ',' + y);
}
return {x: x + 200, y: y + 200};
}
for (var i=0; i < 10; i++) {
var co = getValidCoordinates();
alert('x=' + co.x + ', y=' + co.y);
}

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