What do I need to do to this animation to make the text animate along with the background image?
Fiddle here
I have seen a couple of different examples online but either they don't have the text rotated like I do (which is causing the problem) or they don't explain the maths behind the solution.
This is quite good - http://tech.pro/tutorial/1008/creating-a-roulette-wheel-using-html5-canvas
but it doesn't offer a great insight into the use of any of the Math functions.
I obviously need to affect the line:
context.rotate(i * arc);
in the loop that writes the text but I am unsure of the maths involved.
var cvs = document.getElementById("cvs");
var context = cvs.getContext("2d");
var height = 400,
width = 400,
spinning = false,
angle = 0,
awards = [100,200,300,400,500,600,700,800,900,1000,1100,1200],
segmentCount = 12,
angleAmount = 30,
arc = Math.PI / 6,
image = new Image();
image.src = 'http://placehold.it/400x400';
function draw() {
// clear
context.clearRect(0,0,width,height);
// rotate whole wheel here?
context.save();
context.translate(height/2, width/2);
context.rotate(angle * (Math.PI / 180));
context.drawImage(image,-width/2,-height/2);
context.restore();
// draw the prize amount text
for(var i = 0; i < segmentCount; i++){
context.save();
context.translate(height/2, width/2);
context.font = "bold 18px sans-serif";
context.textAlign = "end";
context.rotate(i * arc);
context.fillStyle = "#000000";
context.textBaseline = 'middle';
context.fillText(awards[i],145,0);
context.restore();
angle += angleAmount;
}
}
function update(){
draw();
angle += 5;
setTimeout(update,1000/30);
}
image.onload = update;
I think you got confused by the way you are using the 'angle' var : it is in fact the var that holds the current rotation, and you also use it in the for loop that draws the amounts (angle+=angleAmount)... just to increase it. Luckily enough you add 360° to it so it did not create a bug.
So first thing is to stop increasing this var in the text drawing for loop, second thing is to add the current rotation angle to each text draw (with a degree-> rad conversion) :
context.rotate(( i * angleAmount + angle ) * (Math.PI / 180));
http://jsfiddle.net/gamealchemist/fwter56k/4/
(or with a bit of optimisation : http://jsfiddle.net/gamealchemist/fwter56k/5/ )
Related
Following this tutorial which shows how to make an analog clock using HTML canvas, I've had a hard time understanding what is going on when placing numbers on the clock face.
The code is here, and the following is the part that I'd like to ask.
function drawNumbers(ctx, radius) {
var ang;
var num;
ctx.font = radius * 0.15 + "px arial";
ctx.textBaseline = "middle";
ctx.textAlign = "center";
for(num = 1; num < 13; num++){
ang = num * Math.PI / 6;
ctx.rotate(ang);
ctx.translate(0, -radius * 0.85);
ctx.rotate(-ang);
ctx.fillText(num.toString(), 0, 0);
ctx.rotate(ang);
ctx.translate(0, radius * 0.85);
ctx.rotate(-ang);
}
}
In a for loop, the first ctx.rotate(ang) sets the number on the place it's supposed to be.
The next rotate ctx.rotate(-ang) puts the number back to upright because it's tilted. (although I don't know why it works like this not putting the number back to the first position.)
Then, after ctx.fillText(…) shows the number up, it seems to do the same again.
Why are these two rotate() needed? Do they work differently from the ones in the upper? If do, how?
What this code tries to do is to go back to its previous position, the center of the canvas.
Think of the context as a sheet of paper that you can rotate and move (translate), with a fixed pen over it.
First they do rotate that sheet of paper so that tracing a vertical line will go in the desired direction.
Then they move the sheet of paper vertically, so that the pen is at the correct position. However here, the sheet of paper is still rotated, so if they were to draw the text horizontally from here, the drawing would be oblique.
So they do rotate again in the other way for the text to be at correct angle.
They draw the text.
Now they want to go back to point 1 to be able to draw the next tick. For this they do the same route but in the other way: rotate back the sheet of paper to the desired angle so that they can move vertically to the center.
Move vertically to the center
Finally rotate back so that the sheet of paper is in its original orientation for the next tick.
However you should not do this. rotate() may end up having rounding issues, so doing rotate(angle); rotate(-angle) can not come back to the initial orientation, but to some slightly rotated state, which can be catastrophic for your application since now when you'll try to draw pixel perfect lines, you won't be able and you will kill the whole performances of your app.
Instead use the absolute setTransform method to go back to the original position:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
radius = radius * 0.90
drawNumbers(ctx, radius);
function drawNumbers(ctx, radius) {
var ang;
var num;
ctx.font = radius * 0.15 + "px arial";
ctx.textBaseline = "middle";
ctx.textAlign = "center";
for(num = 1; num < 13; num++){
ang = num * Math.PI / 6;
// go (back) to center
ctx.setTransform(1, 0, 0, 1, radius, radius);
ctx.rotate(ang);
ctx.translate(0, -radius * 0.85);
ctx.rotate(-ang);
ctx.fillText(num.toString(), 0, 0);
}
// reset to identity matrix;
ctx.setTransform(1, 0, 0, 1, 0, 0);
}
canvas {
background-color: white;
}
<canvas id="canvas" width="400" height="400">
</canvas>
Here is another implementation without using rotate.
Instead I calculate the x, y with a bit of trigonometry.
The starting angle is var ang = Math.PI;
Then in the loop we decrease it ang -= Math.PI / 6;
Calculating the position is easy once you know the formula:
let x = radius * Math.sin(ang)
let y = radius * Math.cos(ang)
Below is a fully functional example
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.translate(canvas.width / 2, canvas.height / 2);
ctx.font = "16px arial";
ctx.textAlign = "center";
var radius = 60
var ang = Math.PI;
for (let num = 1; num < 13; num++) {
ang -= Math.PI / 6;
let x = radius * Math.sin(ang)
let y = radius * Math.cos(ang)
ctx.fillText(num.toString(), x, y);
ctx.beginPath()
ctx.arc(x, y - 6, 12, 0, 2 * Math.PI);
ctx.stroke();
ctx.beginPath()
ctx.arc(x, y - 6, 45, -ang-2,-ang);
ctx.stroke();
}
<canvas id="canvas" width="160" height="160"></canvas>
I personally never been a fan of using rotate, for a small static canvas image might be fine, but as we move to more complex animations with multiple object, when I have to debug with multiple rotation it quickly becomes painful and quite hard to follow.
For instance, say I have the following path.
<canvas id="main" width="500" height="250"></canvas>
var canvas = document.getElementById("main");
var ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(20,20);
ctx.lineTo(100,20);
ctx.arcTo(150,20,150,70,50);
ctx.lineTo(150,120);
ctx.lineWidth = 3;
ctx.stroke();
Is it possible to draw images on the arc of the line? If so, How?
Slice an image to draw on curves.
Yes it is possible, though ideally this would be a job for WebGL. The next best solution is a scan line render but that is way to much CPU load for poor Javascript to manage.
The next best I mean "OK sort of." option is a little image slicing.
You simply draw the image in thin slices around the arc. The 2D renderer is not perfect and tries to draw half pixels as best it can. The result is some noise along the edge of each slice where you can see through. To overcome this I draw each slice slightly wider to cover up any holes.
If you need high quality, rendering it all at double the size on an offscreen canvas and then scale down to a onscreen canvas (don't forget smoothing) will make most think it was drawn that way.
As the inner and outer edges of the arc have different circumferences some of the image must be squashed or stretched. In the demo I keep the inner edge of the image to the correct width and stretch the outer edge. It is easy to change but ensure that you use the outer edge to workout how many slices to draw.
WARNING the radius given is for the inner edge. It is vetted to stop the for loop getting too long and blocking the page. You may want to limit the radius so the inner circumference is the same as the image width. radius = radius < img.width / (Math.PI * 2) ? img.width / (Math.PI * 2) : radius;
It is easy to adapt to lines and curves. All you need is the tangent or curve normal (should be unit vector ie length 1) Use this vector to set the transform ctx.setTransform(nx,ny,tx,ty,px,py). THe first two values point out from the bottom of the image to the top, the next two numbers are along the tangent from left to right. The last two are the point on the curve to draw the slice.
// creates a blank image with 2d context
var createImage=function(w,h){var i=document.createElement("canvas");i.width=w;i.height=h;i.ctx=i.getContext("2d");return i;}
// create a canvas and add to dom
var can = createImage(512,512);
document.body.appendChild(can);
var ctx = can.ctx;
// create a image (canvas) to draw on the arc.
const textToDisplay = "<<Image on arc>>"
ctx.font = "64px arial";
var w = ctx.measureText(textToDisplay).width + 8;
var text = createImage(w + 64,84);
text.ctx.fillStyle = "#F90";
text.ctx.strokeStyle = "black";
text.ctx.lineWidth = 16;
text.ctx.fillRect(0,0,text.width,text.height);
text.ctx.strokeRect(0,0,text.width,text.height);
text.ctx.font = "64px arial";
text.ctx.fillStyle = "#0F0";
text.ctx.strokeStyle = "Black";
text.ctx.lineWidth = 4;
text.ctx.strokeText(textToDisplay,38,58);
text.ctx.fillText(textToDisplay,38,58);
// draws image on arc
// img image to render
// x,y center of arc
// radius the inner edge (bottom of image) radius
// fromAng The angle to start drawing the image in radians
// toAng (optional if not given image width will be used to get toAng)
// returns undefined
function drawArcImage(img,x,y,radius,fromAng,toAng){
// WARNING if you let the radius get to small the ratio between the inner and out circumference
// gets very large. This will result in the image being stretched over a quintabazzilon pixels.
// so must vet the radius or you will block the page and upset the browser gods.
radius = Math.abs(radius); // only positive
radius = radius < img.height / 8 ? img.height / 8 : radius;
var outRad = radius + img.height;
var cir = Math.PI * 2 * radius; // get inner circumference
if(toAng === undefined){
var toAng = (img.width / cir) * Math.PI * 2 ; // get the angle the image will cover
}
var cirOut = toAng * outRad; // get the out edge distance in pixels
var imgStep = img.width / cirOut; // the image step per slice
var imgX = 0; // track the image line to draw
var angStep = toAng / cirOut; // the angle steps
// For each pixel on the out edge draw a slice
for(var i = 0; i < toAng; i += angStep){
var dx = Math.cos(fromAng + i);
var dy = Math.sin(fromAng + i);
// set up the transform to draw a slice from the inner to outer edges
ctx.setTransform(dy,-dx,-dx,-dy,dx * radius + x,dy * radius + y);
// get and draw the slice. I stretch it a little (2pix) to cover imperfect rendering
ctx.drawImage(img,imgX,0,imgStep,img.height,-1,-img.height,2,img.height);
// move to next slice
imgX += imgStep;
}
ctx.setTransform(1,0,0,1,0,0); // reset the transform
}
// animate the image to prove it is real.. LOL
var animTick = 0;
var animRate = 0.01;
var pos = 0;
// update function call via RAF
function update(){
animTick += animRate; // update tick
// random anim sin waves.
var rad = Math.sin(animTick) * (256-text.height - 20) + 20;
pos += Math.sin(animTick*10) * 0.02;
pos += Math.sin(animTick/ 3) * 0.02;
pos += Math.sin(animTick/ 7) * 0.05;
// clear
ctx.clearRect(0,0,can.width,can.height)
// draw
drawArcImage(text,256,256,rad,pos)
// do again and again and again
requestAnimationFrame(update);
}
update();
This is an answer to a similar question:
You could, in the draw loop implement a "line drawing algorithm" that does not exactly draw a line but draws an item at a place where that point would be. Except, replace the line algorithm here to draw an arc instead.
function line(x0, y0, x1, y1){
var dx = Math.abs(x1-x0);
var dy = Math.abs(y1-y0);
var sx = (x0 < x1) ? 1 : -1;
var sy = (y0 < y1) ? 1 : -1;
var err = dx-dy;
while(true){ // put draw loop here.
drawImage(image,x0,y0);//setPixel(x0,y0); // Do what you need to for this
if ((x0==x1) && (y0==y1)) break;
var e2 = 2*err;
if (e2 >-dy){ err -= dy; x0 += sx; }
if (e2 < dx){ err += dx; y0 += sy; }
}
}
code taken from: Bresenham algorithm in Javascript
I would suggest using a library like p5.js to do something like this. http://p5js.org
I am trying to get to grips and understand how to use and create colliding balls with HTML5 canvas,examples I have looked at have a lot of JavaScript, but I need to break it down into much smaller chunks to get a better understanding of what's going on.
In my example what I understand so far is that I am redrawing the circles every 40 milliseconds onto the canvas, and calling the animate function each time. Every time this is called the position of the circle changes as I am changing it with
circles[0].x+=1;
circles[0].y+=-1.5;
So my circle objects are in an array, and there are 2 things I would like to achieve:
1) not to let the balls escape the canvas area
2) if the balls collide then bounce off each other and reverse in direction.
What I want to tackle first though is not letting the balls escape the canvas and how I would go about working that out.
I have access to the window.width and window.height, so it's a case of understanding how to get the position of each ball in the array, and ensure that it does not cross those boundaries.
I don't want to just have it work, would much prefer to understand what is happening.
This will check collisions on the bounds of the canvas. I updated your objects to store vx and vy (velocity) and the draw() function to move based on these properties. I added checkBounds() which reverses the velocity when the circle goes outside the bounds.
EDIT: modified so that it takes into account the radius of the circles too.
Doing a collision detect between the circles could follow a similar pattern
http://jsfiddle.net/3tfUN/5/
var canvas = document.getElementById('ball-canvas');
var context = canvas.getContext('2d')
var radius = 50;
var strokewidth = 2;
var strokestyle = '#666';
var frameCount = 0;
var w = canvas.width;
var h = canvas.height;
// Circle Objects
var yellowCircle = {
x: 50,
y: h / 2,
radius: radius,
color: 'yellow',
vx: 1,
vy: 1.5
}
var redCircle = {
x: 450,
y: h / 2,
radius: radius,
color: 'red',
vx: 1,
vy: -1
}
var blueCircle = {
x: 850,
y: h / 2,
radius: radius,
color: 'blue',
vx: -1,
vy: -1.5
}
// Create empty array and then push cirlce objects into array
var circles = [];
circles.push(yellowCircle, blueCircle, redCircle);
function checkBounds() {
for (var i = 0; i < circles.length; i++) {
var c = circles[i];
if (c.x > w - c.radius || c.x < c.radius) {
c.vx = -c.vx;
}
if (c.y > h - c.radius || c.y < c.radius) {
c.vy = -c.vy;
}
}
}
// Clear last circle and draw again
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height); // Clear the circle from the from page
for (var i = 0; i < circles.length; i++) {
var c = circles[i];
context.beginPath();
context.fillStyle = c.color // Set the color of the circle using key:valuecontext.fill();
context.lineWidth = strokewidth;
context.strokeStyle = strokestyle;
context.stroke();
context.arc(c.x, c.y, c.radius, 0, Math.PI * 2); // X-axis Position, y-axis Position, radius, % of fill, ?
context.closePath();
context.fill();
}
}
function animate() {
for (i = 0; i <= 2; i++) {
circles[i].x += circles[i].vx;
circles[i].y += circles[i].vy;
}
checkBounds();
draw();
}
var canvas = document.getElementById('ball-canvas');
var context = canvas.getContext('2d')
var radius = 50;
setInterval(animate, 40);
circles[0].x+=1;
circles[0].y+=-1.5;
That's pretty tough to maintain. Instead, I'd suggest you have properties for X and Y speeds (I used moveX and moveY in the example).
Next, you need to check whether the position of the ball + the radius compensation is touching the canvas edges, and if so, reverse the speed value. So, for example, the X speed of the ball is 4 and now it hits the left or the right canvas egde, the X speed now becomes -4.
This is it, in a nutshell:
var c = circles[i];
// check rebounds
if (c.x - c.radius <= 0 || c.x + c.radius >= canvas.width)
c.moveX = -c.moveX; // flip the horizontal speed component
if (c.y - c.radius <= 0 || c.y + c.radius >= canvas.height)
c.moveY = -c.moveY; // flip the vertical speed component
// Yellow Circle
c.x += c.moveX; // here we don't have to worry
c.y += c.moveY; // about directions anymore
See my example here: http://jsfiddle.net/3tfUN/8/
The same principle applies for collisions between balls. I'm assuming you want to do simple collisions without angle changes.
But if you wish to simulate real ball collisions, that would require some more serious trigonometry to calculate when exactly the pixel-perfect collision happens, and to calculate the new X and Y speed components.
UPDATE
An example featuring slightly improved collision detection and speed transfer between balls: http://jsfiddle.net/3tfUN/12/
The canvas is just a "canvas" where you draw the circles. What you need to accomplish what you want is to model a "world" where the circles are object with width and height dimensions and their current position, and where the bounds are well defined. Once you have the width and height of each circle and their position, you can calculate where they are in respect to the bounds you set and see if you need to change direction or keep going.
Collisions stem from the same principle but are somewhat harder to model if you want them to be "realistic" (in the bounds problem you are only interested in the width and height of the circles because the bounding area is box shaped and the circle will always collide in the furthest point from its center, while when two circles collide you should take into account the radius of each circle instead of the "bounding box" around them.
I don't have time right now to show you this concepts with examples, but hopefully I sent you in the right track :).
Here is an example!
I am trying to reset the green arc inside drawValueArc() so that each time you click the change button, the green arc is removed and redrawn. How can I remove it without removing the entire canvas? Also, as an aside, I have noticed that Math.random() * 405 * Math.PI / 180 doesn't actually always result in an arc that fits inside the gray arc, sometimes it is larger than the gray arc, why is this?
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var cx = 150;
var cy = 150;
var startRadians = 135 * Math.PI / 180;
var endRadians = 405 * Math.PI / 180;
//main arc
ctx.beginPath();
ctx.arc(cx, cy, 58, startRadians, endRadians, false);
ctx.strokeStyle="rgb(220,220,220)";
ctx.lineWidth = 38;
ctx.stroke();
$('#setRandomValue').click(function(){
drawValueArc(Math.random() * 405 * Math.PI / 180);
});
function drawValueArc(val){
//ctx.clearRect(0, 0, W, H);
ctx.beginPath();
ctx.arc(cx, cy, 58, startRadians, val, false);
ctx.strokeStyle = "green";
ctx.lineWidth = 38;
ctx.stroke();
}
Drawing past boundary
The problem you are facing is in first instance the fact you are drawing before and after a 0-degree on the circle. This can be complicated to handle as you need to split in two draws: one for the part up to 0 (360) and one 0 to the remaining part.
There is a simple trick you can use to make this easier to deal with and that is to deal with all angles from 0 and use an offset when you draw.
Demo using redraw base (I moved it to jsfiddle as jsbin did not work for me):
http://jsfiddle.net/3dGLR/
Demo using off-screen canvas
http://jsfiddle.net/AbdiasSoftware/Dg9Jj/
First, some optimizations and settings for the offset:
var startRadians = 0; //just deal with angles
var endRadians = 300;
var deg2rad = Math.PI / 180; //pre-calculate this to save some cpu cycles
var offset = 122; //adjust this to modify rotation
We will now let the main function, drawArc() do all calculations for us so we can focus on the numbers - here we also offset the values:
function drawArc(color, start, end) {
ctx.beginPath();
ctx.arc(cx, cy, 58,
(startRadians + offset) * deg2rad,
(end + offset) * deg2rad, false);
ctx.strokeStyle = color;
ctx.lineWidth = 38;
ctx.stroke();
}
Clearing the previous arc
There are several techniques to clear the previous drawn arc:
You can draw the base arc to an off-screen canvas and use drawImage() to erase the old.
You can do as in the following example, just re-draw it with the base color
As with 2. but subtracting the green arc and draw the base color from the end of the green arc to the end of the base arc.
clearing the whole canvas with fillRect or clearRect.
1 and 3 are the fastest, while 4 is the slowest.
With out re-factored function (drawArc) it's as easy as this:
function drawValueArc(val) {
drawArc("rgb(220,220,220)", startRadians, endRadians);
drawArc("green", startRadians, val);
}
As everything now is 0-based concerning start we really don't need to give any other argument than 0 to the drawArc instead of startRadians. Use the new offset to offset the start position and adjust the endRadians to where you want it to stop.
As you can see in the demo, using this technique keeps everything in check without the need to draw in split.
Tip: if you notice green artifacts on the edges: this is due to anti-alias. Simply reduce the line width for the green color by 2 pixels (see demo 2, off-screen canvas).
Here is my question : I have an animation, that builds are circle. See : http://jsfiddle.net/2TUnE/
JavaScript:
var currentEndAngle = 0
var currentStartAngle = 0;
var currentColor = 'black';
setInterval(draw, 50);
function draw() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
currentEndAngle = currentEndAngle + 0.01;
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.lineWidth = 15;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
When the circle is completely drawn, I would like it to start erasing, the same way it was created (so slowly removes the black). Once the whole circle is erased, i would create the black circle again, creating some kind of "waiting / loading" effect.
What i tried to do, is check if the currentEndAngle is 2 (so the circle is complete), and then move the startAngle, but it didn't work.
Any idea?
Thanks!
EDIT : Forgot to say, the animation is gonna be over an image, so it has to be "transparent" and not white
Look whats up in this JSFiddle: http://jsfiddle.net/fNTsA/
This method is basically your code, only we use a modulo to control state. Checking if the radius is 2 is only half-right, to toggle drawing white or drawing black you should do half the radius modulo 2. The first time around you have floor(0..2/2) % 2 == 0, the second you have floor(2..4/2) % 2 == 1, and so on.
Also because the line is antialiased, it helps to have the start angle overwrite what's been drawn already, otherwise you get extra white lines you probably don't want. For the same reason, when drawing the white circle, you should draw a slightly thicker line (smaller radius, thicker line). Otherwise the antialiasing leaves behind some schmutz -- a faint outline of the erased circle.
I put the radius and width into globals which you'd put at the top:
var lineRadius = 75;
var lineWidth = 15;
And likewise this is my modulo thing, pretty standard:
currentStartAngle = currentEndAngle - 0.01;
currentEndAngle = currentEndAngle + 0.01;
if (Math.floor(currentStartAngle / 2) % 2) {
currentColor = "white";
radius = lineRadius - 1;
width = lineWidth + 3;
} else {
currentColor = "black";
radius = lineRadius;
width = lineWidth;
}
Fun challenge! Try the following (updated fiddle here). I've tried to include plenty of comments to show my thinking.
// Moved these to global scope as you don't want to re-declare
// them in your draw method each time your animation loop runs
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
// Use objects to hold our draw and erase props
var drawProps = {
startAngle: 0,
speed: 2,
color: 'black',
counterClockwise: false,
globalCompositeOperation: context.globalCompositeOperation,
lineWidth: 15
};
var eraseProps = {
startAngle: 360,
speed: -2,
color: 'white',
counterClockwise: true,
globalCompositeOperation: "destination-out",
lineWidth: 17 // artefacts appear unless we increase lineWidth for erase
};
// Let's work in degrees as they're easier for humans to understand
var degrees = 0;
var props = drawProps;
// start the animation loop
setInterval(draw, 50);
function draw() { /***************/
degrees += props.speed;
context.beginPath();
context.arc(
x,
y,
radius,
getRadians(props.startAngle),
getRadians(degrees),
props.counterClockwise
);
context.lineWidth = props.lineWidth;
context.strokeStyle = props.color;
context.stroke();
// Start erasing when we hit 360 degrees
if (degrees >= 360) {
context.closePath();
props = eraseProps;
context.globalCompositeOperation = props.globalCompositeOperation;
}
// Start drawing again when we get back to 0 degrees
if (degrees <= 0) {
canvas.width = canvas.width; // Clear the canvas for better performance (I think)
context.closePath();
props = drawProps;
context.globalCompositeOperation = props.globalCompositeOperation;
}
/************************************************/
}
// Helper method to convert degrees to radians
function getRadians(degrees) {
return degrees * (Math.PI / 180);
}