Javascript point to point angle calculation - javascript

We got 3 points: start, end and mail.
The mail image, moves in a curved line from the start and end point, this is done by jQuery animate.
Now the next step is to make the mail image rotate while the animation is running. So at the start point and end point it would be rotated 0 degrees, but while animating, it should rotate facing the path of the animation. (see the image)
What I have tried:
JSFiddle
// Init dom elements
var $start = $('#start');
var $end = $('#end');
var $mail = $('#mail');
// Get position coordinates
var startPos = $start.position();
var endPos = $end.Position();
// Angle calculation
var getAngle = function(currX, currY, endX, endY) {
var angle = Math.atan2(currX - endX, currY - endY) * (180 / Math.PI);
if (angle < 0) {
angle = Math.abs(angle);
} else {
angle = 360 - angle;
}
return angle;
};
// Mail angle
var getMailAngle = function() {
var currPos = $mail.position();
var endPos = $end.position();
return getAngle(currPos.left, currPos.top, endPos.left, endPos.top);
};
// Animate
$mail.animate({top: endPos.top, left: endPos.left}, {
specialEasing: {left: "easeInSine", top: "linear"},
// Executed each "animation" frame, so we rotate here.
step: function() {
var angle = getMailAngle();
$(this).css('transform', 'rotate(' + angle + 'deg'));
}
});
But the code above is not correct, the angle doesn't face up when started / ended, I have very little experience with geometry math, so I really appreciate help for the rotating calculations.

First off, you need to use an easing animation that starts and ends with the same "angle". If you look at the different easing options, swing, easeInOutQuad and easeInOutSine are some of the valid options.
To calculate an approximation of the angle, you can look at the mail icon's current position and its next position (in the next animation frame). To get a good approximation you need to "manually" calculate the current and next position using the easing function. This also means you need to control the animation manually.
Here's a code snippet, and you can also see it on JSFiddle.
// Init dom elements
var $start = $('#start');
var $end = $('#end');
var $mail = $('#mail');
// Get position coordinates
var startPos = $start.offset();
var endPos = $end.offset();
// Angle calculation
var getAngle = function(currX, currY, endX, endY) {
var angle = Math.atan2(currX - endX, currY - endY) * (180 / Math.PI);
if (angle < 0) {
angle = Math.abs(angle);
} else {
angle = 360 - angle;
}
return angle;
};
// Animate
var maxframe = 1000;
$({frame: 0}).animate({frame: maxframe}, {
easing: "linear",
duration: 1000,
// Executed each "animation" frame, so we rotate here.
step: function() {
var easing = $.easing.easeInOutQuad;
var left = easing(0, this.frame, startPos.left, endPos.left - startPos.left, maxframe);
var leftNext = easing(0, this.frame+1, startPos.left, endPos.left - startPos.left, maxframe);
var top = startPos.top + (endPos.top - startPos.top) * this.frame / maxframe;
var topNext = startPos.top + (endPos.top - startPos.top) * (this.frame + 1) / maxframe;
var angle = getAngle(left, top, leftNext, topNext);
$mail.offset({left: left, top: top});
$mail.css('transform', 'rotate(' + angle + 'deg)');
},
// Set the final position
complete: function() {
$mail.offset($end.offset());
$mail.css('transform', '');
}
});

Related

zoom changes slider behavior css/javascript

I have created a circle slider using JavaScript, and I need it to act right if it gets zoomed in or out.
My issue is when the circle slider gets zoomed in eg. (zoom: 0.5) , the mouse event listener for the slider will not act probably.
This issue only happen if I set the the zoom property to less or bigger than 1 .
You can try and see the differences: https://jsfiddle.net/mqgfxkjf/8/
Change:
<div style="zoom: 1.0">
To:
<div style="zoom: 0.5">
And you will find that it's not acting right while moving the slider to all-directions.
Tested on Chrome
You have to scale the mouse position accordingly to the zoom value.
Let's say you have set zoom value to 0.5, you will have to scale the mouse position (x and y) with the same value. So in order to fix this exact problem, you can do something as simple as just dividing by the scale value: var mPos = {x: (e.clientX / 0.5) - elPos.x, y: (e.clientY / 0.5) - elPos.y };.
I highly suggest that you let the script handle the scale / zoom value so that you can set it as a variable in your script. I.e. something like this:
(function () {
var scaleValue = 0.5;
addZoom(scaleValue);
var $container = $('#container');
var $slider = $('#slider');
var sliderW2 = $slider.width()/2;
var sliderH2 = $slider.height()/2;
var radius = 200;
var deg = 0;
var elP = $('#container').offset();
var elPos = { x: elP.left, y: elP.top};
var X = 0, Y = 0;
var mdown = false;
$('#container')
.mousedown(function (e) { mdown = true; })
.mouseup(function (e) { mdown = false; })
.mousemove(function (e) {
if (mdown) {
var mPos = {x: (e.clientX / scaleValue) - elPos.x, y: (e.clientY / scaleValue) - elPos.y };
var atan = Math.atan2(mPos.x-radius, mPos.y-radius);
deg = -atan/(Math.PI/180) + 180; // final (0-360 positive) degrees from mouse position
X = Math.round(radius* Math.sin(deg*Math.PI/180));
Y = Math.round(radius* -Math.cos(deg*Math.PI/180));
$slider.css({ left: X+radius-sliderW2, top: Y+radius-sliderH2 });
// AND FINALLY apply exact degrees to ball rotation
$slider.css({ WebkitTransform: 'rotate(' + deg + 'deg)'});
$slider.css({ '-moz-transform': 'rotate(' + deg + 'deg)'});
//
// PRINT DEGREES
$('#value').html('angle deg= '+deg);
}
});
})();
function addZoom(scaleValue) {
$('#zoom-container').css('zoom', scaleValue);
}
Fiddle:
https://jsfiddle.net/mqgfxkjf/10/

Rotate element to click position

I have a project with a circle that, when clicked, rotates to a predefined position. It is almost there, but the last requirement is that it always rotates clockwise to the marker. I just can't seem to figure out how to get the right value so that when i set css transform:rotate(Xdeg), it will always go clockwise. Keeping the angle between 0 and 360 would also be a plus for another piece of this, but not necessary.
See this fiddle, javascript below as well Rotation
$(function () {
$('body').on('click', '#graph1', function (e) {
console.log('********************');
//get mouse position relative to div and center of div for polar origin
var pos = getMousePosAndCenter(e, 'graph1');
//get the current degrees of rotation from the css
var currentRotationDegrees = getCSSRotation('#graph1');
console.log('CSS Rotation Value: ' + currentRotationDegrees);
//current rotation in radians
var currentRotationRadians = radians(currentRotationDegrees);
//radians where clicked
var clickRadiansFromZero = Math.atan2(pos.y - pos.originY, pos.x - pos.originX);
//degrees the click is offset from 0 origin
var offsetDegrees = degrees(clickRadiansFromZero);
//how many degrees to rotate in css to put the mouse click at 0
var degreesToZero;
if (offsetDegrees >= 0)
degreesToZero = currentRotationDegrees - Math.abs(offsetDegrees);
else
degreesToZero = currentRotationDegrees + Math.abs(offsetDegrees);
console.log("Degrees to Zero: " + degreesToZero);
//distance in pixels from origin
var distance = calculateDistance(pos.originX, pos.originY, pos.x, pos.y);
console.log("Distance From Origin(px): " + distance);
$('#graph1').css('transform','rotate(' + degreesToZero + 'deg)')
});
});
function getMousePosAndCenter(e, id) {
var rect = document.getElementById(id).getBoundingClientRect();
return {
x: (((e.clientX - rect.left) / rect.width) * rect.width) + 0.5 << 0,
y: (((e.clientY - rect.top) / rect.height) * rect.height) + 0.5 << 0,
originY: (rect.height / 2),
originX: (rect.width / 2)
};
}
function radians(degrees) {
return degrees * Math.PI / 180;
};
function degrees(radians) {
return radians * 180 / Math.PI;
};
function calculateDistance(originX, originY, mouseX, mouseY) {
return Math.floor(Math.sqrt(Math.pow(mouseX - originX, 2) + Math.pow(mouseY - originY, 2)));
}
function getCSSRotation(id) {
var matrix = $(id).css('transform');
var values = matrix.split('(')[1],
values = values.split(')')[0],
values = values.split(',');
var a = values[0];
var b = values[1];
var c = values[2];
var d = values[3];
var cssRotation = degrees(Math.atan2(b, a));
return cssRotation;
}
Think out of the box:
We can CSS3 rotate an element with transform to i.e: 720° ...
it will make 2 clockwise turns. (OK, in our UI it can only do max a 359 turn but let's follow the math)
If we than animate it to 810°... it just means that it'll do a 90° clockwise move!
So all we need to do is always increase a degree variable to insanity!
HEY! If at some point you want to keep track of the current normalized 0-360 degree...
you can always retrieve that value doing ourCurrentInsanelyHighDegree % 360 = UIdegrees
Here's a jsBin demo
and this is all the JS you need.
function getCSSRotation( $el ) {
var matrix = $el.css('transform'),
v = matrix.split('(')[1].split(')')[0].split(','),
rds = Math.atan2(v[1], v[0]);
return rds*180/Math.PI <<0; // Degrees
}
var $EL = $("#graph1"),
w = $EL.width(),
r = w/2, // Radius
x = parseInt($EL.css("left"), 10),
y = parseInt($EL.css("top"), 10),
d = getCSSRotation( $EL ); // Initial degree (ONLY ONCE!)
$EL.on("click", function(e){
var mx = e.clientX-x-r, // Click coord X
my = e.clientY-y-r, // Click coord Y
rds = Math.atan2(-my, -mx), // Radians
md = (rds*180/Math.PI<<0) + 180; // Mouse Degrees
d += (360-md); // always increment to insanity!!
$(this).css({transform:"rotate("+ d +"deg)"});
});
#graph1 {
position:absolute;
top:10px; left:30px;
width:200px; height:200px;
background:url(//placehold.it/200x200&text=IMAGE);
transition:transform 2s ease;
transform:rotate(30deg);
transform-origin:50% 50%;
border-radius:50%;
}
#marker {
position: absolute;
top:110px;
left:230px;
border-top:1px solid black;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="graph1"></div>
<div id="marker">Wherever you click, it rotates to here</div>
UPDATE:
Figuring it would be easy to do, I found it a little harder than I thought. The other answer with jQuery.animate works, but animate doesn't have the fluid framerate that css animation does (it runs on the GPU).
Here's a modified fiddle with a CSS solution: http://jsfiddle.net/2g17cjuL/2/
Keeping the angle between 0 and 360 would also be a plus
You cannot keep going forward (ie rotating by a positive number) and keep the rotation positive, however, in my fiddle offsetDegrees (the number of degrees additional rotated), or the remainder of totalDegreesdivided by 360 should give you what you need to use elsewhere.
Requrement: That it always rotates clockwise.
One thing: If you use CSS transitions, it'll calculate the shortest route for you. You want a bit more control over rotational direction, so I commented out the transition:transform 1s ease; in your CSS because we'll control this manually.
JAVASCRIPT
I borrowed this JQuery function and modified it so we can feed it a starting angle, and ending angle and it'll animate #graph1 for us. (Read the link to change duration, easing, and to use the complete callback)
$.fn.animateRotate = function(angle, start, duration, easing, complete) {
var args = $.speed(duration, easing, complete);
var step = args.step;
return this.each(function(i, e) {
args.complete = $.proxy(args.complete, e);
args.step = function(now) {
$.style(e, 'transform', 'rotate(' + now + 'deg)');
if (step) return step.apply(e, arguments);
};
$({deg: start}).animate({deg: angle}, args);
});
};
I also modified your JQuery so it won't rotate counter-clockwise: when currentRotationDegrees is greater than degreesToZero, it'll subtract 360, and then use this new value as the starting position for `animateRotate().
if(currentRotationDegrees > degreesToZero){
currentRotationDegrees -= 360;
}
$('#graph1').animateRotate(degreesToZero, currentRotationDegrees);
Here it is in action.
http://jsfiddle.net/q4nad31t/1/

Linear movement between two points that constantly move position

I currently have an issue with my code (written in Javascript); I have arrays objects that keep filling as the time goes. An example of an object:
monster.push({
range: 200,
attackSpeed: 500,
lastFire: 100,
id: 'ogre',
speed : 50,
pos:[canvas.width*Math.random(), canvas.height*Math.random()],
sprite: new Sprite('images/sheet_characters.png',[508,224],64,64],6,[0])
and
hero={
attackSpeed: 200,
lastGetHit: Date.now(),
lastFire: Date.now(),
health : 100,
speed: 256, //pixel/second
pos:[canvas.width/2,canvas.height/2],
sprite: new Sprite('images/sheet_characters.png',[256,0],[32,32],8,[0]) };
The position field of the objects change quite often and I want to add a function that determines the slope between the monster and the hero (we want the monster to fire at the hero) and then the attack should follow a linear movement.
What I currently have
for(var i=0; i<monster.length; i++){
var mob = monster[i];
mob.sprite.update(delta); //animatie
var newPos = moveTowards(mob, hero, delta);
mob.pos[0] = newPos[0]
mob.pos[1] = newPos[1]
if(checkBounds(mob.pos,mob.sprite.size)){
monster.splice(i,1);
}
mobAttacks(mob);
var attack = enemyAttacks[i]; //atacks updaten
attack.sprite.update(delta);
attack.pos[0] = attack.speed * Math.cos(attack.direction)));
attack.pos[1] = attack.speed * Math.sin(attack.direction)));
if(checkBounds(attack.pos,attack.sprite.sieze)){
enemyAttacks.splice(i,1);
}
}
In this for-loop I can access the position of the monster that fires and also the hero position as it is a global variable. Now the function to attack is :
function mobAttacks(object)
{
var distance = Math.sqrt(Math.pow((hero.pos[0]-object.pos[0]),2) + Math.pow((hero.pos[1]-object.pos[1]),2));
if( Date.now() - object.lastFire > object.attackSpeed && object.range >= distance)
{
deltaY = hero.pos[1] - object.pos[1];
deltaX = hero.pos[0] - object.pos[0];
var direction = Math.atan(deltaY/deltaX);
enemyAttacks.push({
pos:[(object.pos[0]+object.sprite.size[0]/2), (object.pos[1]+object.sprite.size[1]/2)],
direction: direction,
speed: 128, //pixel/s
sprite: new Sprite('images/sheet_objects.png', [231,3],[24,24],6,[0])
});
object.lastFire = Date.now();
}
}
The angle between both objects is calculated and I make a new object (the attack) with the start position of the monster.
The result is quite odd:
The slope is off, so is the Y position of the boulder. Also when the hero is on the left side of the monster, there is no boulder to be spotted.
After some hours of tinkering with the code I came to the conclusion that I couldn't solve my current problem.
EDIT:
attack.pos[0] += attack.speed * Math.cos(attack.direction)*delta;
attack.pos[1] += attack.speed * Math.sin(attack.direction)*delta;
Solved the issue that the boulders are no longer cast from a random position.
Now the angle is a not going negative when I'm in the 2nd or 3rd kwadrant (position left when viewed from the monster perspective)
Get all the trig out of your code, it's unnecessary. Let
deltaX = hero.pos[0] - object.pos[0];
deltaY = hero.pos[1] - object.pos[1];
then
distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
deltaX /= distance;
deltaY /= distance;
will make <deltaX,deltaY> a normalized vector (one with a length of 1).
Then you can update the position of the attack for delta time using simply:
attack.pos[0] += attack.speed * attack.deltaX * delta;
attack.pos[1] += attack.speed * attack.deltaY * delta;
If you don't have any use for the speed and direction separately, you can also pre-multiply speed into deltaX and deltaY when you initialize the attack, meaning that the update becomes only
attack.pos[0] += attack.deltaX * delta;
attack.pos[1] += attack.deltaY * delta;
which is nice and simple.

jQuery image rotation to follow angle of sine wave

SOLVED -
I am trying to animate an image to rotate following the angle of a sine wave - the sine wave is created using the jQuery.path plugin.
The problem is with getting a smooth rotation.
I am currently using the jQuery rotate plugin for the rotation, which - as it currently stands - is not creating a smooth rotation.
See http://hellosmithers.com/GNU/STALLMANQUEST.html for JavaScript and jQuery.
The script is relatively heavily commented.
Currently the rotation just repeats and takes a certain amount of time to complete - this means it will not work for all screen sizes as the sine wave takes longer to complete the wider the screen.
function mRot() { // image rotation - it goes from rA[0] (-8 degrees) to rA[1] (8 degrees) then swaps the values
// flip the values in rA - making the rotation oposite each iteration of this funciton
rA[1] = [rA[0], rA[0] = rA[1]][0];
$("#rmat").rotate({
duration: 1700,
angle: rA[0],
animateTo: rA[1],
callback: mRot
}); // I would like to remove this function - instead tying the rotation into the sine wave function somehow
}
The sine wave is created as follows:
SineWave = function() { // create the sine wave - as per https://github.com/weepy/jquery.path
this.css = function(p) {
s = Math.sin(p * 12);
x = winWidth - p * (winWidth + 250);
y = s * 40 + (winHeight - 440);
return {top: y + "px", left: x + "px"};
}
}
Thanks
I figured it out - the angle is derived from p, I've used (p * 12) -
SineWave = function() {
this.css = function(p) {
rA[0] = p * 12; // get the angle
s = Math.sin(p * 12);
x = winWidth - p * (winWidth + 250);
y = s * 40 + (winHeight - 440);
return {top: y + "px", left: x + "px"};
}
}
The function mRot uses rA -
function mRot() {
rA[0] = prA[1]; // rA[0] will always be the previous rA[1]
if (prA[1] < 0) rA[1] = Math.abs(rA[1]); // if the previous rA[1] is a negative number, make the current rA positive.
else rA[1] = -(rA[1]); // otherwise make it negative
prA = rA;
$("#rmat").rotate({
duration: 1500,
angle: rA[0],
animateTo: rA[1],
callback: mRot
});
}
Making sure to declare the array variables -
rA = new Array (-8, 8);
prA = rA[1] = [rA[0], rA[0] = rA[1]][0];
If you want to see the full code - visit http://hellosmithers.com/GNU/STALLMANQUEST.html

Grass like smoothing animation on beziercurve?

This is what I am trying to achieve--GRASS Animation(Desired animation)
This is where the project is standing currently --My hair animation
This is a more structurised code of the above code --My hair animation(by markE)--markE`s code of hair animation
PROBLEM:--
I am able to give movements to hairs but animation should be more like wavy grass like freeflowing.Its not very smooth now.What can be done to make the hairs flow in more natural manner.
Please provide me with a small sample if possible!!!
<canvas id="myCanvas" width="500" height="500" style="background-color: antiquewhite" ></canvas>
JAVASCRIPT
//mouse position
var x2=0;
var y2=0;
window.addEventListener("mousemove",function(){moving(event);init()},false)
//these variables define the bend in our bezier curve
var bend9=0;
var bend8=0;
var bend7=0;
var bend6=0;
var bend5=0;
var bend4=0;
var bend3=0;
var bend2=0;
var bend1=0;
//function to get the mouse cordinates
function moving(event) {
bend_value();//this function is defined below
try
{
x2 = event.touches[0].pageX;
y2 = event.touches[0].pageY;
}
catch (error)
{
try
{
x2 = event.clientX;
y2 = event.clientY;
}
catch (e)
{
}
}
try
{
event.preventDefault();
}
catch (e)
{
}
if(between(y2,204,237) && between(x2,115,272))
{
console.log("Xmove="+x2,"Ymove="+y2)
}
}
//function for declaring range of bezier curve
function between(val, min, max)
{
return val >= min && val <= max;
}
(function() {
hair = function() {
return this;
};
hair.prototype={
draw_hair:function(a,b,c,d,e,f,g,h){
var sx =136+a;//start position of curve.used in moveTo(sx,sy)
var sy =235+b;
var cp1x=136+c;//control point 1
var cp1y=222+d;
var cp2x=136+e;//control point 2
var cp2y=222+f;
var endx=136+g;//end points
var endy=210+h;
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
// context.clearRect(0, 0,500,500);
context.strokeStyle="grey";
context.lineWidth="8";
context.beginPath();
context.moveTo(sx,sy);
context.bezierCurveTo(cp1x,cp1y,cp2x,cp2y,endx,endy);
context.lineCap = 'round';
context.stroke();
// context.restore();
// context.save();
}
};
})();
//this function provides and calculate the bend on mousemove
function bend_value(){
var ref1=135;//this is ref point for hair or curve no 1
var ref2=150;//hair no 2 and so on
var ref3=165;
var ref4=180;
var ref5=195;
var ref6=210;
var ref7=225;
var ref8=240;
var ref9=255;
if(between(x2,115,270) && between(y2,205,236))
{
if(x2>=135 && x2<=145){bend1=(x2-ref1)*(2.2);}
if(x2<=135 && x2>=125){bend1=(x2-ref1)*(2.2);}
if(x2>=150 && x2<=160){bend2=(x2-ref2)*(2.2);}
if(x2<=150 && x2>=140){bend2=(x2-ref2)*(2.2);}
if(x2>=165 && x2<=175){bend3=(x2-ref3)*(2.2);}
if(x2<=165 && x2>=155){bend3=(x2-ref3)*(2.2);}
if(x2>=180 && x2<=190){bend4=(x2-ref4)*(2.2);}
if(x2<=180 && x2>=170){bend4=(x2-ref4)*(2.2);}
if(x2>=195 && x2<=205){bend5=(x2-ref5)*(2.2);}
if(x2<=195 && x2>=185){bend5=(x2-ref5)*(2.2);}
if(x2>=210 && x2<=220){bend6=(x2-ref6)*(2.2);}
if(x2<=210 && x2>=200){bend6=(x2-ref6)*(2.2);}
if(x2>=225 && x2<=235){bend7=(x2-ref7)*(2.2);}
if(x2<=225 && x2>=215){bend7=(x2-ref7)*(2.2);}
if(x2>=240 && x2<=250){bend8=(x2-ref8)*(2.2);}
if(x2<=240 && x2>=230){bend8=(x2-ref8)*(2.2);}
if(x2>=255 && x2<=265){bend9=(x2-ref9)*(2.2);}
if(x2<=255 && x2>=245){bend9=(x2-ref9)*(2.2);}
}
}
function init(){//this function draws each hair/curve
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var clear=context.clearRect(0, 0,500,500);
var save=context.save();
// /* console.log("bend2="+bend2)
// console.log("bend3="+bend3)
// console.log("bend4="+bend4)
// console.log("bend5="+bend5)
// console.log("bend6="+bend6)
// console.log("bend7="+bend7)
// console.log("bend8="+bend8)
// console.log("bend9="+bend9)*/
hd1 = new hair();//hd1 stands for hair draw 1.this is an instance created for drawing hair no 1
clear;
hd1.draw_hair(0,0,0,0,0,0,0+bend1/2,0);//these parameters passed to function drawhair and bend is beint retrieved from function bend_value()
save;
hd2 = new hair();
clear;
hd2.draw_hair(15,0,15,0,15,0,15+bend2/2,0);
save;
hd3 = new hair();
clear;
hd3.draw_hair(30,0,30,0,30,0,30+bend3/2,0);
save;
hd4 = new hair();
clear;
hd4.draw_hair(45,0,45,0,45,0,45+bend4/2,0);
save;
hd5 = new hair();
clear;
hd5.draw_hair(60,0,60,0,60,0,60+bend5/2,0);
save;
}
window.onload = function() {
init();
disableSelection(document.body)
}
function disableSelection(target){
if (typeof target.onselectstart!="undefined") //IE
target.onselectstart=function(){return false}
else if (typeof target.style.MozUserSelect!="undefined") //Firefox
target.style.MozUserSelect="none"
else //All other ie: Opera
target.onmousedown=function(){return false}
target.style.cursor = "default"
}
Update: I'm currently adjusting the code to produce the requested result and commenting it.
(function() { // The code is encapsulated in a self invoking function to isolate the scope
"use strict";
// The following lines creates shortcuts to the constructors of the Box2D types used
var B2Vec2 = Box2D.Common.Math.b2Vec2,
B2BodyDef = Box2D.Dynamics.b2BodyDef,
B2Body = Box2D.Dynamics.b2Body,
B2FixtureDef = Box2D.Dynamics.b2FixtureDef,
B2Fixture = Box2D.Dynamics.b2Fixture,
B2World = Box2D.Dynamics.b2World,
B2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape,
B2RevoluteJoint = Box2D.Dynamics.Joints.b2RevoluteJoint,
B2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef;
// This makes sure that there is a method to request a callback to update the graphics for next frame
window.requestAnimationFrame =
window.requestAnimationFrame || // According to the standard
window.mozRequestAnimationFrame || // For mozilla
window.webkitRequestAnimationFrame || // For webkit
window.msRequestAnimationFrame || // For ie
function (f) { window.setTimeout(function () { f(Date.now()); }, 1000/60); }; // If everthing else fails
var world = new B2World(new B2Vec2(0, -10), true), // Create a world with gravity
physicalObjects = [], // Maintain a list of the simulated objects
windInput = 0, // The input for the wind in the current frame
wind = 0, // The current wind (smoothing the input values + randomness)
STRAW_COUNT = 10, // Number of straws
GRASS_RESET_SPEED = 2, // How quick should the straw reset to its target angle
POWER_MOUSE_WIND = 120, // How much does the mouse affect the wind
POWER_RANDOM_WIND = 180; // How much does the randomness affect the wind
// GrassPart is a prototype for a piece of a straw. It has the following properties
// position: the position of the piece
// density: the density of the piece
// target: the target angle of the piece
// statik: a boolean stating if the piece is static (i.e. does not move)
function GrassPart(position, density, target, statik) {
this.width = 0.05;
this.height = 0.5;
this.target = target;
// To create a physical body in Box2D you have to setup a body definition
// and create at least one fixture.
var bdef = new B2BodyDef(), fdef = new B2FixtureDef();
// In this example we specify if the body is static or not (the grass roots
// has to be static to keep the straw in its position), and its original
// position.
bdef.type = statik? B2Body.b2_staticBody : B2Body.b2_dynamicBody;
bdef.position.SetV(position);
// The fixture of the piece is a box with a given density. The negative group index
// makes sure that the straws does not collide.
fdef.shape = new B2PolygonShape();
fdef.shape.SetAsBox(this.width/2, this.height/2);
fdef.density = density;
fdef.filter.groupIndex = -1;
// The body and fixture is created and added to the world
this.body = world.CreateBody(bdef);
this.body.CreateFixture(fdef);
}
// This method is called for every frame of animation. It strives to reset the original
// angle of the straw (the joint). The time parameter is unused here but contains the
// current time.
GrassPart.prototype.update = function (time) {
if (this.joint) {
this.joint.SetMotorSpeed(GRASS_RESET_SPEED*(this.target - this.joint.GetJointAngle()));
}
};
// The link method is used to link the pieces of the straw together using a joint
// other: the piece to link to
// torque: the strength of the joint (stiffness)
GrassPart.prototype.link = function(other, torque) {
// This is all Box2D specific. Look it up in the manual.
var jdef = new B2RevoluteJointDef();
var p = this.body.GetWorldPoint(new B2Vec2(0, 0.5)); // Get the world coordinates of where the joint
jdef.Initialize(this.body, other.body, p);
jdef.maxMotorTorque = torque;
jdef.motorSpeed = 0;
jdef.enableMotor = true;
// Add the joint to the world
this.joint = world.CreateJoint(jdef);
};
// A prototype for a straw of grass
// position: the position of the bottom of the root of the straw
function Grass(position) {
var pos = new B2Vec2(position.x, position.y);
var angle = 1.2*Math.random() - 0.6; // Randomize the target angle
// Create three pieces, the static root and to more, and place them in line.
// The second parameter is the stiffness of the joints. It controls how the straw bends.
// The third is the target angle and different angles are specified for the pieces.
this.g1 = new GrassPart(pos, 1, angle/4, true); // This is the static root
pos.Add(new B2Vec2(0, 1));
this.g2 = new GrassPart(pos, 0.75, angle);
pos.Add(new B2Vec2(0, 1));
this.g3 = new GrassPart(pos, 0.5);
// Link the pieces into a straw
this.g1.link(this.g2, 20);
this.g2.link(this.g3, 3);
// Add the pieces to the list of simulate objects
physicalObjects.push(this.g1);
physicalObjects.push(this.g2);
physicalObjects.push(this.g3);
}
Grass.prototype.draw = function (context) {
var p = new B2Vec2(0, 0.5);
var p1 = this.g1.body.GetWorldPoint(p);
var p2 = this.g2.body.GetWorldPoint(p);
var p3 = this.g3.body.GetWorldPoint(p);
context.strokeStyle = 'grey';
context.lineWidth = 0.4;
context.lineCap = 'round';
context.beginPath();
context.moveTo(p1.x, p1.y);
context.quadraticCurveTo(p2.x, p2.y, p3.x, p3.y);
context.stroke();
};
var lastX, grass = [], context = document.getElementById('canvas').getContext('2d');
function updateGraphics(time) {
window.requestAnimationFrame(updateGraphics);
wind = 0.95*wind + 0.05*(POWER_MOUSE_WIND*windInput + POWER_RANDOM_WIND*Math.random() - POWER_RANDOM_WIND/2);
windInput = 0;
world.SetGravity(new B2Vec2(wind, -10));
physicalObjects.forEach(function(obj) { if (obj.update) obj.update(time); });
world.Step(1/60, 8, 3);
world.ClearForces();
context.clearRect(0, 0, context.canvas.width, context.canvas.height);
context.save();
context.translate(context.canvas.width/2, context.canvas.height/2);
context.scale(context.canvas.width/20, -context.canvas.width/20);
grass.forEach(function (o) { o.draw(context); });
context.restore();
}
document.getElementsByTagName('body')[0].addEventListener("mousemove", function (e) {
windInput = Math.abs(lastX - e.x) < 200? 0.2*(e.x - lastX) : 0;
lastX = e.x;
});
var W = 8;
for (var i = 0; i < STRAW_COUNT; i++) {
grass.push(new Grass(new B2Vec2(W*(i/(STRAW_COUNT-1))-W/2, -1)));
}
window.requestAnimationFrame(updateGraphics);
})();
Waving grass algorithm
UPDATE
I made a reduced update to better meet what I believe is your requirements. To use mouse you just calculate the angle between the mouse point and the strain root and use that for new angle in the update.
I have incorporated a simple mouse-move sensitive approach which makes the strains "point" towards the mouse, but you can add random angles to this as deltas and so forth. Everything you need is as said in the code - adjust as needed.
New fiddle (based on previous with a few modifications):
http://jsfiddle.net/AbdiasSoftware/yEwGc/
Image showing 150 strains being simulated.
Grass simulation demo:
http://jsfiddle.net/AbdiasSoftware/5z89V/
This will generate a nice realistic looking grass field. The demo has 70 grass rendered (works best in Chrome or just lower the number for Firefox).
The code is rather simple. It consists of a main object (grassObj) which contains its geometry as well as functions to calculate the angles, segments, movements and so forth. I'll show this in detail below.
First some inits that are accessed globally by the functions:
var numOfGrass = 70, /// number of grass strains
grass,
/// get canvas context
ctx = canvas.getContext('2d'),
w = canvas.width,
h = canvas.height,
/// we use an animated image for the background
/// The image also clears the canvas for each loop call
/// I rendered the clouds in a 3D software.
img = document.createElement('img'),
ix = 0, /// background image position
iw = -1; /// used for with and initial for flag
/// load background image, use it whenever it's ready
img.onload = function() {iw = this.width}
img.src = 'http://i.imgur.com/zzjtzG7.jpg';
The heart - grassObj
The main object as mentioned above is the grassObj:
function grassObj(x, y, seg1, seg2, maxAngle) {
/// exposed properties we need for rendering
this.x = x; /// bottom position of grass
this.y = y;
this.seg1 = seg1; /// segments of grass
this.seg2 = seg2;
this.gradient = getGradient(Math.random() * 50 + 50, 100 * Math.random() + 170);
this.currentAngle; ///current angle that will be rendered
/// internals used for calculating new angle, goal, difference and speed
var counter, /// counter between 0-1 for ease-in/out
delta, /// random steps in the direction goal rel. c.angle.
angle, /// current angle, does not change until goal is reached
diff, /// diff between goal and angle
goal = getAngle();
/// internal: returns an angel between 0 and maxAngle
function getAngle() {
return maxAngle * Math.random();
}
/// ease in-out function
function easeInOut(t) {
return t < 0.5 ? 4 * t * t * t : (t-1) * (2 * t - 2) * (2 * t - 2) + 1;
}
/// sets a new goal for grass to move to. Does the main calculations
function newGoal() {
angle = goal; /// set goal as new angle when reached
this.currentAngle = angle;
goal = getAngle(); /// get new goal
diff = goal - angle; /// calc diff
counter = 0; /// reset counter
delta = (4 * Math.random() + 1) / 100;
}
/// creates a gradient for this grass to increase realism
function getGradient(min, max) {
var g = ctx.createLinearGradient(0, 0, 0, h);
g.addColorStop(1, 'rgb(0,' + parseInt(min) + ', 0)');
g.addColorStop(0, 'rgb(0,' + parseInt(max) + ', 0)');
return g;
}
/// this is called from animation loop. Counts and keeps tracks of
/// current position and calls new goal when current goal is reached
this.update = function() {
/// count from 0 to 1 with random delta value
counter += delta;
/// if counter passes 1 then goal is reached -> get new goal
if (counter > 1) {
newGoal();
return;
}
/// ease in/out function
var t = easeInOut(counter);
/// update current angle for render
this.currentAngle = angle + t * diff;
}
/// init
newGoal();
return this;
}
Grass generator
We call makeGrass to generate grass at random positions, random heights and with random segments. The function is called with number of grass to render, width and height of canvas to fill and a variation variable in percent (0 - 1 float).
The single grass consist only of four points in total. The two middle points are spread about 1/3 and 2/3 of the total height with a little variation to break pattern. The points when rendered, are smoother using a cardinal spline with full tension to make the grass look smooth.
function makeGrass(numOfGrass, width, height, hVariation) {
/// setup variables
var x, y, seg1, seg2, angle,
hf = height * hVariation, /// get variation
i = 0,
grass = []; /// array to hold the grass
/// generate grass
for(; i < numOfGrass; i++) {
x = width * Math.random(); /// random x position
y = height - hf * Math.random(); /// random height
/// break grass into 3 segments with random variation
seg1 = y / 3 + y * hVariation * Math.random() * 0.1;
seg2 = (y / 3 * 2) + y * hVariation * Math.random() * 0.1;
grass.push(new grassObj(x, y, seg1, seg2, 15 * Math.random() + 50));
}
return grass;
}
Render
The render function just loops through the objects and updates the current geometry:
function renderGrass(ctx, grass) {
/// local vars for animation
var len = grass.length,
i = 0,
gr, pos, diff, pts, x, y;
/// renders background when loaded
if (iw > -1) {
ctx.drawImage(img, ix--, 0);
if (ix < -w) {
ctx.drawImage(img, ix + iw, 0);
}
if (ix <= -iw) ix = 0;
} else {
ctx.clearRect(0, 0, w, h);
}
/// loops through the grass object and renders current state
for(; gr = grass[i]; i++) {
x = gr.x;
y = gr.y;
ctx.beginPath();
/// calculates the end-point based on length and angle
/// Angle is limited [0, 60] which we add 225 deg. to get
/// it upwards. Alter 225 to make grass lean more to a side.
pos = lineToAngle(ctx, x, h, y, gr.currentAngle + 225);
/// diff between end point and root point
diff = (pos[0] - x)
pts = [];
/// starts at bottom, goes to top middle and then back
/// down with a slight offset to make the grass
pts.push(x); /// first couple at bottom
pts.push(h);
/// first segment 1/4 of the difference
pts.push(x + (diff / 4));
pts.push(h - gr.seg1);
/// second segment 2/3 of the difference
pts.push(x + (diff / 3 * 2));
pts.push(h - gr.seg2);
pts.push(pos[0]); /// top point
pts.push(pos[1]);
/// re-use previous data, but go backward down to root again
/// with a slight offset
pts.push(x + (diff / 3 * 2) + 10);
pts.push(h - gr.seg2);
pts.push(x + (diff / 4) + 12);
pts.push(h - gr.seg1 + 10);
pts.push(x + 15); /// end couple at bottom
pts.push(h);
/// smooth points (extended context function, see demo)
ctx.curve(pts, 0.8, 5);
ctx.closePath();
/// fill grass with its gradient
ctx.fillStyle = gr.gradient;
ctx.fill();
}
}
Animate
The main loop where we animate everything:
function animate() {
/// update each grass objects
for(var i = 0;i < grass.length; i++) grass[i].update();
/// render them
renderGrass(ctx, grass);
/// loop
requestAnimationFrame(animate);
}
And that's all there is to it for this version.
Darn! Late to the party...
But LOTS of neat answers here -- I'm upvoting all !
Anyway, here's my idea:
Here's code and a Fiddle: http://jsfiddle.net/m1erickson/MJjHz/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script src="http://code.jquery.com/jquery-1.9.1.js"></script>
<script src="http://code.jquery.com/ui/1.10.1/jquery-ui.js"></script>
<style>
body { font-family: arial; padding:15px; }
canvas { border: 1px solid red;}
input[type="text"]{width:35px;}
</style>
</head>
<body>
<p>Move mouse across hairs</p>
<canvas height="100" width="250" id="canvas"></canvas>
<script>
$(function() {
var canvas=document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var cHeight=canvas.height;
var showControls=false;
var lastMouseX=0;
// preset styling CONSTANTS
var SWAY=.55; // max endpoint sway from center
var C1Y=.40; // fixed Y of cp#1
var C2SWAY=.20 // max cp#2 sway from center
var C2Y=.75; // fixed Y of cp#2
var YY=20; // max height of ellipse at top of hair
var PIPERCENT=Math.PI/100;
var hairs=[];
// create hairs
var newHairX=40;
var hairCount=20;
for(var i=0;i<hairCount;i++){
var randomLength=50+parseInt(Math.random()*5);
addHair(newHairX+(i*8),randomLength);
}
function addHair(x,length){
hairs.push({
x:x,
length:length,
left:0,
right:0,
top:0,
s:{x:0,y:0},
c1:{x:0,y:0},
c2:{x:0,y:0},
e:{x:0,y:0},
isInMotion:false,
currentX:0
});
}
for(var i=0;i<hairs.length;i++){
var h=hairs[i];
setHairPointsFixed(h);
setHairPointsPct(h,50);
draw(h);
}
function setHairPointsFixed(h){
h.s.x = h.x;
h.s.y = cHeight;
h.c1.x = h.x;
h.c1.y = cHeight-h.length*C1Y;
h.c2.y = cHeight-h.length*C2Y;
h.top = cHeight-h.length;
h.left = h.x-h.length*SWAY;
h.right = h.x+h.length*SWAY;
}
function setHairPointsPct(h,pct){
// endpoint
var a=Math.PI+PIPERCENT*pct;
h.e.x = h.x - ((h.length*SWAY)*Math.cos(a));
h.e.y = h.top + (YY*Math.sin(a));
// controlpoint#2
h.c2.x = h.x + h.length*(C2SWAY*2*pct/100-C2SWAY);
}
//////////////////////////////
function handleMouseMove(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// draw this frame based on mouse moves
ctx.clearRect(0,0,canvas.width,canvas.height);
for(var i=0;i<hairs.length;i++){
hairMoves(hairs[i],mouseX,mouseY);
}
lastMouseX=mouseX;
}
$("#canvas").mousemove(function(e){handleMouseMove(e);});
function hairMoves(h,mouseX,mouseY){
// No hair movement if not touching hair
if(mouseY<cHeight-h.length-YY){
if(h.isInMotion){
h.isInMotion=false;
setHairPointsPct(h,50);
}
draw(h);
return;
}
// No hair movement if too deep in hair
if(mouseY>h.c1.y){
draw(h);
return;
}
//
var pct=50;
if(mouseX>=h.left && mouseX<=h.right){
if(h.isInMotion){
var pct=-(mouseX-h.right)/(h.right-h.left)*100;
setHairPointsPct(h,pct);
draw(h);
}else{
// if hair is at rest
// but mouse has just contacted hair
// set hair in motion
if( (lastMouseX<=h.x && mouseX>=h.x )
||(lastMouseX>=h.x && mouseX<=h.x )
){
h.isInMotion=true;
var pct=-(mouseX-h.right)/(h.right-h.left)*100;
}
setHairPointsPct(h,pct);
draw(h);
}
}else{
if(h.isInMotion){
h.isInMotion=false;
setHairPointsPct(h,50);
};
draw(h);
}
}
function dot(pt,color){
ctx.beginPath();
ctx.arc(pt.x,pt.y,5,0,Math.PI*2,false);
ctx.closePath();
ctx.fillStyle=color;
ctx.fill();
}
function draw(h){
ctx.beginPath();
ctx.moveTo(h.s.x,h.s.y);
ctx.bezierCurveTo(h.c1.x,h.c1.y,h.c2.x,h.c2.y,h.e.x,h.e.y);
ctx.strokeStyle="orange";
ctx.lineWidth=3;
ctx.stroke();
if(showControls){
dot(h.s,"green");
dot(h.c1,"red");
dot(h.c2,"blue");
dot(h.e,"purple");
ctx.beginPath();
ctx.rect(h.left,h.top-YY,(h.right-h.left),h.length*(1-C1Y)+YY)
ctx.lineWidth=1;
ctx.strokeStyle="lightgray";
ctx.stroke();
}
}
});
</script>
</body>
</html>
Here is a simple hair simulation that seems to be what you are looking for. The basic idea is to draw a bezier curve (in this case I use two curves to provide thickness for the hair). The curve will have a base, a bending point, and a tip. I set the bending point halfway up the hair. The tip of the hair will rotate about the axis of the base of the hair in response to mouse movement.
Place this code in a script tag below the canvas element declaration.
function Point(x, y) {
this.x = x;
this.y = y;
}
function Hair( ) {
this.height = 100; // hair height
this.baseWidth = 3; // hair base width.
this.thickness = 1.5; // hair thickness
this.points = {};
this.points.base1 = new Point(Math.random()*canvas.width, canvas.height);
// The point at which the hair will bend. I set it to the middle of the hair, but you can adjust this.
this.points.bendPoint1 = new Point(this.points.base1.x-this.thickness, this.points.base1.y - this.height / 2)
this.points.bendPoint2 = new Point(this.points.bendPoint1.x, this.points.bendPoint1.y-this.thickness); // complement of bendPoint1 - we use this because the hair has thickness
this.points.base2 = new Point(this.points.base1.x + this.baseWidth, this.points.base1.y) // complement of base1 - we use this because the hair has thickness
}
Hair.prototype.paint = function(mouseX, mouseY, direction) {
ctx.save();
// rotate the the tip of the hair
var tipRotationAngle = Math.atan(Math.abs(this.points.base1.y - mouseY)/Math.abs(this.points.base1.x - mouseX));
// if the mouse is on the other side of the hair, adjust the angle
if (mouseX < this.points.base1.x) {
tipRotationAngle = Math.PI - tipRotationAngle;
}
// if the mouse isn't close enough to the hair, it shouldn't affect the hair
if (mouseX < this.points.base1.x - this.height/2 || mouseX > this.points.base1.x + this.height/2 || mouseY < this.points.base1.y - this.height || mouseY > this.points.base1.y) {
tipRotationAngle = Math.PI/2; // 90 degrees, which means the hair is straight
}
// Use the direction of the mouse to as a lazy way to simulate the direction the hair should bend.
// Note that in real life, the direction that the hair should bend has nothing to do with the direction of motion. It actually depends on which side of the hair the force is being applied.
// Figuring out which side of the hair the force is being applied is a little tricky, so I took this shortcut.
// If you run your finger along a comb quickly, this approximation will work. However if you are in the middle of the comb and slowly change direction, you will notice that the force is still applied in the opposite direction of motion as you slowly back off the set of tines.
if ((mouseX < this.points.base1.x && direction == 'right') || (mouseX > this.points.base1.x && direction == 'left')) {
tipRotationAngle = Math.PI/2; // 90 degrees, which means the hair is straight
}
var tipPoint = new Point(this.points.base1.x + this.baseWidth + this.height*Math.cos(tipRotationAngle), this.points.base1.y - this.height*Math.sin(tipRotationAngle));
ctx.beginPath();
ctx.moveTo(this.points.base1.x, this.points.base1.y); // start at the base
ctx.bezierCurveTo(this.points.base1.x, this.points.base1.y, this.points.bendPoint1.x, this.points.bendPoint1.y, tipPoint.x, tipPoint.y); // draw a curve to the tip of the hair
ctx.bezierCurveTo(tipPoint.x, tipPoint.y, this.points.bendPoint2.x, this.points.bendPoint2.y, this.points.base2.x, this.points.base2.y); // draw a curve back down to the base using the complement points since the hair has thickness.
ctx.closePath(); // complete the path so we have a shape that we can fill with color
ctx.fillStyle='rgb(0,0,0)';
ctx.fill();
ctx.restore();
}
// I used global variables to keep the example simple, but it is generally best to avoid using global variables
window.canvas = document.getElementById('myCanvas');
window.ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgb(200,255,255)'; // background color
window.hair = [];
window.prevClientX = 0;
for (var i = 0; i < 100; i++) {
hair.push(new Hair());
}
// initial draw
ctx.fillRect(0,0,canvas.width,canvas.height); // clear canvas
for (var i = 0; i < hair.length; i++) {
hair[i].paint(0, 0, 'right');
}
window.onmousemove = function(e) {
ctx.fillRect(0,0,canvas.width,canvas.height); // clear canvas
for (var i = 0; i < hair.length; i++) {
hair[i].paint(e.clientX, e.clientY, e.clientX > window.prevClientX ? 'right' : 'left');
}
window.prevClientX = e.clientX;
}
Made this some time ago, might be useful to some people. Just adjust the variables at the beginning of the code with the values that fits your wishes:
...
Mheight = 1;
height = 33;
width = 17;
distance = 10;
randomness = 14;
angle = Math.PI / 2;
...
Also on http://lucasm0ta.github.io/JsGrass/

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