Weird shape when trying to rendering 3d rotating cube - javascript

I'm trying make render 3d rotating cube but cube has weird shape, I can't find the bug/glitch.
I'm following this tutorial on youtube.
I think I made something wrong on my code but everything seems good to me and I checked values on chrome debugging mode.
But when I following the tutorial I make some personal change but i'm sure this changes doesn't effect code working and make optimization on working.
Thanks.
const canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d');
const W = 600, H = 600;
const MODEL_MAX_X = 2, MODEL_MIN_X = -2, MODEL_MAX_Y = 2, MODEL_MIN_Y = -2, STEP = 0.5;
var points = [], triangles = [];
for (let x = -1; x <= 1; x += STEP)
for (let y = -1; y <= 1; y += STEP)
for (let z = -1; z <= 1; z += STEP)
points.push([x, y, z]);
for (let dimension = 0; dimension <= 2; ++dimension)
for (let side = -1; side <= 1; side += 2) {
var sidePoints = points.filter(point => point[dimension] == side).slice(0,3);
triangles.push([...sidePoints]);
}
function persvectiveProjection([x, y, z]) {
return [x / (z + 4), y / (z + 4)];
}
function project(point) {
const [x, y] = persvectiveProjection(point);
return [
W * (x - MODEL_MIN_X) / (MODEL_MAX_X - MODEL_MIN_X),
H * (1 - y - MODEL_MIN_Y) / (MODEL_MAX_Y - MODEL_MIN_Y)
];
}
ctx.lineWidth = 4;
ctx.strokeStyle = '#000';
function renderPoint(point) {
const [x, y] = project(point);
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + 1, y + 1);
ctx.stroke();
}
function renderTriangle (triangle) {
const projectedTriangle = triangle.map(project);
const [a, b, c] = projectedTriangle;
ctx.beginPath();
ctx.moveTo(a[0], a[1]);
ctx.lineTo(b[0], b[1]);
ctx.lineTo(c[0], c[1]);
ctx.lineTo(a[0], a[1]);
ctx.stroke();
}
function rotateY(point, theta) {
const [x, y, z] = point;
return [
Math.cos(theta) * x - Math.sin(theta) * z,
y,
Math.sin(theta) * x + Math.cos(theta) * z
]
}
function rotateX(point, theta) {
const [x, y, z] = point;
return [
x,
Math.cos(theta) * y - Math.sin(theta) * z,
Math.sin(theta) * y + Math.cos(theta) * z
]
}
var theta = 0;
var dtheta = 0.01;
function render() {
ctx.clearRect(0, 0, W, H);
theta += dtheta;
triangles.forEach(triangle => {
var rotatedTriangle = triangle.map(point => rotateX(rotateY(point, theta), 0.43 * theta));
renderTriangle(rotatedTriangle);
})
requestAnimationFrame(render);
}
render();

Related

How to create upload in each hexagon shape in canvas?

I create multi shape with canvas, but I want to upload a photo by clicking on each hexagon.
How to create with jquery?
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const a = 2 * Math.PI / 6;
const r = 50;
// 1st
x = r;
y = r;
drawHexagon(x, y);
// 2nd
x = x + r + r * Math.cos(a);
y = y + r * Math.sin(a);
drawHexagon(x, y);
// 3rd
x = x + r + r * Math.cos(a);
y = y - r * Math.sin(a);
drawHexagon(x, y);
// 4th
x = x + r + r * Math.cos(a);
y = y + r * Math.sin(a);
drawHexagon(x, y);
function drawHexagon(x, y) {
ctx.beginPath();
for (var i = 0; i < 6; i++) {
ctx.lineTo(x + r * Math.cos(a * i), y + r * Math.sin(a * i));
}
ctx.closePath();
ctx.stroke();
}
<canvas id="canvas" width="800" height="500" />
I'm going to answer the first part of your problem...
The comment from ggorlen is spot on, you have a complex situation, you must break it down into multiple questions and tackle each individually.
So how do we detect a mouse event over a particular shape in a canvas?
My recommendation use Path2D:
https://developer.mozilla.org/en-US/docs/Web/API/Path2D
It comes with a handy function isPointInPath to detect if a point is in or path:
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/isPointInPath
Sample code below, I'm using the mouse move event but you can use any other:
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
class Hexagon {
constructor(x, y, r, a) {
this.path = new Path2D()
for (var i = a; i < a+Math.PI*2; i+=Math.PI/3) {
this.path.lineTo(x + r * Math.cos(i), y + r * Math.sin(i));
}
}
draw(evt) {
ctx.beginPath()
var rect = canvas.getBoundingClientRect()
var x = evt.clientX - rect.left
var y = evt.clientY - rect.top
ctx.fillStyle = ctx.isPointInPath(this.path, x, y) ? "red" : "green"
ctx.fill(this.path)
}
}
shapes = []
shapes.push(new Hexagon( 50, 50, 40, 0))
shapes.push(new Hexagon(125, 90, 45, 0.5))
shapes.push(new Hexagon(200, 50, 30, 0.8))
shapes.push(new Hexagon(275, 90, 53, 4.1))
canvas.addEventListener("mousemove", function(evt) {
ctx.clearRect(0, 0, canvas.width, canvas.height)
shapes.forEach((s) => s.draw(evt))
}
)
shapes.forEach((s) => s.draw({ clientX: 0, clientY: 0 }))
<canvas id="canvas" width="400" height="180" />
I hardcoded your constants to keep this example as small as possible
Also my class Hexagon takes the radius and angle as parameters that way we can have different Hexagons see: constructor(x, y, r, a)

Can I control the blob function with mouseX and mouseY?

I'm a newbie with p5.js, but I want to create a blob that follows my cursor across the screen. I saw that you could do it with the mouseX and mouseY variables. Here is my code:
let kMax;
let step;
let n = 100; // number of blobs
let radius = -50; // diameter of the circle
let inter = 0.1; // difference between the sizes of two blobs
let maxNoise = 1100;
let lapse = 0; 10 // timer
let mouseX;
let mouseY;
let noiseProg = (x) => (x);
function setup() {
createCanvas(windowWidth, windowHeight);
//colorMode(HSB, 1);
angleMode(DEGREES);
noFill();
//noLoop();
kMax = random(0.6, 1.0);
step = 0.01;
noStroke();
mouseX
mouseY
}
function draw() {
blendMode(BLEND);
background(5,4,0);
blendMode(LIGHTEST);
let t = frameCount/100;
for (let i = n; i > 0; i--) {
let alpha = pow(1 - noiseProg(i / n), 3);
let size = radius + i * inter;
let k = kMax * sqrt(i/n);
let noisiness = maxNoise * noiseProg(i / n);
fill(142, 0, 255, alpha*255);
blob(size, width/2, height/2, k, t - i * step, noisiness, mouseX, mouseY, pmouseX, pmouseY);
fill (255,0,255, alpha*255);
blob(size, width/2, height/2, k, t - i * step + 1, noisiness, mouseX, mouseY, pmouseX, pmouseY);
fill (171, 126, 255, alpha*255);
blob(size, width/2, height/2, k, t - i * step + 2, noisiness, mouseX, mouseY, pmouseX, pmouseY);
//fill (03, 25, 250, alpha*255); aqua blue
//blob(size, width/2, height/2, k, t - i * step + 1, noisiness);
// fill(150, 0, 255, alpha*255);
// blob(size, width/2, height/2, k, t - i * step + 2, noisiness);
}
}
function blob(size, xCenter, yCenter, k, t, noisiness) {
beginShape();
let angleStep = 360 / 12;
for (let theta = 0; theta <= 360 + 14 * angleStep; theta += angleStep) {
let r1, r2;
/*
if (theta < PI / 2) {
r1 = cos(theta);
r2 = 1;
} else if (theta < PI) {
r1 = 0;
r2 = sin(theta);
} else if (theta < 3 * PI / 2) {
r1 = sin(theta);
r2 = 0;
} else {
r1 = 1;
r2 = cos(theta);
}
*/
r1 = cos(theta)+1;
r2 = sin(theta)+1;
let r = size + noise(k * r1, k * r2, t) * noisiness;
let x = xCenter + r * cos(theta);
let y = yCenter + r * sin(theta);
curveVertex(x, y);
}
endShape();
}
I've been trying different options, but currently, it is not working, and I cannot figuring why. When I try with the ellipse function it seems to work ok. Can you help me? :(

Dynamic Wavy Path/Border

There is something I need to build, but my math ability is not up to par. What I am looking to build is something like this demo, but I need it to be a hybrid of a circle and polygon instead of a line, so to speak. The black line should be dynamic and randomly generated that basically acts as a border on the page.
Currently, I am dissecting this answer with the aim of hopefully being able to transpose it into this, but I am having massive doubts that I will be able to figure this out.
Any idea how to do this or can anybody explain the mathematics?
Below are my notes about the code from the answer I linked above.
var
cw = cvs.width = window.innerWidth,
ch = cvs.height = window.innerHeight,
cx = cw / 2,
cy = ch / 2,
xs = Array(),
ys = Array(),
npts = 20,
amplitude = 87, // can be val from 1 to 100
frequency = -2, // can be val from -10 to 1 in steps of 0.1
ctx.lineWidth = 4
// creates array of coordinates that
// divides page into regular portions
// creates array of weights
for (var i = 0; i < npts; i++) {
xs[i] = (cw/npts)*i
ys[i] = 2.0*(Math.random()-0.5)*amplitude
}
function Draw() {
ctx.clearRect(0, 0, cw, ch);
ctx.beginPath();
for (let x = 0; x < cw; x++) {
y = 0.0
wsum = 0.0
for (let i = -5; i <= 5; i++) {
xx = x; // 0 / 1 / 2 / to value of screen width
// creates sequential sets from [-5 to 5] to [15 to 25]
ii = Math.round(x/xs[1]) + i
// `xx` is a sliding range with the total value equal to client width
// keeps `ii` within range of 0 to 20
if (ii < 0) {
xx += cw
ii += npts
}
if (ii >= npts){
xx -= cw
ii -= npts
}
// selects eleven sequential array items
// which are portions of the screen width and height
// to create staggered inclines in increments of those portions
w = Math.abs(xs[ii] - xx)
// creates irregular arcs
// based on the inclining values
w = Math.pow(w, frequency)
// also creates irregular arcs therefrom
y += w*ys[ii];
// creates sets of inclining values
wsum += w;
}
// provides a relative position or weight
// for each y-coordinate in the total path
y /= wsum;
//y = Math.sin(x * frequency) * amplitude;
ctx.lineTo(x, y+cy);
}
ctx.stroke();
}
Draw();
This is my answer. Please read the comments in the code. I hope this is what you need.
// initiate the canvas
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
let cw = (canvas.width = 600),
cx = cw / 2;
let ch = (canvas.height = 400),
cy = ch / 2;
ctx.fillStyle = "white"
// define the corners of an rectangle
let corners = [[100, 100], [500, 100], [500, 300], [100, 300]];
let amplitud = 20;// oscilation amplitude
let speed = 0.01;// the speed of the oscilation
let points = []; // an array of points to draw the curve
class Point {
constructor(x, y, hv) {
// the point is oscilating around this point (cx,cy)
this.cx = x;
this.cy = y;
// the current angle of oscilation
this.a = Math.random() * 2 * Math.PI;
this.hv = hv;// a variable to know if the oscilation is horizontal or vertical
this.update();
}
// a function to update the value of the angle
update() {
this.a += speed;
if (this.hv == 0) {
this.x = this.cx;
this.y = this.cy + amplitud * Math.cos(this.a);
} else {
this.x = this.cx + amplitud * Math.cos(this.a);
this.y = this.cy;
}
}
}
// a function to divide a line that goes from a to b in n segments
// I'm using the resulting points to create a new point object and push this new point into the points array
function divide(n, a, b) {
for (var i = 0; i <= n; i++) {
let p = {
x: (b[0] - a[0]) * i / n + a[0],
y: (b[1] - a[1]) * i / n + a[1],
hv: b[1] - a[1]
};
points.push(new Point(p.x, p.y, p.hv));
}
}
divide(10, corners[0], corners[1]);points.pop();
divide(5, corners[1], corners[2]);points.pop();
divide(10, corners[2], corners[3]);points.pop();
divide(5, corners[3], corners[0]);points.pop();
// this is a function that takes an array of points and draw a curved line through those points
function drawCurves() {
//find the first midpoint and move to it
let p = {};
p.x = (points[points.length - 1].x + points[0].x) / 2;
p.y = (points[points.length - 1].y + points[0].y) / 2;
ctx.beginPath();
ctx.moveTo(p.x, p.y);
//curve through the rest, stopping at each midpoint
for (var i = 0; i < points.length - 1; i++) {
let mp = {};
mp.x = (points[i].x + points[i + 1].x) / 2;
mp.y = (points[i].y + points[i + 1].y) / 2;
ctx.quadraticCurveTo(points[i].x, points[i].y, mp.x, mp.y);
}
//curve through the last point, back to the first midpoint
ctx.quadraticCurveTo(
points[points.length - 1].x,
points[points.length - 1].y,
p.x,
p.y
);
ctx.stroke();
ctx.fill();
}
function Draw() {
window.requestAnimationFrame(Draw);
ctx.clearRect(0, 0, cw, ch);
points.map(p => {
p.update();
});
drawCurves();
}
Draw();
canvas{border:1px solid; background:#6ab150}
<canvas></canvas>

html5 canvas triangle with rounded corners

I'm new to HTML5 Canvas and I'm trying to draw a triangle with rounded corners.
I have tried
ctx.lineJoin = "round";
ctx.lineWidth = 20;
but none of them are working.
Here's my code:
var ctx = document.querySelector("canvas").getContext('2d');
ctx.scale(5, 5);
var x = 18 / 2;
var y = 0;
var triangleWidth = 18;
var triangleHeight = 8;
// how to round this triangle??
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + triangleWidth / 2, y + triangleHeight);
ctx.lineTo(x - triangleWidth / 2, y + triangleHeight);
ctx.closePath();
ctx.fillStyle = "#009688";
ctx.fill();
ctx.fillStyle = "#8BC34A";
ctx.fillRect(0, triangleHeight, 9, 126);
ctx.fillStyle = "#CDDC39";
ctx.fillRect(9, triangleHeight, 9, 126);
<canvas width="800" height="600"></canvas>
Could you help me?
Rounding corners
An invaluable function I use a lot is rounded polygon. It takes a set of 2D points that describe a polygon's vertices and adds arcs to round the corners.
The problem with rounding corners and keeping within the constraint of the polygons area is that you can not always fit a round corner that has a particular radius.
In these cases you can either ignore the corner and leave it as pointy or, you can reduce the rounding radius to fit the corner as best possible.
The following function will resize the corner rounding radius to fit the corner if the corner is too sharp and the lines from the corner not long enough to get the desired radius in.
Note the code has comments that refer to the Maths section below if you want to know what is going on.
roundedPoly(ctx, points, radius)
// ctx is the context to add the path to
// points is a array of points [{x :?, y: ?},...
// radius is the max rounding radius
// this creates a closed polygon.
// To draw you must call between
// ctx.beginPath();
// roundedPoly(ctx, points, radius);
// ctx.stroke();
// ctx.fill();
// as it only adds a path and does not render.
function roundedPoly(ctx, points, radiusAll) {
var i, x, y, len, p1, p2, p3, v1, v2, sinA, sinA90, radDirection, drawDirection, angle, halfAngle, cRadius, lenOut,radius;
// convert 2 points into vector form, polar form, and normalised
var asVec = function(p, pp, v) {
v.x = pp.x - p.x;
v.y = pp.y - p.y;
v.len = Math.sqrt(v.x * v.x + v.y * v.y);
v.nx = v.x / v.len;
v.ny = v.y / v.len;
v.ang = Math.atan2(v.ny, v.nx);
}
radius = radiusAll;
v1 = {};
v2 = {};
len = points.length;
p1 = points[len - 1];
// for each point
for (i = 0; i < len; i++) {
p2 = points[(i) % len];
p3 = points[(i + 1) % len];
//-----------------------------------------
// Part 1
asVec(p2, p1, v1);
asVec(p2, p3, v2);
sinA = v1.nx * v2.ny - v1.ny * v2.nx;
sinA90 = v1.nx * v2.nx - v1.ny * -v2.ny;
angle = Math.asin(sinA < -1 ? -1 : sinA > 1 ? 1 : sinA);
//-----------------------------------------
radDirection = 1;
drawDirection = false;
if (sinA90 < 0) {
if (angle < 0) {
angle = Math.PI + angle;
} else {
angle = Math.PI - angle;
radDirection = -1;
drawDirection = true;
}
} else {
if (angle > 0) {
radDirection = -1;
drawDirection = true;
}
}
if(p2.radius !== undefined){
radius = p2.radius;
}else{
radius = radiusAll;
}
//-----------------------------------------
// Part 2
halfAngle = angle / 2;
//-----------------------------------------
//-----------------------------------------
// Part 3
lenOut = Math.abs(Math.cos(halfAngle) * radius / Math.sin(halfAngle));
//-----------------------------------------
//-----------------------------------------
// Special part A
if (lenOut > Math.min(v1.len / 2, v2.len / 2)) {
lenOut = Math.min(v1.len / 2, v2.len / 2);
cRadius = Math.abs(lenOut * Math.sin(halfAngle) / Math.cos(halfAngle));
} else {
cRadius = radius;
}
//-----------------------------------------
// Part 4
x = p2.x + v2.nx * lenOut;
y = p2.y + v2.ny * lenOut;
//-----------------------------------------
// Part 5
x += -v2.ny * cRadius * radDirection;
y += v2.nx * cRadius * radDirection;
//-----------------------------------------
// Part 6
ctx.arc(x, y, cRadius, v1.ang + Math.PI / 2 * radDirection, v2.ang - Math.PI / 2 * radDirection, drawDirection);
//-----------------------------------------
p1 = p2;
p2 = p3;
}
ctx.closePath();
}
You may wish to add to each point a radius eg {x :10,y:10,radius:20} this will set the max radius for that point. A radius of zero will be no rounding.
The maths
The following illistration shows one of two possibilities, the angle to fit is less than 90deg, the other case (greater than 90) just has a few minor calculation differences (see code).
The corner is defined by the three points in red A, B, and C. The circle radius is r and we need to find the green points F the circle center and D and E which will define the start and end angles of the arc.
First we find the angle between the lines from B,A and B,C this is done by normalising the vectors for both lines and getting the cross product. (Commented as Part 1) We also find the angle of line BC to the line at 90deg to BA as this will help determine which side of the line to put the circle.
Now we have the angle between the lines, we know that half that angle defines the line that the center of the circle will sit F but we do not know how far that point is from B (Commented as Part 2)
There are two right triangles BDF and BEF which are identical. We have the angle at B and we know that the side DF and EF are equal to the radius of the circle r thus we can solve the triangle to get the distance to F from B
For convenience rather than calculate to F is solve for BD (Commented as Part 3) as I will move along the line BC by that distance (Commented as Part 4) then turn 90deg and move up to F (Commented as Part 5) This in the process gives the point D and moving along the line BA to E
We use points D and E and the circle center F (in their abstract form) to calculate the start and end angles of the arc. (done in the arc function part 6)
The rest of the code is concerned with the directions to move along and away from lines and which direction to sweep the arc.
The code section (special part A) uses the lengths of both lines BA and BC and compares them to the distance from BD if that distance is greater than half the line length we know the arc can not fit. I then solve the triangles to find the radius DF if the line BD is half the length of shortest line of BA and BC
Example use.
The snippet is a simple example of the above function in use. Click to add points to the canvas (needs a min of 3 points to create a polygon). You can drag points and see how the corner radius adapts to sharp corners or short lines. More info when snippet is running. To restart rerun the snippet. (there is a lot of extra code that can be ignored)
The corner radius is set to 30.
const ctx = canvas.getContext("2d");
const mouse = {
x: 0,
y: 0,
button: false,
drag: false,
dragStart: false,
dragEnd: false,
dragStartX: 0,
dragStartY: 0
}
function mouseEvents(e) {
mouse.x = e.pageX;
mouse.y = e.pageY;
const lb = mouse.button;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
if (lb !== mouse.button) {
if (mouse.button) {
mouse.drag = true;
mouse.dragStart = true;
mouse.dragStartX = mouse.x;
mouse.dragStartY = mouse.y;
} else {
mouse.drag = false;
mouse.dragEnd = true;
}
}
}
["down", "up", "move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));
const pointOnLine = {x:0,y:0};
function distFromLines(x,y,minDist){
var index = -1;
const v1 = {};
const v2 = {};
const v3 = {};
const point = P2(x,y);
eachOf(polygon,(p,i)=>{
const p1 = polygon[(i + 1) % polygon.length];
v1.x = p1.x - p.x;
v1.y = p1.y - p.y;
v2.x = point.x - p.x;
v2.y = point.y - p.y;
const u = (v2.x * v1.x + v2.y * v1.y)/(v1.y * v1.y + v1.x * v1.x);
if(u >= 0 && u <= 1){
v3.x = p.x + v1.x * u;
v3.y = p.y + v1.y * u;
dist = Math.hypot(v3.y - point.y, v3.x - point.x);
if(dist < minDist){
minDist = dist;
index = i;
pointOnLine.x = v3.x;
pointOnLine.y = v3.y;
}
}
})
return index;
}
function roundedPoly(ctx, points, radius) {
var i, x, y, len, p1, p2, p3, v1, v2, sinA, sinA90, radDirection, drawDirection, angle, halfAngle, cRadius, lenOut;
var asVec = function(p, pp, v) {
v.x = pp.x - p.x;
v.y = pp.y - p.y;
v.len = Math.sqrt(v.x * v.x + v.y * v.y);
v.nx = v.x / v.len;
v.ny = v.y / v.len;
v.ang = Math.atan2(v.ny, v.nx);
}
v1 = {};
v2 = {};
len = points.length;
p1 = points[len - 1];
for (i = 0; i < len; i++) {
p2 = points[(i) % len];
p3 = points[(i + 1) % len];
asVec(p2, p1, v1);
asVec(p2, p3, v2);
sinA = v1.nx * v2.ny - v1.ny * v2.nx;
sinA90 = v1.nx * v2.nx - v1.ny * -v2.ny;
angle = Math.asin(sinA); // warning you should guard by clampling
// to -1 to 1. See function roundedPoly in answer or
// Math.asin(Math.max(-1, Math.min(1, sinA)))
radDirection = 1;
drawDirection = false;
if (sinA90 < 0) {
if (angle < 0) {
angle = Math.PI + angle;
} else {
angle = Math.PI - angle;
radDirection = -1;
drawDirection = true;
}
} else {
if (angle > 0) {
radDirection = -1;
drawDirection = true;
}
}
halfAngle = angle / 2;
lenOut = Math.abs(Math.cos(halfAngle) * radius / Math.sin(halfAngle));
if (lenOut > Math.min(v1.len / 2, v2.len / 2)) {
lenOut = Math.min(v1.len / 2, v2.len / 2);
cRadius = Math.abs(lenOut * Math.sin(halfAngle) / Math.cos(halfAngle));
} else {
cRadius = radius;
}
x = p2.x + v2.nx * lenOut;
y = p2.y + v2.ny * lenOut;
x += -v2.ny * cRadius * radDirection;
y += v2.nx * cRadius * radDirection;
ctx.arc(x, y, cRadius, v1.ang + Math.PI / 2 * radDirection, v2.ang - Math.PI / 2 * radDirection, drawDirection);
p1 = p2;
p2 = p3;
}
ctx.closePath();
}
const eachOf = (array, callback) => { var i = 0; while (i < array.length && callback(array[i], i++) !== true); };
const P2 = (x = 0, y = 0) => ({x, y});
const polygon = [];
function findClosestPointIndex(x, y, minDist) {
var index = -1;
eachOf(polygon, (p, i) => {
const dist = Math.hypot(x - p.x, y - p.y);
if (dist < minDist) {
minDist = dist;
index = i;
}
});
return index;
}
// short cut vars
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var dragPoint;
var globalTime;
var closestIndex = -1;
var closestLineIndex = -1;
var cursor = "default";
const lineDist = 10;
const pointDist = 20;
var toolTip = "";
// main update function
function update(timer) {
globalTime = timer;
cursor = "crosshair";
toolTip = "";
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
if (w !== innerWidth - 4 || h !== innerHeight - 4) {
cw = (w = canvas.width = innerWidth - 4) / 2;
ch = (h = canvas.height = innerHeight - 4) / 2;
} else {
ctx.clearRect(0, 0, w, h);
}
if (mouse.drag) {
if (mouse.dragStart) {
mouse.dragStart = false;
closestIndex = findClosestPointIndex(mouse.x,mouse.y, pointDist);
if(closestIndex === -1){
closestLineIndex = distFromLines(mouse.x,mouse.y,lineDist);
if(closestLineIndex === -1){
polygon.push(dragPoint = P2(mouse.x, mouse.y));
}else{
polygon.splice(closestLineIndex+1,0,dragPoint = P2(mouse.x, mouse.y));
}
}else{
dragPoint = polygon[closestIndex];
}
}
dragPoint.x = mouse.x;
dragPoint.y = mouse.y
cursor = "none";
}else{
closestIndex = findClosestPointIndex(mouse.x,mouse.y, pointDist);
if(closestIndex === -1){
closestLineIndex = distFromLines(mouse.x,mouse.y,lineDist);
if(closestLineIndex > -1){
toolTip = "Click to cut line and/or drag to move.";
}
}else{
toolTip = "Click drag to move point.";
closestLineIndex = -1;
}
}
ctx.lineWidth = 4;
ctx.fillStyle = "#09F";
ctx.strokeStyle = "#000";
ctx.beginPath();
roundedPoly(ctx, polygon, 30);
ctx.stroke();
ctx.fill();
ctx.beginPath();
ctx.strokeStyle = "red";
ctx.lineWidth = 0.5;
eachOf(polygon, p => ctx.lineTo(p.x,p.y) );
ctx.closePath();
ctx.stroke();
ctx.strokeStyle = "orange";
ctx.lineWidth = 1;
eachOf(polygon, p => ctx.strokeRect(p.x-2,p.y-2,4,4) );
if(closestIndex > -1){
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
dragPoint = polygon[closestIndex];
ctx.strokeRect(dragPoint.x-4,dragPoint.y-4,8,8);
cursor = "move";
}else if(closestLineIndex > -1){
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
var p = polygon[closestLineIndex];
var p1 = polygon[(closestLineIndex + 1) % polygon.length];
ctx.beginPath();
ctx.lineTo(p.x,p.y);
ctx.lineTo(p1.x,p1.y);
ctx.stroke();
ctx.strokeRect(pointOnLine.x-4,pointOnLine.y-4,8,8);
cursor = "pointer";
}
if(toolTip === "" && polygon.length < 3){
toolTip = "Click to add a corners of a polygon.";
}
canvas.title = toolTip;
canvas.style.cursor = cursor;
requestAnimationFrame(update);
}
requestAnimationFrame(update);
canvas {
border: 2px solid black;
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
I started by using #Blindman67 's answer, which works pretty well for basic static shapes.
I ran into the problem that when using the arc approach, having two points right next to each other is very different than having just one point. With two points next to each other, it won't be rounded, even if that is what your eye would expect. This is extra jarring if you are animating the polygon points.
I fixed this by using Bezier curves instead. IMO this is conceptually a little cleaner as well. I just make each corner with a quadratic curve where the control point is where the original corner was. This way, having two points in the same spot is virtually the same as only having one point.
I haven't compared performance but seems like canvas is pretty good at drawing Beziers.
As with #Blindman67 's answer, this doesn't actually draw anything so you will need to call ctx.beginPath() before and ctx.stroke() after.
/**
* Draws a polygon with rounded corners
* #param {CanvasRenderingContext2D} ctx The canvas context
* #param {Array} points A list of `{x, y}` points
* #radius {number} how much to round the corners
*/
function myRoundPolly(ctx, points, radius) {
const distance = (p1, p2) => Math.sqrt((p1.x - p2.x) ** 2 + (p1.y - p2.y) ** 2)
const lerp = (a, b, x) => a + (b - a) * x
const lerp2D = (p1, p2, t) => ({
x: lerp(p1.x, p2.x, t),
y: lerp(p1.y, p2.y, t)
})
const numPoints = points.length
let corners = []
for (let i = 0; i < numPoints; i++) {
let lastPoint = points[i]
let thisPoint = points[(i + 1) % numPoints]
let nextPoint = points[(i + 2) % numPoints]
let lastEdgeLength = distance(lastPoint, thisPoint)
let lastOffsetDistance = Math.min(lastEdgeLength / 2, radius)
let start = lerp2D(
thisPoint,
lastPoint,
lastOffsetDistance / lastEdgeLength
)
let nextEdgeLength = distance(nextPoint, thisPoint)
let nextOffsetDistance = Math.min(nextEdgeLength / 2, radius)
let end = lerp2D(
thisPoint,
nextPoint,
nextOffsetDistance / nextEdgeLength
)
corners.push([start, thisPoint, end])
}
ctx.moveTo(corners[0][0].x, corners[0][0].y)
for (let [start, ctrl, end] of corners) {
ctx.lineTo(start.x, start.y)
ctx.quadraticCurveTo(ctrl.x, ctrl.y, end.x, end.y)
}
ctx.closePath()
}
Styles for joining of lines such as ctx.lineJoin="round" apply to the stroke operation on paths - which is when their width, color, pattern, dash/dotted and similar line style attributes are taken into account.
Line styles do not apply to filling the interior of a path.
So to affect line styles a stroke operation is needed. In the following adaptation of posted code, I've translated canvas output to see the result without cropping, and stroked the triangle's path but not the rectangles below it:
var ctx = document.querySelector("canvas").getContext('2d');
ctx.scale(5, 5);
ctx.translate( 18, 12);
var x = 18 / 2;
var y = 0;
var triangleWidth = 48;
var triangleHeight = 8;
// how to round this triangle??
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + triangleWidth / 2, y + triangleHeight);
ctx.lineTo(x - triangleWidth / 2, y + triangleHeight);
ctx.closePath();
ctx.fillStyle = "#009688";
ctx.fill();
// stroke the triangle path.
ctx.lineWidth = 3;
ctx.lineJoin = "round";
ctx.strokeStyle = "orange";
ctx.stroke();
ctx.fillStyle = "#8BC34A";
ctx.fillRect(0, triangleHeight, 9, 126);
ctx.fillStyle = "#CDDC39";
ctx.fillRect(9, triangleHeight, 9, 126);
<canvas width="800" height="600"></canvas>

Change canvas to specific variables onclick

I have a canvas element that is currently animating lines. However I want to make an array of stored functions that change the numbers and colors of those lines animating in the canvas.
Thus, when I click a specific element, it will select one of the functions in an array which change the colors, speed, line-width, amplitude, etc. to one of those functions.
So let's say I have an array of functions, settings = [A, B, C, D];
where A to D are functions that change the canvas.
Ultimately, I want it so that when I click an element I randomly change the canvas element's settings to those in A, B, C, or D.
I have the following code but am having trouble refactoring the click function to include an array of settings to separate functions. Any help?
Below is the following code I have so far:
var c = document.querySelector('.c') /* canvas element */,
w /* canvas width */, h /* canvas height */,
ctx = c.getContext('2d') /* canvas context */,
/* previous & current coordinates */
x0, y0, x, y,
t = 0, t_step = 1/600,
u = 4, m,
tmp,
/* just me being lazy */
ceil = Math.ceil,
exp = Math.exp, pow = Math.pow, sqrt = Math.sqrt,
PI = Math.PI, sin = Math.sin, cos = Math.cos;
/* FUNCTIONS */
/* a random number between min & max */
var rand = function(max, min) {
var b = (max === 0 || max) ? max : 1, a = min || 0;
return a + (b - a)*Math.random();
};
var trimUnit = function(input_str, unit) {
return parseInt(input_str.split(unit)[0], 10);
};
var initCanvas = function() {
var s = getComputedStyle(c);
w = c.width = trimUnit(s.width, 'px');
h = c.height = trimUnit(s.height, 'px');
m = ceil(w/(10*u)) + 90;
};
var wave = function () {
ctx.clearRect(0, 0, w, h);
ctx.lineWidth = 1.75;
for(var i = 0; i < m; i++) {
x0 = -80;
y0 = i*4*u;
ctx.beginPath();
ctx.moveTo(x0, y0);
for(x = 0; x < w; x++) {
y = u*sin(x/4/(10*i/m + 1) - w*(i/m + 2)*t/20) + i*2*u;
ctx.lineTo(x, y);
x0 = x;
y0 = y;
}
ctx.strokeStyle = 'hsl(' + i*360/m + ', 100%, 70%)';
ctx.stroke();
}
t += t_step;
requestAnimationFrame(wave);
};
addEventListener('resize', initCanvas, false);
initCanvas();
wave();
/*Moods*/
var red = function () {
ctx.clearRect(0, 0, w, h);
ctx.lineWidth = 10;
for(var i = 0; i < m; i++) {
x0 = -100;
y0 = i*8*u;
ctx.beginPath();
ctx.moveTo(x0, y0);
for(x = 0; x < w; x++) {
y = u*sin(x/4/(16*i/m + 1) - w*(i/m + 1)*t/12) + i*2.5*u;
ctx.lineTo(x, y);
x0 = x;
y0 = y;
}
var gradient=ctx.createLinearGradient(0,1000,0,0);
gradient.addColorStop("0.1","orange");
gradient.addColorStop("0.5","red");
gradient.addColorStop("1.0","pink");
ctx.strokeStyle = gradient;
ctx.stroke();
}
t += t_step;
requestAnimationFrame(red);
};
var blue = function () {
ctx.clearRect(0, 0, w, h);
ctx.lineWidth = 1.5;
for(var i = 0; i < m; i++) {
x0 = -100;
y0 = i*8*u;
ctx.beginPath();
ctx.moveTo(x0, y0);
for(x = 0; x < w; x++) {
y = u*sin(x/4/(16*i/m + 1) - w*(i/m + 1)*t/12) + i*2.5*u;
ctx.lineTo(x, y);
x0 = x;
y0 = y;
}
var gradient=ctx.createLinearGradient(0,1000,0,0);
gradient.addColorStop("0.1","lightblue");
gradient.addColorStop("0.5","blue");
gradient.addColorStop("1.0","white");
ctx.strokeStyle = gradient;
ctx.stroke();
}
t += t_step;
requestAnimationFrame(blue);
};
/*Mood Functions Above This Point*/
function hundred(min, max) {
return Math.random() * (max - min) + min;
}
$('#click').on('click',function(){
$(".c").fadeOut('700');
setTimeout(function(){
$(".c").fadeIn('900');
},100);
setTimeout(function(){
m = ceil(w/(10*u)) + hundred(0,100);Math.random()*60*9;
/*m = ceil(w/(10*u)) + 100;*/
u = hundred(2,6)
},100);
blue();
});
Most of your red() & blue() code is identical so create 1 animation loop with the common code (animate()).
Gradients are expensive so create each gradient once at the beginning of the app and store them in an object (gradients{}).
Declare a gradientMix variable to tell animate() which gradient to use.
Here is refactored code:
// gradients are expensive so create them once at the start of the app
var gradients={};
gradients['red']=addGradient('orange','red','pink');
gradients['blue']=addGradient('lightblue','blue','white');
var gradientMix='blue';
// animate function with common code
function animate(time){
ctx.clearRect(0, 0, w, h);
ctx.lineWidth = 1.5;
for(var i = 0; i < m; i++) {
x0 = -100;
y0 = i*8*u;
ctx.beginPath();
ctx.moveTo(x0, y0);
for(x = 0; x < w; x++) {
y = u*sin(x/4/(16*i/m + 1) - w*(i/m + 1)*t/12) + i*2.5*u;
ctx.lineTo(x, y);
x0 = x;
y0 = y;
}
// set the strokeStyle to the selected gradient mix
ctx.strokeStyle = gradients[gradientMix];
ctx.stroke();
}
t += t_step;
requestAnimationFrame(animate);
};
function addGradient(color,g1,g2,g3){
var gradient=ctx.createLinearGradient(0,1000,0,0);
gradient.addColorStop("0.1",g1);
gradient.addColorStop("0.5",g2);
gradient.addColorStop("1.0",g3);
}

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