Rotating Square in JavaScript (using p5 & triganometry) - javascript

I have created this code
var points = [
[100, 100],
[100, -100],
[-100, -100],
[-100, 100]
];
function setup() {
createCanvas(400, 400);
}
function draw() {
background(255);
translate(200, 200);
fill(0);
beginShape();
for (var x = 0; x < points.length; x++) {
points[x] = rotatePoint(0, 0, points[x][0], points[x][1], 1);
vertex(points[x][0], points[x][1]);
console.log("vertex: "+String(points[x][0])+" "+String(points[x][1]));
}
endShape(CLOSE);
}
function getVectDist(p1X, p1Y, p2X, p2Y) {
var deltaX = p1X-p2X;
var deltaY= p1Y-p2Y;
var vect=[deltaX, deltaY];
return vect;
}
//Function to rotate a point around the origin or first point
function rotatePoint(originX, originY, pointX, pointY, angle) {
var dist = getVectDist(originX, originY, pointX, pointY);
//calculating the hypotenuse of dist
var hyp = Math.sqrt((dist[0]*dist[0])+(dist[1]*dist[1]));
console.log("hypotenuse"+String(hyp));
//calculating coords
var y = Math.cos(angle) * hyp;
var x = Math.sin(angle) * hyp;
return [x, y];
}
to try and create a rotating square. However, it just produces a weird projectile-like moving diagonal line that moves at 45 degrees before turning into a single pixel in the centre of the screen. Does anyone know why?
thanks.

I made your code into a codepen, you can check it out here: https://codepen.io/Awesomennjawarrior/pen/yXVbJZ?editors=0010
I used p5 vectors, you may want to check the p5 reference if you don't know what they are. The codepen is fully functional, with minor changes to your code. Also, in case you didn't already know, there is a rotate function in p5 that could have produced the same results with much less trouble. ;)

Related

Rotating Line around Point in p5.js

Goal: I'm trying to create a triangle given two angles (a0,b0). To do so, I'm trying to rotate a vector r0 by some angle a0 around one of the vertices of r0. Here's a diagram illustrating my idea.
Problem: However, when I rotate the line, it seems to rotate around the origin. I've read many, many articles on how to fix this, but none of the suggested solutions (i.e., translate then rotate, push(), pop()) don't seem to work, perhaps because I'm dealing with a line segment here. Below is my code.
MWE Code:
let angle = 0;
function setup() {
createCanvas(600, 400);
angleMode(DEGREES);
}
function draw() {
let v1 = createVector(width / 2 - 50, height / 2);
let v2 = createVector(width / 2 + 50, height / 2);
background(255);
stroke(0);
strokeWeight(4);
let r0 = line(v1.x, v1.y, v2.x, v2.y);
rotate(20);
let r1 = line(v1.x, v1.y, v2.x, v2.y);
strokeWeight(10);
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.4.1/lib/p5.min.js"></script>
Any help is appreciated.
rotate rotates around the origin of the coordinate system. To rotate around a pivot point, you must:
move the pivot to the origin
rotate the object
move the pivot back to its place in the scene
translate(v1.x, v1.y);
rotate(-1 * mouseX);
translate(-v1.x, -v1.y);
let angle = 0;
function setup() {
createCanvas(600, 300);
angleMode(DEGREES);
}
function draw() {
let v1 = createVector(width / 2 - 50, height / 2);
let v2 = createVector(width / 2 + 50, height / 2);
background(255);
stroke(0);
strokeWeight(4);
push();
translate(v1.x, v1.y);
rotate(-1 * mouseX);
translate(-v1.x, -v1.y);
let r0 = line(v1.x, v1.y, v2.x, v2.y);
strokeWeight(10);
let p1 = point(v1.x, v1.y);
let p2 = point(v2.x, v2.y);
pop();
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.4.1/lib/p5.min.js"></script>
For individual model transformations, you must push() the current matrix before specifying the transformations and pop() the matrix after drawing the objects. So you can draw different objects with different transformations.

Show data labels inside donut pie chart p5js

I'm building a p5js donut chart, but I'm struggling to show the data labels in the middle. I think I have managed to get the boundaries right for it, but how would match the angle that I'm in? Or is there a way of matching just through the colours?
https://i.stack.imgur.com/enTBo.png
I have started by trying to match the boundaries of the chart to the pointer, which I managed to do using mouseX and mouseY. Any suggestions, please?
if(mouseX >= width / 2 - width * 0.2 && mouseY >= height / 2 - width * 0.2
&& mouseX <= width / 2 + width * 0.2 && mouseY <= height / 2 + width * 0.2)
{
//console.log("YAY!!! I'm inside the pie chart!!!");
}
else
{
textSize(14);
text('Hover over to see the labels', width / 2, height / 2);
}
};
[1]: https://i.stack.imgur.com/enTBo.png
While you could theoretically use the get() function to check the color of the pixel under the mouse cursor and correlate that with one of the entries in your dataset, I think you would be much better off doing the math to determine which segment the mouse is currently over. And conveniently p5.js provides helper functions that make it very easy.
In the example you showed you are only checking if the mouse cursor is in a rectangular region. But in reality you want to check if the mouse cursor is within a circle. To do this you can use the dist(x1, y1, x2, y2) function. Once you've established that the mouse cursor is over your pie chart, you'll want to determine which segment it is over. This can be done by finding the angle between a line draw from the center of the chart to the right (or whichever direction is where you started drawing the wedges), and a line drawn from the center of the chart to the mouse cursor. This can be accomplished using the angleBetween() function of p5.Vector.
Here's a working example:
const colors = ['red', 'green', 'blue'];
const thickness = 40;
let segments = {
foo: 34,
bar: 55,
baz: 89
};
let radius = 80, centerX, centerY;
function setup() {
createCanvas(windowWidth, windowHeight);
noFill();
strokeWeight(thickness);
strokeCap(SQUARE);
ellipseMode(RADIUS);
textAlign(CENTER, CENTER);
textSize(20);
centerX = width / 2;
centerY = height / 2;
}
function draw() {
background(200);
let keys = Object.keys(segments);
let total = keys.map(k => segments[k]).reduce((v, s) => v + s, 0);
let start = 0;
// Check the mouse distance and angle
let mouseDist = dist(centerX, centerY, mouseX, mouseY);
// Find the angle between a vector pointing to the right, and the vector
// pointing from the center of the window to the current mouse position.
let mouseAngle =
createVector(1, 0).angleBetween(
createVector(mouseX - centerX, mouseY - centerY)
);
// Counter clockwise angles will be negative 0 to PI, switch them to be from
// PI to TWO_PI
if (mouseAngle < 0) {
mouseAngle += TWO_PI;
}
for (let i = 0; i < keys.length; i++) {
stroke(colors[i]);
let angle = segments[keys[i]] / total * TWO_PI;
arc(centerX, centerY, radius, radius, start, start + angle);
// Check mouse pos
if (mouseDist > radius - thickness / 2 &&
mouseDist < radius + thickness / 2) {
if (mouseAngle > start && mouseAngle < start + angle) {
// If the mouse is the correct distance from the center to be hovering over
// our "donut" and the angle to the mouse cursor is in the range for the
// current slice, display the slice information
push();
noStroke();
fill(colors[i]);
text(`${keys[i]}: ${segments[keys[i]]}`, centerX, centerY);
pop();
}
}
start += angle;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.1/p5.js"></script>
I think I know the source of the problem was that #thenewbie experienced: it is the p5 library being used. I was using the p5.min.js and experiencing the same problem. Once I started using the full p5.js library, the issue was resolved and #Paul's script worked.
Here is a link I came across while researching this which put me onto the solution:
https://github.com/processing/p5.js/issues/3973
Thanks Paul for the clear explanations and code above.

Advanced image skewing in JavaScript, fill polygon with image [duplicate]

I have an image which is a background containing a boxed area like this:
I know the exact positions of the corners of that shape, and I'd like to place another image within it. (So it appears to be inside the box).
I'm aware of the drawImage method for HTML5 canvas, but it seems to only support x, y, width, height parameters rather than exact coordinates. How might I draw an image onto a canvas at a specific set of coordinates, and ideally have the browser itself handle stretching the image.
Quadrilateral transform
One way to go about this is to use Quadrilateral transforms. They are different than 3D transforms and would allow you to draw to a canvas in case you want to export the result.
The example shown here is simplified and uses basic sub-divison and "cheats" on the rendering itself - that is, it draws in a small square instead of the shape of the sub-divided cell but because of the small size and the overlap we can get away with it in many non-extreme cases.
The proper way would be to split the shape into two triangles, then scan pixel wise in the destination bitmap, map the point from destination triangle to source triangle. If the position value was fractional you would use that to determine pixel interpolation (f.ex. bi-linear 2x2 or bi-cubic 4x4).
I do not intend to cover all this in this answer as it would quickly become out of scope for the SO format, but the method would probably be suitable in this case unless you need to animate it (it is not performant enough for that if you want high resolution).
Method
Lets start with an initial quadrilateral shape:
The first step is to interpolate the Y-positions on each bar C1-C4 and C2-C3. We're gonna need current position as well as next position. We'll use linear interpolation ("lerp") for this using a normalized value for t:
y1current = lerp( C1, C4, y / height)
y2current = lerp( C2, C3, y / height)
y1next = lerp(C1, C4, (y + step) / height)
y2next = lerp(C2, C3, (y + step) / height)
This gives us a new line between and along the outer vertical bars.
Next we need the X positions on that line, both current and next. This will give us four positions we will fill with current pixel, either as-is or interpolate it (not shown here):
p1 = lerp(y1current, y2current, x / width)
p2 = lerp(y1current, y2current, (x + step) / width)
p3 = lerp(y1next, y2next, (x + step) / width)
p4 = lerp(y1next, y2next, x / width)
x and y will be the position in the source image using integer values.
We can use this setup inside a loop that will iterate over each pixel in the source bitmap.
Demo
The demo can be found at the bottom of the answer. Move the circular handles around to transform and play with the step value to see its impact on performance and result.
The demo will have moire and other artifacts, but as mentioned earlier that would be a topic for another day.
Snapshot from demo:
Alternative methods
You can also use WebGL or Three.js to setup a 3D environment and render to canvas. Here is a link to the latter solution:
Three.js
and an example of how to use texture mapped surface:
Three.js texturing (instead of defining a cube, just define one place/face).
Using this approach will enable you to export the result to a canvas or an image as well, but for performance a GPU is required on the client.
If you don't need to export or manipulate the result I would suggest to use simple CSS 3D transform as shown in the other answers.
/* Quadrilateral Transform - (c) Ken Nilsen, CC3.0-Attr */
var img = new Image(); img.onload = go;
img.src = "https://i.imgur.com/EWoZkZm.jpg";
function go() {
var me = this,
stepEl = document.querySelector("input"),
stepTxt = document.querySelector("span"),
c = document.querySelector("canvas"),
ctx = c.getContext("2d"),
corners = [
{x: 100, y: 20}, // ul
{x: 520, y: 20}, // ur
{x: 520, y: 380}, // br
{x: 100, y: 380} // bl
],
radius = 10, cPoint, timer, // for mouse handling
step = 4; // resolution
update();
// render image to quad using current settings
function render() {
var p1, p2, p3, p4, y1c, y2c, y1n, y2n,
w = img.width - 1, // -1 to give room for the "next" points
h = img.height - 1;
ctx.clearRect(0, 0, c.width, c.height);
for(y = 0; y < h; y += step) {
for(x = 0; x < w; x += step) {
y1c = lerp(corners[0], corners[3], y / h);
y2c = lerp(corners[1], corners[2], y / h);
y1n = lerp(corners[0], corners[3], (y + step) / h);
y2n = lerp(corners[1], corners[2], (y + step) / h);
// corners of the new sub-divided cell p1 (ul) -> p2 (ur) -> p3 (br) -> p4 (bl)
p1 = lerp(y1c, y2c, x / w);
p2 = lerp(y1c, y2c, (x + step) / w);
p3 = lerp(y1n, y2n, (x + step) / w);
p4 = lerp(y1n, y2n, x / w);
ctx.drawImage(img, x, y, step, step, p1.x, p1.y, // get most coverage for w/h:
Math.ceil(Math.max(step, Math.abs(p2.x - p1.x), Math.abs(p4.x - p3.x))) + 1,
Math.ceil(Math.max(step, Math.abs(p1.y - p4.y), Math.abs(p2.y - p3.y))) + 1)
}
}
}
function lerp(p1, p2, t) {
return {
x: p1.x + (p2.x - p1.x) * t,
y: p1.y + (p2.y - p1.y) * t}
}
/* Stuff for demo: -----------------*/
function drawCorners() {
ctx.strokeStyle = "#09f";
ctx.lineWidth = 2;
ctx.beginPath();
// border
for(var i = 0, p; p = corners[i++];) ctx[i ? "lineTo" : "moveTo"](p.x, p.y);
ctx.closePath();
// circular handles
for(i = 0; p = corners[i++];) {
ctx.moveTo(p.x + radius, p.y);
ctx.arc(p.x, p.y, radius, 0, 6.28);
}
ctx.stroke()
}
function getXY(e) {
var r = c.getBoundingClientRect();
return {x: e.clientX - r.left, y: e.clientY - r.top}
}
function inCircle(p, pos) {
var dx = pos.x - p.x,
dy = pos.y - p.y;
return dx*dx + dy*dy <= radius * radius
}
// handle mouse
c.onmousedown = function(e) {
var pos = getXY(e);
for(var i = 0, p; p = corners[i++];) {if (inCircle(p, pos)) {cPoint = p; break}}
}
window.onmousemove = function(e) {
if (cPoint) {
var pos = getXY(e);
cPoint.x = pos.x; cPoint.y = pos.y;
cancelAnimationFrame(timer);
timer = requestAnimationFrame(update.bind(me))
}
}
window.onmouseup = function() {cPoint = null}
stepEl.oninput = function() {
stepTxt.innerHTML = (step = Math.pow(2, +this.value));
update();
}
function update() {render(); drawCorners()}
}
body {margin:20px;font:16px sans-serif}
canvas {border:1px solid #000;margin-top:10px}
<label>Step: <input type=range min=0 max=5 value=2></label><span>4</span><br>
<canvas width=620 height=400></canvas>
You can use CSS Transforms to make your image look like that box. For example:
img {
margin: 50px;
transform: perspective(500px) rotateY(20deg) rotateX(20deg);
}
<img src="https://via.placeholder.com/400x200">
Read more about CSS Transforms on MDN.
This solution relies on the browser performing the compositing. You put the image that you want warped in a separate element, overlaying the background using position: absolute.
Then use CSS transform property to apply any perspective transform to the overlay element.
To find the transform matrix you can use the answer from: How to match 3D perspective of real photo and object in CSS3 3D transforms

Drawing easeljs radial gradient strokes

I'm trying to implement some more fancy canvas drawing, such as something that looks more like a brush stroke. I ran into and awesome resource (http://perfectionkills.com/exploring-canvas-drawing-techniques/), but I'm having some troubles converting it to syntax that works with easeljs.
Original Example: http://codepen.io/kangax/pen/FdlHC
My Attempt: http://codepen.io/mcfarljw/pen/Jifzk
var currentPoint = { x: event.stageX, y: event.stageY };
var dist = distanceBetween(lastPoint, currentPoint);
var angle = angleBetween(lastPoint, currentPoint);
drawingCanvas.graphics.setStrokeStyle(5, 'round', 'round');
for (var i = 0; i < dist; i += 5) {
x = lastPoint.x + (Math.sin(angle) * i);
y = lastPoint.y + (Math.cos(angle) * i);
drawingCanvas.graphics.beginRadialGradientStroke(["#F00","#00F"], [0, 1], x, y, 5, x, y, 10)
}
lastPoint = currentPoint;
stage.update();
It's not producing any errors, but it's also not drawing anything on the canvas. Any pointers on what I'm doing wrong? Thanks!
Your version is almost complete, expect that you missed the most important part of actually drawing the (current part of the) line:
drawingCanvas.graphics.moveTo(lastPoint.x, lastPoint.y);
drawingCanvas.graphics.lineTo(currentPoint.x, currentPoint.y);
If updated your code-pen here: http://codepen.io/anon/pen/fCcEJ

JS Canvas - draw line at a specified angle

I'd like to make an app where a ball moves at the angle your mouse hits it. So if you swipe your mouse down from top left quadrant at 30 degrees (I guess that would be 180-30 = angle of 150 degrees), it will knock the ball that way. I've been drawing my lines as such:
function drawAngles () {
var d = 50; //start line at (10, 20), move 50px away at angle of 30 degrees
var angle = 80 * Math.PI/180;
ctx.beginPath();
ctx.moveTo(300,0);
ctx.lineTo(300,600); //x, y
ctx.moveTo(0,300);
ctx.lineTo(600,300);
ctx.moveTo(300,300);
ctx.lineTo(600,100);
ctx.arc(300,300,300,0,2*Math.PI);
ctx.stroke();
}
But this doesn't give me an idea of what the angles are.
Then I move the ball at that angle (for now, I'm animating it without mouse interaction)
function getAngleX (x) {
return x = x + (50 * Math.cos(Math.PI/6));
}
function getAngleY(y) {
return y = y + (50 * Math.sin(Math.PI/6));
}
//just animate this box to move at an angle from center down at 30 degrees
$(".anotherBox").mouseenter(function(e) {
pos = $(this).position();
box2X = pos.left;
box2Y = pos.top;
$(this).animate({
//top : $(window).outerHeight(),
top : getAngleY(box2Y)+"px",
left: getAngleX(box2X)+"px",
}, "slow");
});
So how can I draw a line at a specified angle? I'd like to make sure my ball is following along that path.
You can use different approaches to achieve this but if you want to use the same basis to move and draw then this approach may suit well.
First we use a function to get step values for x and y based on the angle (in radians):
function getSteps(angle) {
var cos = Math.cos(angle),
sin = Math.sin(angle);
return {
x: cos -sin,
y: sin + cos
}
}
Then using these steps values we can scale them to get an end point, or scale them gradually to animate an object along the line. A simple loop could look like this (just for example):
function loop() {
var x = i * step.x, // scale using i
y = i * step.y;
ctx.fillRect(200 + x, 200 + y, 2, 2); // add to origin start point 200, 200
i += 1; // increase i
if (i < length) requestAnimationFrame(loop);
}
Live demo
If you just want to draw a line at a certain angle you can do the following instead:
function lineAtAngle(x1, y1, length, angle) {
ctx.moveTo(x1, y1);
ctx.lineTo(x1 + length * Math.cos(angle), y1 + length * Math.sin(angle));
}
then stroke it.
Hope this helps!
If i guess right, i think you want the mouse act like a baseball bat, and you need to measure the current mouse angle, that is to store previous mouse position and do some math.
You have also to keep track if you allready handled current collision, to avoid the ball being 'sticky' and follow the mouse.
http://jsfiddle.net/gamealchemist/z3U8g/
var ctx = cv.getContext('2d');
var ball = {
x:200, y:200,
r : 30,
vx : 0.4, vy:0.4
}
// when mouse moved that distance, ball speed norm will be 1
var speedNorm = 10;
var collisionOnGoing = false;
function collide() {
var dist = sq(ball.x - mx) + sq (ball.y-my);
// too far from ball ?
if (dist > sq(ball.r)) {
collisionOnGoing = false;
return;
}
// return if collision allready handled
if (collisionOnGoing) return;
var mouseDist =Math.sqrt( sq(mx-lastmx) + sq(my-lastmy) );
// no collision if mouse too slow
if (mouseDist<speedNorm/5) return;
// launch the ball in current direction
// with a speed relative to the mouse speed.
var mouseAngle = Math.atan2(my-lastmy, mx-lastmx);
ball.vx= (mouseDist / speedNorm ) * Math.cos(mouseAngle);
ball.vy= (mouseDist / speedNorm ) * Math.sin(mouseAngle);
collisionOnGoing = true;
}
function animate() {
requestAnimationFrame(animate);
ctx.clearRect(0,0,400,400);
// collide ball with mouse
collide();
// draw ball
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.r, 0, 6.3);
ctx.fill();
ctx.closePath();
// move
ball.x+=ball.vx;
ball.y+=ball.vy;
// collide with screen
if (ball.x>400) ball.vx=-Math.abs(ball.vx);
if (ball.x<0) ball.vx=Math.abs(ball.vx);
if (ball.y>400) ball.vy=-Math.abs(ball.vy);
if (ball.y<0) ball.vy=Math.abs(ball.vy);
}
animate();
// --- Mouse handling ---
addEventListener('mousemove', mouseMove);
var mx=-1, my=-1, lastmx=-1, lastmy=-1;
var cvRect = cv.getBoundingClientRect();
var cvLeft = cvRect.left;
var cvTop = cvRect.top;
function mouseMove(e) {
lastmx = mx; lastmy=my;
mx=e.clientX - cvLeft;
my=e.clientY - cvTop;
}
function sq(x) { return x*x; }

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