Approximating svg elliptical arc in canvas with javascript - javascript

I'm trying to generate an elliptical arc by approximating a bezier curve as in the post https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/
However my implementation doesn't seem to fetch the right result. (Red line is SVG and black line is canvas path)
This is my code
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// M100,350
// a45,35 -30 0,1 50,-25
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;
ctx.strokeWidth = 2;
ctx.strokeStyle = "#000000";
function clamp(value, min, max) {
return Math.min(Math.max(value, min), max)
}
function svgAngle(ux, uy, vx, vy ) {
var dot = ux*vx + uy*vy;
var len = Math.sqrt(ux*ux + uy*uy) * Math.sqrt(vx*vx + vy*vy);
var ang = Math.acos( clamp(dot / len,-1,1) );
if ( (ux*vy - uy*vx) < 0)
ang = -ang;
return ang;
}
function generateBezierPoints(rx, ry, phi, flagA, flagS, x1, y1, x2, y2) {
var rX = Math.abs(rx);
var rY = Math.abs(ry);
var dx2 = (x1 - x2)/2;
var dy2 = (y1 - y2)/2;
var x1p = Math.cos(phi)*dx2 + Math.sin(phi)*dy2;
var y1p = -Math.sin(phi)*dx2 + Math.cos(phi)*dy2;
var rxs = rX * rX;
var rys = rY * rY;
var x1ps = x1p * x1p;
var y1ps = y1p * y1p;
var cr = x1ps/rxs + y1ps/rys;
if (cr > 1) {
var s = Math.sqrt(cr);
rX = s * rX;
rY = s * rY;
rxs = rX * rX;
rys = rY * rY;
}
var dq = (rxs * y1ps + rys * x1ps);
var pq = (rxs*rys - dq) / dq;
var q = Math.sqrt( Math.max(0,pq) );
if (flagA === flagS)
q = -q;
var cxp = q * rX * y1p / rY;
var cyp = - q * rY * x1p / rX;
var cx = Math.cos(phi)*cxp - Math.sin(phi)*cyp + (x1 + x2)/2;
var cy = Math.sin(phi)*cxp + Math.cos(phi)*cyp + (y1 + y2)/2;
var theta = svgAngle( 1,0, (x1p-cxp) / rX, (y1p - cyp)/rY );
var delta = svgAngle(
(x1p - cxp)/rX, (y1p - cyp)/rY,
(-x1p - cxp)/rX, (-y1p-cyp)/rY);
delta = delta - Math.PI * 2 * Math.floor(delta / (Math.PI * 2));
if (!flagS)
delta -= 2 * Math.PI;
var n1 = theta, n2 = delta;
// E(n)
// cx +acosθcosη−bsinθsinη
// cy +asinθcosη+bcosθsinη
function E(n) {
var enx = cx + rx * Math.cos(phi) * Math.cos(n) - ry * Math.sin(phi) * Math.sin(n);
var eny = cy + rx * Math.sin(phi) * Math.cos(n) + ry * Math.cos(phi) * Math.sin(n);
return {x: enx,y: eny};
}
// E'(n)
// −acosθsinη−bsinθcosη
// −asinθsinη+bcosθcosη
function Ed(n) {
var ednx = -1 * rx * Math.cos(phi) * Math.sin(n) - ry * Math.sin(phi) * Math.cos(n);
var edny = -1 * rx * Math.sin(phi) * Math.sin(n) + ry * Math.cos(phi) * Math.cos(n);
return {x: ednx, y: edny};
}
var en1 = E(n1);
var en2 = E(n2);
var edn1 = Ed(n1);
var edn2 = Ed(n2);
var alpha = Math.sin(n2 - n1) * (Math.sqrt(4 + 3 * Math.pow(Math.tan((n2 - n1)/2), 2)) - 1)/3;
console.log(en1, en2);
return {
cpx1: en1.x + alpha*edn1.x,
cpy1: en1.y + alpha*edn1.y,
cpx2: en2.x - alpha*edn2.x,
cpy2: en2.y - alpha*edn2.y
};
}
// M100,100
ctx.moveTo(100,100)
// a45,35 -30 0,1 50,-25
cp = generateBezierPoints(
45,35, // Radii
-30 * Math.PI / 180, // xAngle
0, // Large arc flag
1, // Sweep flag
100,100, // Endpoint1
100 + 50, 100 - 25 // Endpoint2
);
ctx.bezierCurveTo(cp.cpx1,cp.cpy1,cp.cpx2,cp.cpy2,150,75);
ctx.stroke()
I need help with understanding where I'm going wrong
UPDATE:
I went through the post a couple more times and there is one part of the post that I don't quite understand which may also be lacking in my implementation.
All I had to do was subdivide the angle range into small sections to get a good approximation. I didn’t quite understand the paper’s error calculations, but I found another paper by Joe Cridge indicating divisions of π/2 provides a potential one pixel error on a fairly high resolution device. So I chose π/4 to ensure smooth animation, even for partial arcs on high density mobile devices.
I don't understand what the author means by subdividing the angles...

So apparently an elliptical arc cannot be approximated with a single bezier curve, so it takes multiple bezier curves by dividing the two angles into ranges.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// M100,350
// a45,35 -30 0,1 50,-25
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;
ctx.strokeWidth = 2;
ctx.strokeStyle = "#000000";
function clamp(value, min, max) {
return Math.min(Math.max(value, min), max)
}
function svgAngle(ux, uy, vx, vy ) {
var dot = ux*vx + uy*vy;
var len = Math.sqrt(ux*ux + uy*uy) * Math.sqrt(vx*vx + vy*vy);
var ang = Math.acos( clamp(dot / len,-1,1) );
if ( (ux*vy - uy*vx) < 0)
ang = -ang;
return ang;
}
function generateBezierPoints(rx, ry, phi, flagA, flagS, x1, y1, x2, y2) {
var rX = Math.abs(rx);
var rY = Math.abs(ry);
var dx2 = (x1 - x2)/2;
var dy2 = (y1 - y2)/2;
var x1p = Math.cos(phi)*dx2 + Math.sin(phi)*dy2;
var y1p = -Math.sin(phi)*dx2 + Math.cos(phi)*dy2;
var rxs = rX * rX;
var rys = rY * rY;
var x1ps = x1p * x1p;
var y1ps = y1p * y1p;
var cr = x1ps/rxs + y1ps/rys;
if (cr > 1) {
var s = Math.sqrt(cr);
rX = s * rX;
rY = s * rY;
rxs = rX * rX;
rys = rY * rY;
}
var dq = (rxs * y1ps + rys * x1ps);
var pq = (rxs*rys - dq) / dq;
var q = Math.sqrt( Math.max(0,pq) );
if (flagA === flagS)
q = -q;
var cxp = q * rX * y1p / rY;
var cyp = - q * rY * x1p / rX;
var cx = Math.cos(phi)*cxp - Math.sin(phi)*cyp + (x1 + x2)/2;
var cy = Math.sin(phi)*cxp + Math.cos(phi)*cyp + (y1 + y2)/2;
var theta = svgAngle( 1,0, (x1p-cxp) / rX, (y1p - cyp)/rY );
var delta = svgAngle(
(x1p - cxp)/rX, (y1p - cyp)/rY,
(-x1p - cxp)/rX, (-y1p-cyp)/rY);
delta = delta - Math.PI * 2 * Math.floor(delta / (Math.PI * 2));
if (!flagS)
delta -= 2 * Math.PI;
var n1 = theta, n2 = delta;
// E(n)
// cx +acosθcosη−bsinθsinη
// cy +asinθcosη+bcosθsinη
function E(n) {
var enx = cx + rx * Math.cos(phi) * Math.cos(n) - ry * Math.sin(phi) * Math.sin(n);
var eny = cy + rx * Math.sin(phi) * Math.cos(n) + ry * Math.cos(phi) * Math.sin(n);
return {x: enx,y: eny};
}
// E'(n)
// −acosθsinη−bsinθcosη
// −asinθsinη+bcosθcosη
function Ed(n) {
var ednx = -1 * rx * Math.cos(phi) * Math.sin(n) - ry * Math.sin(phi) * Math.cos(n);
var edny = -1 * rx * Math.sin(phi) * Math.sin(n) + ry * Math.cos(phi) * Math.cos(n);
return {x: ednx, y: edny};
}
var n = [];
n.push(n1);
var interval = Math.PI/4;
while(n[n.length - 1] + interval < n2)
n.push(n[n.length - 1] + interval)
n.push(n2);
function getCP(n1, n2) {
var en1 = E(n1);
var en2 = E(n2);
var edn1 = Ed(n1);
var edn2 = Ed(n2);
var alpha = Math.sin(n2 - n1) * (Math.sqrt(4 + 3 * Math.pow(Math.tan((n2 - n1)/2), 2)) - 1)/3;
console.log(en1, en2);
return {
cpx1: en1.x + alpha*edn1.x,
cpy1: en1.y + alpha*edn1.y,
cpx2: en2.x - alpha*edn2.x,
cpy2: en2.y - alpha*edn2.y,
en1: en1,
en2: en2
};
}
var cps = []
for(var i = 0; i < n.length - 1; i++) {
cps.push(getCP(n[i],n[i+1]));
}
return cps;
}
// M100,100
ctx.moveTo(100,100)
// a45,35 -30 0,1 50,-25
var rx = 45, ry=35,phi = -30 * Math.PI / 180, fa = 0, fs = 1, x = 100, y = 100, x1 = x + 50, y1 = y - 25;
var cps = generateBezierPoints(rx, ry, phi, fa, fs, x, y, x1, y1);
var limit = 2;
for(var i = 0; i < limit && i < cps.length; i++) {
ctx.bezierCurveTo(cps[i].cpx1, cps[i].cpy1,
cps[i].cpx2, cps[i].cpy2,
i < limit - 1 ? cps[i].en2.x : x1, i < limit - 1 ? cps[i].en2.y : y1);
}
ctx.stroke()

Related

How to bounce an object within circle bounds?

I have a basic circle bouncing off the walls of a rectangle canvas (that I adapted from an example).
https://jsfiddle.net/n5stvv52/1/
The code to check for this kind of collision is somewhat crude, like so, but it works:
if (p.x > canvasWidth - p.rad) {
p.x = canvasWidth - p.rad
p.velX *= -1
}
if (p.x < p.rad) {
p.x = p.rad
p.velX *= -1
}
if (p.y > canvasHeight - p.rad) {
p.y = canvasHeight - p.rad
p.velY *= -1
}
if (p.y < p.rad) {
p.y = p.rad
p.velY *= -1
}
Where p is the item moving around.
However, the bounds of my canvas now need to be a circle, so I check collision with the following:
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const collision = Math.sqrt(dx * dx + dy * dy) >= canvasRadius - p.rad
if (collision) {
console.log('Out of circle bounds!')
}
When my ball hits the edges of the circle, the if (collision) statement executes as true and I see the log. So I can get it detected, but I'm unable to know how to calculate the direction it should then go after that.
Obviously comparing x to the canvas width isn't what I need because that's the rectangle and a circle is cut at the corners.
Any idea how I can update my if statements to account for this newly detected circle?
I'm absolutely terrible with basic trigonometry it seems, so please bear with me! Thank you.
You can use the polar coordinates to normalize the vector:
var theta = Math.atan2(dy, dx)
var R = canvasRadius - p.rad
p.x = canvasRadius + R * Math.cos(theta)
p.y = canvasRadius + R * Math.sin(theta)
p.velX *= -1
p.velY *= -1
https://jsfiddle.net/d3k5pd94/1/
Update: The movement can be more natural if we add randomness to acceleration:
p.velX *= Math.random() > 0.5 ? 1 : -1
p.velY *= Math.random() > 0.5 ? 1 : -1
https://jsfiddle.net/1g9h9jvq/
So in order to do this you will indeed need some good ol' trig. The basic ingredients you'll need are:
The vector that points from the center of the circle to the collision point.
The velocity vector of the ball
Then, since things bounce with roughly an "equal and opposite angle", you'll need to find the angle difference between that velocity vector and the radius vector, which you can get by using a dot product.
Then do some trig to get a new vector that is that much off from the radius vector, in the other direction (this is your equal and opposite). Set that to be the new velocity vector, and you're good to go.
I know that's a bit dense, especially if you're rusty with your trig / vector math, so here's the code to get it going. This code could probably be simplified but it demonstrates the essential steps at least:
function canvasApp (selector) {
const canvas = document.querySelector(selector)
const context = canvas.getContext('2d')
const canvasWidth = canvas.width
const canvasHeight = canvas.height
const canvasRadius = canvasWidth / 2
const particleList = {}
const numParticles = 1
const initVelMax = 1.5
const maxVelComp = 2.5
const randAccel = 0.3
const fadeColor = 'rgba(255,255,255,0.1)'
let p
context.fillStyle = '#050505'
context.fillRect(0, 0, canvasWidth, canvasHeight)
createParticles()
draw()
function createParticles () {
const minRGB = 16
const maxRGB = 255
const alpha = 1
for (let i = 0; i < numParticles; i++) {
const vAngle = Math.random() * 2 * Math.PI
const vMag = initVelMax * (0.6 + 0.4 * Math.random())
const r = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const g = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const b = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const color = `rgba(${r},${g},${b},${alpha})`
const newParticle = {
x: Math.random() * canvasWidth,
y: Math.random() * canvasHeight,
velX: vMag * Math.cos(vAngle),
velY: vMag * Math.sin(vAngle),
rad: 15,
color
}
if (i > 0) {
newParticle.next = particleList.first
}
particleList.first = newParticle
}
}
function draw () {
context.fillStyle = fadeColor
context.fillRect(0, 0, canvasWidth, canvasHeight)
p = particleList.first
// random accleration
p.velX += (1 - 2 * Math.random()) * randAccel
p.velY += (1 - 2 * Math.random()) * randAccel
// don't let velocity get too large
if (p.velX > maxVelComp) {
p.velX = maxVelComp
} else if (p.velX < -maxVelComp) {
p.velX = -maxVelComp
}
if (p.velY > maxVelComp) {
p.velY = maxVelComp
} else if (p.velY < -maxVelComp) {
p.velY = -maxVelComp
}
p.x += p.velX
p.y += p.velY
// boundary
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const collision = Math.sqrt(dx * dx + dy * dy) >= canvasRadius - p.rad
if (collision) {
console.log('Out of circle bounds!')
// Center of circle.
const center = [Math.floor(canvasWidth/2), Math.floor(canvasHeight/2)];
// Vector that points from center to collision point (radius vector):
const radvec = [p.x, p.y].map((c, i) => c - center[i]);
// Inverse vector, this vector is one that is TANGENT to the circle at the collision point.
const invvec = [-p.y, p.x];
// Direction vector, this is the velocity vector of the ball.
const dirvec = [p.velX, p.velY];
// This is the angle in radians to the radius vector (center to collision point).
// Time to rememeber some of your trig.
const radangle = Math.atan2(radvec[1], radvec[0]);
// This is the "direction angle", eg, the DIFFERENCE in angle between the radius vector
// and the velocity vector. This is calculated using the dot product.
const dirangle = Math.acos((radvec[0]*dirvec[0] + radvec[1]*dirvec[1]) / (Math.hypot(...radvec)*Math.hypot(...dirvec)));
// This is the reflected angle, an angle that is "equal and opposite" to the velocity vec.
const refangle = radangle - dirangle;
// Turn that back into a set of coordinates (again, remember your trig):
const refvec = [Math.cos(refangle), Math.sin(refangle)].map(x => x*Math.hypot(...dirvec));
// And invert that, so that it points back to the inside of the circle:
p.velX = -refvec[0];
p.velY = -refvec[1];
// Easy peasy lemon squeezy!
}
context.fillStyle = p.color
context.beginPath()
context.arc(p.x, p.y, p.rad, 0, 2 * Math.PI, false)
context.closePath()
context.fill()
p = p.next
window.requestAnimationFrame(draw)
}
}
canvasApp('#canvas')
<canvas id="canvas" width="500" height="500" style="border: 1px solid red; border-radius: 50%;"></canvas>
DISCLAIMER: Since your initial position is random, this doens't work very well with the ball starts already outside of the circle. So make sure the initial point is within the bounds.
You don't need trigonometry at all. All you need is the surface normal, which is the vector from the point of impact to the center. Normalize it (divide both coordinates by the length), and you get the new velocity using
v' = v - 2 * (v • n) * n
Where v • n is the dot product:
v • n = v.x * n.x + v.y * n.y
Translated to your code example, that's
// boundary
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const nl = Math.sqrt(dx * dx + dy * dy)
const collision = nl >= canvasRadius - p.rad
if (collision) {
// the normal at the point of collision is -dx, -dy normalized
var nx = -dx / nl
var ny = -dy / nl
// calculate new velocity: v' = v - 2 * dot(d, v) * n
const dot = p.velX * nx + p.velY * ny
p.velX = p.velX - 2 * dot * nx
p.velY = p.velY - 2 * dot * ny
}
function canvasApp(selector) {
const canvas = document.querySelector(selector)
const context = canvas.getContext('2d')
const canvasWidth = canvas.width
const canvasHeight = canvas.height
const canvasRadius = canvasWidth / 2
const particleList = {}
const numParticles = 1
const initVelMax = 1.5
const maxVelComp = 2.5
const randAccel = 0.3
const fadeColor = 'rgba(255,255,255,0.1)'
let p
context.fillStyle = '#050505'
context.fillRect(0, 0, canvasWidth, canvasHeight)
createParticles()
draw()
function createParticles() {
const minRGB = 16
const maxRGB = 255
const alpha = 1
for (let i = 0; i < numParticles; i++) {
const vAngle = Math.random() * 2 * Math.PI
const vMag = initVelMax * (0.6 + 0.4 * Math.random())
const r = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const g = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const b = Math.floor(minRGB + Math.random() * (maxRGB - minRGB))
const color = `rgba(${r},${g},${b},${alpha})`
const newParticle = {
// start inside circle
x: canvasWidth / 4 + Math.random() * canvasWidth / 2,
y: canvasHeight / 4 + Math.random() * canvasHeight / 2,
velX: vMag * Math.cos(vAngle),
velY: vMag * Math.sin(vAngle),
rad: 15,
color
}
if (i > 0) {
newParticle.next = particleList.first
}
particleList.first = newParticle
}
}
function draw() {
context.fillStyle = fadeColor
context.fillRect(0, 0, canvasWidth, canvasHeight)
// draw circle bounds
context.fillStyle = "black"
context.beginPath()
context.arc(canvasRadius, canvasRadius, canvasRadius, 0, 2 * Math.PI, false)
context.closePath()
context.stroke()
p = particleList.first
// random accleration
p.velX += (1 - 2 * Math.random()) * randAccel
p.velY += (1 - 2 * Math.random()) * randAccel
// don't let velocity get too large
if (p.velX > maxVelComp) {
p.velX = maxVelComp
} else if (p.velX < -maxVelComp) {
p.velX = -maxVelComp
}
if (p.velY > maxVelComp) {
p.velY = maxVelComp
} else if (p.velY < -maxVelComp) {
p.velY = -maxVelComp
}
p.x += p.velX
p.y += p.velY
// boundary
const dx = p.x - canvasRadius
const dy = p.y - canvasRadius
const nl = Math.sqrt(dx * dx + dy * dy)
const collision = nl >= canvasRadius - p.rad
if (collision) {
// the normal at the point of collision is -dx, -dy normalized
var nx = -dx / nl
var ny = -dy / nl
// calculate new velocity: v' = v - 2 * dot(d, v) * n
const dot = p.velX * nx + p.velY * ny
p.velX = p.velX - 2 * dot * nx
p.velY = p.velY - 2 * dot * ny
}
context.fillStyle = p.color
context.beginPath()
context.arc(p.x, p.y, p.rad, 0, 2 * Math.PI, false)
context.closePath()
context.fill()
p = p.next
window.requestAnimationFrame(draw)
}
}
canvasApp('#canvas')
<canvas id="canvas" width="176" height="176"></canvas>

how to use html canvas in between 2 <div>s

I tried to use canvas in middle of my html page.but it does't work fine. I want to use ribbon effect in div. it works fine when the there is no div and when there is div or other element it doesn't work. I want use canvas in between two div. I used ribbon pen in codepen and will post the code below. I want to how to use it in my html page.
var TWO_PI = Math.PI * 2;
var HALF_PI = Math.PI * 0.5;
var THICKNESS = 12;
var LENGTH = 10;
var STEP = 0.1;
var FPS = 1000 / 60;
function Particle(x, y, mass) {
this.x = x || 0;
this.y = y || 0;
this.ox = this.x;
this.oy = this.y;
this.mass = mass || 1.0;
this.massInv = 1.0 / this.mass;
this.fixed = false;
this.update = function (dt) {
if (!this.fixed) {
var fx = 0.0000;
var fy = 0.0000;
var tx = this.x,
ty = this.y;
this.x += (this.x - this.ox) + fx * this.massInv * dt * dt;
this.y += (this.y - this.oy) + fy * this.massInv * dt * dt;
this.ox = tx;
this.oy = ty;
}
};
};
function Spring(p1, p2, restLength, strength) {
this.p1 = p1;
this.p2 = p2;
this.restLength = restLength || 10;
this.strength = strength || 1.0;
this.update = function (dt) {
// Compute desired force
var dx = p2.x - p1.x,
dy = p2.y - p1.y,
dd = Math.sqrt(dx * dx + dy * dy) + 0.0001,
tf = (dd - this.restLength) / (dd * (p1.massInv + p2.massInv)) * this.strength,
f;
// Apply forces
if (!p1.fixed) {
f = tf * p1.massInv;
p1.x += dx * f;
p1.y += dy * f;
}
if (!p2.fixed) {
f = -tf * p2.massInv;
p2.x += dx * f;
p2.y += dy * f;
}
}
};
function Sim() {
this.particles = [];
this.springs = [];
this.tick = function (dt) {
var i, n;
for (i = 0, n = this.springs.length; i < n; ++i) {
this.springs[i].update(dt);
}
for (i = 0, n = this.particles.length; i < n; ++i) {
this.particles[i].update(dt);
}
}
};
// Create a new system
var sim = new Sim(),
old = new Date().getTime(),
canvas = document.getElementById('world'),
context = canvas.getContext('2d');
function init() {
var np,
op,
mouse,
anchor,
step = STEP,
length = LENGTH,
count = length / step;
var sx = canvas.width * 0.5;
var sy = canvas.height * 0.5;
for (var i = 0; i < count; ++i) {
//np = new Particle(i*8,i*8,0.1+Math.random()*0.01);
np = new Particle(sx + (Math.random() - 0.5) * 200, sy + (Math.random() - 0.5) * 200, 0.1 + Math.random() * 0.01);
sim.particles.push(np);
if (i > 0) {
s = new Spring(np, op, step, 0.95);
sim.springs.push(s);
}
op = np;
}
// Fix the first particle
anchor = sim.particles[0];
//anchor.fixed = true;
anchor.x = 50;
anchor.y = 50;
// Move last particle with mouse
mouse = sim.particles[count - 1];
mouse.fixed = true;
canvas.addEventListener('mousemove', function (event) {
mouse.x = event.clientX;
mouse.y = event.clientY;
});
};
function step() {
var now = new Date().getTime(),
delta = now - old;
sim.tick(delta);
// Clear canvas
canvas.width = canvas.width;
var points = []; // Midpoints
var angles = []; // Delta angles
var i, n, p1, p2, dx, dy, mx, my, sin, cos, theta;
// Compute midpoints and angles
for (i = 0, n = sim.particles.length - 1; i < n; ++i) {
p1 = sim.particles[i];
p2 = sim.particles[i + 1];
dx = p2.x - p1.x;
dy = p2.y - p1.y;
mx = p1.x + dx * 0.5;
my = p1.y + dy * 0.5;
points[i] = {
x: mx,
y: my
};
angles[i] = Math.atan2(dy, dx);
}
// Render
context.beginPath();
for (i = 0, n = points.length; i < n; ++i) {
p1 = sim.particles[i];
p2 = points[i];
theta = angles[i];
r = Math.sin((i / n) * Math.PI) * THICKNESS;
sin = Math.sin(theta - HALF_PI) * r;
cos = Math.cos(theta - HALF_PI) * r;
context.quadraticCurveTo(
p1.x + cos,
p1.y + sin,
p2.x + cos,
p2.y + sin);
}
for (i = points.length - 1; i >= 0; --i) {
p1 = sim.particles[i + 1];
p2 = points[i];
theta = angles[i];
r = Math.sin((i / n) * Math.PI) * THICKNESS;
sin = Math.sin(theta + HALF_PI) * r;
cos = Math.cos(theta + HALF_PI) * r;
context.quadraticCurveTo(
p1.x + cos,
p1.y + sin,
p2.x + cos,
p2.y + sin);
}
context.strokeStyle = 'rgba(255,255,255,0.1)';
context.lineWidth = 8;
context.stroke();
context.strokeStyle = 'rgba(0,0,0,0.8)';
context.lineWidth = 0.5;
context.stroke();
context.fillStyle = 'rgba(255,255,255,0.9)';
context.fill();
old = now;
setTimeout(step, FPS);
};
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener("resize", resize);
resize();
init();
step();
<link href='https://fonts.googleapis.com/css?family=Open+Sans:400,600,700' rel='stylesheet' type='text/css'>
<canvas id='world' width='500' height='500'></canvas>
<header><h1>Wiggle your mouse...</h1></header>
Here is one way:
HTML:
<div class="top">
top
</div>
<div class="middle">
<canvas id='world' width='500' height='500'></canvas>
<header><h1>Wiggle your mouse...</h1></header>
</div>
<div class="bottom">
bottom
</div>
CSS:
div {
border: 1px solid black
}
.top, .bottom {
height: 200px
}
The js remains the same. The CSS gives the top and bottom divs some height. The canvas is in the middle div. Here is a jsfiddle: https://jsfiddle.net/av902pcs/

Circle line segment collision

I need to detect collision circle with any line. I have array with verticles of polygon (x, y) and draw this polygon in loop. For detection I use algorithm, which calculate triangle height. Then I check if this height < 0, then circle collided with line.
The picture, that describe this method:
But I have unexpected result. My circle collide with transparent line (what?). I can't explain how it happens.
Demo at jsfiddle: https://jsfiddle.net/f458rdz6/1/
Function, which check the collisions and response it:
var p = polygonPoints;
for (var i = 0, n = p.length; i < n; i++) {
var start = i;
var end = (i + 1) % n;
var x0 = p[start].x;
var y0 = p[start].y;
var x1 = p[end].x;
var y1 = p[end].y;
// detection collision
var dx = x1 - x0;
var dy = y1 - y0;
var len = Math.sqrt(dx * dx + dy * dy);
var dist = (dx * (this.y - y0) - dy * (this.x - x0)) / len;
if (dist < this.radius) {
continue;
}
// calculate reflection, because collided
var wallAngle = Math.atan2(dy, dx);
var wallNormalX = Math.sin(wallAngle);
var wallNormalY = -Math.cos(wallAngle);
var d = 2 * (this.velocityX * wallNormalX + this.velocityY * wallNormalY);
this.x -= d * wallNormalX;
this.y -= d * wallNormalY;
}
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var polygonPoints = [
{
x: 240,
y: 130
},
{
x: 140,
y: 100
},
{
x: 180,
y: 250
},
{
x: 320,
y: 280
},
{
x: 400,
y: 50
}
];
var game = {
ball: new Ball()
};
function Ball() {
this.x = canvas.width / 2;
this.y = canvas.height - 100;
this.oldX = this.x - 1;
this.oldY = this.y + 1;
this.velocityX = 0;
this.velocityY = 0;
this.radius = 8;
};
Ball.prototype.draw = function() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fillStyle = '#0095DD';
ctx.fill();
ctx.closePath();
};
Ball.prototype.update = function() {
var x = this.x;
var y = this.y;
this.velocityX = this.x - this.oldX;
this.velocityY = this.y - this.oldY;
this.x += this.velocityX;
this.y += this.velocityY;
this.oldX = x;
this.oldY = y;
};
Ball.prototype.collision = function() {
var p = polygonPoints;
for (var i = 0, n = p.length; i < n; i++) {
var start = i;
var end = (i + 1) % n;
var x0 = p[start].x;
var y0 = p[start].y;
var x1 = p[end].x;
var y1 = p[end].y;
// detection collision
var dx = x1 - x0;
var dy = y1 - y0;
var len = Math.sqrt(dx * dx + dy * dy);
var dist = (dx * (this.y - y0) - dy * (this.x - x0)) / len;
if (dist < this.radius) {
continue;
}
// calculate reflection, because collided
var wallAngle = Math.atan2(dy, dx);
var wallNormalX = Math.sin(wallAngle);
var wallNormalY = -Math.cos(wallAngle);
var d = 2 * (this.velocityX * wallNormalX + this.velocityY * wallNormalY);
this.x -= d * wallNormalX;
this.y -= d * wallNormalY;
}
};
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawPolygon() {
ctx.beginPath();
ctx.strokeStyle = '#333';
ctx.moveTo(polygonPoints[0].x, polygonPoints[0].y);
for (var i = 1, n = polygonPoints.length; i < n; i++) {
ctx.lineTo(polygonPoints[i].x, polygonPoints[i].y);
}
ctx.lineTo(polygonPoints[0].x, polygonPoints[0].y);
ctx.stroke();
ctx.closePath();
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawPolygon();
game.ball.draw();
game.ball.update();
game.ball.collision();
window.requestAnimationFrame(render);
}
render();
canvas {
border: 1px solid #333;
}
<canvas id="myCanvas" width="480" height="320"></canvas>
What the problem? Maybe I need use other method for detect collision? I tried to use this one, but if my circle has high speed this method not working.
Thank you.
Circle line segment intercept
UPDATE
This answer includes line line intercept, moving a line along its normal, distance point (circle) to line, and circle line intercept.
The circle is
var circle = {
radius : 500,
center : point(1000,1000),
}
The line segment is
var line = {
p1 : point(500,500),
p2 : point(2000,1000),
}
A point is
var point = {
x : 100,
y : 100,
}
Thus the function to find the intercept of a line segment width a circle
The function returns an array of up to two point on the line segment. If no points found returns an empty array.
function inteceptCircleLineSeg(circle, line){
var a, b, c, d, u1, u2, ret, retP1, retP2, v1, v2;
v1 = {};
v2 = {};
v1.x = line.p2.x - line.p1.x;
v1.y = line.p2.y - line.p1.y;
v2.x = line.p1.x - circle.center.x;
v2.y = line.p1.y - circle.center.y;
b = (v1.x * v2.x + v1.y * v2.y);
c = 2 * (v1.x * v1.x + v1.y * v1.y);
b *= -2;
d = Math.sqrt(b * b - 2 * c * (v2.x * v2.x + v2.y * v2.y - circle.radius * circle.radius));
if(isNaN(d)){ // no intercept
return [];
}
u1 = (b - d) / c; // these represent the unit distance of point one and two on the line
u2 = (b + d) / c;
retP1 = {}; // return points
retP2 = {}
ret = []; // return array
if(u1 <= 1 && u1 >= 0){ // add point if on the line segment
retP1.x = line.p1.x + v1.x * u1;
retP1.y = line.p1.y + v1.y * u1;
ret[0] = retP1;
}
if(u2 <= 1 && u2 >= 0){ // second add point if on the line segment
retP2.x = line.p1.x + v1.x * u2;
retP2.y = line.p1.y + v1.y * u2;
ret[ret.length] = retP2;
}
return ret;
}
UPDATE
Line line intercept.
Returns a point if found else returns undefined.
function interceptLines(line,line1){
var v1, v2, c, u;
v1 = {};
v2 = {};
v3 = {};
v1.x = line.p2.x - line.p1.x; // vector of line
v1.y = line.p2.y - line.p1.y;
v2.x = line1.p2.x - line1.p1.x; //vector of line2
v2.y = line1.p2.y - line1.p1.y;
var c = v1.x * v2.y - v1.y * v2.x; // cross of the two vectors
if(c !== 0){
v3.x = line.p1.x - line1.p1.x;
v3.y = line.p1.y - line1.p1.y;
u = (v2.x * v3.y - v2.y * v3.x) / c; // unit distance of intercept point on this line
return {x : line.p1.x + v1.x * u, y : line.p1.y + v1.y * u};
}
return undefined;
}
Lift Line
Move line along its normal
function liftLine(line,dist){
var v1,l
v1 = {};
v1.x = line.p2.x - line.p1.x; // convert line to vector
v1.y = line.p2.y - line.p1.y;
l = Math.sqrt(v1.x * v1.x + v1.y * v1.y); // get length;
v1.x /= l; // Assuming you never pass zero length lines
v1.y /= l;
v1.x *= dist; // set the length
v1.y *= dist;
// move the line along its normal the required distance
line.p1.x -= v1.y;
line.p1.y += v1.x;
line.p2.x -= v1.y;
line.p2.y += v1.x;
return line; // if needed
}
Distance circle (or point) to a line segment
Returns the closest distance to the line segment. It is just the circle center that I am using. So you can replace circle with a point
function circleDistFromLineSeg(circle,line){
var v1, v2, v3, u;
v1 = {};
v2 = {};
v3 = {};
v1.x = line.p2.x - line.p1.x;
v1.y = line.p2.y - line.p1.y;
v2.x = circle.center.x - line.p1.x;
v2.y = circle.center.y - line.p1.y;
u = (v2.x * v1.x + v2.y * v1.y) / (v1.y * v1.y + v1.x * v1.x); // unit dist of point on line
if(u >= 0 && u <= 1){
v3.x = (v1.x * u + line.p1.x) - circle.center.x;
v3.y = (v1.y * u + line.p1.y) - circle.center.y;
v3.x *= v3.x;
v3.y *= v3.y;
return Math.sqrt(v3.y + v3.x); // return distance from line
}
// get distance from end points
v3.x = circle.center.x - line.p2.x;
v3.y = circle.center.y - line.p2.y;
v3.x *= v3.x; // square vectors
v3.y *= v3.y;
v2.x *= v2.x;
v2.y *= v2.y;
return Math.min(Math.sqrt(v2.y + v2.x), Math.sqrt(v3.y + v3.x)); // return smaller of two distances as the result
}

how to apply L-system logic to segments

Edit
Here's a new version which correctly applies the length and model but doesn't position the model correctly. I figured it might help.
http://codepen.io/pixelass/pen/78f9e97579f99dc4ae0473e33cae27d5?editors=001
I have 2 canvas instances
model
result
On the model view the user can drag the handles to modify the model
The result view should then apply the model to every segment (relatively)
This is just a basic l-system logic for fractal curves though I am having problems applying the model to the segments.
Se the picture below: The red lines should replicate the model, but I can't figure out how to correctly apply the logic
I have a demo version here: http://codepen.io/pixelass/pen/c4d7650af7ce4901425b326ad7a4b259
ES6
// simplify Math
'use strict';
Object.getOwnPropertyNames(Math).map(function(prop) {
window[prop] = Math[prop];
});
// add missing math functions
var rad = (degree)=> {
return degree * PI / 180;
};
var deg = (radians)=> {
return radians * 180 / PI;
};
// get our drawing areas
var model = document.getElementById('model');
var modelContext = model.getContext('2d');
var result = document.getElementById('result');
var resultContext = result.getContext('2d');
var setSize = function setSize() {
model.height = 200;
model.width = 200;
result.height = 400;
result.width = 400;
};
// size of the grabbing dots
var dotSize = 5;
// flag to determine if we are grabbing a point
var grab = -1;
// set size to init instances
setSize();
//
var iterations = 1;
// define points
// this only defines the initial model
var returnPoints = function returnPoints(width) {
return [{
x: 0,
y: width
}, {
x: width / 3,
y: width
}, {
x: width / 2,
y: width / 3*2
}, {
x: width / 3 * 2,
y: width
}, {
x: width,
y: width
}];
};
// set initial state for model
var points = returnPoints(model.width);
// handle interaction
// grab points only if hovering
var grabPoint = function grabPoint(e) {
var X = e.layerX;
var Y = e.layerY;
for (var i = 1; i < points.length - 1; i++) {
if (abs(X - points[i].x) < dotSize && abs(Y - points[i].y) < dotSize) {
model.classList.add('grabbing');
grab = i;
}
}
};
// release point
var releasePoint = function releasePoint(e) {
if (grab > -1) {
model.classList.add('grab');
model.classList.remove('grabbing');
}
grab = -1;
};
// set initial state for result
// handle mouse movement on the model canvas
var handleMove = function handleMove(e) {
// determine current mouse position
var X = e.layerX;
var Y = e.layerY;
// clear classes
model.classList.remove('grabbing');
model.classList.remove('grab');
// check if hovering a dot
for (var i = 1; i < points.length - 1; i++) {
if (abs(X - points[i].x) < dotSize && abs(Y - points[i].y) < dotSize) {
// indicate grabbable
model.classList.add('grab');
}
}
// if grabbing
if (grab > -1) {
// indicate grabbing
model.classList.add('grabbing');
// modify dot on the model canvas
points[grab] = {
x: X,
y: Y
};
// modify dots on the result canvas
drawSegment({
x: points[grab - 1].x,
y: points[grab - 1].y
}, {
x: X,
y: Y
});
}
};
let m2 = points[1].x / points[4].x
let m3 = points[2].x / points[4].x
let m4 = points[3].x / points[4].x
let n2 = points[1].y / points[4].y
let n3 = points[2].y / points[4].y
let n4 = points[3].y / points[4].y
var drawSegment = function drawSegment(start, end) {
var dx = end.x - start.x
var dy = end.y - start.y
var dist = sqrt(dx * dx + dy * dy)
var angle = atan2(dy, dx)
let x1 = end.x
let y1 = end.y
let x2 = round(cos(angle) * dist)
let y2 = round(sin(angle) * dist)
resultContext.srtokeStyle = 'red'
resultContext.beginPath()
resultContext.moveTo(x1, y1)
resultContext.lineTo(x2, y2)
resultContext.stroke()
m2 = points[1].x / points[4].x
m3 = points[2].x / points[4].x
m4 = points[3].x / points[4].x
n2 = points[1].y / points[4].y
n3 = points[2].y / points[4].y
n4 = points[3].y / points[4].y
};
var drawDots = function drawDots(points) {
// draw dots
for (var i = 1; i < points.length - 1; i++) {
modelContext.lineWidth = 4; //
modelContext.beginPath();
modelContext.strokeStyle = 'hsla(' + 360 / 5 * i + ',100%,40%,1)';
modelContext.fillStyle = 'hsla(0,100%,100%,1)';
modelContext.arc(points[i].x, points[i].y, dotSize, 0, 2 * PI);
modelContext.stroke();
modelContext.fill();
}
};
var drawModel = function drawModel(ctx, points, n) {
var dx = points[1].x - points[0].x
var dy = points[1].y - points[0].y
var dist = sqrt(dx * dx + dy * dy)
var angle = atan2(dy, dx)
let x1 = points[1].x
let y1 = points[1].y
let x2 = round(cos(angle) * dist)
let y2 = round(sin(angle) * dist)
ctx.strokeStyle = 'hsla(0,0%,80%,1)';
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(points[0].x,
points[0].y)
ctx.lineTo(points[1].x * m2,
points[1].y * n2)
ctx.lineTo(points[1].x * m3,
points[1].y * n3)
ctx.lineTo(points[1].x * m4,
points[1].y * n4)
ctx.lineTo(points[1].x,
points[1].y)
ctx.stroke();
ctx.strokeStyle = 'hsla(100,100%,80%,1)';
ctx.beginPath();
ctx.moveTo(points[0].x,
points[0].y)
ctx.lineTo(points[1].x,
points[1].y)
ctx.stroke()
if (n > 0 ) {
drawModel(resultContext, [{
x: points[0].x,
y: points[0].y
}, {
x: points[1].x * m2,
y: points[1].y * n2
}], n - 1);
drawModel(resultContext, [{
x: points[1].x * m2,
y: points[1].y * n2
}, {
x: points[1].x * m3,
y: points[1].y * n3
}], n - 1);
/*
drawModel(resultContext, [{
x: points[1].x * m3,
y: points[1].y * m3
}, {
x: points[1].x * m4,
y: points[1].y * n4
}], n - 1);
drawModel(resultContext, [{
x: points[1].x * m4,
y: points[1].y * m4
}, {
x: points[1].x,
y: points[1].y
}], n - 1);*/
} else {
ctx.strokeStyle = 'hsla(0,100%,50%,1)';
ctx.beginPath();
ctx.moveTo(points[0].x,
points[0].y)
ctx.lineTo(points[1].x * m2,
points[1].y * n2)
ctx.lineTo(points[1].x * m3,
points[1].y * n3)
ctx.lineTo(points[1].x * m4,
points[1].y * n4)
ctx.lineTo(points[1].x,
points[1].y)
ctx.stroke();
}
};
var draw = function draw() {
// clear both screens
modelContext.fillStyle = 'hsla(0,0%,100%,.5)';
modelContext.fillRect(0, 0, model.width, model.height);
resultContext.fillStyle = 'hsla(0,0%,100%,1)';
resultContext.fillRect(0, 0, result.width, result.height);
// draw model
drawModel(modelContext, [{
x: 0,
y: 200
}, {
x: 200,
y: 200
}]);
drawModel(resultContext, [{
x: 0,
y: 400
}, {
x: 400,
y: 400
}],iterations);
// draw the dots to indicate grabbing points
drawDots(points);
// redraw
requestAnimationFrame(draw);
};
window.addEventListener('resize', setSize);
model.addEventListener('mousemove', handleMove);
model.addEventListener('mousedown', grabPoint);
window.addEventListener('mouseup', releasePoint);
setSize();
draw();
Write a function to transform a point given the point, an old origin (the start of the model line segment), a new origin (the start of the child line segment), an angle and a scale (you have already calculated these):
var transformPoint = function transformPoint(point, oldOrigin, newOrigin, angle, dist) {
// subtract old origin to rotate and scale relative to it:
var x = point.x - oldOrigin.x;
var y = point.y - oldOrigin.y;
// rotate by angle
var sine = sin(angle)
var cosine = cos(angle)
var rotatedX = (x * cosine) - (y * sine);
var rotatedY = (x * sine) + (y * cosine);
// scale
rotatedX *= dist;
rotatedY *= dist;
// offset by new origin and return:
return {x: rotatedX + newOrigin.x - oldOrigin.x, y: rotatedY + newOrigin.y - oldOrigin.y }
}
You need to translate it by the old origin (so that you can rotate around it), then rotate, then scale, then translate by the new origin. Then return the point.
modelLogic[0] is the old origin because it defines the start of the segment in the model and points[0] is the new origin because that is what it is mapped to by the transformation.
You can call the function from your drawModel function like this:
let p1 = transformPoint(modelLogic[0], modelLogic[0], points[0], angle, dist);
let p2 = transformPoint(modelLogic[1], modelLogic[0], points[0], angle, dist);
let p3 = transformPoint(modelLogic[2], modelLogic[0], points[0], angle, dist);
let p4 = transformPoint(modelLogic[3], modelLogic[0], points[0], angle, dist);
let p5 = transformPoint(modelLogic[4], modelLogic[0], points[0], angle, dist);
and change your drawing code to use the returned points p1, p2 etc instead of x1, y1, x2, y2 etc.
Alternatively, you can create a single matrix to represent all of these translation, rotation and scaling transforms and transform each point by it in turn.

WebGL Perspective Projection Matrix

Can someone show me a function in javascript/webGL that will change 3d coordinates into 2d projected perspective coordinates? Thnx
Here's a pretty typical perspective matrix function
function perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {
dst = dst || new Float32Array(16);
var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);
var rangeInv = 1.0 / (zNear - zFar);
dst[0] = f / aspect;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst[4] = 0;
dst[5] = f;
dst[6] = 0;
dst[7] = 0;
dst[8] = 0;
dst[9] = 0;
dst[10] = (zNear + zFar) * rangeInv;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = zNear * zFar * rangeInv * 2;
dst[15] = 0;
return dst;
}
If you have a vertex shader like this
attribute vec4 a_position;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * a_position;
}
You'll get 2d projected coordinates in WebGL. If actually want those coordinates in pixels in say JavaScript you need to divide by w and the expand to pixels
var transformPoint = function(m, v) {
var x = v[0];
var y = v[1];
var z = v[2];
var w = x * m[0*4+3] + y * m[1*4+3] + z * m[2*4+3] + m[3*4+3];
return [(x * m[0*4+0] + y * m[1*4+0] + z * m[2*4+0] + m[3*4+0]) / w,
(x * m[0*4+1] + y * m[1*4+1] + z * m[2*4+1] + m[3*4+1]) / w,
(x * m[0*4+2] + y * m[1*4+2] + z * m[2*4+2] + m[3*4+2]) / w];
};
var somePoint = [20,30,40];
var projectedPoint = transformPoint(projectionMatrix, somePoint);
var screenX = (projectedPoint[0] * 0.5 + 0.5) * canvas.width;
var screenZ = (projectedPoint[1] * -0.5 + 0.5) * canvas.height;
more here
Assuming the point is in world coordinates and your camera has a world matrix and a projection matrix, this is much simpler:
function point3d_to_screen(point, cameraWorldMatrix, projMatrix, screenWidth, screenHeight) {
var mat, p, x, y;
p = [point[0], point[1], point[2], 1];
mat = mat4.create();
mat4.invert(mat, cameraWorldMatrix);
mat4.mul(mat, projMatrix, mat);
vec4.transformMat4(p, p, mat);
x = (p[0] / p[3] + 1) * 0.5 * screenWidth;
y = (1 - p[1] / p[3]) * 0.5 * screenHeight;
return [x, y];
}
I'm using gl-matrix in this function.

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