proximity-structures/js/field.js

471 lines
14 KiB
JavaScript

var renderer,
stage,
screenWidth,
screenHeight,
counter,
totalScreenPixels,
cycleDuration,
connectionDistance,
connectionLimit,
pointShiftDistance,
colorShiftAmt,
disconnectedColorShiftAmt,
polygon,
startPoints,
polygonPoints,
tweeningFns,
lastLoop,
thisLoop,
fps,
fpsGraphic,
scrollDelta,
pointShiftBiasX,
pointShiftBiasY,
fpsEnabled = false;
function randomInt (min, max) {
// inclusive of min and max
return Math.floor(Math.random() * (max - min + 1)) + min
}
function linearTweening (t, b, c, d) {
// t = current time
// b = start value
// c = change in value
// d = duration
return ((c * t) / d) + b
}
function easeOutBounce (t, b, c, d) {
if ((t /= d) < (1 / 2.75)) {
return c * (7.5625 * t * t) + b
} else if (t < (2 / 2.75)) {
return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b
} else if (t < (2.5 / 2.75)) {
return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b
} else {
return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b
}
}
function easeInSine (t, b, c, d) {
return -c * Math.cos(t / d * (Math.PI / 2)) + c + b
}
function easeOutSine (t, b, c, d) {
return c * Math.sin(t / d * (Math.PI / 2)) + b
}
function easeInOutSine (t, b, c, d) {
return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b
}
function easeInQuad (t, b, c, d) {
return c * (t /= d) * t + b
}
function easeOutQuad (t, b, c, d) {
return -c * (t /= d) * (t - 2) + b
}
function easeInOutQuad (t, b, c, d) {
if ((t /= d / 2) < 1) return c / 2 * t * t + b
return -c / 2 * ((--t) * (t - 2) - 1) + b
}
function easeInCubic (t, b, c, d) {
return c * (t /= d) * t * t + b
}
function easeOutCubic (t, b, c, d) {
return c * ((t = t / d - 1) * t * t + 1) + b
}
function easeInOutCubic (t, b, c, d) {
if ((t /= d / 2) < 1) return c / 2 * t * t * t + b
return c / 2 * ((t -= 2) * t * t + 2) + b
}
function easeInExpo (t, b, c, d) {
return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b
}
function easeOutExpo (t, b, c, d) {
return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b
}
function easeInOutExpo (t, b, c, d) {
if (t == 0) return b
if (t == d) return b + c
if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b
return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b
}
function easeInElastic (t, b, c, d) {
var s = 1.70158; var p = 0; var a = c
if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * 0.3
if (a < Math.abs(c)) { a = c; var s = p / 4 } else var s = p / (2 * Math.PI) * Math.asin(c / a)
return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b
}
function easeOutElastic (t, b, c, d) {
var s = 1.70158; var p = 0; var a = c
if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * 0.3
if (a < Math.abs(c)) { a = c; var s = p / 4 } else var s = p / (2 * Math.PI) * Math.asin(c / a)
return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b
}
function easeInOutElastic (t, b, c, d) {
var s = 1.70158; var p = 0; var a = c
if (t == 0) return b; if ((t /= d / 2) == 2) return b + c; if (!p) p = d * (0.3 * 1.5)
if (a < Math.abs(c)) { a = c; var s = p / 4 } else var s = p / (2 * Math.PI) * Math.asin(c / a)
if (t < 1) return -0.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b
return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * 0.5 + c + b
}
function easeInCirc (t, b, c, d) {
return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b
}
function easeOutCirc (t, b, c, d) {
return c * Math.sqrt(1 - (t = t / d - 1) * t) + b
}
function easeInOutCirc (t, b, c, d) {
if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b
return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b
}
// from: http://stackoverflow.com/a/5624139
// modified to return integer literal
function rgbToHex (color) {
return parseInt(((1 << 24) + (color.r << 16) + (color.g << 8) + color.b).toString(16).slice(1), 16)
}
/* Choose a random RGB color */
function randomColor () {
return {
r: Math.floor(Math.random() * (255 + 1)),
g: Math.floor(Math.random() * (255 + 1)),
b: Math.floor(Math.random() * (255 + 1))
}
}
/* Find the average of two RGB colors and return one RGB of that color */
function averageColor (color1, color2) {
return {
r: Math.round((color1.r + color2.r) / 2),
g: Math.round((color1.g + color2.g) / 2),
b: Math.round((color1.b + color2.b) / 2)
}
}
/*
* Find the average of two RGB colors where color1 is weighted against color2 by the given weight.
* weight is a decimal between 0 and 1.
*/
function weightedAverageColor (color1, color2, weight) {
return {
r: Math.round(((color1.r * (2 * weight)) + (color2.r * (2 * (1 - weight)))) / 2),
g: Math.round(((color1.g * (2 * weight)) + (color2.g * (2 * (1 - weight)))) / 2),
b: Math.round(((color1.b * (2 * weight)) + (color2.b * (2 * (1 - weight)))) / 2)
}
}
/* Darken the color by a factor of 0 to 1, where 1 is black and 0 is white */
function shadeColor (color, shadeFactor) {
return {
r: Math.round(color.r * (1 - shadeFactor)),
g: Math.round(color.g * (1 - shadeFactor)),
b: Math.round(color.b * (1 - shadeFactor))
}
}
/* Given a color component (red, green, or blue int), randomly shift by configurable amount */
function shiftColorComponent (component, maxShiftAmt) {
var shiftAmt = randomInt(maxShiftAmt * -1, maxShiftAmt),
newComponent = component + shiftAmt
if ((newComponent < 0) || (newComponent > 255)) {
newComponent = component - shiftAmt
}
return newComponent
}
/* Randomly shift a RGB color by a configurable amount and return new RGB color */
function shiftColor (color, maxShiftAmt) {
return {
r: shiftColorComponent(color.r, maxShiftAmt),
g: shiftColorComponent(color.g, maxShiftAmt),
b: shiftColorComponent(color.b, maxShiftAmt)
}
}
function distance (point1, point2) {
var a = point1[0] - point2[0]
var b = point1[1] - point2[1]
return Math.sqrt(a * a + b * b)
}
function getRandomPoints (numPoints, maxX, maxY, tweeningFns) {
var points = [],
i, x, y, cycleStart, easingFn
for (i = 0; i < numPoints; i++) {
x = randomInt(0, maxX - 1)
y = randomInt(0, maxY - 1)
cycleStart = randomInt(0, cycleDuration - 1)
color = randomColor()
easingFn = randomInt(0, tweeningFns.length - 1)
points[i] = [x, y, cycleStart, color, easingFn]
}
return points
}
function shiftPointCounter (original, maxShiftAmt) {
var shiftAmt = randomInt(maxShiftAmt * -1, 0),
newCounter = original + shiftAmt
if (newCounter < 0) {
newCounter = cycleDuration + shiftAmt
}
return newCounter
}
function shiftPoints (points, maxShiftAmt, counter, tweeningFns) {
var i, shiftX, shiftY, candidateX, candidateY
for (i = 0; i < points.original.length; i++) {
if (points.target[i][2] >= cycleDuration) {
// cycleDuration was reduced and now this point's cycle is out of bounds. Randomly pick a new valid one.
points.target[i][2] = randomInt(0, cycleDuration - 1)
}
if (points.target[i][2] === counter) {
points.original[i] = points.target[i].slice()
shiftX = randomInt(maxShiftAmt * -1, maxShiftAmt)
shiftY = randomInt(maxShiftAmt * -1, maxShiftAmt)
if (((shiftX < 0) && (pointShiftBiasX === 1)) || ((shiftX > 0) && (pointShiftBiasX === -1))) {
shiftX = shiftX * -1
}
if (((shiftY < 0) && (pointShiftBiasY === 1)) || ((shiftY > 0) && (pointShiftBiasY === -1))) {
shiftY = shiftY * -1
}
candidateX = points.original[i][0] + shiftX
candidateY = points.original[i][1] + shiftY
if ((candidateX > screenWidth) || (candidateX < 0)) {
candidateX = points.original[i][0] - shiftX
}
if ((candidateY > screenHeight) || (candidateY < 0)) {
candidateY = points.original[i][1] - shiftY
}
points.target[i][0] = candidateX
points.target[i][1] = candidateY
points.target[i][4] = randomInt(0, tweeningFns.length - 1)
// FIXME: buggy, makes points jump around too fast
// points.target[i][2] = shiftPointCounter(points.original[i][2], maxShiftAmt);
}
}
// clear pointShiftBiases now that they have been "used"
pointShiftBiasX = 0
pointShiftBiasY = 0
return points
}
function redistributeCycles (points) {
for (i = 0; i < points.original.length; i++) {
points.target[i][2] = randomInt(0, cycleDuration - 1)
}
return points
}
function relativeCounter (counter, targetStart) {
var relCounter = counter - targetStart
if (relCounter < 0) {
return cycleDuration + relCounter
}
return relCounter
}
function drawPolygon (polygon, points, counter, tweeningFns) {
var i, j, easingFn, avgColor, connectionCount, dist, proximity
// calculate vectors
for (i = 0; i < points.original.length; i++) {
easingFn = tweeningFns[points.target[i][4]]
points.tweened[i][0] = easingFn(relativeCounter(counter, points.target[i][2]), points.original[i][0], points.target[i][0] - points.original[i][0], cycleDuration)
points.tweened[i][1] = easingFn(relativeCounter(counter, points.target[i][2]), points.original[i][1], points.target[i][1] - points.original[i][1], cycleDuration)
}
// draw lines
for (i = 0; i < points.original.length; i++) {
connectionCount = 0
for (j = i + 1; j < points.original.length; j++) {
// TODO pick the N (connectionLimit) closest connections instead of the first N that occur sequentially.
if (connectionCount >= connectionLimit) break
dist = distance(points.tweened[i], points.tweened[j])
connectivity = dist / connectionDistance
if ((j !== i) && (dist <= connectionDistance)) {
// find average color of both points
if ((points.tweened[i][2] === counter) || (points.tweened[j][2] === counter)) {
// avgColor = shiftColor(avgColor, Math.round(colorShiftAmt * (1 - connectivity)));
points.tweened[i][3] = weightedAverageColor(points.tweened[i][3], points.tweened[j][3], connectivity)
points.tweened[j][3] = weightedAverageColor(points.tweened[j][3], points.tweened[i][3], connectivity)
}
avgColor = averageColor(points.tweened[i][3], points.tweened[j][3])
shadedColor = shadeColor(avgColor, connectivity)
polygon.lineStyle(1, rgbToHex(shadedColor), 1)
polygon.moveTo(points.tweened[i][0], points.tweened[i][1])
polygon.lineTo(points.tweened[j][0], points.tweened[j][1])
connectionCount = connectionCount + 1
}
}
if (connectionCount === 0) {
points.tweened[i][3] = shiftColor(points.tweened[i][3], disconnectedColorShiftAmt)
}
// draw vectors
polygon.lineStyle(1, rgbToHex(points.tweened[i][3]), 1)
polygon.drawCircle(points.tweened[i][0], points.tweened[i][1], 1)
}
}
function loop () {
screenWidth = document.documentElement.clientWidth
screenHeight = document.documentElement.clientHeight
renderer.resize(screenWidth, screenHeight)
polygon.clear()
drawPolygon(polygon, polygonPoints, counter, tweeningFns)
counter += 1
counter = counter % cycleDuration
if (counter === 0 && fpsEnabled) {
thisLoop = new Date()
fps = Math.round((1000 / (thisLoop - lastLoop)) * cycleDuration)
fpsGraphic.setText(fps.toString())
lastLoop = thisLoop
}
polygonPoints = shiftPoints(polygonPoints, pointShiftDistance, counter, tweeningFns)
// var mousePosition = renderer.plugins.interaction.mouse.global;
// triangle.x = mousePosition.x;
// triangle.y = mousePosition.y;
// If user scrolled, modify cycleDuration by amount scrolled
if (scrollDelta !== 0) {
cycleDuration = cycleDuration + scrollDelta
if (cycleDuration < 1) {
cycleDuration = 1
}
scrollDelta = 0
polygonPoints = redistributeCycles(polygonPoints)
}
// Tell the `renderer` to `render` the `stage`
renderer.render(stage)
requestAnimationFrame(loop)
}
function loopStart () {
screenWidth = document.documentElement.clientWidth
screenHeight = document.documentElement.clientHeight
// Create the renderer
renderer = PIXI.autoDetectRenderer(screenWidth, screenHeight, {antialias: true, resolution: 2})
// Add the canvas to the HTML document
document.body.appendChild(renderer.view)
// Create a container object called the `stage`
stage = new PIXI.Container()
renderer.view.style.position = 'absolute'
renderer.view.style.display = 'block'
renderer.autoResize = true
counter = 0
totalScreenPixels = screenWidth + screenHeight
cycleDuration = 60
connectionDistance = Math.min(Math.round(totalScreenPixels / 16), 75)
connectionLimit = 10
pointShiftDistance = Math.round(totalScreenPixels / 45)
colorShiftAmt = 80
disconnectedColorShiftAmt = 10
polygon = new PIXI.Graphics()
tweeningFns = [
linearTweening,
easeInSine,
easeOutSine,
easeInOutSine,
easeInQuad,
easeOutQuad,
easeInOutQuad,
easeInCubic,
easeOutCubic,
easeInOutCubic
// easeOutBounce,
// easeInElastic,
// easeOutElastic,
// easeInOutElastic,
// easeInExpo,
// easeOutExpo,
// easeInOutExpo,
// easeInCirc,
// easeOutCirc,
// easeInOutCirc
]
startPoints = getRandomPoints(Math.round(totalScreenPixels / 6), screenWidth, screenHeight, tweeningFns)
polygonPoints = {
original: startPoints,
target: JSON.parse(JSON.stringify(startPoints)),
tweened: JSON.parse(JSON.stringify(startPoints))
}
stage.addChild(polygon)
fpsGraphic = new PIXI.Text('0', {font: '25px monospace', fill: 'yellow'})
fpsGraphic.x = 0
fpsGraphic.y = 0
if (fpsEnabled) {
stage.addChild(fpsGraphic)
}
lastLoop = new Date()
scrollDelta = 0
requestAnimationFrame(loop)
}
window.onload = loopStart
window.addEventListener('mousewheel', function (e) {
scrollDelta = scrollDelta + ((e.deltaY / 100) * 3)
})
// TODO: use jquery PEP to allow user to "pull" at a point elastically
// window.addEventListener('click', function(e) {
// });
window.addEventListener('keydown', function (e) {
if (e.keyCode === 37) { // left
pointShiftBiasX = -1
} else if (e.keyCode === 38) { // up
pointShiftBiasY = -1
} else if (e.keyCode === 39) { // right
pointShiftBiasX = 1
} else if (e.keyCode === 40) { // down
pointShiftBiasY = 1
} else if (e.keyCode === 70) { // f
// toggle fpsCounter
if (fpsEnabled) {
stage.removeChild(fpsGraphic)
fpsEnabled = false;
} else {
stage.addChild(fpsGraphic)
fpsEnabled = true;
lastLoop = new Date();
}
}
})