I would like to change the fill colour of an object over time. Is there a way to change the fill colour of an object after X frames?
I am learning about constructors, and I am thinking that in the code's updateParticle function, after this.age counts to 'X', the fill colour of the ellipse could change.
'''
function Particle(x, y, xSpeed, ySpeed, size, colour) {
this.x = x;
this.y = y;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
this.size = size;
this.colour = colour;
this.age = 0;
this.drawParticle = function() {
fill(this.colour);
noStroke();
ellipse(this.x, this.y, this.size);
}
this.updateParticle = function() {
this.x += this.xSpeed;
this.y += this.ySpeed;
this.age++;
}
}
function Emitter(x, y, xSpeed, ySpeed, size, colour) {
this.x = x;
this.y = y;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
this.size = size;
this.colour = colour;
this.particles = [];
this.startParticles = [];
this.lifetime = 0;
this.addParticle = function() {
var p = new Particle(random(this.x - 10, this.x + 10),
random(this.y - 10, this.y + 10),
random(this.xSpeed - 0.4, this.xSpeed + 0.4),
random(this.ySpeed - 5, this.ySpeed - 1),
random(this.size - 4, this.size + 40),
this.colour);
return p;
}
this.startEmitter = function(startParticles, lifetime) {
this.startParticles = startParticles;
this.lifetime = lifetime;
for (var i = 0; i < startParticles; i++) {
this.particles.push(this.addParticle());
}
}
this.updateParticles = function() {
var deadParticles = 0
for (var i = this.particles.length - 1; i >= 0; i--) {
this.particles[i].drawParticle();
this.particles[i].updateParticle();
if (this.particles[i].age > random(0, this.lifetime)) {
this.particles.splice(i, 1);
deadParticles++;
}
}
if (deadParticles > 0) {
for (var i = 0; i < deadParticles; i++) {
this.particles.push(this.addParticle());
}
}
}
}
var emit;
function setup() {
createCanvas(800, 600);
emit = new Emitter(width / 2, height - 100, 0, -1, 10, color(200, 0, 200, 50));
emit.startEmitter(600, 4000);
}
function draw() {
background(200);
emit.updateParticles();
}
'''
Well you could just:
if(frameCount % 30 == 0){ // % 30 is the remainder of num / 30, so 4 % 3 = 1, since 3 / 3 = 0 And 4 / 3 = 3.33
fill("lime") // these are just preset colors in p5.js AND css lime == rgb(0,255,0)
} else {
fill('darkred')
}
or you could also do it with for example a switch statement: using background for no reason
switch(MY_frameCount){
case 1:
background('blue')
break
case 2:
background("darkgreen")
break
case 376:
background(crimson)
// break
}
MY_frameCount ++
or:
if(Math.random() < 0.1){
fill(Math.random() * 255, Math.random() * 255, Math.random() * 255)
} // this should on average fill with random color every 10 frames
I've made a square grid on top of the canvas and also a cruve (that is meant to have a fading trail). I made them seperately and tried combining them so the curve would appear on top of the grid. However, it doesn't show the curve.
I've commented out the grid so it's easier to see the curve.
How do I get this to work?
var cols = 10;
var rows = 10;
var t = 0;
var particleArray = [];
function setup() {
createCanvas(600, 600);
background(0);
fill(100);
rect(0, 0, 550, 550, 25);
}
// blue grid
function draw() {
/*for (var c = 0; c < cols; c++) {
for (var r = 0; r < rows; r++) {
var XO = 25 + c * 50;
var YO = 25 + r * 50;
stroke(0);
fill(100,149,237);
rect(XO, YO, 50, 50);
noLoop();
// :(
}
}
*/
//curve
y = width / 2 + 270 * sin(3 * t + PI / 2) - 25;
x = height / 2 + 270 * sin(1 * t) - 25;
particleArray.push(new Particle(x, y, t));
for (i=0; i<particleArray.length; i++) {
particleArray[i].show(t);
}
if (particleArray.length > 700) {
particleArray.shift();
}
t += .01;
}
function Particle(x, y, t) {
this.x = x;
this.y = y;
this.t = t;
this.show = function(currentT) {
var _ratio = t / currentT;
_alpha = map(_ratio, 0, 1, 0, 255); //points will fade out as time elaps
fill(255, 255, 255, _alpha);
ellipse(x, y, 5, 5);
}
}
I don't know if this was intentional but you called noLoop() function where you're drawing the grid. If you comment that out it works.
I have a massive image of a map that is much larger than the viewport and centered in the viewport, which can be explored by the user by dragging the screen. In order to create a parallax effect, I used a massive image of clouds in the foreground. As the user explores the map via dragging, both the background and foreground move in a parallax fashion. So far, so good.
However, what I really want to do is give the image of clouds a "default" movement that would be randomly generated on each page load, so that the clouds would always be moving, even if the user is not dragging. I know this can be done by animating the foreground along a path, but I am not exactly sure how to go about this.
How can I randomly generate irregularly curved or wavy paths on each page load?
Does anybody know of any algorithms that can do this?
I also use a copy of the previous answers to realize a simplified version of what I hinted at in the comments.
Use a random walk on the unit circle, that is on the angle, to determine a velocity vector that slowly but randomly changes and move forward using cubic Bezier patches.
var c = document.getElementById("c");
var ctx = c.getContext("2d");
var cw = c.width = 600;
var ch = c.height = 400;
var cx = cw / 4, cy = ch / 2;
var angVel = v.value;
var tension = t.value;
ctx.lineWidth = 4;
var npts = 60;
var dw = Array();
var xs = Array();
var ys = Array();
var vxs = Array();
var vys = Array();
function Randomize() {
for (var i = 0; i < npts; i++) {
dw[i] = (2*Math.random()-1);
}
}
function ComputePath() {
xs[0]=cx; ys[0]=cy;
var angle = 0;
for (var i = 0; i < npts; i++) {
vxs[i]=10*Math.cos(2*Math.PI*angle);
vys[i]=10*Math.sin(2*Math.PI*angle);
angle = angle + dw[i]*angVel;
}
for (var i = 1; i < npts; i++) {
xs[i] = xs[i-1]+3*(vxs[i-1]+vxs[i])/2;
ys[i] = ys[i-1]+3*(vys[i-1]+vys[i])/2;
}
}
function Draw() {
ctx.clearRect(0, 0, cw, ch);
ctx.beginPath();
ctx.moveTo(xs[0],ys[0]);
for (var i = 1; i < npts; i++) {
var cp1x = xs[i-1]+tension*vxs[i-1];
var cp1y = ys[i-1]+tension*vys[i-1];
var cp2x = xs[i]-tension*vxs[i];
var cp2y = ys[i]-tension*vys[i]
ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, xs[i], ys[i]);
}
ctx.stroke();
}
Randomize();
ComputePath();
Draw();
r.addEventListener("click",()=>{
Randomize();
ComputePath();
Draw();
})
v.addEventListener("input",()=>{
angVel = v.value;
vlabel.innerHTML = ""+angVel;
ComputePath();
Draw();
})
t.addEventListener("input",()=>{
tension = t.value;
tlabel.innerHTML = ""+tension;
Draw();
})
canvas{border:1px solid}
<canvas id = 'c'></canvas>
<table>
<tr><td>angular velocity:</td><td> <input type="range" id="v" min ="0" max = "0.5" step = "0.01" value="0.2" /></td><td id="vlabel"></td></tr>
<tr><td>tension</td><td> <input type="range" id="t" min ="0" max = "1" step = "0.1" value="0.8" /></td><td id="tlabel"></td></tr>
<tr><td>remix</td><td> <button id="r"> + </button></td><td></td></tr>
</table>
If your question is: How can I randomly generate curved or wavy paths? this is how I would do it: I'm using inputs type range to change the value for amplitude and frequency, but you can set those values randomly on load.
I hope it helps.
var c = document.getElementById("c");
var ctx = c.getContext("2d");
var cw = c.width = 800;
var ch = c.height = 150;
var cx = cw / 2,
cy = ch / 2;
var amplitude = a.value;
var frequency = f.value;
ctx.lineWidth = 4;
function Draw() {
ctx.clearRect(0, 0, cw, ch);
ctx.beginPath();
for (var x = 0; x < cw; x++) {
y = Math.sin(x * frequency) * amplitude;
ctx.lineTo(x, y+cy);
}
ctx.stroke();
}
Draw();
a.addEventListener("input",()=>{
amplitude = a.value;
Draw();
})
f.addEventListener("input",()=>{
frequency = f.value;
Draw();
})
canvas{border:1px solid}
<canvas id = 'c'></canvas>
<p>frequency: <input type="range" id="f" min ="0.01" max = "0.1" step = "0.001" value=".05" /></p>
<p>amplitude: <input type="range" id="a" min ="1" max = "100" value="50" /></p>
I was impressed by the functionality to be able to draw canvases in the SO answers, so I "stole" enxaneta code snippet and played a bit with it (hope that is ok).
The idea is to generate several random points (xs, ys) and for each x from the path to interpolate the y as y = sum{ys_i*w_i}/sum{w_i}, where w_i is some interpolation weight as a function of x. For example w_i(x) = (xs_i - x)^(-2). Hope this makes sense - if this is of any interested I'll try to provide more details.
var c = document.getElementById("c");
var ctx = c.getContext("2d");
var cw = c.width = 600;
var ch = c.height = 150;
var cx = cw / 2,
cy = ch / 2;
var amplitude = a.value;
var frequency = f.value;
ctx.lineWidth = 4;
var npts = 20;
var xs = Array();
var ys = Array();
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 (var x = 0; x < cw; x++) {
y = 0.0;
wsum = 0.0;
for (var i = -5; i <= 5; i++) {
xx = x;
ii = Math.round(x/xs[1]) + i;
if (ii < 0) { xx += cw; ii += npts; }
if (ii >= npts) { xx -= cw; ii -= npts; }
w = Math.abs(xs[ii] - xx);
w = Math.pow(w, frequency);
y += w*ys[ii];
wsum += w;
}
y /= wsum;
//y = Math.sin(x * frequency) * amplitude;
ctx.lineTo(x, y+cy);
}
ctx.stroke();
}
Draw();
a.addEventListener("input",()=>{
amplitude = a.value;
for (var i = 0; i < npts; i++) {
xs[i] = (cw/npts)*i;
ys[i] = 2.0*(Math.random()-0.5)*amplitude;
}
Draw();
})
f.addEventListener("input",()=>{
frequency = f.value;
Draw();
})
canvas{border:1px solid}
<canvas id = 'c'></canvas>
<p>amplitude: <input type="range" id="a" min ="1" max = "100" value="50" /></p>
<p>frequency: <input type="range" id="f" min ="-10" max = "1" step = "0.1" value="-2" hidden/></p>
Deterministic random paths
Storing paths for random movements is not needed. Also random is another way of being very complex, and for humans it does not take much complexity to look randoms.
Thus with a little randomness to add to complexity you can make the appearance of the infinite non repeating sequence that and be rewound, stopped, slowed down speed up, and be fully deterministic and requiring only a single value to store.
Complex cycles.
To move a point in a circle around a center you can use sin and cos.
For example a point x,y and you want to move in a ball around that point at a distance of dist and a rate once a second. Example in snippet.
var px = 100; // point of rotation.
var py = 100;
const RPS = 1; // Rotations Per Second
const dist = 50; // distance from point
const radius = 25; // circle radius
function moveObj(time) { // Find rotated point and draw
time = (time / 1000) * PI2 * RPS; // convert the time to rotations per secon
const xx = Math.cos(time) * dist;
const yy = Math.sin(time) * dist;
drawCircle(xx, yy)
}
// Helpers
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function drawCircle(x,y,r = radius) {
ctx.setTransform(1,0,0,1,px,py);
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(x,y,r,0,PI2);
ctx.fill();
}
function mainLoop(time) {
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
moveObj(time);
requestAnimationFrame(mainLoop);
}
const PI = Math.PI;
const PI2 = PI * 2;
canvas {
background : #8AF;
border : 1px solid black;
}
<canvas id="canvas" width="200" height="200"></canvas>
Next let's move the point around which we rotate, using the method above.
Then for the ball we can change the phase of the rotation in x from the rotation in y. This means that the ball rotating around the now rotating point, and the balls rotating axis are out of phase.
The result is a more complex movements.
var px = 100; // point of rotation.
var py = 100;
const RPS_P = 0.1; // point Rotations Per Second 0.1 every 10 seconds
const RPS_X = 1; // Rotations Per Second in x axis of circle
const RPS_Y = 0.8; // Rotations Per Second in y axis of circle
const dist_P = 30; // distance from center point is
const dist = 50; // distance from point
const radius = 25; // circle radius
function moveObj(time) { // Find rotated point and draw
var phaseX = (time / 1000) * PI2 * RPS_X;
var phaseY = (time / 1000) * PI2 * RPS_Y;
const xx = Math.cos(phaseX) * dist;
const yy = Math.sin(phaseY) * dist;
drawCircle(xx, yy)
}
function movePoint(time) { // move point around center
time = (time / 1000) * PI2 * RPS_P;
px = 100 + Math.cos(time) * dist_P;
py = 100 + Math.sin(time) * dist_P;
}
// Helpers
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function drawCircle(x,y,r = radius) {
ctx.setTransform(1,0,0,1,px,py);
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(x,y,r,0,PI2);
ctx.fill();
}
function mainLoop(time) {
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
movePoint(time);
moveObj(time);
requestAnimationFrame(mainLoop);
}
const PI = Math.PI;
const PI2 = PI * 2;
canvas {
background : #8AF;
border : 1px solid black;
}
<canvas id="canvas" width="200" height="200"></canvas>
We can continue to add out of phase rotations. In the next example we now rotate the rotation point around the center, add out of phase rotation to that point and finally draw the ball with its out of phase rotation.
var px = 100; // point of rotation.
var py = 100;
const RPS_C_X = 0.43; // Rotation speed X of rotating rotation point
const RPS_C_Y = 0.47; // Rotation speed X of rotating rotation point
const RPS_P_X = 0.093; // point Rotations speed X
const RPS_P_Y = 0.097; // point Rotations speed Y
const RPS_X = 1; // Rotations Per Second in x axis of circle
const RPS_Y = 0.8; // Rotations Per Second in y axis of circle
const dist_C = 20; // distance from center point is
const dist_P = 30; // distance from center point is
const dist = 30; // distance from point
const radius = 25; // circle radius
function moveObj(time) { // Find rotated point and draw
var phaseX = (time / 1000) * PI2 * RPS_X;
var phaseY = (time / 1000) * PI2 * RPS_Y;
const xx = Math.cos(phaseX) * dist;
const yy = Math.sin(phaseY) * dist;
drawCircle(xx, yy)
}
function movePoints(time) { // Move the rotating pointe and rotate the rotation point
// around that point
var phaseX = (time / 1000) * PI2 * RPS_C_X;
var phaseY = (time / 1000) * PI2 * RPS_C_Y;
px = 100 + Math.cos(phaseX) * dist_C;
py = 100 + Math.sin(phaseY) * dist_C;
phaseX = (time / 1000) * PI2 * RPS_P_X;
phaseY = (time / 1000) * PI2 * RPS_P_Y;
px = px + Math.cos(phaseX) * dist_P;
py = py + Math.sin(phaseY) * dist_P;
}
// Helpers
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function drawCircle(x,y,r = radius) {
ctx.setTransform(1,0,0,1,px,py);
ctx.fillStyle = "#fff";
ctx.beginPath();
ctx.arc(x,y,r,0,PI2);
ctx.fill();
}
function mainLoop(time) {
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
movePoints(time);
moveObj(time);
requestAnimationFrame(mainLoop);
}
const PI = Math.PI;
const PI2 = PI * 2;
canvas {
background : #8AF;
border : 1px solid black;
}
<canvas id="canvas" width="200" height="200"></canvas>
So now we have a very complex rotation. However as it is set to the time, you can repeat the movement by just setting the time back to the start. You don't need to store a long complex path.
Add a little random
You may see some repeating movement but if you make the phases of each axis a prime then the repeat time is the product of all the primes.
If you want many objects each with a different movement you can randomise the rotation rates and many more properties.
Javascript does not have a seeded random generator. However you can create one. With a seeded random generator you can us the seed to generate a random object. But if you use that seed again you get the same object. In the example below I us a seed from 0 to 10000000 to create a cloud. That means there are 10000000 unique clouds, but all repeatable.
Example of deterministic random clouds
Restart and it will repeat exactly the same. To change it to non deterministic random just add randSeed(Math.random() * 100000 | 0)
const seededRandom = (() => {
var seed = 1;
return { max : 2576436549074795, reseed (s) { seed = s }, random () { return seed = ((8765432352450986 * seed) + 8507698654323524) % this.max }}
})();
const randSeed = (seed) => seededRandom.reseed(seed|0);
const randSI = (min = 2, max = min + (min = 0)) => (seededRandom.random() % (max - min)) + min;
const randS = (min = 1, max = min + (min = 0)) => (seededRandom.random() / seededRandom.max) * (max - min) + min;
const randSPow = (min, max = min + (min = 0), p = 2) => (max + min) / 2 + (Math.pow(seededRandom.random() / seededRandom.max, p) * (max - min) * 0.5) * (randSI(2) < 1 ? 1 : -1);
const ctx = canvas.getContext("2d");
const W = ctx.canvas.width;
const H = ctx.canvas.height;
const DIAG = (W * W + H * H) ** 0.5;
const colors = {
dark : {
minRGB : [100 * 0.6,200 * 0.6,240 * 0.6],
maxRGB : [255 * 0.6,255 * 0.6,255 * 0.6],
},
light : {
minRGB : [100,200,240],
maxRGB : [255,255,255],
},
}
const getCol = (pos, range) => "rgba(" +
((range.maxRGB[0] - range.minRGB[0]) * pos + range.minRGB[0] | 0) + "," +
((range.maxRGB[1] - range.minRGB[1]) * pos + range.minRGB[1] | 0) + "," +
((range.maxRGB[2] - range.minRGB[2]) * pos + range.minRGB[2] | 0) + "," +(pos * 0.2 + 0.8) + ")";
const Cloud = {
x : 0,
y : 0,
dir : 0, // in radians
wobble : 0,
wobble1 : 0,
wSpeed : 0,
wSpeed1 : 0,
mx : 0, // Move offsets
my : 0,
seed : 0,
size : 2,
detail : null,
reset : true, // when true could resets
init() {
this.seed = randSI(10000000);
this.reset = false;
var x,y,r,dir,dist,f;
if (this.detail === null) { this.detail = [] }
else { this.detail.length = 0 }
randSeed(this.seed);
this.size = randSPow(2, 8); // The pow add bias to smaller values
var col = (this.size -2) / 6;
this.col1 = getCol(col,colors.dark)
this.col2 = getCol(col,colors.light)
var flufCount = randSI(5,15);
while (flufCount--) {
x = randSI(-this.size * 8, this.size * 8);
r = randS(this.size * 2, this.size * 8);
dir = randS(Math.PI * 2);
dist = randSPow(1) * r ;
this.detail.push(f = {x,r,y : 0,mx:0,my:0, move : randS(0.001,0.01), phase : randS(Math.PI * 2)});
f.x+= Math.cos(dir) * dist;
f.y+= Math.sin(dir) * dist;
}
this.xMax = this.size * 12 + this.size * 10 + this.size * 4;
this.yMax = this.size * 10 + this.size * 4;
this.wobble = randS(Math.PI * 2);
this.wSpeed = randS(0.01,0.02);
this.wSpeed1 = randS(0.01,0.02);
const aOff = randS(1) * Math.PI * 0.5 - Math.PI *0.25;
this.x = W / 2 - Math.cos(this.dir+aOff) * DIAG * 0.7;
this.y = H / 2 - Math.sin(this.dir+aOff) * DIAG * 0.7;
clouds.sortMe = true; // flag that coulds need resort
},
move() {
var dx,dy;
this.dir = gTime / 10000;
if(this.reset) { this.init() }
this.wobble += this.wSpeed;
this.wobble1 += this.wSpeed1;
this.mx = Math.cos(this.wobble) * this.size * 4;
this.my = Math.sin(this.wobble1) * this.size * 4;
this.x += dx = Math.cos(this.dir) * this.size / 5;
this.y += dy = Math.sin(this.dir) * this.size / 5;
if (dx > 0 && this.x > W + this.xMax ) { this.reset = true }
else if (dx < 0 && this.x < - this.xMax ) { this.reset = true }
if (dy > 0 && this.y > H + this.yMax) { this.reset = true }
else if (dy < 0 && this.y < - this.yMax) { this.reset = true }
},
draw(){
const s = this.size;
const s8 = this.size * 8;
ctx.fillStyle = this.col1;
ctx.setTransform(1,0,0,1,this.x+ this.mx,this.y +this.my);
ctx.beginPath();
for (const fluf of this.detail) {
fluf.phase += fluf.move + Math.sin(this.wobble * this.wSpeed1) * 0.02 * Math.cos(fluf.phase);
fluf.mx = Math.cos(fluf.phase) * fluf.r / 2;
fluf.my = Math.sin(fluf.phase) * fluf.r / 2;
const x = fluf.x + fluf.mx;
const y = fluf.y + fluf.my;
ctx.moveTo(x + fluf.r + s, y);
ctx.arc(x,y,fluf.r+ s,0,Math.PI * 2);
}
ctx.fill();
ctx.fillStyle = this.col2;
ctx.globalAlpha = 0.5;
ctx.beginPath();
for (const fluf of this.detail) {
const x = fluf.x + fluf.mx - s;
const y = fluf.y + fluf.my - s;
ctx.moveTo(x + fluf.r, y);
ctx.arc(x,y,fluf.r,0,Math.PI * 2);
}
ctx.fill();
ctx.globalAlpha = 0.6;
ctx.beginPath();
for (const fluf of this.detail) {
const x = fluf.x + fluf.mx - s * 1.4;
const y = fluf.y + fluf.my - s * 1.4;
ctx.moveTo(x + fluf.r * 0.8, y);
ctx.arc(x,y,fluf.r* 0.8,0,Math.PI * 2);
}
ctx.fill();
ctx.globalAlpha = 1;
}
}
function createCloud(size){ return {...Cloud} }
const clouds = Object.assign([],{
move() { for(const cloud of this){ cloud.move() } },
draw() { for(const cloud of this){ cloud.draw() } },
sortMe : true, // if true then needs to resort
resort() {
this.sortMe = false;
this.sort((a,b)=>a.size - b.size);
}
});
for(let i = 0; i < 15; i ++) { clouds.push(createCloud(40)) }
requestAnimationFrame(mainLoop)
var gTime = 0;
function mainLoop() {
gTime += 16;
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
if(clouds.sortMe) { clouds.resort() }
clouds.move();
clouds.draw();
requestAnimationFrame(mainLoop);
}
body { padding : 0px; margin : 0px;}
canvas {
background : rgb(60,120,148);
border : 1px solid black;
}
<canvas id="canvas" width="600" height="200"></canvas>
this Code renders this :
render of the code
the problem i'm having is can't update the vertices,
in my code i'm trying to update three points just to see if it works.
the geometry has a normal vector and indices so maybe i should update those too.
export default (scene) => {
const noise = new Noise(Math.random());
const geometry = new THREE.BufferGeometry();
let indices = [];
let vertices = [];
let normals = [];
const size = 50;
const segments = 32;
const halfSize = size / 2;
const segmentSize = size / segments;
let xoff = 0,
yoff = 0,
zofff = 0.01;
for (let i = 0; i <= segments; i++) {
const y = i * segmentSize - halfSize;
yoff += 0.01;
for (let j = 0; j <= segments; j++) {
xoff += 0.01;
const dd = noise.perlin3(xoff, yoff, zofff) * 3;
const x = j * segmentSize - halfSize;
vertices.push(x, dd, -y);
normals.push(1, 0, 1);
}
}
for (let i = 0; i < segments; i++) {
for (let j = 0; j < segments; j++) {
const a = i * (segments + 1) + (j + 1);
const b = i * (segments + 1) + j;
const c = (i + 1) * (segments + 1) + j;
const d = (i + 1) * (segments + 1) + (j + 1);
// generate two faces (triangles) per iteration
indices.push(a, b, d); // face one
indices.push(b, c, d); // face two
}
}
geometry.setIndex(indices);
geometry.addAttribute(
'position',
new THREE.Float32BufferAttribute(vertices, 3).setDynamic(true),
);
geometry.addAttribute(
'normal',
new THREE.Float32BufferAttribute(normals, 3).setDynamic(true),
);
const material = new THREE.MeshPhongMaterial({
side: THREE.DoubleSide,
wireframe: true,
color: '0xffffff',
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
let zoff = 0;
function update() {
zoff += 0.1;
vertices[1] = Math.random() * 10;
vertices[4] = Math.random() * 10;
vertices[7] = Math.random() * 10;
mesh.geometry.attributes.position.needsUpdate = true;
mesh.geometry.verticesNeedUpdate = true;
}
Seems, you have to change the buffer attribute with positions, not the initial array.
Thus in your update it should look like this:
function update() {
zoff += 0.1; // the reason to have it here is unknown
geometry.attributes.position.setY(0, Math.random() * 10);
geometry.attributes.position.setY(1, Math.random() * 10);
geometry.attributes.position.setY(2, Math.random() * 10);
geometry.attributes.position.needsUpdate = true;
}
I need to set background image for this canvas animation without affecting the animation style.
This CodePen is shown below.
var c = document.getElementById('canv');
var $ = c.getContext('2d');
var w = c.width = window.innerWidth;
var h = c.height = window.innerHeight;
var grav = 0.00095;
var s = [20, 15, 10, 5];
var gravX = w / 2;
var gravY = h / 2;
var nodes;
var num = 55;
var minDist = 155;
var spr = 0.0000009;
part();
run();
//random size function
function S() {
var curr = s.length;
var cur_ = Math.floor(Math.random() * curr);
return s[cur_];
}
function part() {
nodes = [];
for (var i = 0; i < num; i++) {
var node = {
hue: Math.random()*360,
rad: S(),
x: Math.random() * w,
y: Math.random() * h,
vx: Math.random() * 8 - 4,
vy: Math.random() * 8 - 4,
upd: function() {
this.x += this.vx;
this.y += this.vy;
if (this.x > w) this.x = 0;
else if (this.x < 0) this.x = w;
if (this.y > h) this.y = 0;
else if (this.y < 0) this.y = h;
},
draw: function() {
//outer ring
var g = $.createRadialGradient(this.x, this.y, this.rad * 2, this.x, this.y, this.rad);
g.addColorStop(0,'hsla(242, 55%, 15%,.7)');
g.addColorStop(.5, 'hsla(242, 50%, 10%,.5)');
g.addColorStop(1,'hsla(242, 30%, 5%,.5)');
$.fillStyle = g;
$.beginPath();
$.arc(this.x, this.y, this.rad * 2, 0, Math.PI * 2, true);
$.fill();
$.closePath();
//inner particle
var g2 = $.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.rad);
g2.addColorStop(0, 'hsla('+this.hue+', 85%, 40%, 1)');
g2.addColorStop(.5, 'hsla('+this.hue+',95%, 50%,1)');
g2.addColorStop(1,'hsla(0,0%,0%,0)');
$.fillStyle = g2;
$.beginPath();
$.arc(this.x, this.y, this.rad, 0, Math.PI * 2, true);
$.fill();
$.closePath();
}
};
nodes.push(node);
}
}
function run() {
$.globalCompositeOperation = 'source-over';
$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.fillRect(0, 0, w, h);
$.globalCompositeOperation = 'lighter';
for (i = 0; i < num; i++) {
nodes[i].upd();
nodes[i].draw();
}
for (i = 0; i < num - 1; i++) {
var n1 = nodes[i];
for (var j = i + 1; j < num; j++) {
var n2 = nodes[j];
Spr(n1, n2);
}
Grav(n1);
}
window.requestAnimationFrame(run);
}
function Spr(na, nb) {
var dx = nb.x - na.x;
var dy = nb.y - na.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
$.lineWidth = 1;
$.beginPath();
$.strokeStyle = "hsla(217, 95%, 55%, .15)";
$.moveTo(na.x, na.y);
$.lineTo(nb.x, nb.y);
$.stroke();
$.closePath();
var ax = dx * spr;
var ay = dy * spr;
na.vx += ax;
na.vy += ay;
nb.vx -= ax;
nb.vy -= ay;
}
}
function Grav(n) {
n.vx += (gravX - n.x) * grav;
n.vy += (gravY - n.y) * grav;
};
window.addEventListener('resize', function() {
c.width = w = window.innerWidth;
c.height = h = window.innerHeight;
});
body{
width:100%;
margin:0;
overflow:hidden;
}
<canvas id='canv' ></canvas>
CSS
Just replace the beginning of the run() code to:
function run() {
...
//$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.clearRect(0, 0, w, h);
...
Then move the color settings to CSS together with an image reference:
#canv {
background: hsla(242, 40%, 5%, .85) url(path/to/image.jpg);
}
Add background-size to the CSS rule if needed. Note that since you're using different blending modes such as lighter which depends on existing content, you may not get desired result as it will blend with an empty canvas and not a solid - the approach below should solve that in this case.
CodePen
JavaScript
As before, replace the first lines in run() but after you made sure the image you want to use has loaded, simply draw it in:
function run() {
...
//$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.drawImage(img, 0, 0, w, h); // img must be loaded (use onload)
...
If your image contains transparency you also need to clear the canvas first:
function run() {
...
//$.fillStyle = 'hsla(242, 40%, 5%,.85)';
$.clearRect(0, 0, w, h);
$.drawImage(img, 0, 0, w, h); // img must be loaded (use onload)
...
CodePen