Move an object between two ml5js poseNet keypoints using p5js - processing

I'm trying to make a circle move between two body keypoints – i.e between left and right shoulder. I started with this code to make an object following some position:
var rectLocation;
var x = 50;
var y = 50;
function setup() {
createCanvas(640,400);
rectLocation = createVector(width/2,height/2);
}
function draw() {
background(255);
var target = createVector(x,y);
var distance = target.dist(rectLocation);
var mappedDistance = map(distance, 100, 0, 1.5, 0.5);
target.sub(rectLocation);
target.normalize();
target.mult(mappedDistance);
rectLocation.add(target);
text('hello',rectLocation.x, rectLocation.y);
x = x + 1 ;
if (x > width) {
x = 50;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.3/p5.js"></script>
So with poseNet I converted x and y values of each keypoint into p5 Vectors and made one location follow another, but it doesn't seem to move and I can't get why. Sketch: https://editor.p5js.org/sebyakin/sketches/LQ7gqwGZH and my code here:
let video;
let poseNet;
let noseX = 0;
let noseY = 0;
let eyelX = 0;
let eyelY = 0;
let shoulderX = 0;
let shoulderY = 0;
let firstLocation;
let target;
function setup() {
createCanvas(640, 480);
video = createCapture(VIDEO);
video.hide();
poseNet = ml5.poseNet(video, modelReady);
poseNet.on('pose', gotPoses);
// creating empty vectors
firstLocation = createVector(0,0);
target = createVector(0,0);
}
function gotPoses(poses) {
if (poses.length > 0) {
let nX = poses[0].pose.keypoints[0].position.x;
let nY = poses[0].pose.keypoints[0].position.y;
let eX = poses[0].pose.keypoints[1].position.x;
let eY = poses[0].pose.keypoints[1].position.y;
let sX = poses[0].pose.keypoints[5].position.x;
let sY = poses[0].pose.keypoints[5].position.y;
noseX = nX;
noseY = nY;
eyelX = eX;
eyelY = eY;
shoulderX = sX;
shoulderY = sY;
}
}
function modelReady() {
console.log('model ready');
}
function draw() {
image(video, 0, 0);
fill(0,0,255);
// set vectors to keypoints values
firstLocation.set(noseX, noseY);
target.set(shoulderX, shoulderY)
// make a circle follow target loaction
let distance = target.dist(firstLocation);
let mappedDistance = map(distance, 100, 0, 1.5, 0.5);
target.sub(firstLocation);
// target.normalize();
// target.mult(mappedDistance);
firstLocation.add(target);
ellipse(firstLocation.x, firstLocation.y, 50);
console.log(target.x);
}
Where did I go wrong?

Related

Is it possible to change particle color?

is it possible to change the particle color to any color in mind?
Because i only get one color and i want to change it to make it more suitable for spring is there a way to configure the colors based on your taste following is my functions code:
function Particle() {
this.pos = createVector(random(width), random(height));
this.vel = createVector(0, 0);
this.acc = createVector(0, 0);
this.maxspeed = 4;
this.h = 100;
this.prevPos = this.pos.copy();
this.update = function() {
this.vel.add(this.acc);
this.vel.limit(this.maxspeed);
this.pos.add(this.vel);
this.acc.mult(0);
}
this.follow = function(vectors) {
var x = floor(this.pos.x / scl);
var y = floor(this.pos.y / scl);
var index = x + y * cols;
var force = vectors[index];
this.applyForce(force);
}
this.applyForce = function(force) {
this.acc.add(force);
}
this.show = function() {
strokeWeight(6);
stroke(255, this.h, 10);
this.h = this.h + 1;
if (this.h > 255) {
this.h = 100;
}
strokeWeight(8);
line(this.pos.x, this.pos.y, this.prevPos.x, this.prevPos.y);
this.updatePrev();
}
this.updatePrev = function() {
this.prevPos.x = this.pos.x;
this.prevPos.y = this.pos.y;
}
this.edges = function() {
if (this.pos.x > width) {
this.pos.x = 0;
this.updatePrev();
}
if (this.pos.x < 0) {
this.pos.x = width;
this.updatePrev();
}
if (this.pos.y > height) {
this.pos.y = 0;
this.updatePrev();
}
if (this.pos.y < 0) {
this.pos.y = height;
this.updatePrev();
}
}
}
The call to stroke(255, this.h, 10) in the show function is what is determining the color of the line drawn by the Particle class in this case. It looks like it is cycling from red to yellow. The stroke function is well documented. You can certainly use it to make the line drawn in this example any color you want. You can learn more about color in p5js on p5js.org.

Clearing text but keeping existing graphics

I am making this random little sketch where you can click and drop coins and there is a count of how many coins you have in the top left.
The problem I am running into is, whenever you run this you will notice that the amount label just continuously stacks on top of itself whenever it updates. I have read other posts that say that we need to redraw the background to clear the text but when I do this, it also removes any coins that have been generated on the canvas. How can I update this to keep the coins visible but remove and redraw the amount?
var moneyCount = 0;
function setup() {
createCanvas(windowWidth, windowHeight);
background(100);
}
function draw() {
if (mouseIsPressed){
dropCoins();
displayCount();
}
}
function displayCount() {
textSize(80);
text('$' + moneyCount, 80, 80);
}
function dropCoins() {
var maxSize = 40;
var xLoc = mouseX;
var yLoc = mouseY;
makeStacks(xLoc, yLoc, maxSize);
}
function makeStacks(x, y, size){
fill(255,215,0);
ellipse(x, y, size);
for (i = 0; i < size; i++){
let r1 = random(100);
let r2 = random(100);
if (r1 < 50){
x = x + 2
} else {
x = x - 2;
}
if (r2 < 50){
y = y + 2;
} else {
y = y - 2;
}
moneyCount++;
ellipse(x, y, size);
}
}
You have a couple of options available:
You store where the coins are so you can redraw them after you clear the background
You use multiple "layers" using createGraphics() so you can clear the background, but not the coins PGraphics
For option 1 you can do something like this:
var moneyCount = 0;
var coins = [];
function setup() {
createCanvas(windowWidth, windowHeight);
textSize(80);
}
function draw() {
background(100);
if (mouseIsPressed){
dropCoins();
}
displayCoins();
displayCount();
}
function displayCount() {
text('$' + moneyCount, 80, 80);
}
function dropCoins() {
var maxSize = 40;
var xLoc = mouseX;
var yLoc = mouseY;
makeStacks(xLoc, yLoc, maxSize);
}
function makeStacks(x, y, size){
for (i = 0; i < size; i++){
let r1 = random(100);
let r2 = random(100);
if (r1 < 50){
x = x + 2
} else {
x = x - 2;
}
if (r2 < 50){
y = y + 2;
} else {
y = y - 2;
}
moneyCount++;
coins.push({x:x,y:y,size:size});
}
}
function displayCoins(){
fill(255,215,0);
for(var i = 0 ; i < coins.length; i++){
ellipse(coins[i].x,coins[i].y,coins[i].size);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>
The idea is you would initialise an array to store the data you would need to redraw the coins (x,y, and size (if it varies)).
Bare in mind the more coins you'd add, the more memory you'd use.
If you simply need the rendered image and don't need the coin position data, option 2 will be more efficient.
For option 2 the main idea, as you can see in the documentation, is that you can have another graphics layer to draw into. Once initialised simply use dot notion on the instance and use the typical p5 drawing calls on it. To render it use image()
Here's a demo for the PGraphics option:
var moneyCount = 0;
var coinsLayer;
function setup() {
createCanvas(windowWidth, windowHeight);
textSize(80);
coinsLayer = createGraphics(windowWidth, windowHeight);
}
function draw() {
background(100);
// render coins layer
image(coinsLayer,0,0);
if (mouseIsPressed){
dropCoins(coinsLayer);
}
displayCount();
}
function displayCount() {
text('$' + moneyCount, 80, 80);
}
function dropCoins(coinsLayer) {
var maxSize = 40;
var xLoc = mouseX;
var yLoc = mouseY;
makeStacks(coinsLayer, xLoc, yLoc, maxSize);
}
function makeStacks(layer, x, y, size){
layer.fill(255,215,0);
layer.ellipse(x, y, size);
for (i = 0; i < size; i++){
let r1 = random(100);
let r2 = random(100);
if (r1 < 50){
x = x + 2
} else {
x = x - 2;
}
if (r2 < 50){
y = y + 2;
} else {
y = y - 2;
}
moneyCount++;
layer.ellipse(x, y, size);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>

Randomly Generating Curved/Wavy Paths

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>

Three.js + Tween.js tweening vertices of multiple objects

I am using three.js to create multiple BoxGeometries and tween.js to animate all vertices of the geometry.
At first all cubes should randomly distort untill i call stopTweens(). Then all vertices should go back to their default posiiton.
My problem is, that only the last cube gets reseted visually. The others are also tweened, but it seems like verticesNeedUpdate is not set to true and so nothing is happening on the screen.
Here is my Code:
var scene_03_TweenArr = [];
Function to create Cubes:
function createCubes(){
for (i = 0; i < 10; i++) {
var CubeGeometry = new THREE.BoxGeometry( 4, 4, 4, 5, 5, 5 );
var CubeMaterial = new THREE.MeshPhongMaterial( {color: 0xffffff} );
var cube = new THREE.Mesh( CubeGeometry, CubeMaterial );
scene_03.add( cube );
cube.position.x = -40+5*i;
tt_animate_vertices(cube);
}
}
Function to animate Cubes randomly:
function tt_animate_vertices(object) {
for( j = 0; j < object.geometry.vertices.length; j++ ){
var previousX = object.geometry.vertices[j].x;
var previousY = object.geometry.vertices[j].y;
var previousZ = object.geometry.vertices[j].z;
var tween = new TWEEN.Tween(object.geometry.vertices[j]);
tween.to({ x: (0.25*Math.random()+1)*previousX, y: (0.25*Math.random()+1)*previousY, z: (0.25*Math.random()+1)*previousZ }, 5000 + Math.random()*5000);
var tween2 = new TWEEN.Tween(object.geometry.vertices[j]);
tween2.to({ x: previousX, y: previousY, z: previousZ }, 5000 + Math.random()*5000);
tween.onUpdate(function(){
object.geometry.verticesNeedUpdate = true;
});
tween2.onUpdate(function(){
object.geometry.verticesNeedUpdate = true;
});
tween.chain(tween2);
tween2.chain(tween);
tween.start();
var verticeTween = [object, tween, tween2, j, previousX, previousY, previousZ ];
scene_03_TweenArr.push(verticeTween);
}
}
Function to stop tweens and reset cubevertices to default:
function stopTweens(){
for (let k = 0; k < scene_03_TweenArr.length; k++) {
scene_03_TweenArr[k][1].stop();
scene_03_TweenArr[k][2].stop();
var object = scene_03_TweenArr[k][0];
var index = scene_03_TweenArr[k][3];
var prevX = scene_03_TweenArr[k][4];
var prevY = scene_03_TweenArr[k][5];
var prevZ = scene_03_TweenArr[k][6];
var tween = new TWEEN.Tween(object.geometry.vertices[index]);
tween.to({x: prevX, y: prevY, z: prevZ }, 300)
tween.onUpdate(function(){
object.geometry.verticesNeedUpdate = true;
});
tween.start();
object.geometry.verticesNeedUpdate = true;
}
}
Here I managed to make it run in JSFiddle with the same behaviour:
http://jsfiddle.net/gfhyvou3/25/
From my experience, it's better to use let keyword inside loops, when you work with arrays.
function stopTweens(){
for (let k = 0; k < scene_03_TweenArr.length; k++) {
scene_03_TweenArr[k][1].stop();
scene_03_TweenArr[k][2].stop();
let object = scene_03_TweenArr[k][0];
let index = scene_03_TweenArr[k][3];
let prevX = scene_03_TweenArr[k][4];
let prevY = scene_03_TweenArr[k][5];
let prevZ = scene_03_TweenArr[k][6];
var tween = new TWEEN.Tween(object.geometry.vertices[index]);
tween.to({x: prevX, y: prevY, z: prevZ }, 300)
tween.onUpdate(function(){
object.geometry.verticesNeedUpdate = true;
});
tween.start();
object.geometry.verticesNeedUpdate = true;
}
}

Algorithm of resizing rectangles but keeping the distances between them

i am looking for an algorithm that will resize all rectangles to new width, height of all objects on the scene but keep the distances between them. Is that possible ?
The anchor for each rectangle is Top-Left (0,0). Thank you.
I have found the algorithm, not sure if its the best or optimized.
Basically finding depths and then sorting but depth adding extra or x multiplied by depth. The algorithm should be applied for Y as well.
1.First get the most left unmarked element. (mark when make depths)
2.Find all siblings top/bottom (sibling element which is from pos.x-width to pos.x+width)
3.Mark elements depth.
4.Repeat
Using stacks instead of recursion code is not completely DRY.
vt.iccode.DrawScene.prototype.ClearDepths = function () {
for (var i=0,ii=this.nodes.length;i<ii;i++) {
var node = this.nodes[i];
node.ClearDepths();
}
};
/*
* #private
*/
vt.iccode.DrawScene.prototype.MarkTopSiblings = function(node_start, depth) {
var stack = new Array();
stack.push(node_start);
while (stack.length > 0) {
var node = stack[stack.length - 1];
stack.splice(stack.length - 1, 1);
console.info("marking top :"+node.name+" depth ->"+depth);
node.depth_x = depth;
var pos = node.GetPosition();
var size = node.GetSize();
var next_node = this.GetClosestElementWithinBounds(node, pos.x - size.width, pos.x + size.width, Number.NEGATIVE_INFINITY, pos.y);
if (next_node) {
stack.push(next_node);
}
}
};
vt.iccode.DrawScene.prototype.MarkBottomSiblings = function(node_start, depth) {
var stack = new Array();
stack.push(node_start);
while (stack.length > 0) {
var node = stack[stack.length - 1];
stack.splice(stack.length - 1, 1);
console.info("marking bottom :"+node.name+" depth ->"+depth);
node.depth_x = depth;
var pos = node.GetPosition();
var size = node.GetSize();
var next_node = this.GetClosestElementWithinBounds(node, pos.x - size.width, pos.x + size.width, pos.y + size.height, Number.POSITIVE_INFINITY);
if (next_node) {
stack.push(next_node);
}
}
};
vt.iccode.DrawScene.prototype.GetMostLeftUnmarked = function() {
var s_x = Number.POSITIVE_INFINITY;
var best_match = null;
for (var i=0,ii=0;i<this.nodes.length;i++) {
var node = this.nodes[i];
var pos = node.GetPosition();
if (goog.isNull(node.depth_x) && pos.x < s_x) {
s_x = pos.x;
best_match = node;
}
}
return best_match;
};
vt.iccode.DrawScene.prototype.GetClosestElementWithinBounds = function(node, x_min, x_max, y_min, y_max) {
var found = new Array();
for (var i = 0, ii = this.nodes.length; i < ii; i++) {
var node_test = this.nodes[i];
var pos = node_test.GetPosition();
if (pos.x >= x_min && pos.x <= x_max && pos.y >= y_min && pos.y <= y_max && goog.isNull(node_test.depth_x) && goog.isNull(node_test.depth_y)) {
found.push(node_test);
}
}
var s_distance = Number.POSITIVE_INFINITY;
var best_match = null;
for (var i = 0, ii = found.length; i < ii; i++) {
var node_test = found[i];
var dist = node.FindDistanceBetweenAnchorPoints(node_test);
if (dist < s_distance) {
s_distance = dist;
best_match = node_test;
}
}
;
return best_match;
};
Use like :
this.ClearDepths();
var most_left_node = this.nodes[0];
var stack = new Array();
stack.push(most_left_node);
var depth_x = 0;
while(stack.length>0) {
var node = stack[stack.length - 1];
stack.splice(stack.length - 1, 1);
this.MarkBottomSiblings(node,depth_x);
this.MarkTopSiblings(node, depth_x);
var node_next = this.GetMostLeftUnmarked();
if (!goog.isNull(node_next)) {
//
console.info(node_next.name);
stack.push(node_next);
// return;
}
depth_x++;
}
After we know the depths we can move by x vise versa for y.

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