How to create gravity function on mousepress()? - processing

I need to make the mousePressed() function act as a source of gravity and impact the rest of the double pendulum.
Ideally it will "push" the pendulum circles like wind with strength depending on distance. I have included the code i have so far for the double pendulum, it includes a tracer that follows the end of the pendulum with a line, the gravity function will allow the user to create their own lines with some form of control.
float r1 = 200;
float r2 = 200;
float m1 = 40;
float m2 = 40;
float a1 = PI/2;
float a2 = PI/2;
float a1_v = 0;
float a2_v = 0;
float g = 1;
float px2 = -1;
float py2 = -1;
float cx, cy;
PGraphics canvas;
void setup() {
size(1024, 768);
cx = width/2;
cy = 200;
canvas = createGraphics(width, height);
canvas.beginDraw();
canvas.background(255);
canvas.endDraw();
}
void draw() {
background(255);
imageMode(CORNER);
image(canvas, 0, 0, width, height);
float num1 = -g * (2 * m1 + m2) * sin(a1);
float num2 = -m2 * g * sin(a1-2*a2);
float num3 = -2*sin(a1-a2)*m2;
float num4 = a2_v*a2_v*r2+a1_v*a1_v*r1*cos(a1-a2);
float den = r1 * (2*m1+m2-m2*cos(2*a1-2*a2));
float a1_a = (num1 + num2 + num3*num4) / den;
num1 = 2 * sin(a1-a2);
num2 = (a1_v*a1_v*r1*(m1+m2));
num3 = g * (m1 + m2) * cos(a1);
num4 = a2_v*a2_v*r2*m2*cos(a1-a2);
den = r2 * (2*m1+m2-m2*cos(2*a1-2*a2));
float a2_a = (num1*(num2+num3+num4)) / den;
translate(cx, cy);
stroke(0);
strokeWeight(2);
float x1 = r1 * sin(a1);
float y1 = r1 * cos(a1);
float x2 = 0;
float y2 = 0;
if(mousePressed){
x2 = mouseX - cx;
y2 = mouseY - cy;
}else{
x2 = x1 + r2 * sin(a2);
y2 = y1 + r2 * cos(a2);
}
line(0, 0, x1, y1);
fill(0);
ellipse(x1, y1, m1, m1);
line(x1, y1, x2, y2);
fill(0);
ellipse(x2, y2, m2, m2);
a1_v += a1_a;
a2_v += a2_a;
a1 += a1_v;
a2 += a2_v;
// a1_v *= 0.99;
// a2_v *= 0.99;
canvas.beginDraw();
//canvas.background(0, 1);
canvas.translate(cx, cy);
canvas.stroke(0);
if (frameCount > 1) {
canvas.line(px2, py2, x2, y2);
}
canvas.endDraw();
px2 = x2;
py2 = y2;
}

Related

Drawing two parallel lines with a certain distance away

I made a program that creates parallel lines from the mouse coordinates with a certain distance away which can be modified by the distance variable at the beginning of the code. The problem is that it does not work as it should when drawing.
Line 1 and Line 2 are the lines that are parallel to the line formed from the mouse coordinates, the "pointSlope" variable.
distance = 30
function setup() {
createCanvas(600, 600);
}
function draw() {
lineCreate([pmouseX,pmouseY], [mouseX,mouseY])
}
function lineCreate(point1, point2) {
fill(0)
stroke(0)
x0 = point1[0];
x1 = point2[0];
y0 = point1[1];
y1 = point2[1];
if (abs(x1 - x0) > abs(y1 - y0)) {
if (x0 > x1) {
let t = x0; x0 = x1; x1 = t;
t = y0; y0 = y1; y1 = t;
}
for (let x = x0; x <= x1; x++) {
let slope = (y1-y0) * (x-x0) / (x1-x0)
let y = y0 + (y1-y0) * (x-x0) / (x1-x0);
line1 = y + distance*Math.sqrt(1+pow(slope,2))
line2 = y - distance*Math.sqrt(1+pow(slope,2))
circle(x, line1, 2, 2);
circle(x, line2, 2, 2);
}
} else {
if (y0 > y1) {
let t = x0; x0 = x1; x1 = t;
t = y0; y0 = y1; y1 = t;
}
for (let y = y0; y <= y1; y++) {
let x = x0 + (x1-x0) * (y-y0) / (y1-y0);
circle(x, y, 2, 2);
}
}
}
I think that using vectors may help you in this situation, try this code as example:
let dist = 40;
function setup() {
createCanvas(600, 600);
v = createVector();
noStroke();
}
function draw() {
lineCreate();
}
function lineCreate() {
v.x = mouseX-pmouseX; v.y = mouseY-pmouseY;
h = v.heading();
LX = dist*cos(h+PI/2); LY = dist*sin(h+PI/2);
RX = dist*cos(h-PI/2); RY = dist*sin(h-PI/2);
for (let i=0; i<v.mag(); i++) {
fill(0).circle(pmouseX+i*cos(h),pmouseY+i*sin(h),2);
fill(160).circle(pmouseX+LX+i*cos(h),pmouseY+LY+i*sin(h),2);
fill(160).circle(pmouseX+RX+i*cos(h),pmouseY+RY+i*sin(h),2);
}
}
Here we are drawing two parallel lines in road-like path, but as you can see there are gaps in turns caused by using pmouse. I think, that it will not be possible to get rid of these artifacts, if you not move away from using the pmouse to more complex ways of calculating the trajectory.

What's wrong in my converting .PDE to .JS?

Hello coding community I need your help.
I took a sketch from openprocessing and I need to convert it into p5.js. The first script is the source code, then below will by my translation. I'm not sure about the syntax.
float x, y, x2, y2, rad, rad2, dist, dist2;
float deg, incr, yIn, rotateBy, ang;
void setup() {
size(600, 600);
background(#02021A);
incr = 1; // numVerts = 360/incr
rad = -20;
rad2 = -160;
dist = 500;
dist2 = 550;
}
void draw() {
noStroke();
fill(#02021A, 10);
rect(0, 0, width, height);
fill(random(0, 255), 255, 255);
rotateBy += .003;
pushMatrix();
translate(width/2, height/2);
rotate(rotateBy);
deg = 0;
while (deg <= 360) {
deg += incr;
ang = radians(deg);
x = cos(ang) * (rad + (dist * noise(y/100, yIn)));
y = sin(ang) * (rad + (dist * noise(x/80, yIn)));
ellipse(x, y, 1.5, 1.5);
x2 = sin(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
y2 = cos(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
ellipse(x2, y2, 1, 1);
}
yIn += .005;
popMatrix();
}
This what I've done.
p5.js:
let x, y, x2, y2, rad, rad2, dist, dist2;
let deg, incr, yIn, rotateBy, ang;
function setup() {
createCanvas(600, 600);
background('#02021A');
incr = 1; // numVerts = 360/incr
rad = -20;
rad2 = -160;
dist = 500;
dist2 = 550;
}
function draw() {
noStroke();
fill('#02021A');
rect(0, 0, width, height);
fill(random(0, 255), 255, 255);
rotateBy += '.003';
push();
translate(width/2, height/2);
rotate(rotateBy);
deg = 0;
while (deg <= 360) {
deg += incr;
ang = radians(deg);
x = cos(ang) * (rad + (dist * noise(y/100, yIn)));
y = sin(ang) * (rad + (dist * noise(x/80, yIn)));
ellipse(x, y, 1.5, 1.5);
x2 = sin(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
y2 = cos(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
ellipse(x2, y2, 1, 1);
}
yIn += '.005';
pop();
}
But it still doesn't work. Could you help me understand if the syntax is the same in these two languages.
You're almost there, but there are a couple of gotchas:
you declare variables at the top (e.g. float x, y, x2, y2, rad, rad2, dist, dist2;, etc.), however you don't initialize them with values. Because JavaScript is untyped (unlike Java), the interpreter can't guess what type you meant and the variables will be initialised to undefined (while in Java, because they're float type they'll default to 0). Doing math operations on undefined results in NaN (not a number).
you're accidentally incrementing some values by strings instead of floats: rotateBy += '.003'; yIn += '.005';
optional: fill(#02021A, 10); won't work in p5.js, however you can use fill(r,g,b,a) and pass your values in hex notation: fill(0x02, 0x02, 0x1A, 10);
This is your code with these two fixes applied:
let x = 0, y = 0, x2 = 0, y2 = 0, rad = 0, rad2 = 0, dist = 0, dist2 = 0;
let deg = 0, incr = 0, yIn = 0, rotateBy = 0, ang = 0;
function setup() {
createCanvas(600, 600);
background('#02021A');
incr = 1; // numVerts = 360/incr
rad = -20;
rad2 = -160;
dist = 500;
dist2 = 550;
}
function draw() {
noStroke();
fill(0x02, 0x02, 0x1A, 10);
rect(0, 0, width, height);
fill(random(0, 255), 255, 255);
rotateBy += 0.003;
push();
translate(width/2, height/2);
rotate(rotateBy);
deg = 0;
while (deg <= 360) {
deg += incr;
ang = radians(deg);
x = cos(ang) * (rad + (dist * noise(y/100, yIn)));
y = sin(ang) * (rad + (dist * noise(x/80, yIn)));
ellipse(x, y, 1.5, 1.5);
x2 = sin(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
y2 = cos(ang) * (rad2 + (dist2 * noise(y2/20, yIn)));
ellipse(x2, y2, 1, 1);
}
yIn += 0.005;
pop();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
That looks pretty cool! Have fun !

How to create a text made of glass in canvas with refraction and reflection?

What I'd like to achieve is close to this there. You can also just take a look at those screenshots.
The actual result
Notice how the refraction is evolving as the page scrolls down/up. Scrolling, there is also a source of light going right to left.
After scrolling
Ideally I'd like the text to have that transparent glass reflective aspect like on the example provided. But also, to refract what is behind, which does not seem to be the case here. Indeed, when the canvas is left alone, the refraction still happens, so i suspect the effects is done knowing what would be displayed in the background. As for me, I'd like to refract whats behind dynamically. Yet again i'm thinking that i might have been achieved this way for a reason, maybe performance issue
All non canvas elements removed
Indeed, it looks like it it based from the background, but the background is not within the canvas. Also, as you can see, on the next picture, the refraction effect is still hapenning even though the background is removed.
Refraction
The source of light is still there and i suspect it's using some kind of ray casting/ray tracing method. I'm not at all familiar with drawing in the canvas (except using p5.js for simple things),and it took me a long time to find ray tracing with no idea of what i'm looking for.
.... Questions ....
How do i get the glass transparent reflective aspect on the text ? Should it be achieve with graphic design tools ? (I don't know how to get an object (see screenshot below) that seem to have the texture bind afterwards.I'm not even sure if i'm using the right vocabulary but assuming I am, I don't know how to make such texture.)
text object no "texture"
How to refract everything that would be placed behind the glass object? (Before I came to the conclusion that I needed to use canvas, not just because I found this exemple, but also because of other considerations related to the project I'm working on. I've invest a lot of time learning suffisant svg to achieve what you can see on the next screenshot,and failed to achieve what was aimed. I'm not willing to do so the same with ray casting thus my third question. I hope it's understandable...Still the refracted part is there but looks a lot less realistic than in the provided example.)
SVG
Is ray casting/ray tracing is the right path to dig in for achieving the refraction ? Will it be okay to use if its ray tracing every objects behind.
Thanks for your time and concern.
Reflection and Refraction
There are so many tutorials online to achieve this FX I can not see the point in repeating them.
This answer presents an approximation using a normal map in place of a 3D model, and flat texture maps to represent the reflection and refraction maps, rather than 3D textures traditionally used to get reflections and refraction.
Generating a normal map.
The snippet below generates a normal map from input text with various options. The process is reasonably quick (not real time) and will be the stand in for a 3D model in the webGL rendering solution.
It first creates a height map of the text, adds some smoothing, then converts the map to a normal map.
text.addEventListener("keyup", createNormalMap)
createNormalMap();
function createNormalMap(){
text.focus();
setTimeout(() => {
const can = normalMapText(text.value, "Arial Black", 96, 8, 2, 0.1, true, "round");
result.innerHTML = "";
result.appendChild(can);
}, 0);
}
function normalMapText(text, font, size, bevel, smooth = 0, curve = 0.5, smoothNormals = true, corners = "round") {
const canvas = document.createElement("canvas");
const mask = document.createElement("canvas");
const ctx = canvas.getContext("2d");
const ctxMask = mask.getContext("2d");
ctx.font = size + "px " + font;
const tw = ctx.measureText(text).width;
const cx = (mask.width = canvas.width = tw + bevel * 3) / 2;
const cy = (mask.height = canvas.height = size + bevel * 3) / 2;
ctx.font = size + "px " + font;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.lineJoin = corners;
const step = 255 / (bevel + 1);
var j, i = 0, val = step;
while (i < bevel) {
ctx.lineWidth = bevel - i;
const v = ((val / 255) ** curve) * 255;
ctx.strokeStyle = `rgb(${v},${v},${v})`;
ctx.strokeText(text, cx, cy);
i++;
val += step;
}
ctx.fillStyle = "#FFF";
ctx.fillText(text, cx, cy);
if (smooth >= 1) {
ctxMask.drawImage(canvas, 0, 0);
ctx.filter = "blur(" + smooth + "px)";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "destination-in";
ctx.filter = "none";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "source-over";
}
const w = canvas.width, h = canvas.height, w4 = w << 2;
const imgData = ctx.getImageData(0,0,w,h);
const d = imgData.data;
const heightBuf = new Uint8Array(w * h);
j = i = 0;
while (i < d.length) {
heightBuf[j++] = d[i]
i += 4;
}
var x, y, xx, yy, zz, xx1, yy1, zz1, xx2, yy2, zz2, dist;
i = 0;
for(y = 0; y < h; y ++){
for(x = 0; x < w; x ++){
if(d[i + 3]) { // only pixels with alpha > 0
const idx = x + y * w;
const x1 = 1;
const z1 = heightBuf[idx - 1] === undefined ? 0 : heightBuf[idx - 1] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w] === undefined ? 0 : heightBuf[idx - w] - heightBuf[idx];
const y2 = -1;
const x3 = 1;
const z3 = heightBuf[idx - w - 1] === undefined ? 0 : heightBuf[idx - w - 1] - heightBuf[idx];
const y3 = -1;
xx = y3 * z2 - z3 * y2
yy = z3 * x2 - x3 * z2
zz = x3 * y2 - y3 * x2
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
xx /= dist;
yy /= dist;
zz /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5;
xx += xx1 / dist;
yy += yy1 / dist;
zz += zz1 / dist;
if (smoothNormals) {
const x1 = 2;
const z1 = heightBuf[idx - 2] === undefined ? 0 : heightBuf[idx - 2] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w * 2] === undefined ? 0 : heightBuf[idx - w * 2] - heightBuf[idx];
const y2 = -2;
const x3 = 2;
const z3 = heightBuf[idx - w * 2 - 2] === undefined ? 0 : heightBuf[idx - w * 2 - 2] - heightBuf[idx];
const y3 = -2;
xx2 = y3 * z2 - z3 * y2
yy2 = z3 * x2 - x3 * z2
zz2 = x3 * y2 - y3 * x2
dist = (xx2 * xx2 + yy2 * yy2 + zz2 * zz2) ** 0.5 * 2;
xx2 /= dist;
yy2 /= dist;
zz2 /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5 * 2;
xx2 += xx1 / dist;
yy2 += yy1 / dist;
zz2 += zz1 / dist;
xx += xx2;
yy += yy2;
zz += zz2;
}
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
d[i+0] = ((xx / dist) + 1.0) * 128;
d[i+1] = ((yy / dist) + 1.0) * 128;
d[i+2] = 255 - ((zz / dist) + 1.0) * 128;
}
i += 4;
}
}
ctx.putImageData(imgData, 0, 0);
return canvas;
}
<input id="text" type="text" value="Normal Map" />
<div id="result"></div>
Approximation
To render the text we need to create some shaders. As we are using a normal map the vertex shader can be very simple.
Vertex shader
We are using a quad to render the whole canvas. The vertex shader outputs the 4 corners and converts each corner to a texture coordinate.
#version 300 es
in vec2 vert;
out vec2 texCoord;
void main() {
texCoord = vert * 0.5 + 0.5;
gl_Position = vec4(verts, 1, 1);
}
Fragment shader
The fragment shader has 3 texture inputs. The normal map, and the reflection and refraction maps.
The fragment shader first works out if the pixel is part of the background, or on the text. If on the text it converts the RGB texture normal into a vector normal.
It then uses vector addition to get the reflected and refracted textures. Mixing those textures by the normal maps z value. In effect refraction is strongest when the normal is facing up and reflection strongest when normal facing away
#version 300 es
uniform sampler2D normalMap;
uniform sampler2D refractionMap;
uniform sampler2D reflectionMap;
in vec2 texCoord;
out vec4 pixel;
void main() {
vec4 norm = texture(normalMap, texCoord);
if (norm.a > 0) {
vec3 normal = normalize(norm.rgb - 0.5);
vec2 tx1 = textCoord + normal.xy * 0.1;
vec2 tx2 = textCoord - normal.xy * 0.2;
pixel = vec4(mix(texture(refractionMap, tx2).rgb, texture(reflectionMap, tx1).rgb, abs(normal.z)), norm.a);
} else {
pixel = texture(refactionMap, texCoord);
}
}
That is the most basic form that will give the impression of reflection and refraction.
Example NOT REAL reflection refraction.
The example is a little more complex as the various textures have different sizes and thus need to be scaled in the fragment shader to be the correct size.
I have also added some tinting to both the refraction and reflections and mixed the reflection via a curve.
The background is scrolled to the mouse position. To match a background on the page you would move the canvas over the background.
There are a few #defines in the frag shader to control the settings. You could make them uniforms, or constants.
mixCurve controls the mix of reflect refract textures. Values < 1 > 0 ease out refraction, values > 1 ease out the reflection.
The normal map is one to one with rendered pixels. As 2D canvas rendering is rather poor quality you can get a better result by over sampling the normal map in the fragment shader.
const vertSrc = `#version 300 es
in vec2 verts;
out vec2 texCoord;
void main() {
texCoord = verts * vec2(0.5, -0.5) + 0.5;
gl_Position = vec4(verts, 1, 1);
}
`
const fragSrc = `#version 300 es
precision highp float;
#define refractStrength 0.1
#define reflectStrength 0.2
#define refractTint vec3(1,0.95,0.85)
#define reflectTint vec3(1,1.25,1.42)
#define mixCurve 0.3
uniform sampler2D normalMap;
uniform sampler2D refractionMap;
uniform sampler2D reflectionMap;
uniform vec2 scrolls;
in vec2 texCoord;
out vec4 pixel;
void main() {
vec2 nSize = vec2(textureSize(normalMap, 0));
vec2 scaleCoords = nSize / vec2(textureSize(refractionMap, 0));
vec2 rCoord = (texCoord - scrolls) * scaleCoords;
vec4 norm = texture(normalMap, texCoord);
if (norm.a > 0.99) {
vec3 normal = normalize(norm.rgb - 0.5);
vec2 tx1 = rCoord + normal.xy * scaleCoords * refractStrength;
vec2 tx2 = rCoord - normal.xy * scaleCoords * reflectStrength;
vec3 c1 = texture(refractionMap, tx1).rgb * refractTint;
vec3 c2 = texture(reflectionMap, tx2).rgb * reflectTint;
pixel = vec4(mix(c2, c1, abs(pow(normal.z,mixCurve))), 1.0);
} else {
pixel = texture(refractionMap, rCoord);
}
}
`
var program, loc;
function normalMapText(text, font, size, bevel, smooth = 0, curve = 0.5, smoothNormals = true, corners = "round") {
const canvas = document.createElement("canvas");
const mask = document.createElement("canvas");
const ctx = canvas.getContext("2d");
const ctxMask = mask.getContext("2d");
ctx.font = size + "px " + font;
const tw = ctx.measureText(text).width;
const cx = (mask.width = canvas.width = tw + bevel * 3) / 2;
const cy = (mask.height = canvas.height = size + bevel * 3) / 2;
ctx.font = size + "px " + font;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.lineJoin = corners;
const step = 255 / (bevel + 1);
var j, i = 0, val = step;
while (i < bevel) {
ctx.lineWidth = bevel - i;
const v = ((val / 255) ** curve) * 255;
ctx.strokeStyle = `rgb(${v},${v},${v})`;
ctx.strokeText(text, cx, cy);
i++;
val += step;
}
ctx.fillStyle = "#FFF";
ctx.fillText(text, cx, cy);
if (smooth >= 1) {
ctxMask.drawImage(canvas, 0, 0);
ctx.filter = "blur(" + smooth + "px)";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "destination-in";
ctx.filter = "none";
ctx.drawImage(mask, 0, 0);
ctx.globalCompositeOperation = "source-over";
}
const w = canvas.width, h = canvas.height, w4 = w << 2;
const imgData = ctx.getImageData(0,0,w,h);
const d = imgData.data;
const heightBuf = new Uint8Array(w * h);
j = i = 0;
while (i < d.length) {
heightBuf[j++] = d[i]
i += 4;
}
var x, y, xx, yy, zz, xx1, yy1, zz1, xx2, yy2, zz2, dist;
i = 0;
for(y = 0; y < h; y ++){
for(x = 0; x < w; x ++){
if(d[i + 3]) { // only pixels with alpha > 0
const idx = x + y * w;
const x1 = 1;
const z1 = heightBuf[idx - 1] === undefined ? 0 : heightBuf[idx - 1] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w] === undefined ? 0 : heightBuf[idx - w] - heightBuf[idx];
const y2 = -1;
const x3 = 1;
const z3 = heightBuf[idx - w - 1] === undefined ? 0 : heightBuf[idx - w - 1] - heightBuf[idx];
const y3 = -1;
xx = y3 * z2 - z3 * y2
yy = z3 * x2 - x3 * z2
zz = x3 * y2 - y3 * x2
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
xx /= dist;
yy /= dist;
zz /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5;
xx += xx1 / dist;
yy += yy1 / dist;
zz += zz1 / dist;
if (smoothNormals) {
const x1 = 2;
const z1 = heightBuf[idx - 2] === undefined ? 0 : heightBuf[idx - 2] - heightBuf[idx];
const y1 = 0;
const x2 = 0;
const z2 = heightBuf[idx - w * 2] === undefined ? 0 : heightBuf[idx - w * 2] - heightBuf[idx];
const y2 = -2;
const x3 = 2;
const z3 = heightBuf[idx - w * 2 - 2] === undefined ? 0 : heightBuf[idx - w * 2 - 2] - heightBuf[idx];
const y3 = -2;
xx2 = y3 * z2 - z3 * y2
yy2 = z3 * x2 - x3 * z2
zz2 = x3 * y2 - y3 * x2
dist = (xx2 * xx2 + yy2 * yy2 + zz2 * zz2) ** 0.5 * 2;
xx2 /= dist;
yy2 /= dist;
zz2 /= dist;
xx1 = y1 * z3 - z1 * y3
yy1 = z1 * x3 - x1 * z3
zz1 = x1 * y3 - y1 * x3
dist = (xx1 * xx1 + yy1 * yy1 + zz1 * zz1) ** 0.5 * 2;
xx2 += xx1 / dist;
yy2 += yy1 / dist;
zz2 += zz1 / dist;
xx += xx2;
yy += yy2;
zz += zz2;
}
dist = (xx * xx + yy * yy + zz * zz) ** 0.5;
d[i+0] = ((xx / dist) + 1.0) * 128;
d[i+1] = ((yy / dist) + 1.0) * 128;
d[i+2] = 255 - ((zz / dist) + 1.0) * 128;
}
i += 4;
}
}
ctx.putImageData(imgData, 0, 0);
return canvas;
}
function createChecker(size, width, height) {
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
canvas.width = width * size;
canvas.height = height * size;
for(var y = 0; y < size; y ++) {
for(var x = 0; x < size; x ++) {
const xx = x * width;
const yy = y * height;
ctx.fillStyle ="#888";
ctx.fillRect(xx,yy,width,height);
ctx.fillStyle ="#DDD";
ctx.fillRect(xx,yy,width/2,height/2);
ctx.fillRect(xx+width/2,yy+height/2,width/2,height/2);
}
}
return canvas;
}
const mouse = {x:0, y:0};
addEventListener("mousemove",e => {mouse.x = e.pageX; mouse.y = e.pageY });
var normMap = normalMapText("GLASSY", "Arial Black", 128, 24, 1, 0.1, true, "round");
canvas.width = normMap.width;
canvas.height = normMap.height;
const locations = {updates: []};
const fArr = arr => new Float32Array(arr);
const gl = canvas.getContext("webgl2", {premultipliedAlpha: false, antialias: false, alpha: false});
const textures = {};
setup();
function texture(gl, image, {min = "LINEAR", mag = "LINEAR", wrapX = "REPEAT", wrapY = "REPEAT"} = {}) {
const texture = gl.createTexture();
target = gl.TEXTURE_2D;
gl.bindTexture(target, texture);
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, gl[min]);
gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, gl[mag]);
gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl[wrapX]);
gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl[wrapY]);
gl.texImage2D(target, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
}
function bindTexture(texture, unit) {
gl.activeTexture(gl.TEXTURE0 + unit);
gl.bindTexture(gl.TEXTURE_2D, texture);
}
function Location(name, data, type = "fv", autoUpdate = true) {
const glUpdateCall = gl["uniform" + data.length + type].bind(gl);
const loc = gl.getUniformLocation(program, name);
locations[name] = {data, update() {glUpdateCall(loc, data)}};
autoUpdate && locations.updates.push(locations[name]);
return locations[name];
}
function compileShader(src, type, shader = gl.createShader(type)) {
gl.shaderSource(shader, src);
gl.compileShader(shader);
return shader;
}
function setup() {
program = gl.createProgram();
gl.attachShader(program, compileShader(vertSrc, gl.VERTEX_SHADER));
gl.attachShader(program, compileShader(fragSrc, gl.FRAGMENT_SHADER));
gl.linkProgram(program);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([0,1,2,0,2,3]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, fArr([-1,-1,1,-1,1,1,-1,1]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(loc = gl.getAttribLocation(program, "verts"));
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
gl.useProgram(program);
Location("scrolls", [0, 0]);
Location("normalMap", [0], "i", false).update();
Location("refractionMap", [1], "i", false).update();
Location("reflectionMap", [2], "i", false).update();
textures.norm = texture(gl,normMap);
textures.reflect = texture(gl,createChecker(8,128,128));
textures.refract = texture(gl,createChecker(8,128,128));
gl.viewport(0, 0, normMap.width, normMap.height);
bindTexture(textures.norm, 0);
bindTexture(textures.reflect, 1);
bindTexture(textures.refract, 2);
loop();
}
function draw() {
for(const l of locations.updates) { l.update() }
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_BYTE, 0);
}
function loop() {
locations.scrolls.data[0] = -1 + mouse.x / canvas.width;
locations.scrolls.data[1] = -1 + mouse.y / canvas.height;
draw();
requestAnimationFrame(loop);
}
canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
Personally I find this FX more visually pleasing than simulations based on real lighting models. Though keep in mind THIS IS NOT Refraction or Reflections.

How to rotate a square in processing?

I've been trying to rotate a square for a project, I've done research and think I have the right formula to calculate the rotated points. I calculate the points as if they're individual around the center of the square. How to fix it?
//Declaring variables
float x0, y0, xo, yo,x1,y1,x2,y2,x3,y3, theta, newx, newy, s, c;
void setup() {
size (800,800);
//To debug
//frameRate(1);
fill(0);
//Initializing variables
xo = 400;
yo = 400;
x0 = 350;
y0 = 450;
x1 = 350;
y1 = 350;
x2 = 450;
y2 = 350;
x3 = 450;
y3 = 450;
theta = radians(5);
s = sin(theta);
c = cos(theta);
}
void draw() {
//Reseting the background
background(255);
//Drawing the square
quad(x0,y0,x1,y1,x2,y2,x3,y3);
//Doing the rotations
x0 = rotateX(x0,y0);
y0 = rotateY(x0,y0);
x1 = rotateX(x1,y1);
y1 = rotateY(x1,y1);
x2 = rotateX(x2,y2);
y2 = rotateY(x2,y2);
x3 = rotateX(x3,y3);
y3 = rotateY(x3,y3);
}
//Rotate x coordinate method
float rotateX(float x, float y) {
x -= xo;
newx = x * c - y * s;
x = newx + xo;
return x;
}
//Rotate y coordinate method
float rotateY(float x, float y) {
y -= yo;
newy = x * s - y * c;
y = newy + yo;
return y;
}
There are two things:
1) You have a sign error in rotateY(). The y term should have a positive sign:
newy = x * s + y * c;
2) When you do this:
x0 = rotateX(x0,y0);
y0 = rotateY(x0,y0);
... then the first call modifies x0, which the second call then uses. But the second call needs the original coordinates to rotate correctly:
float x0Rotated = rotateX(x0, y0);
y0 = rotateY(x0, y0);
x0 = x0Rotated;
The same thing for the other points.

how to calculate the dist() from mouseX, mouseY to a rectangle in Processing

If it was the dist to a point it would be
dist(mouseX, mouseY, x, y)
for
point(x,y)
but how can I calculate dist() from the mouse's current position to
rectMode(CORNERS);
rect(x1,y2,x2,y2);
Thanks
Something like this should do it:
float distrect(float x, float y, float x1, float y1, float x2, float y2){
float dx1 = x - x1;
float dx2 = x - x2;
float dy1 = y - y1;
float dy2 = y - y2;
if (dx1*dx2 < 0) { // x is between x1 and x2
if (dy1*dy2 < 0) { // (x,y) is inside the rectangle
return min(min(abs(dx1), abs(dx2)),min(abs(dy1),abs(dy2)));
}
return min(abs(dy1),abs(dy2));
}
if (dy1*dy2 < 0) { // y is between y1 and y2
// we don't have to test for being inside the rectangle, it's already tested.
return min(abs(dx1),abs(dx2));
}
return min(min(dist(x,y,x1,y1),dist(x,y,x2,y2)),min(dist(x,y,x1,y2),dist(x,y,x2,y1)));
}
Basically, you need to figure out if the closes point is on one of the sides, or in the corner. This picture may help, it shows the distance of a point from a rectangle for different positions of the point:
Here's a somewhat interactive program which accomplishes what you're looking for. You can drop it into Processing and run it if you would like.
EDIT: Here's a screenshot:
// Declare vars.
int x_click = -20; // Initializes circle and point off-screen (drawn when draw executes)
int y_click = -20;
float temp = 0.0;
float min_dist = 0.0;
int x1, x2, x3, x4, y1, y2, y3, y4;
// Setup loop.
void setup() {
size(400, 400);
// Calculate the points of a 40x40 centered rectangle
x1 = width/2 - 20;
y1 = height/2 - 20;
x2 = width/2 + 20;
y2 = y1;
x3 = x1;
y3 = height/2 + 20;
x4 = x2;
y4 = y3;
}
// Draw loop.
void draw(){
background(255);
// Draws a purple rectangle in the center of the screen.
rectMode(CENTER);
fill(154, 102, 200);
rect(width/2, height/2, 40, 40);
// Draws an orange circle where the user last clicked.
ellipseMode(CENTER);
fill(204, 102, 0);
ellipse(x_click, y_click, 10, 10);
// Draws black point where the user last clicked.
fill(0);
point(x_click, y_click);
// Draws min dist onscreen.
textAlign(CENTER);
fill(0);
text("min dist = " + min_dist, width/2, height/2 + 150);
}
void mousePressed(){
x_click = mouseX;
y_click = mouseY;
// If the click isn't perpendicular to any side of the rectangle, the min dist is a corner.
if ( ((x_click <= x1) || (x_click >= x2)) && ((y_click <= y1) || (y_click >= y3)) ) {
min_dist = min(min(dist(x1,y1,x_click,y_click),dist(x2,y2,x_click,y_click)), min(dist(x3,y3,x_click,y_click),dist(x4,y4,x_click,y_click)));
} else if( (x_click > x1) && (x_click < x2) && ((y_click < y1) || (y_click > y3)) ) {
// outside of box, closer to top or bottom
min_dist = min(abs(y_click - y1), abs(y_click - y3));
} else if( (y_click > y1) && (y_click < y3) && ((x_click < x1) || (x_click > x2)) ) {
// outside of box, closer to right left
min_dist = min(abs(x_click - x1), abs(x_click - x2));
} else {
// inside of box, check against all boundaries
min_dist = min(min(abs(y_click - y1), abs(y_click - y3)),min(abs(x_click - x1), abs(x_click - x2)));
}
// Print to console for debugging.
//println("minimum distance = " + min_dist);
}
This is what I use. If you are only interested in the relative distance there is probably no need to take the square root which should make it slightly quicker.
- (NSInteger) distanceFromRect: (CGPoint) aPoint rect: (CGRect) aRect
{
NSInteger posX = aPoint.x;
NSInteger posY = aPoint.y;
NSInteger leftEdge = aRect.origin.x;
NSInteger rightEdge = aRect.origin.x + aRect.size.width;
NSInteger topEdge = aRect.origin.y;
NSInteger bottomEdge = aRect.origin.y + aRect.size.height;
NSInteger deltaX = 0;
NSInteger deltaY = 0;
if (posX < leftEdge) deltaX = leftEdge - posX;
else if (posX > rightEdge) deltaX = posX - rightEdge;
if (posY < topEdge) deltaY = topEdge - posY;
else if (posY > bottomEdge) deltaY = posY - bottomEdge;
NSInteger distance = sqrt(deltaX * deltaX + deltaY * deltaY);
return distance;
}

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