Random movement attempt - random

I'm trying to make my bear walk randomly when the player is not in it's range. I wanted it to randomly select the its rotation in y axis and then move it forward and after some time switch the rotation randomly again.
The thing is that I don't really know how could I assign him a random rotation.
So how do I do this?
I finally managed to do this, here's the working code:
var timeToChangeDirection : float = 60;
private var angle : Vector3;
var damping : float = 6.0;
var controller : CharacterController;
function Update()
{
distance = Vector3.Distance(target.position, transform.position);
if(distance > aggroRange)
{
moveSpeed = 1;
timeToChangeDirection -= 0.1;
if (timeToChangeDirection <= 0)
{
ChangeDirection();
}
controller.Move(transform.forward * Time.deltaTime);
animation["Run"].speed = 0.25;
animation.Play("Run");
}
function ChangeDirection()
{
angle = Vector3(transform.rotation.x, Random.Range(-359, 359), transform.rotation.y);
transform.Rotate(angle);
timeToChangeDirection = 60;
}

Okay. I've managed to do it after all.
Here's the code if anyone is interested:
var timeToChangeDirection : float = 60;
private var angle : Vector3;
var damping : float = 6.0;
var controller : CharacterController;
function Update()
{
distance = Vector3.Distance(target.position, transform.position);
if(distance > aggroRange)
{
moveSpeed = 1;
timeToChangeDirection -= 0.1;
if (timeToChangeDirection <= 0)
{
ChangeDirection();
}
controller.Move(transform.forward * Time.deltaTime);
animation["Run"].speed = 0.25;
animation.Play("Run");
}
function ChangeDirection()
{
angle = Vector3(transform.rotation.x, Random.Range(-359, 359), transform.rotation.y);
transform.Rotate(angle);
timeToChangeDirection = 60;
}

Related

How to zoom into Mandelbrot set by clicking

I managed to create the Mandelbrot set in processing but am struggling to implement a zoom. Here is my code:
float minvalX = -1.5;
float minvalY = -1.5;
float maxvalX = 1.5;
float maxvalY = 1.5;
float angle = 0;
float di,dj;
int xPixel,yPixel;
void setup(){
size(500,500);
pixelDensity(1);
colorMode(HSB, 360);
}
void draw() {
scale(zoom);
float maxLoops = 100;
loadPixels();
float equationOneOriginal;
float equationTwoOriginal;
for (xPixel = 0; xPixel < width ; xPixel++) {
for (yPixel = 0; yPixel < height ; yPixel++) {
float a = map(xPixel+di, 0,width, minvalX, maxvalX);
float b = map(yPixel+dj, 0,height, minvalY, maxvalY);
equationOneOriginal = a;
equationTwoOriginal = b;
float n = 1;
while (n < maxLoops) {
float equationOne = a*a - b*b; //First part of the equation
float equationTwo = 2 * a * b; //Second part of the equation
a = equationOne + equationOneOriginal;
b = equationTwo + equationTwoOriginal;
if (abs(a+b) > 16) {
break;
}
n++;
}
if (n == maxLoops) {
pixels[xPixel+yPixel*width] = color(0);
}
else {
pixels[xPixel+yPixel*width] = color(n-(int)(n/360)*n, 360, (int)map(n*6, 1, maxLoops, 0, 360));
}
}
}
updatePixels();
}
void mousePressed()
{
if (mouseButton == LEFT) {
di = di + mouseX - int(width/2);
dj = dj + mouseY - int(height/2);
minvalX += 0.1;
maxvalX -= 0.1;
minvalY += 0.1;
maxvalY -= 0.1;
}
}
It zooms into where my mouse is but eventually it goes towards the middle and gets stuck there. I know it is to do with minvalX, maxvalX, minvalY and maxvalY but I don't know what to do to these values to get it to always zoom towards my mouse.

Move an object between two ml5js poseNet keypoints using p5js

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?

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>

Threejs lerp, lerpVectors work without animation

I am trying to move 10 meshes in different directions after some amount of time through functions lerp, lerpVectors. Both of them gave me the same result, they just teleported meshes in new positions without animation of moving there. Here is my code (with "lerp"):
var newPos;
var timer = 0;
function render() {
if (timer === 120) {
for (var i = 0; i < count; i++) {
mesh = meshes[i];
newPos = new THREE.Vector3(Math.random() * 200 - 100, Math.random() * 200 - 100, Math.random() * 200 - 100);
mesh.position.lerp(newPos, 0.5);
}
}
timer++;
renderer.render(scene, camera);
}
I am sure there is another way through calculated distances and then decreasing them to 0. But I suppose lerp and leprVectors do the same thing, so the question is what I do wrong?
r83
Maybe these both functions work not as I expect.
Okay, I've just figured out where was the problem. Lerp in the official documentation looks as .lerp(v3, alpha) and the value alpha should changing dynamically, so I added clock:
var delta = clock.getDelta();
and alpha now:
alpha += delta;
also I added boolean variable to the each mesh to check whether it's enough to do lerp or not, moreover, I set a new position during initiating for each of them as a parameter like so:
mesh.newPosition = new THREE.Vector3(
Math.random() * 200 - 100, Math.random() * 200 - 100, Math.random() * 200 - 100
);
and as a result I updated my render function:
var timer = 0;
var alpha = 0;
var delta;
var currentX, currentY, currentZ;
function render() {
delta = clock.getDelta();
for (var i = 0; i < count; i++) {
mesh = meshes[i];
if (timer === 120) {
mesh.endTransition = false;
}
if (!mesh.endTransition ) {
currentX = Math.abs(mesh.newPosition.x - mesh.position.x);
currentY = Math.abs(mesh.newPosition.y - mesh.position.y);
currentZ = Math.abs(mesh.newPosition.z - mesh.position.z);
if (currentX >= 1 || currentY >= 1 || currentZ >= 1) {
alpha += delta;
mesh.position.lerp(mesh.newPosition, alpha);
} else {
mesh.endTransition = true;
}
}
}
timer++;
renderer.render(scene, camera);
}
Perhaps my solution can be improved.

Processing: How can I make multiple elements in a for() loop move to one location then return?

I have a grid of ellipses generated by two for() loops. What I'd like to do is have all of these ellipses ease into mouseX and mouseY when mousePressed == true, otherwise return to their position in the grid. How can I go about this? I've started with this template, which doesn't work as I can't figure out how affect the position of the ellipses, but the easing is set up.
float x;
float y;
float easeIn = 0.01;
float easeOut = 0.08;
float targetX;
float targetY;
void setup() {
size(700, 700);
pixelDensity(2);
background(255);
noStroke();
}
void draw() {
fill(255, 255, 255, 80);
rect(0, 0, width, height);
for (int i = 50; i < width-50; i += 30) {
for (int j = 50; j < height-50; j += 30) {
fill(0, 0, 0);
ellipse(i, j, 5, 5);
if (mousePressed == true) {
// go to mouseX
targetX = mouseX;
// ease in
float dx = targetX - x;
if (abs(dx) > 1) {
x += dx * easeIn;
}
//go to mouseY
targetY = mouseY;
// ease in
float dy = targetY - y;
if (abs(dy) > 1) {
y += dy * easeIn;
}
} else {
// return to grid
targetX = i;
// ease out
float dx = targetX - x;
if (abs(dx) > 1) {
x += dx * easeOut;
}
// return to grid
targetY = j;
// ease out
float dy = targetY - y;
if (abs(dy) > 1) {
y += dy * easeOut;
}
}
}
}
}
Any help would be greatly appreciated. I'm not sure in which order to do things/which elements should be contained in the loop.
Thanks!
You're going to have to keep track of a few things for each dot: its "home" position, its current position,its speed, etc.
The easiest way to do this would be to create a class that encapsulates all of that information for a single dot. Then you'd just need an ArrayList of instances of the class, and iterate over them to update or draw them.
Here's an example:
ArrayList<Dot> dots = new ArrayList<Dot>();
void setup() {
size(700, 700);
background(255);
noStroke();
//create your Dots
for (int i = 50; i < width-50; i += 30) {
for (int j = 50; j < height-50; j += 30) {
dots.add(new Dot(i, j));
}
}
}
void draw() {
background(255);
//iterate over your Dots and move and draw each
for (Dot dot : dots) {
dot.stepAndRender();
}
}
class Dot {
//the point to return to when the mouse is not pressed
float homeX;
float homeY;
//current position
float currentX;
float currentY;
public Dot(float homeX, float homeY) {
this.homeX = homeX;
this.homeY = homeY;
currentX = homeX;
currentY = homeY;
}
void stepAndRender() {
if (mousePressed) {
//use a weighted average to chase the mouse
//you could use whatever logic you want here
currentX = (mouseX+currentX*99)/100;
currentY = (mouseY+currentY*99)/100;
} else {
//use a weighted average to return home
//you could use whatever logic you want here
currentX = (homeX+currentX*99)/100;
currentY = (homeY+currentY*99)/100;
}
//draw the ellipse
fill(0, 0, 0);
ellipse(currentX, currentY, 5, 5);
}
}
Note that I'm just using a weighted average to determine the position of each ellipse, but you could change that to whatever you want. You could give each ellipse a different speed, or use your easing logic, whatever. But the idea is the same: encapsulate everything you need into a class, and then put the logic for one dot into that class.
I'd recommend getting this working for a single dot first, and then moving up to getting it working with multiple dots. Then if you have another question you can post the code for just a single dot instead of a bunch. Good luck.

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