procedural_anim/chain3.js

84 lines
1.9 KiB
JavaScript

let vec = p5.Vector
class ConstraintPoint {
constructor(x, y, size) {
this.size = size;
this.pos = new vec(x, y);
this.forward = new vec(0, 0);
}
follow(targetX, targetY, prevForward = null) {
let target = new vec(targetX, targetY);
let targetForward = vec.sub(target, this.pos);
let targetAngle = targetForward.heading();
if (prevForward) {
let a = targetAngle - prevForward;
while (a > PI) { a -= TWO_PI; }
while (a < -PI) { a += TWO_PI; }
a = constrain(a, -0.3, 0.3);
targetAngle = prevForward + a;
}
this.forward = vec.fromAngle(targetAngle);
let dir = vec.mult(this.forward, -this.size);
this.pos = vec.add(target, dir);
}
getRel(a, dist) {
return vec.add(this.pos, vec.mult(vec.fromAngle(this.forward.heading() + a), dist));
}
}
let points = []
let sizes = [60, 55, 50, 40, 45, 47, 50, 47, 45, 42, 39, 35, 30, 25, 22, 17, 13]
function setup() {
createCanvas(400, 400);
for (let i = 0;i < sizes.length;i++) {
points.push(new ConstraintPoint(0, 0, 20));
}
}
function drawPoints(points, sizes) {
beginShape();
for (let a = -HALF_PI;a < HALF_PI;a+=0.1) {
let p = points[0].getRel(a, sizes[0])
vertex(p.x, p.y);
}
for (let i = 0;i < points.length;i++) {
let p = points[i].getRel(HALF_PI, sizes[i])
vertex(p.x, p.y);
}
for (let a = HALF_PI;a < HALF_PI + PI;a+=0.1) {
let p = points[points.length -1].getRel(a, sizes[points.length -1])
vertex(p.x, p.y);
}
for (let i = points.length-1;i >= 0;i--) {
let p = points[i].getRel(-HALF_PI, sizes[i])
vertex(p.x, p.y);
}
endShape();
}
function draw() {
background(220);
points[0].follow(mouseX, mouseY)
for (let i = 1;i < sizes.length;i++) {
let prev = points[i - 1];
points[i].follow(prev.pos.x, prev.pos.y, prev.forward.heading());
}
fill(255)
drawPoints(points, sizes);
}