procedural_anim/spider.js

225 lines
5.6 KiB
JavaScript

const vec = p5.Vector;
class Leg {
constructor() {
this.base = new vec(0, 0);
this.end = new vec(0, 0);
this.interPos = new vec(0, 0);
this.ikJoint = new IKJoint(4, 47);
this.repositionDist = 90;
this.moveSpeed = 0.4;
}
moveTo(startX, startY, endX, endY) {
this.base = new vec(startX, startY);
let target = new vec(endX, endY);
if (vec.dist(target, this.end) > this.repositionDist) {
this.end = new vec(endX, endY);
}
this.interPos.lerp(this.end, this.moveSpeed);
this.ikJoint.moveTo(startX, startY, this.interPos.x, this.interPos.y);
}
getPoints() {
return this.ikJoint.points;
}
}
class IKJoint {
constructor(numSegments, pointDist) {
this.origin = new vec(0, 0);
this.points = [];
for (let i = 0; i < numSegments + 1; i++) {
this.points.push(new ConstraintPoint(0, 0, pointDist, 7));
}
this.pointDist = pointDist;
this.iterations = 20;
}
moveStart(targetX, targetY) {
let numPts = this.points.length;
this.points[0].size = 1;
this.points[0].follow(targetX, targetY);
for (let i = 1; i < numPts; i++) {
let prevPoint = this.points[i - 1];
this.points[i].follow(prevPoint.pos.x, prevPoint.pos.y, prevPoint.forward);
}
}
moveEnd(targetX, targetY) {
let numPts = this.points.length;
this.points[numPts - 1].pos.x = targetX;
this.points[numPts - 1].pos.y = targetY;
for (let i = numPts - 2; i >= 0; i--) {
let prevPoint = this.points[i + 1];
this.points[i].follow(prevPoint.pos.x, prevPoint.pos.y, null);
}
}
moveTo(origX, origY, targetX, targetY) {
for (let i = 0; i < this.iterations; i++) {
this.moveEnd(targetX, targetY);
this.moveStart(origX, origY);
}
}
}
class ConstraintPoint {
constructor(x, y, size, angleConstraint = 0.2) {
this.size = size;
this.pos = new vec(x, y);
this.forward = new vec(0, 0);
this.angleConstraint = angleConstraint;
}
getRel(angleOffset, dist) {
let dir = vec.rotate(this.forward, angleOffset);
dir.setMag(dist);
return vec.add(this.pos, dir);
}
follow(targetX, targetY, parentForward = null) {
let target = new vec(targetX, targetY);
let targetForward = vec.sub(target, this.pos);
let targetAngle = targetForward.heading();
if (parentForward) {
let parentAngle = parentForward.heading();
let diff = targetAngle - parentAngle;
while (diff < -PI) diff += TWO_PI;
while (diff > PI) diff -= TWO_PI;
let maxAngle = this.angleConstraint;
diff = constrain(diff, -maxAngle, maxAngle);
targetAngle = parentAngle + diff;
}
this.forward = p5.Vector.fromAngle(targetAngle);
let dir = p5.Vector.mult(this.forward, -this.size);
this.pos = vec.add(target, dir);
}
}
function drawPoints(points, sizes, turnSegments = 10) {
beginShape();
let numPoints = points.length;
let head = points[0];
let tail = points[numPoints - 1];
for (let angle = -HALF_PI; angle <= HALF_PI; angle += PI / turnSegments) {
let p = head.getRel(angle, sizes[0]);
curveVertex(p.x, p.y);
}
for (let i = 1; i < numPoints - 1; i++) {
let p = points[i].getRel(HALF_PI, sizes[i]);
curveVertex(p.x, p.y);
}
for (let angle = HALF_PI; angle <= HALF_PI + PI; angle += PI / turnSegments) {
let p = tail.getRel(angle, sizes[numPoints - 1]);
curveVertex(p.x, p.y);
}
for (let i = numPoints - 2; i >= 1; i--) {
let p = points[i].getRel(-HALF_PI, sizes[i]);
curveVertex(p.x, p.y);
}
endShape(CLOSE);
}
let numPoints = 0;
const bodySizes = [18, 22, 25, 22, 14, 30, 35, 40, 35, 30];
const legSizes = [6, 5, 4, 3, 2, 2, 1, 1, 1];
const bodyPoints = [];
const legs = [];
let mouseInter = new vec(0, 0);
function setup() {
createCanvas(displayWidth, displayHeight);
numPoints = bodySizes.length;
for (let i = 0; i < numPoints; i++) {
let pt = new ConstraintPoint(400, 400, 15);
bodyPoints.push(pt);
}
for (let i = 0; i < 8; i++) {
legs.push(new Leg());
}
}
function draw() {
background(180);
mouseInter.lerp(new vec(mouseX, mouseY), 0.05);
let time = millis();
bodyPoints[0].follow(mouseInter.x, mouseInter.y);
for (let i = 1; i < numPoints; i++) {
let prevPoint = bodyPoints[i - 1];
bodyPoints[i].follow(prevPoint.pos.x, prevPoint.pos.y, prevPoint.forward);
}
let legAngles = [
-PI / 3, PI / 3,
-PI / 1.8, PI / 1.8,
-PI * 0.7, PI * 0.7,
-PI * 0.85, PI * 0.85
];
let legAttachmentIndices = [1, 1, 2, 2, 3, 3, 4, 4];
for (let i = 0; i < 8; i++) {
let baseJoint = bodyPoints[legAttachmentIndices[i]];
let bodyRadius = bodySizes[legAttachmentIndices[i]];
let basePos = baseJoint.getRel(legAngles[i], bodyRadius * 0.6);
let reach = 120;
let endPos = baseJoint.getRel(legAngles[i], reach);
legs[i].moveTo(basePos.x, basePos.y, endPos.x, endPos.y);
}
fill(30);
stroke(10);
strokeWeight(1);
for (let i = 0; i < 8; i++) {
drawPoints(legs[i].getPoints(), legSizes);
}
let currentBodySizes = [...bodySizes];
let breathSpeed = time * 0.005;
for (let i = 0; i < numPoints; i++) {
if (i > 4) {
let breathExpansion = sin(breathSpeed - i * 0.2) * 2.5;
currentBodySizes[i] += breathExpansion;
}
}
drawPoints(bodyPoints, currentBodySizes);
let eye1 = bodyPoints[0].getRel(PI / 5, 12);
let eye2 = bodyPoints[0].getRel(-PI / 5, 12);
let eye3 = bodyPoints[0].getRel(PI / 2.5, 15);
let eye4 = bodyPoints[0].getRel(-PI / 2.5, 15);
fill(220, 20, 20);
noStroke();
circle(eye1.x, eye1.y, 8);
circle(eye2.x, eye2.y, 8);
circle(eye3.x, eye3.y, 4);
circle(eye4.x, eye4.y, 4);
}