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epicycles-controller.js
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epicycles-controller.js
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import CanvasController from './canvas-controller.js';
import { getFourierData, resample2dData } from '../just-fourier-things.js';
import { slurp, clampedSlurp } from '../util.js';
import { palette } from '../color.js';
export default class EpicyclesController extends CanvasController {
constructor(id, width, height) {
super(id, width, height);
this.animate = true;
// [ {freq, amplitude, phase } ]
this.fourierData = [];
// [ {x, y} ]
this.fourierPath = [];
this.numPoints = 0;
// What percentage of the path to draw
this.pathAmt = 1;
this.animatePathAmt = true;
this.animAmt = 0;
this.niceAnimAmt = 0;
this.period = 5;
this.fourierAmt = 1;
this.pathDirty = false;
}
setPath(path, numPoints=-1, minAmplitude=0.01) {
if (numPoints < 0) {
numPoints = path.length;
}
this.numPoints = numPoints;
this.animAmt = 0;
this.niceAnimAmt = 0;
this.fourierPath = [];
// Get the fourier data, also filter out the really small terms.
this.fourierData = getFourierData(resample2dData(path, this.numPoints)).filter(f => f.amplitude > minAmplitude);
this.fourierData.sort((a, b) => b.amplitude - a.amplitude);
console.log(this.fourierData.length + '/' + numPoints)
}
setFourierAmt(amt) {
this.fourierAmt = amt;
this.pathDirty = true;
}
recalculatePath() {
// then render everything.
for (let i = 0; i < this.numPoints; i ++) {
this.niceAnimAmt += 1 / this.numPoints;
this.addToPath();
}
this.niceAnimAmt -= 1;
}
update(dt, mousePosition) {
if (this.pathDirty) {
this.recalculatePath();
this.pathDirty = false;
}
if (!this.animate) {
return;
}
this.animAmt += (dt / this.period) % 1;
while (this.animAmt > 1) {
this.animAmt --;
this.niceAnimAmt --;
}
if (this.animatePathAmt) {
const transitionFactor = (1 / 10);
const pos = this.getScrollPosition();
let desiredPathAmt = 0;
if (pos < 0.8) {
desiredPathAmt = 1;
}
this.pathAmt += transitionFactor * (desiredPathAmt - this.pathAmt);
if (this.pathAmt >= 0.99) {
this.pathAmt = 1;
}
}
// some max iterations to stop it from hanging
for (let i = 0; i < 20; i ++) {
if (this.niceAnimAmt >= this.animAmt) {
break;
}
this.niceAnimAmt += 1 / this.numPoints;
this.addToPath();
}
}
addToPath() {
if (this.fourierData.length == 0) {
return;
}
let runningX = 0;
let runningY = 0;
const numFouriers = Math.round(slurp(2, this.fourierData.length, this.fourierAmt));
for (let i = 0; i < numFouriers; i ++) {
const amplitude = this.fourierData[i].amplitude;
const angle = 2 * Math.PI * this.fourierData[i].freq * this.niceAnimAmt + this.fourierData[i].phase;
runningX += amplitude * Math.cos(angle);
runningY += amplitude * Math.sin(angle);
}
this.fourierPath.push({x: runningX, y:runningY});
while (this.fourierPath.length > this.numPoints * this.pathAmt && this.fourierPath.length > 0) {
this.fourierPath.shift();
}
}
render() {
this.clear();
this.renderPath(this.fourierPath);
this.renderCircles();
}
renderPath(path) {
for (let i = 0; i < path.length - 1; i ++) {
this.context.beginPath();
this.context.strokeStyle = palette.blue;
this.context.lineWidth = 2;
this.context.moveTo(path[i].x, path[i].y);
this.context.lineTo(path[i+1].x, path[i+1].y);
this.context.stroke();
}
}
renderCircles() {
if (this.fourierData.length == 0) {
return;
}
let runningX = 0;
let runningY = 0;
const numFouriers = Math.round(slurp(2, this.fourierData.length, this.fourierAmt));
for (let i = 0; i < numFouriers; i ++) {
const amplitude = this.fourierData[i].amplitude;
const angle = 2 * Math.PI * this.fourierData[i].freq * this.animAmt + this.fourierData[i].phase;
runningX += amplitude * Math.cos(angle);
runningY += amplitude * Math.sin(angle);
if (i == 0) {
continue; // we skip the first one because we just don't care about rendering the constant term
}
if (amplitude < 0.5) {
continue; // skip the really tiny ones
}
this.context.beginPath();
this.context.strokeStyle = palette.cyan;
this.context.globalAlpha = 0.7;
this.context.lineWidth = 1;
this.context.moveTo(runningX, runningY);
this.context.arc(runningX, runningY, amplitude, angle - Math.PI, angle + Math.PI);
this.context.stroke();
}
this.context.globalAlpha = 1;
}
}