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circle_to_triangle_10.js
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186 lines (170 loc) · 4.89 KB
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/*
* ◯⟷△ №.10
* Interpolation From a Circle to an Equilateral Triangle (#10)
* "By treating points along the perimeter as a series
* of springy particles."
* Page Ten of a 14-Page Pedagogical Sketchbook
* By Golan Levin (@golan), 2017-2021.
* https://link.medium.com/bn3sesXYOkb
*
* Animated GIF, 1024x1024, 720 frames @50fps, made with p5.js;
* Presented October 25, 2017 on the Coding Train episode,
* "Guest Tutorial #7: Circle Morphing with Golan Levin"
* (https://www.youtube.com/watch?v=mvgcNOX8JGQ&t=24m26s).
* NFT created in 2021 for #Sketch4Processing, and minted by
* KT1TaPfAuhmnyo6Le6zKe17opvFCsTxk1VN7 (golan_x_processingorg).
* Per contract, 20% of all sales are donated to @ProcessingOrg.
*
* References:
* - Guus Craenen and Adrian Häne, "Fruit Salad", 1970.
* - Wassily Kandinsky, "Point and Line to Plane", 1926.
* - Jürg Lehni and Wilm Thoben, "Footnotes from the History
* of Two Cultures: Mitsuo Katsui", 2015.
* - Manfred Mohr, "P-112 / Lady Quark", 1972.
* - Bruno Munari, "Square Circle Triangle", 1960-1976.
* - Troika, "Squaring the Circle"; "Dark Matter", 2013-2014.
* - Wucius Wong, "Principles of Two-Dimensional Design", 1972.
* - Yuki Yoshida, "A Book of drawCircle()", 2014.
*/
var nPts, third, offset;
var radius;
var cx, cy;
var trianglePts = [];
var srcPts = [];
var dstPts = [];
var targetPts = [];
var particles = [];
var target = 0;
var DAMPING = 0.96;
var MASS = 10;
var THRESH = 14.0;
var strokeCol;
var backgrCol;
function setup() {
createCanvas(1024, 1024);
pixelDensity(1);
frameRate(60);
strokeCol = color(24, 14, 6, 255);
backgrCol = color(253, 247, 241);
nPts = 60;
third = nPts / 3;
offset = nPts / 12;
radius = (width / 2) * 0.75;
cx = width / 2;
cy = height / 2;
for (var i = 0; i < 3; i++) {
var x = cx + radius * cos((i * TWO_PI) / 3.0 - HALF_PI);
var y = cy + radius * sin((i * TWO_PI) / 3.0 - HALF_PI);
trianglePts[i] = { x, y };
}
// compute srcPts: points on the circle
for (var j = 0; j < nPts; j++) {
var t = map(j, 0, nPts, 0, TWO_PI);
var x = cx + radius * cos(t);
var y = cy + radius * sin(t);
srcPts[j] = { x, y };
}
// compute dstPts: points along the triangle
for (var j = 0; j < nPts; j++) {
var i = (floor((j + nPts - offset) / third) + 1) % 3;
var p1x = trianglePts[i % 3].x;
var p1y = trianglePts[i % 3].y;
var p2x = trianglePts[(i + 1) % 3].x;
var p2y = trianglePts[(i + 1) % 3].y;
var jt = (j + nPts - (offset - 0)) % third;
var x = map(jt, 0, third, p1x, p2x);
var y = map(jt, 0, third, p1y, p2y);
targetPts[j] = dstPts[j] = { x, y };
}
for (var j = 0; j < nPts; j++) {
var px = srcPts[j].x;
var py = srcPts[j].y;
particles[j] = new Particle(px, py, 0, 0);
}
}
function draw() {
background(backgrCol);
noFill();
stroke(strokeCol);
strokeWeight(ceil(width * 0.01));
var error = 0;
for (var j = 0; j < nPts; j++) {
var px = particles[j].px;
var py = particles[j].py;
var tx = targetPts[j].x;
var ty = targetPts[j].y;
var dx = tx - px;
var dy = ty - py;
var dh = sqrt(dx * dx + dy * dy);
error += dh;
if (dh > 0) {
particles[j].applyForce(dx / dh, dy / dh);
}
}
if (error < THRESH) {
flipTarget();
}
var F = 0.5;
for (var j = 0; j < nPts; j++) {
var ix = particles[(j - 1 + nPts) % nPts].px;
var iy = particles[(j - 1 + nPts) % nPts].py;
var jx = particles[j % nPts].px;
var jy = particles[j % nPts].py;
var kx = particles[(j + 1 + nPts) % nPts].px;
var ky = particles[(j + 1 + nPts) % nPts].py;
var ijdx = ix - jx;
var ijdy = iy - jy;
var ijdh = sqrt(ijdx * ijdx + ijdy * ijdy);
if (ijdh > 0) {
var ifx = (ijdx / ijdh) * F;
var ify = (ijdy / ijdh) * F;
particles[j].applyForce(ifx, ify);
}
var kjdx = kx - jx;
var kjdy = ky - jy;
var kjdh = sqrt(kjdx * kjdx + kjdy * kjdy);
if (kjdh > 0) {
var kfx = (kjdx / kjdh) * F;
var kfy = (kjdy / kjdh) * F;
particles[j].applyForce(kfx, kfy);
}
}
for (var j = 0; j < nPts; j++) {
particles[j].update();
}
var ofs = 2;
beginShape();
var px = particles[ofs % nPts].px;
var py = particles[ofs % nPts].py;
curveVertex(px, py);
for (var j = 0; j < nPts; j++) {
px = particles[(j + ofs) % nPts].px;
py = particles[(j + ofs) % nPts].py;
curveVertex(px, py);
}
endShape(CLOSE);
}
function flipTarget() {
for (var j = 0; j < nPts; j++) {
x = target === 1 ? dstPts[j].x : srcPts[j].x;
y = target === 1 ? dstPts[j].y : srcPts[j].y;
targetPts[j] = { x, y };
}
target = 1 - target;
}
function Particle(px, py, vx, vy) {
this.px = px;
this.py = py;
this.vx = vx;
this.vy = vy;
this.applyForce = function (fx, fy) {
this.vx += fx / MASS;
this.vy += fy / MASS;
};
this.update = function () {
this.vx *= DAMPING;
this.vy *= DAMPING;
this.px += this.vx;
this.py += this.vy;
};
}