-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathcircle_to_triangle_11.js
More file actions
162 lines (148 loc) · 4.98 KB
/
circle_to_triangle_11.js
File metadata and controls
162 lines (148 loc) · 4.98 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
/*
* ◯⟷△ №.11
* Interpolation From a Circle to an Equilateral Triangle (#11)
* "By progressively moving points evenly sampled along the circle,
* towards points on the triangle, resampled at equal intervals,
* by small random amounts."
* Page Eleven of a 14-Page Pedagogical Sketchbook
* By Golan Levin (@golan), 2017-2021.
* https://link.medium.com/bn3sesXYOkb
*
* Animated GIF, 1024x1024, 624 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=12m7s).
* NFT created in 2021 for #Sketch4Processing, and minted by
* KT1TaPfAuhmnyo6Le6zKe17opvFCsTxk1VN7 (golan_x_processingorg).
* Per contract, 20% of all sales are donated to @ProcessingOrg.
*
* References:
* - Joseph Choma, "Morphing: A Guide to Mathematical
* Transformations for Architects and Designers", 2015.
* - Guus Craenen and Adrian Häne, "Fruit Salad", 1970.
* - CTG Japan (Masao Kohmura, Koji Fujino, Makoto Ohtake),
* "Running Cola is Africa!", 1968.
* - 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 nPoints, third, offset;
var radius;
var cx, cy;
var trianglePoints = []; // the 3 vertices of the triangle
var srcPoints = []; // points along the circle
var dstPoints = []; // points along the triangle
var curPercents = []; // percentages of interpolation
var durPercents = [];
var nFrames = 720;
var targetPercent = 1;
var strokeCol;
var backgrCol;
function setup() {
createCanvas(1024, 1024);
pixelDensity(1);
frameRate(60);
strokeCol = color(24, 14, 6, 255);
backgrCol = color(253, 247, 241);
nPoints = 60;
third = nPoints / 3;
offset = nPoints / 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);
trianglePoints[i] = { x, y };
}
// compute srcPoints: points on the circle
for (var j = 0; j < nPoints; j++) {
durPercents[j] = curPercents[j] = 0.0;
var t = map(j, 0, nPoints, 0, TWO_PI);
var x = cx + radius * cos(t);
var y = cy + radius * sin(t);
srcPoints[j] = { x, y };
}
// compute dstPoints: points along the triangle
for (var j = 0; j < nPoints; j++) {
var i = (floor((j + nPoints - offset) / third) + 1) % 3;
var p1x = trianglePoints[(i + 0) % 3].x;
var p1y = trianglePoints[(i + 0) % 3].y;
var p2x = trianglePoints[(i + 1) % 3].x;
var p2y = trianglePoints[(i + 1) % 3].y;
var jt = (j + nPoints - offset) % third;
var x = map(jt, 0, third, p1x, p2x);
var y = map(jt, 0, third, p1y, p2y);
dstPoints[j] = { x, y };
}
}
function draw() {
background(backgrCol);
noFill();
strokeCap(ROUND);
stroke(strokeCol);
strokeWeight(ceil(width * 0.01));
var i, j, k;
// move the curPercents inward, randomly
var speed = 0.012;
var bias = targetPercent === 1 ? 0.15 : 0.85;
var progress = (frameCount % nFrames) / nFrames; // 0...1
for (j = 0; j < nPoints; j++) {
curPercents[j] += speed * (noise((j + progress) * 10) - bias);
curPercents[j] = constrain(curPercents[j], 0, 1);
durPercents[j] = curPercents[j];
}
// blur the boundary, and calculate the error
var A = 0.98;
var B = (1.0 - A) / 2.0;
for (j = 0; j < nPoints; j++) {
i = (j - 1 + nPoints) % nPoints;
k = (j + 1) % nPoints;
curPercents[j] =
B * durPercents[i] + A * durPercents[j] + B * durPercents[k];
}
/*
// An alternative way to decide when to switch is to
// accumulate error, then check if e.g. errorSum < 0.0001
var errorSum = 0;
for (j=0; j<nPoints; j++) {
errorSum += abs(targetPercent - curPercents[j]);
}
*/
// switch directions if it's close to our current target
if (frameCount % (nFrames / 2) == 0) {
for (var j = 0; j < nPoints; j++) {
curPercents[j] = targetPercent;
}
targetPercent = 1.0 - targetPercent;
noiseSeed(millis());
}
// render using polycurves
for (i = 0; i < 3; i++) {
var begin = i * third;
var end = (i + 1) * third;
var px, py;
beginShape();
{
px = trianglePoints[(i + 1) % 3].x;
py = trianglePoints[(i + 1) % 3].y;
vertex(px, py);
for (j = begin; j < end; j++) {
k = (j + offset + nPoints) % nPoints;
px = map(curPercents[k], 0, 1, srcPoints[k].x, dstPoints[k].x);
py = map(curPercents[k], 0, 1, srcPoints[k].y, dstPoints[k].y);
curveVertex(px, py);
}
px = trianglePoints[(i + 2) % 3].x;
py = trianglePoints[(i + 2) % 3].y;
vertex(px, py);
vertex(px, py);
}
endShape();
}
}