Interfacing the law javascript Zalan Szakacs
Revision as of 10:34, 6 June 2018 by Zalán Szakács (talk | contribs)
JavaScript
Canvas
First I started with basic beginners JavaScript tutorials and tried to explore the canvas library.
var canvas = document.querySelector('canvas') ; canvas.width = window.innerWidth; canvas.height = window.innerHeight; var c = canvas.getContext('2d'); // c.fillStyle = 'rgba(255, 0, 0, 1)'; // c.fillRect(100, 100, 100, 100); // c.fillStyle = 'rgba(0, 0, 255, 1)'; // c.fillRect(400, 100, 100, 100); // c.fillStyle = 'rgba(0, 255, 0, 1)'; // c.fillRect(300, 300, 100, 100); // console.log(canvas); //Line // c.beginPath(); // c.moveTo(50,300); // c.lineTo(300,100); // c.strokeStyle = 'rgba(0, 0, 255, 1)'; // c.stroke(); //Arc //c.beginPath(); //c.arc(300, 300, 30, 0, Math.PI * 2, false); //c.strokeStyle = 'red'; //c.stroke(); // for (var i = 0; i < 10; i++) { // var x = Math.random() * window.innerWidth; // var y = Math.random() * window.innerHeight; // c.beginPath(); // c.arc(x, y, 30, 0, Math.PI * 2, false); // //c.fillStyle = 'rgba(0, 255, 0, 0.5)'; // //c.fill(); // c.strokeStyle = 'red'; // c.stroke(); // } var mouse = { x: undefined, y: undefined } var maxRadius = 40; //var minRadius = 2; var colorArray = [ '#4166f5', '#00bfff', '#11ff00', '#55dddd', '#0d98ba', ]; console.log(colorArray.length); window.addEventListener('mousemove', function(event) { mouse.x = event.x; mouse.y = event.y; }) window.addEventListener('resize', function() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; init(); }); function Circle(x, y, dx, dy, radius) { this.x = x; this.y = y; this.dx = dx; this.dy = dy; this.radius = radius; this.minRadius = radius; this.color = colorArray[Math.floor(Math.random() * colorArray.length)]; this.draw = function() { c.beginPath(); c.arc(this.x, this.y, this.radius, 30, 0, Math.PI * 2, false); c.fillStyle = this.color; c.fill(); } this.update = function() { if (this.x + this.radius > innerWidth || this.x - this.radius < 0) { this.dx = -this.dx; } if (this.y + this.radius > innerHeight || this.y - this.radius < 0) { this.dy = -this.dy; } this.x += this.dx; this.y += this.dy; //interactivity if (mouse.x - this.x < 50 && mouse.x - this.x > -50 && mouse.y - this.y < 50 && mouse.y - this.y > -50 ) { if (this.radius < maxRadius) { this.radius += 1; } this.radius += 1; } else if (this.radius > this.minRadius) { this.radius -= 1; } this.draw(); } } var circleArray =[]; function init() { circleArray = []; for (var i = 0; i < 1000; i++) { var radius = Math.random() * 3 + 1; var x = Math.random() * (innerWidth - radius * 2) + radius; var y = Math.random() * (innerHeight - radius * 2) + radius; var dx = (Math.random() - 0.5); var dy = (Math.random() - 0.5); circleArray.push(new Circle(x, y, dx, dy, radius)); } } function animate() { requestAnimationFrame(animate); c.clearRect(0,0, innerWidth, innerHeight); for (var i = 0; i < circleArray.length; i++) { circleArray[i].update(); } } init(); animate();
Drawing script
var canvas = document.getElementById('canvas'); var context = canvas.getContext('2d'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; window.addEventListener('resize', function() { init(); }); var radius = 5; var dragging = false; canvas.width = window.innerWidth; canvas.height = window.innerHeight; context.lineWidth = radius*2; var putPoint = function(e) { if(dragging){ context.lineTo(e.clientX, e.clientY); context.strokeStyle = '#55dddd'; context.stroke(); context.beginPath(); context.arc(e.clientX, e.clientY, radius, 8, Math.PI*2); context.fillStyle = '#55dddd'; context.fill(); context.beginPath(); context.moveTo(e.clientX, e.clientY); } } var engage = function(e){ dragging = true; putPoint(e); } var disengage = function(){ dragging = false; context.beginPath(); } canvas.addEventListener('mousedown', engage); canvas.addEventListener('mousemove', putPoint); canvas.addEventListener('mouseup', disengage);
ThreeJs
To be understand the use of the 3D in JavaScript I had to dive in to some theory of the system how it is build up. Having 3D experience from Cinem4D it helped a bit to get familiar with ThreeJs. Very useful sites were the following ones:
theory +
tutorial
<!DOCTYPE html> <html> <body> <script src="three.min.js"></script> <script src="TrackballControls.js"></script> <script> var camera, controls, scene, renderer; init(); animate(); function init(){ camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000); camera.position.z = 500; controls = new THREE.TrackballControls( camera ); controls.addEventListener('change', render); scene = new THREE.Scene(); var geometry = new THREE.CubeGeometry(100, 100, 100); var material = new THREE.MeshNormalMaterial(); var mesh = new THREE.Mesh( geometry, material ); scene.add(mesh); renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); } function animate() { requestAnimationFrame( animate ); controls.update(); } function render(){ renderer.render( scene, camera ); } </script> </body> </html>