Created
October 28, 2017 16:39
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flow fields 2, iteration 5
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var canvas = document.getElementById("canvas"), | |
context = canvas.getContext("2d"); | |
var points; | |
var bitmap = Bitmap.create("cat.jpg", onComplete); | |
var force = 0.007; | |
var friction = 0.99; | |
function onComplete() { | |
canvas.width = bitmap.width; | |
canvas.height = bitmap.height; | |
// context.drawImage(bitmap.image, 0, 0); | |
points = []; | |
for(var i = 0; i < 1000; i++) { | |
points.push({ | |
x: Math.random() * bitmap.width, | |
y: Math.random() * bitmap.height, | |
vx: 0, | |
vy: 0 | |
}) | |
}; | |
context.lineWidth = 0.05; | |
render(); | |
} | |
function render() { | |
for(var i = 0; i < points.length; i++) { | |
// get each point and do what we did before with a single point | |
var p = points[i]; | |
var value = getValue(p.x, p.y); | |
p.vx += Math.cos(value) * force; | |
p.vy += Math.sin(value) * force; | |
// move to current position | |
context.beginPath(); | |
context.moveTo(p.x, p.y); | |
// add velocity to position and line to new position | |
p.x += p.vx; | |
p.y += p.vy; | |
context.lineTo(p.x, p.y); | |
context.stroke(); | |
// apply some friction so point doesn't speed up too much | |
p.vx *= friction; | |
p.vy *= friction; | |
if(p.x > bitmap.width || | |
p.y > bitmap.height || | |
p.x < 0 || | |
p.y < 0) { | |
p.x = Math.random() * bitmap.width; | |
p.y = Math.random() * bitmap.height; | |
} | |
} | |
requestAnimationFrame(render); | |
} | |
function getValue(x, y) { | |
return bitmap.getValue(x, y) / 256 * Math.PI * 2; | |
} | |
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