portfolio/themes/warwick_portfolio/assets/js/greeter.js

117 lines
3.1 KiB
JavaScript

// thanks to https://stackoverflow.com/a/74129799
const { cos, sin, sqrt, acos, atan, atan2, abs, PI } = Math
const clamp = (a, b, x) => x < a ? a : x > b ? b : x
const cvs = document.createElement('canvas')
cvs.style.cssText = ` background: #00000000; `
const primaryCol = getComputedStyle(document.body).getPropertyValue('--secondary');
const secondCol = getComputedStyle(document.body).getPropertyValue('--accent');
const ctx = cvs.getContext('2d')
const RADIUS = 150
const NB_SECTIONS = 6
const LINE_WIDTH = 3
const SCALE = devicePixelRatio
const width = RADIUS * 2 + 20
const height = RADIUS * 2 + 20
cvs.width = width * SCALE
cvs.height = height * SCALE
cvs.style.width = `${width}px`
cvs.style.height = `${height}px`
document.getElementById("greeter-sim").appendChild(cvs)
const vec = (x = 0, y = 0, z = 0) => ({ x, y, z })
vec.set = (o, x = 0, y = 0, z = 0) => {
o.x = x
o.y = y
o.z = z
return o
}
const X = vec(1, 0, 0)
const Y = vec(0, 1, 0)
const Z = vec(0, 0, 1)
// orientation of camera
let theta, phi
// project v to the camera, output to o
function project(o, { x, y, z }) {
let ct = cos(theta), st = sin(theta)
let cp = cos(phi), sp = sin(phi)
let a = x * ct + y * st
return vec.set(o, y * ct - x * st, cp * z - sp * a, cp * a + sp * z)
}
// draw camera-facing section of sphere with normal v and offset o (-1 < o < 1)
const _p = vec()
function draw_section(n, o = 0) {
let { x, y, z } = project(_p, n) // project normal on camera
let a = atan2(y, x) // angle of projected normal -> angle of ellipse
let ry = sqrt(1 - o * o) // radius of section -> y-radius of ellipse
let rx = ry * abs(z) // x-radius of ellipse
let W = sqrt(x * x + y * y)
let sa = acos(clamp(-1, 1, o * (1 / W - W) / rx)) // ellipse start angle
let sb = z > 0 ? 2 * PI - sa : - sa // ellipse end angle
ctx.beginPath()
ctx.ellipse(x * o * RADIUS, y * o * RADIUS, rx * RADIUS, ry * RADIUS, a, sa, sb, z <= 0)
ctx.stroke()
}
const _n = vec()
function draw_arcs() {
for (let i = NB_SECTIONS; i--;) {
let a = i / NB_SECTIONS * Math.PI
draw_section(vec.set(_n, cos(a), sin(a)))
}
for (let i = NB_SECTIONS - 1; i--;) {
let a = (i + 1) / NB_SECTIONS * Math.PI
draw_section(Z, cos(a))
//draw_section(X, cos(a))
//draw_section(Y, cos(a))
}
}
ctx.lineCap = 'round'
ctx.scale(SCALE, SCALE)
function render() {
requestAnimationFrame(render)
theta = performance.now() / 24000 * PI
phi = cos(performance.now() / 12000 * PI)
// 1. change the basis of the canvas
ctx.save()
ctx.clearRect(0, 0, width, height)
ctx.translate(width >> 1, height >> 1)
ctx.scale(1, -1)
// 2. draw back arcs
ctx.lineWidth = LINE_WIDTH / 2
ctx.strokeStyle = secondCol
ctx.scale(-1, -1) // the trick is to flip the canvas
draw_arcs()
ctx.scale(-1, -1)
// 3. draw sphere border
ctx.strokeStyle = primaryCol
ctx.lineWidth = LINE_WIDTH + 2
ctx.beginPath()
ctx.arc(0, 0, RADIUS, 0, 2 * Math.PI)
ctx.stroke()
// 4. draw front arcs
ctx.lineWidth = LINE_WIDTH
ctx.strokeStyle = primaryCol
draw_arcs()
ctx.restore()
}
requestAnimationFrame(render)