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Update MetaBalls example to be the same as that on Paperjs.org and convert to use the new notation style.
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1 changed files with 91 additions and 76 deletions
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@ -9,105 +9,120 @@
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// Ported from original Metaball script by SATO Hiroyuki
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// http://park12.wakwak.com/~shp/lc/et/en_aics_script.html
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project.currentStyle = {
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fillColor: 'black'
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fillColor: 'black'
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};
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var ballPositions = [[255, 129], [610, 73], [486, 363],
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[117, 459], [484, 726], [843, 306], [789, 615], [1049, 82],
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[1292, 428], [1117, 733], [1352, 86], [92, 798]];
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var handle_len_rate = 2.4;
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var circlePaths = [];
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var circlePath;
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var radius = 50;
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circlePaths.push(new Path.Circle(view.center, 100));
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function onMouseDown(event) {
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circlePath = null;
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for (var i = 0, l = circlePaths.length; i < l; i++) {
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var path = circlePaths[i];
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if (path.position.getDistance(event.point) < 50)
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circlePath = path;
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}
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if (!circlePath) {
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circlePath = new Path.Circle(event.point, 50);
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circlePaths.push(circlePath);
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}
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generateConnections(circlePaths);
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for (var i = 0, l = ballPositions.length; i < l; i++) {
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var circlePath = new Path.Circle({
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center: ballPositions[i],
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radius: 50
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});
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circlePaths.push(circlePath);
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}
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function onMouseDrag(event) {
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circlePath.position = event.point;
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generateConnections(circlePaths);
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var largeCircle = new Path.Circle({
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center: [676, 433],
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radius: 100
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});
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circlePaths.push(largeCircle);
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function onMouseMove(event) {
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largeCircle.position = event.point;
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generateConnections(circlePaths);
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}
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var connections = new Group();
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function generateConnections(paths) {
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for (var i = 0, l = paths.length; i < l; i++) {
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for (var j = i - 1; j >= 0; j--) {
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var path = metaball(paths[i], paths[j], 0.5, handle_len_rate, 300);
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if (path) {
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path.removeOn({
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drag: true,
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down: true
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});
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}
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}
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}
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// Remove the last connection paths:
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connections.children = [];
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for (var i = 0, l = paths.length; i < l; i++) {
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for (var j = i - 1; j >= 0; j--) {
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var path = metaball(paths[i], paths[j], 0.5, handle_len_rate, 300);
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if (path) {
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connections.appendTop(path);
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path.removeOnMove();
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}
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}
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}
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}
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generateConnections(circlePaths);
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// ---------------------------------------------
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function metaball(ball1, ball2, v, handle_len_rate, maxDistance) {
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var center1 = ball1.position;
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var center2 = ball2.position;
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var radius1 = ball1.bounds.width / 2;
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var radius2 = ball2.bounds.width / 2;
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var pi2 = Math.PI / 2;
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var d = center1.getDistance(center2);
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var u1, u2;
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var center1 = ball1.position;
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var center2 = ball2.position;
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var radius1 = ball1.bounds.width / 2;
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var radius2 = ball2.bounds.width / 2;
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var pi2 = Math.PI / 2;
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var d = center1.getDistance(center2);
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var u1, u2;
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if (radius1 == 0 || radius2 == 0)
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return;
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if (radius1 == 0 || radius2 == 0)
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return;
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if (d > maxDistance || d <= Math.abs(radius1 - radius2)) {
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return;
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} else if (d < radius1 + radius2) { // case circles are overlapping
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u1 = Math.acos((radius1 * radius1 + d * d - radius2 * radius2) / (2 * radius1 * d));
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u2 = Math.acos((radius2 * radius2 + d * d - radius1 * radius1) / (2 * radius2 * d));
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} else {
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u1 = 0;
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u2 = 0;
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}
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if (d > maxDistance || d <= Math.abs(radius1 - radius2)) {
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return;
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} else if (d < radius1 + radius2) { // case circles are overlapping
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u1 = Math.acos((radius1 * radius1 + d * d - radius2 * radius2) /
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(2 * radius1 * d));
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u2 = Math.acos((radius2 * radius2 + d * d - radius1 * radius1) /
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(2 * radius2 * d));
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} else {
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u1 = 0;
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u2 = 0;
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}
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var angle1 = (center2 - center1).getAngleInRadians();
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var angle2 = Math.acos((radius1 - radius2) / d);
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var angle1a = angle1 + u1 + (angle2 - u1) * v;
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var angle1b = angle1 - u1 - (angle2 - u1) * v;
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var angle2a = angle1 + Math.PI - u2 - (Math.PI - u2 - angle2) * v;
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var angle2b = angle1 - Math.PI + u2 + (Math.PI - u2 - angle2) * v;
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var p1a = center1 + getVector(angle1a, radius1);
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var p1b = center1 + getVector(angle1b, radius1);
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var p2a = center2 + getVector(angle2a, radius2);
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var p2b = center2 + getVector(angle2b, radius2);
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// define handle length by the distance between both ends of the curve to draw
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var d2 = Math.min(v * handle_len_rate, p1a.getDistance(p2a) / (radius1 + radius2));
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var angle1 = (center2 - center1).getAngleInRadians();
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var angle2 = Math.acos((radius1 - radius2) / d);
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var angle1a = angle1 + u1 + (angle2 - u1) * v;
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var angle1b = angle1 - u1 - (angle2 - u1) * v;
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var angle2a = angle1 + Math.PI - u2 - (Math.PI - u2 - angle2) * v;
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var angle2b = angle1 - Math.PI + u2 + (Math.PI - u2 - angle2) * v;
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var p1a = center1 + getVector(angle1a, radius1);
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var p1b = center1 + getVector(angle1b, radius1);
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var p2a = center2 + getVector(angle2a, radius2);
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var p2b = center2 + getVector(angle2b, radius2);
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d2 *= Math.min(1, d * 2 / (radius1 + radius2)); // case circles are overlapping
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radius1 *= d2;
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radius2 *= d2;
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// define handle length by the distance between
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// both ends of the curve to draw
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var totalRadius = (radius1 + radius2);
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var d2 = Math.min(v * handle_len_rate, (p1a - p2a).length / totalRadius);
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var path = new Path([p1a, p2a, p2b, p1b]);
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path.style = ball1.style;
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path.closed = true;
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var segments = path.segments;
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segments[0].handleOut = getVector(angle1a - pi2, radius1);
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segments[1].handleIn = getVector(angle2a + pi2, radius2);
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segments[2].handleOut = getVector(angle2b - pi2, radius2);
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segments[3].handleIn = getVector(angle1b + pi2, radius1);
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return path;
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// case circles are overlapping:
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d2 *= Math.min(1, d * 2 / (radius1 + radius2));
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radius1 *= d2;
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radius2 *= d2;
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var path = new Path({
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segments: [p1a, p2a, p2b, p1b],
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style: ball1.style,
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closed: true
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});
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var segments = path.segments;
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segments[0].handleOut = getVector(angle1a - pi2, radius1);
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segments[1].handleIn = getVector(angle2a + pi2, radius2);
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segments[2].handleOut = getVector(angle2b - pi2, radius2);
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segments[3].handleIn = getVector(angle1b + pi2, radius1);
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return path;
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}
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// ------------------------------------------------
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function getVector(radians, length) {
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return new Point({
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// Convert radians to degrees:
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angle: radians * 180 / Math.PI,
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length: length
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});
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return new Point({
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// Convert radians to degrees:
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angle: radians * 180 / Math.PI,
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length: length
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});
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}
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</script>
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</head>
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