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coord-test.js
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coord-test.js
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let width = 1200;
let height = 1200;
let centerX = width/2;
let centerY = height/2;
let RENDER_AXIS = false;
let RENDER_ARMS = false;
let RENDER_CLUSTERS = false;
let RENDER_STARS = true;
let RENDER_STARS_ARM = true;
let RENDER_STARS_GENERAL = true;
let MIN_STAR_DISTANCE = 2;
let STAR_DENSITY_GENERAL = 4;
let STAR_DENSITY_ARM = 6;
let STAR_DENSITY_CLUSTER_MIN = 12;
let STAR_DENSITY_CLUSTER_MAX = 20;
function drawPoint(ctx, coord_x, coord_y) {
ctx.beginPath();
ctx.arc(coord_x, coord_y, 1, 0, 2 * Math.PI);
ctx.strokeStyle = 'white';
ctx.fill();
ctx.stroke();
}
function drawCircle(ctx, coord_x, coord_y, radius) {
ctx.beginPath();
ctx.arc(coord_x, coord_y, radius, 0, 2 * Math.PI);
ctx.strokeStyle = 'grey';
ctx.stroke();
}
function polarToCoords(theta, radius) {
// Solve for opposite
let coord_y = (Math.sin(theta) * radius) + centerY;
let coord_x = (Math.cos(theta) * radius) + centerX;
return [coord_x, coord_y];
}
// https://arxiv.org/pdf/0908.0892.pdf
function galaxyArmConfig({a, b, n}) {
return (phi) => {
return a / Math.log(b * Math.tan(phi / (2 * n)) )
}
}
function traceGalaxyArm(config) {
const centerRadiusF = galaxyArmConfig(config.radiusConfig)
const outerRadiusF = galaxyArmConfig({
...config.radiusConfig,
a: config.radiusConfig.a + config.armWidth
})
const innerRadiusF = galaxyArmConfig({
...config.radiusConfig,
a: config.radiusConfig.a - config.armWidth
})
const armPoints = {
inner: new Array(),
center: new Array(),
outer: new Array(),
};
for (const stepNum of Array(config.numSteps).keys()) {
const theta = config.step * stepNum;
// Calculate and push the inner arm point
let radius_i = innerRadiusF(theta) * config.scale;
let [coord_x_i, coord_y_i] = polarToCoords(theta, radius_i);
armPoints.inner.push({
step: stepNum,
x: coord_x_i,
y: coord_y_i,
t: theta,
r: radius_i
});
// Calculate and push the center arm point
let radius_c = centerRadiusF(theta) * config.scale;
let [coord_x_c, coord_y_c] = polarToCoords(theta, radius_c);
armPoints.center.push({
step: stepNum,
x: coord_x_c,
y: coord_y_c,
t: theta,
r: radius_c
});
// Calculate and push the outer arm point
let radius_o = outerRadiusF(theta) * config.scale;
let [coord_x_o, coord_y_o] = polarToCoords(theta, radius_o);
armPoints.outer.push({
step: stepNum,
x: coord_x_o,
y: coord_y_o,
t: theta,
r: radius_o
});
}
return armPoints;
}
function generateArmStars(armPoints, starList) {
let armStars = Array();
for (let {x, y, step} of armPoints.inner) {
if (armPoints.inner[step+1] === undefined) {
break;
}
// Get coordinates for parallelagram
let x1 = armPoints.outer[step+1].x;
let y1 = armPoints.outer[step+1].y;
let x2 = armPoints.outer[step].x;
let y2 = armPoints.outer[step].y;
// Calculate the area
let area = pointDistance(x1, y1, x2, y2) * pointDistance(x, y, x2, y2);
// Calculate the number of stars based on density
let density = STAR_DENSITY_ARM / 1000;
let numStars = Math.ceil(area * density);
// Generate stars
for (const n of Array(numStars).keys()) {
for (const na of Array(50).keys()) {
let sx = randomInRange(x, x1);
let sy = randomInRange(y, y2);
let isNotCramped = starList.reduce((acc, cur) => acc && pointDistance(sx, sy, cur.x, cur.y) > MIN_STAR_DISTANCE, true);
if (isNotCramped) {
armStars.push({x: sx, y: sy});
break
}
}
}
}
return armStars;
}
function generateGeneralStars(radius, starList) {
let circleStars = Array();
let density = STAR_DENSITY_GENERAL / 1000;
let area = Math.PI * Math.pow(radius, 2);
let numStars = Math.ceil(area * density);
for (const n of Array(numStars).keys()) {
for (const na of Array(50).keys()) {
// Attempt to place the star up to 50 times
let x = randomInRange(centerX - radius, centerX + radius);
let y = randomInRange(centerY - radius, centerY + radius);
let isInCircle = pointDistance(x, y, centerX, centerY) < radius;
let isNotCramped = starList.reduce((acc, cur) => acc && pointDistance(x, y, cur.x, cur.y) > MIN_STAR_DISTANCE, true);
// If the distance to the point is less than the radius of the cluster
// then we should save it
if (isInCircle && isNotCramped) {
circleStars.push({x, y});
break
}
}
}
return circleStars;
}
function pointDistance(x1, y1, x2, y2) {
return Math.sqrt(Math.pow((x2 - x1), 2) + Math.pow((y2 - y1), 2))
}
function checkCollides(clusters, x, y, r) {
let minProximity = 5;
let colliding = false;
clusters.forEach(i => {
if (!colliding && pointDistance(x, y, i.x, i.y) < (r + i.r + minProximity)) {
colliding = true
}
})
return colliding;
}
function randomInRange(max, min) {
//The maximum is inclusive and the minimum is inclusive
return Math.floor(Math.random() * (max - min + 1) + min);
}
function randomClusterRadius() {
let min = 15;
let max = 45;
//The maximum is inclusive and the minimum is inclusive
return Math.floor(Math.random() * (max - min + 1) + min);
}
function randomDistanceStray() {
let maxStray = 100;
return (Math.random() * maxStray) - (maxStray/2);
}
function renderAxis(ctx, width, height) {
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(0, height/2);
ctx.lineTo(width, height/2);
ctx.stroke();
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(width/2, 0);
ctx.lineTo(width/2, height);
ctx.stroke();
}
function drawGalaxy() {
// let RENDER_AXIS = false;
// let RENDER_ARMS = false;
// let RENDER_CLUSTERS = false;
// let RENDER_STARS = true;
var canvas = document.getElementById("my_canvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
ctx.fillRect(0, 0, width, height);
if (RENDER_AXIS) {
renderAxis(ctx, width, height);
}
// Configure the galaxy arms and generate points along those arms
let armConfig1 = {
scale: width/3,
step: Math.PI/200,
numSteps: 390,
armWidth: 0.3,
radiusConfig: {a: 1.3, b: 0.5, n: 4.5}
}
let armConfig2 = {
...armConfig1,
scale: armConfig1.scale * -1
}
const arm1Points = traceGalaxyArm(armConfig1);
const arm2Points = traceGalaxyArm(armConfig2);
if (RENDER_ARMS) {
// Draw center line for arm 1
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(centerX, centerY);
arm1Points.center.forEach(({x, y}) => ctx.lineTo(x, y));
ctx.stroke();
// Draw inner line for arm 1
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(centerX, centerY);
arm1Points.inner.forEach(({x, y}) => ctx.lineTo(x, y));
ctx.stroke();
// Draw outer line for arm 1
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(centerX, centerY);
arm1Points.outer.forEach(({x, y}) => ctx.lineTo(x, y));
ctx.stroke();
// Draw center line for arm 2
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(centerX, centerY);
arm2Points.center.forEach(({x, y}) => ctx.lineTo(x, y));
ctx.stroke();
// Draw inner line for arm 2
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(centerX, centerY);
arm2Points.inner.forEach(({x, y}) => ctx.lineTo(x, y));
ctx.stroke();
// Draw outer line for arm 2
ctx.beginPath();
ctx.strokeStyle = "grey";
ctx.moveTo(centerX, centerY);
arm2Points.outer.forEach(({x, y}) => ctx.lineTo(x, y));
ctx.stroke();
drawCircle(ctx, centerX, centerY, Math.abs(arm1Points.center[arm1Points.center.length-1].r))
}
let armFadeSteps = armConfig1.step * 0.75; // After 25% of the arm
// Generate star cluster points
let clustersList = new Array();
arm1Points.center.forEach(({step, r, t}) => {
let fadded = false;
if (step > (armConfig1.numSteps - armFadeSteps)) {
let clusterPercentage = ((step - (armConfig1.numSteps - armFadeSteps)) / armFadeSteps);
if (Math.random() < clusterPercentage) {
fadded = true;
}
}
// Draw on arm 1
if (!fadded && Math.floor(Math.random() * 2) == 1) {
let targetRadius = r + randomDistanceStray();
let [x, y] = polarToCoords(t, targetRadius);
let clusterRadius = randomClusterRadius();
// Save and draw cluster if it doesn't collide with any others
if (!checkCollides(clustersList, x, y, clusterRadius)) {
clustersList.push({x, y, r: clusterRadius})
}
}
});
arm2Points.center.forEach(({step, r, t}) => {
let fadded = false;
if (step > (armConfig2.numSteps - armFadeSteps)) {
let clusterPercentage = ((step - (armConfig2.numSteps - armFadeSteps)) / armFadeSteps);
if (Math.random() < clusterPercentage) {
fadded = true;
}
}
// Draw on arm 2
if (!fadded && Math.floor(Math.random() * 2) == 1) {
let targetRadius = r + randomDistanceStray();
let [x, y] = polarToCoords(t, targetRadius);
let clusterRadius = randomClusterRadius();
// Save and draw cluster if it doesn't collide with any others
if (!checkCollides(clustersList, x, y, clusterRadius)) {
clustersList.push({x, y, r: clusterRadius})
}
}
});
if (RENDER_CLUSTERS) {
clustersList.forEach(({x, y, r}) => drawCircle(ctx, x, y, r));
}
let starList = Array();
// Generate stars in clusters
clustersList.forEach(i => {
let clusterDensity = randomInRange(STAR_DENSITY_CLUSTER_MIN, STAR_DENSITY_CLUSTER_MAX) / 1000;
let clusterArea = Math.PI * Math.pow(i.r, 2);
let numStars = Math.ceil(clusterArea * clusterDensity)
let clusterStars = Array();
for (const n of Array(numStars).keys()) {
for (const na of Array(50).keys()) {
// Attempt to place the star up to 50 times
let x = randomInRange(i.x - i.r, i.x + i.r);
let y = randomInRange(i.y - i.r, i.y + i.r);
let isInCluster = pointDistance(x, y, i.x, i.y) < i.r;
let isNotCramped = clusterStars.reduce((acc, cur) => acc && pointDistance(x, y, cur.x, cur.y) > MIN_STAR_DISTANCE, true);
// If the distance to the point is less than the radius of the cluster
// then we should save it
if (isInCluster && isNotCramped) {
starList.push({x, y});
clusterStars.push({x, y});
break
}
}
}
});
// Generate stars in arms
if (RENDER_STARS_ARM) {
let arm1Stars = generateArmStars(arm1Points, starList);
let arm2Stars = generateArmStars(arm2Points, starList);
starList = starList.concat(arm1Stars);
starList = starList.concat(arm2Stars);
}
// Generate stars in galactic circle
if (RENDER_STARS_GENERAL) {
let circleRadius = Math.abs(arm1Points.center[arm1Points.center.length-1].r);
let generalStars = generateGeneralStars(circleRadius, starList);
starList = starList.concat(generalStars);
}
// Draw the stars on the map
if (RENDER_STARS) {
starList.forEach(({x, y}) => drawPoint(ctx, x, y));
}
}