| 1 | --- |
| 2 | --- |
| 3 | |
| 4 | <canvas id="murmurations-canvas"></canvas> |
| 5 | |
| 6 | <script> |
| 7 | (() => { |
| 8 | const canvas = document.getElementById('murmurations-canvas') as HTMLCanvasElement; |
| 9 | const ctx = canvas.getContext('2d')!; |
| 10 | |
| 11 | let W: number, H: number; |
| 12 | const DPR = Math.min(window.devicePixelRatio || 1, 2); |
| 13 | |
| 14 | function viewportSize() { |
| 15 | const vv = window.visualViewport; |
| 16 | return { |
| 17 | w: vv ? vv.width : window.innerWidth, |
| 18 | h: vv ? vv.height : window.innerHeight, |
| 19 | }; |
| 20 | } |
| 21 | |
| 22 | function resize() { |
| 23 | const { w, h } = viewportSize(); |
| 24 | W = w; |
| 25 | H = h; |
| 26 | canvas.width = W * DPR; |
| 27 | canvas.height = H * DPR; |
| 28 | canvas.style.width = W + 'px'; |
| 29 | canvas.style.height = H + 'px'; |
| 30 | ctx.setTransform(DPR, 0, 0, DPR, 0, 0); |
| 31 | ctx.lineCap = 'round'; |
| 32 | ctx.strokeStyle = 'rgba(245, 243, 238, 0.78)'; |
| 33 | ctx.lineWidth = 1.4; |
| 34 | } |
| 35 | resize(); |
| 36 | window.addEventListener('resize', resize); |
| 37 | window.addEventListener('orientationchange', resize); |
| 38 | if (window.visualViewport) { |
| 39 | window.visualViewport.addEventListener('resize', resize); |
| 40 | } |
| 41 | |
| 42 | const TOPOLOGICAL_K = 7; |
| 43 | const PERCEPTION = 70; |
| 44 | const SEP_RANGE = 14; |
| 45 | const MAX_SPEED = 3.4; |
| 46 | const MIN_SPEED = 2.2; |
| 47 | const MAX_FORCE = 0.12; |
| 48 | |
| 49 | const W_SEP = 1.8; |
| 50 | const W_ALIGN = 1.4; |
| 51 | const W_COH = 0.9; |
| 52 | const W_ATTRACT = 0.06; |
| 53 | const W_NOISE = 0.015; |
| 54 | |
| 55 | const COUNT = Math.min(420, Math.floor((W * H) / 3200)); |
| 56 | |
| 57 | const attractor = { |
| 58 | x: W / 2, y: H / 2, |
| 59 | t: Math.random() * 1000, |
| 60 | update() { |
| 61 | this.t += 0.003; |
| 62 | const cx = W / 2, cy = H / 2; |
| 63 | const rx = W * 0.32, ry = H * 0.28; |
| 64 | this.x = cx + Math.sin(this.t * 1.3) * rx + Math.cos(this.t * 0.7) * rx * 0.3; |
| 65 | this.y = cy + Math.cos(this.t * 1.1) * ry + Math.sin(this.t * 1.7) * ry * 0.25; |
| 66 | } |
| 67 | }; |
| 68 | |
| 69 | class Boid { |
| 70 | x: number; y: number; vx: number; vy: number; ax = 0; ay = 0; |
| 71 | constructor() { |
| 72 | this.x = Math.random() * W; |
| 73 | this.y = Math.random() * H; |
| 74 | const a = Math.random() * Math.PI * 2; |
| 75 | const s = MIN_SPEED + Math.random() * (MAX_SPEED - MIN_SPEED); |
| 76 | this.vx = Math.cos(a) * s; |
| 77 | this.vy = Math.sin(a) * s; |
| 78 | } |
| 79 | |
| 80 | edges() { |
| 81 | const m = 20; |
| 82 | if (this.x < -m) this.x = W + m; |
| 83 | else if (this.x > W + m) this.x = -m; |
| 84 | if (this.y < -m) this.y = H + m; |
| 85 | else if (this.y > H + m) this.y = -m; |
| 86 | } |
| 87 | |
| 88 | flock(candidates: Boid[]) { |
| 89 | const dists: { o: Boid; d2: number; dx: number; dy: number }[] = []; |
| 90 | for (let i = 0; i < candidates.length; i++) { |
| 91 | const o = candidates[i]; |
| 92 | if (o === this) continue; |
| 93 | const dx = o.x - this.x; |
| 94 | const dy = o.y - this.y; |
| 95 | const d2 = dx * dx + dy * dy; |
| 96 | if (d2 < PERCEPTION * PERCEPTION && d2 > 0) { |
| 97 | dists.push({ o, d2, dx, dy }); |
| 98 | } |
| 99 | } |
| 100 | dists.sort((a, b) => a.d2 - b.d2); |
| 101 | const k = Math.min(TOPOLOGICAL_K, dists.length); |
| 102 | |
| 103 | let alignX = 0, alignY = 0; |
| 104 | let cohX = 0, cohY = 0; |
| 105 | let sepX = 0, sepY = 0; |
| 106 | let sepCount = 0; |
| 107 | |
| 108 | for (let i = 0; i < k; i++) { |
| 109 | const { o, d2, dx, dy } = dists[i]; |
| 110 | alignX += o.vx; |
| 111 | alignY += o.vy; |
| 112 | cohX += o.x; |
| 113 | cohY += o.y; |
| 114 | |
| 115 | if (d2 < SEP_RANGE * SEP_RANGE) { |
| 116 | const d = Math.sqrt(d2); |
| 117 | const f = 1 / (d + 0.001); |
| 118 | sepX -= (dx / d) * f; |
| 119 | sepY -= (dy / d) * f; |
| 120 | sepCount++; |
| 121 | } |
| 122 | } |
| 123 | |
| 124 | let fx = 0, fy = 0; |
| 125 | |
| 126 | if (k > 0) { |
| 127 | alignX /= k; alignY /= k; |
| 128 | const m = Math.hypot(alignX, alignY); |
| 129 | if (m > 0) { |
| 130 | alignX = alignX / m * MAX_SPEED - this.vx; |
| 131 | alignY = alignY / m * MAX_SPEED - this.vy; |
| 132 | const sm = Math.hypot(alignX, alignY); |
| 133 | if (sm > MAX_FORCE) { alignX = alignX / sm * MAX_FORCE; alignY = alignY / sm * MAX_FORCE; } |
| 134 | fx += alignX * W_ALIGN; |
| 135 | fy += alignY * W_ALIGN; |
| 136 | } |
| 137 | |
| 138 | cohX = cohX / k - this.x; |
| 139 | cohY = cohY / k - this.y; |
| 140 | const cm = Math.hypot(cohX, cohY); |
| 141 | if (cm > 0) { |
| 142 | cohX = cohX / cm * MAX_SPEED - this.vx; |
| 143 | cohY = cohY / cm * MAX_SPEED - this.vy; |
| 144 | const sm = Math.hypot(cohX, cohY); |
| 145 | if (sm > MAX_FORCE) { cohX = cohX / sm * MAX_FORCE; cohY = cohY / sm * MAX_FORCE; } |
| 146 | fx += cohX * W_COH; |
| 147 | fy += cohY * W_COH; |
| 148 | } |
| 149 | } |
| 150 | |
| 151 | if (sepCount > 0) { |
| 152 | const m = Math.hypot(sepX, sepY); |
| 153 | if (m > 0) { |
| 154 | sepX = sepX / m * MAX_SPEED - this.vx; |
| 155 | sepY = sepY / m * MAX_SPEED - this.vy; |
| 156 | const sm = Math.hypot(sepX, sepY); |
| 157 | if (sm > MAX_FORCE * 2) { sepX = sepX / sm * MAX_FORCE * 2; sepY = sepY / sm * MAX_FORCE * 2; } |
| 158 | fx += sepX * W_SEP; |
| 159 | fy += sepY * W_SEP; |
| 160 | } |
| 161 | } |
| 162 | |
| 163 | const adx = attractor.x - this.x; |
| 164 | const ady = attractor.y - this.y; |
| 165 | const ad = Math.hypot(adx, ady); |
| 166 | if (ad > 0) { |
| 167 | fx += (adx / ad) * W_ATTRACT; |
| 168 | fy += (ady / ad) * W_ATTRACT; |
| 169 | } |
| 170 | |
| 171 | fx += (Math.random() - 0.5) * W_NOISE; |
| 172 | fy += (Math.random() - 0.5) * W_NOISE; |
| 173 | |
| 174 | this.ax += fx; |
| 175 | this.ay += fy; |
| 176 | } |
| 177 | |
| 178 | update() { |
| 179 | this.vx += this.ax; |
| 180 | this.vy += this.ay; |
| 181 | const sp = Math.hypot(this.vx, this.vy); |
| 182 | if (sp > MAX_SPEED) { |
| 183 | this.vx = this.vx / sp * MAX_SPEED; |
| 184 | this.vy = this.vy / sp * MAX_SPEED; |
| 185 | } else if (sp < MIN_SPEED && sp > 0) { |
| 186 | this.vx = this.vx / sp * MIN_SPEED; |
| 187 | this.vy = this.vy / sp * MIN_SPEED; |
| 188 | } |
| 189 | this.x += this.vx; |
| 190 | this.y += this.vy; |
| 191 | this.ax = 0; |
| 192 | this.ay = 0; |
| 193 | } |
| 194 | |
| 195 | draw() { |
| 196 | const angle = Math.atan2(this.vy, this.vx); |
| 197 | const cos = Math.cos(angle); |
| 198 | const sin = Math.sin(angle); |
| 199 | const len = 3.2; |
| 200 | ctx.beginPath(); |
| 201 | ctx.moveTo(this.x - cos * len, this.y - sin * len); |
| 202 | ctx.lineTo(this.x + cos * len * 0.6, this.y + sin * len * 0.6); |
| 203 | ctx.stroke(); |
| 204 | } |
| 205 | } |
| 206 | |
| 207 | const boids: Boid[] = []; |
| 208 | const cx0 = W / 2, cy0 = H / 2; |
| 209 | for (let i = 0; i < COUNT; i++) { |
| 210 | const b = new Boid(); |
| 211 | const r = Math.random() * Math.min(W, H) * 0.25; |
| 212 | const a = Math.random() * Math.PI * 2; |
| 213 | b.x = cx0 + Math.cos(a) * r; |
| 214 | b.y = cy0 + Math.sin(a) * r; |
| 215 | boids.push(b); |
| 216 | } |
| 217 | |
| 218 | const cellSize = PERCEPTION; |
| 219 | const grid = new Map<string, Boid[]>(); |
| 220 | function buildGrid() { |
| 221 | grid.clear(); |
| 222 | for (let i = 0; i < boids.length; i++) { |
| 223 | const b = boids[i]; |
| 224 | const cx = Math.floor(b.x / cellSize); |
| 225 | const cy = Math.floor(b.y / cellSize); |
| 226 | const k = cx + ',' + cy; |
| 227 | let arr = grid.get(k); |
| 228 | if (!arr) { arr = []; grid.set(k, arr); } |
| 229 | arr.push(b); |
| 230 | } |
| 231 | } |
| 232 | function neighbors(b: Boid): Boid[] { |
| 233 | const cx = Math.floor(b.x / cellSize); |
| 234 | const cy = Math.floor(b.y / cellSize); |
| 235 | const out: Boid[] = []; |
| 236 | for (let dx = -1; dx <= 1; dx++) { |
| 237 | for (let dy = -1; dy <= 1; dy++) { |
| 238 | const arr = grid.get((cx + dx) + ',' + (cy + dy)); |
| 239 | if (arr) for (let i = 0; i < arr.length; i++) out.push(arr[i]); |
| 240 | } |
| 241 | } |
| 242 | return out; |
| 243 | } |
| 244 | |
| 245 | function loop() { |
| 246 | ctx.fillStyle = 'rgba(18, 17, 19, 0.55)'; |
| 247 | ctx.fillRect(0, 0, W, H); |
| 248 | |
| 249 | attractor.update(); |
| 250 | buildGrid(); |
| 251 | |
| 252 | for (let i = 0; i < boids.length; i++) { |
| 253 | boids[i].flock(neighbors(boids[i])); |
| 254 | } |
| 255 | for (let i = 0; i < boids.length; i++) { |
| 256 | boids[i].update(); |
| 257 | boids[i].edges(); |
| 258 | boids[i].draw(); |
| 259 | } |
| 260 | |
| 261 | requestAnimationFrame(loop); |
| 262 | } |
| 263 | loop(); |
| 264 | })(); |
| 265 | </script> |
| 266 | |
| 267 | <style> |
| 268 | #murmurations-canvas { |
| 269 | position: fixed; |
| 270 | inset: 0; |
| 271 | width: 100%; |
| 272 | height: 100%; |
| 273 | display: block; |
| 274 | touch-action: none; |
| 275 | } |
| 276 | </style> |