Week 3: OOP – Polyrhythmic Spiral

# Jump To:


# Introduction & Inspiration

Hey everyone, welcome back! 👋

Earlier in class, the professor showed us the Bloom app (by Brian Eno & Peter Chilvers), which I found really calming & elegant, with its simple and easy to understand function and interface. While thinking about it again at home that day, I remembered a few things I saw a while ago, that mainly related to the music that was coming out. One of them was ProjectJDM‘s videos (most notably his famous rainbow pendulum wave) and CodeCraftedPhysics‘s videos (such as this one). So, for this week’s project, I’d thought it been interesting to try and make something similar to the rainbow pendulum wave, also called, a polyrhymtic spiral (polyrhythm, due to the sound structure, and spiral, due to, it well, making spirals).

 

# Implementation

To start off, I began by just making some points along a line (plain and simple, without any classes for now).

v1

 
translate(width/2, height/2)

circle(0, 0, 10) // Center circle, filled (just for reference)
let n = 7 // Number of circles
for (let i = 0; i < n; i++) {
  circle(width/15 + i*4*width/(10*n), 0, 10) // Outer dots, outlined
}
 

I’m just drawing a few circles in a straight line in a loop. The spacing is a bit interesting, as width/15 is the offset from the center, and then the formula i*4*width/(10*n) increments the spacing for each index, mainly by dividing the width by the number of dots (I wrote it as a much simpler but slightly longer equation before, but now I can’t undo it 😅. Besides, I ended up redoing spacing anyways).

The logic for the spacing is as follows. We want points along a line, that have a margin from the center and edges of the screen. So we take the width and subtract a margin * 2 from it. Then we divide up the remaining space by the number of points we want to draw.

Then I changed it to using polar coordinates instead. You should be familiar with polar coordinates and some circle stuff by now (you did read my blog last week right 🤨? It explains some of this), which will come in handy as some of the logic is similar to last week’s work. I position the small circles along larger circles (rings) with differing radii, and then we can move them around in a circle, similar to how we drew the line last week. So now the drawing code is

 
translate(width/2, height/2)
background(0)

fill(255)
noStroke()
circle(0, 0, 10) // Draw the center circle (filled), just for reference

noFill();
stroke(255)

let n = 7 // Number of rings and dots
let angle = TWO_PI // Angle to draw dots at
let r = 0
for (let i = 0; i < n; i++) {
  r = width/15 + i*4*width/(10*n) // Radius of each ring
  arc(0, 0, 2*r, 2*r, PI, TWO_PI); // Draw the ring
  circle(cos(angle) * r, sin(angle) * r, 10) // Draw the outer dots (outlined)
}
 

And we get:

V2

And we got a pretty close structure already!

I then played around with the spacing a bit, and ended up using a different equation altogether (same concept and method as original, but I didn’t condense it).

V2 of work

V3

Now, I changed the arcs to be nearly full circles instead (wasn’t sure yet, so you’ll see a lot of screenshots with a gap in the right side, that was intentional to help me note something). Also, now that I had some of the basics of the project down, I switched to using Object Oriented Programming, and made a class for the rings and another for the dots, as well as added a simple line to the center of the screen. I could then animate the dots across the screen by changing their angle. Now, instead of assigning them all the same angle (which would result in a straight line of dots traveling along a circle), I made each dot have a different velocity, and then incremented their angle by that velocity, giving us staggered dots!

V4
The first hints of a spiral (and changed the spacing again)
V5
Changed the spacing yet again.

The cool thing about the velocity, is that I calculated in such a way that I could control exactly when all the dots came back together again (which is just incredibly cool to see and hear).

Now, I wanted to highlight the ring whose dot has touched the line. I first just tried checking whether the dot’s y position was zero, but that didn’t really work, because a dot could easily skip past it based on it’s velocity and starting angle (and in fact, often did). This was a similar issue with using the angle instead. I then gave a bit of margin (so instead of checking whether angle == 2 Π, I checked whether the difference was less than a certain amount. This seemed to work! (ring highlighted in red, for now, and oh, I also added a trail effect, by doing background(0, 8), a trick I love using).

V6

But unfortunately, not really… It spammed a lot.

Too many collisions
Wayy too many collisions for a few dots…

I could try adjusting the tolerance/margin, but I knew that was a losing battle (as the lower it is, the fewer false triggers I’ll receive, but also the fewer actual triggers, due to missing it, and vice versa).

So then, I came up with a new method. I would calculate the dot’s position before, now, and after one iteration, and check to see when it was closest to the line. If it was closest to the line now, and was further away before, and would be further away later, then this meant we could trigger the collision. It looked something like this:

 
class Dot {

  // ...

  hasCollided() {
    let differenceBefore = abs(sin(this.angle - this.velocity));
    let differenceNow = abs(sin(this.angle));
    let differenceAhead = abs(sin(this.angle + this.velocity));
    
    // check if the dot is closest to the line
    if (differenceNow < differenceBefore && differenceNow < differenceAhead) { 
      return true;
    } else {
      return false;
    }
 

Aaand, it worked!

After that, I added colors to the rings. I wanted a solution that would dynamically scale with the number of dots, and so what I did was divided up hue (360 degrees) by the number of dots, and used that for the HSL colour (so, similar to the dot’s spacing, but for colour) (also, gosh, isn’t HSL so much better?). I added this line to the loop let ringColour = color(i * 360 / numRings, 100, 80) (and oh, changed the spacing to let radius = gap + (width/2 - 2*gap) * i/(numRings-1) 😅, which is much more understandable).

V5
Yay, rainbow colours! (though there’s still the red highlight 🤦‍♂️)

Then I changed the highlight to the ring’s colour, and tried something out. I increased the ring amount to something much higher (I think 21), and got this cool result.

V8
Oooooo

Refining it a bit more (changing the background call’s opacity), and we get an even more beautiful result! (though it’s hard to tell when the dots collide, as it’s now just a continuous line)

V9
Ooooooooooo pretty!

 

 

## Sound & Additional Thoughts

Then, I wanted to add some sound (you know, like the MAIN reason I even wanted to make this?). This was a challenge (and took a good chunk of time). Not the actual code for the playing the sound, no that was relatively simple, as I just had to create a new PolySynth (since I wanted to play MIDI notes instead of manual hard coded files, to also scale with the number of rings) with polySynth = new p5.PolySynth(), and then played a sound every time a collision happened (with the sound being based on the ring’s index). No no, the hard part was choosing what sounds to play.

I noticed that p5’s PolySynth accepted MIDI names and notes, but whenever I tried using the numbers, it didn’t really sound as it was supposed to (according to the translation tables). So I created a new rough sketch and explored in there. So basically, MIDI notes first have a character (one A, A#, B, C, C#, D, D#, E, F, F#, G, G#) (though keep it mind it usually starts from C, I don’t why p5 choose to start from A, at least from what I heard), and then a number from 0-8. I eventually created a converter that takes a number and outputs a MIDI note (with the slight help of an AI, though just because I was too tired at this time), and, it worked! Or, worked? Or, well, idk.

Ok, so it worked as intended, but it didn’t really sound nice at all, and nothing like the original video (though to be fair, he is a proper skilled artist, but still). Changing around some of the note assignment did help (I then started the notes from A4 (since I realised that you can’t even hear the first few notes, and some sound pretty terrible, so I restricted the range), and went to every 2nd or 3th note instead), but it still didn’t really sound like how I wanted to. I also tried playing with reverb, etc, but I’m probably missing a key component (yea, who could’ve guessed that a good sounding composition probably has more than just playing some notes in ascending order 😅). I could also just upload some files manually and use those (eg. from Hyperplexed’s CodePen (he also made a great video on it), which would make it sound nice, but that wouldn’t scale with the number of rings, and also feels a bit like cheating (idk why I enjoy making things harder for myself 🤷‍♂️). Well, at least it looks nice… sometimes.

Unfortunately, that about wraps up all the time I had, so we’re gonna have to end it here. As usual, there’s a lot I couldn’t add (like being to drag a slider to control the rings, and click on them to add dots, which was like, the entire reason for decoupling the dots from the rings (making separate classes, etc), so all that work was for nothing…), and even more I couldn’t write on here (especially about the sound), but that’s it for today, and I’ll catchup you next time! (right? You will read my next posts too right? please? 🥺😅)

Anyways, then, after much ado (😂), I present, my Polyrythmic spiral!

 

# Final Result

Controls:

  • Umm… nothing. Just listen to the peaceful and serene music… (just kidding, its doesn’t sound very nice yet 🙁 ).
  • You could however, adjust the number of rings and the gap between them, by opening the sketch and changing the parameters (found at the top).
  • Technically, you could also change anything in the sketch, if you get into the code (you could even turn it into a something random, like a giraffe. I don’t know why you would, but you could).

 

 

Week 2: Reflection of Casey Reas’ “Chance Operations”

Hey everyone! 👋

At Eyeo2012, Casey Reas gave a pretty interesting talk, titled”Chance Operations”, where he went somewhat deep into the history of computer graphics, and how randomness was used, sometimes for effect, othertimes as a signal or act of rebellion (against the modern, clean/perfectionist work).

It inspired me to think deeper about how I currently do and potentially could use randomness in my work (ok, fine, also since it’s the writing prompt 😅). I think I would primarily use randomness, in order to create something that can be continually enjoyed. We humans get easily bored, and so don’t really enjoy watching the exact same thing over and over again, since it becomes too predictable and boring (idk about Bob though, he binge watches the same episodes again and again…). So, by adding a certain amount of randomness, we can consistently get a unique and interesting result, which is also incredibly helpful for animation and repeated viewings/interactions.

Minecraft landscape
Minecraft, probably the most iconic poster child of random terrain generation.
(Note: Shaders and Distant Horizons were used, taken from youtu.be/4ufUqLNX9oQ)

However, this does also prompt the question about how much randomness to use. Clearly, putting randomness in charge of too many aspects can completely break down the desired effect, and often simply results in gibberish. Therefore, I think the ideal amount of randomness would be one that allows the work to be unique and “alive”, but within its bounds, making the work coherent and interesting. The exact amount of randomness used then ultimately depends on the artist and their desired result, but in almost all cases, randomness is constrained in some way (eg. instead of picking a completely random colour, one of the components of HSL (hue, saturation or lightness) could be random, while controlling the other two, allowing for random, yet pleasing and consistent colours).

Week 2: Art Using Loops – Cool Circular Magic Spell Effect

# Jump To:


# Introduction & Inspiration

Hey everyone, welcome back! 👋

For my second week’s project, I was thinking about a simple project that embodied loops. Something, which would make someone think about loops, but not too directly obvious. Just thinking about loops, an action that keeps repeating, the first 2 ideas that popped into my head (after a grid of images) were those circle drawing toys (idk what they’re called 🤷‍♂️), and L-system trees (huh? but that’s recursive! So, we’ll save that for later 😉 ). I guess we’re doing the first one. Remember these toys?

A spirograph
A spirograph, aka, “fun-children’s-drawing-circle-toy”

Ohh, a spirograph! That’s what they’re called 😅. Anyways, yes, those things. They reminded me of a loop because the person carries out the action (moving their hand in a circular motion) again and again (although surprisingly, the result is mesmerising).

I wanted to build something similar, but a bit simpler (idk why, but while building this sketch, I initially felt like I was teaching someone about loops 😅).

# Implementation

Let’s start by first drawing 1 line on a circle. More specifically, the endpoints of the line should lie on the circumference of the circle. We can use the handy unit circle and basic trigonometry to find out that we can get the x and y position of a point, by just supplying an angle and radius/length. This might not seem like a better deal, after all, we’re getting 2 (possibly more confusing) variables, for 2 (simple) variables, however, it makes the maths mucchhhh simpler.

Unit circle
Unit circle (from Wikipedia)

As you can see, the formulas are: x = cos(angle) & y = sin(angle) (but note, that angle must usually be in radians, as p5.js’s default angle mode is radians).

 
translate(width/2, height/2)

a1 = radians(0)
a2 = radians(90)
r = 300

x1 = cos(a1) * r
y1 = sin(a1) * r
x2 = cos(a2) * r
y2 = sin(a2) * r

line(x1, y1, x2, y2)
 

That gives us the following (I styled the background black, and the line red)

red line

Ok, but how can we tell this is actually on a circle, and not just some random line? Let’s draw a circle outline and check (I used noFill() and stroke(255));

 
circle(0, 0, r)
 
line on circle with outline
Yep!

Yay! We can clearly see it’s on the line, and also control the angle! We can add a dot to the center, and also control the line using our mouse.

 
fill(255);
circle(0, 0, 25);

// ...

a1 = radians(map(mouseX, 0, width, 0, 360));
a2 = radians(map(mouseY, 0, height, 0, 360));
 

Now let’s use a loop to add many more lines.

 
angle = frameCount/2000 + 1000.07 // Just a random nice looking starting point
num = 50

for (let i=0; i<num; i++) {
  x1 = cos(angle * (i-1)) * r;
  y1 = sin(angle * (i-1)) * r;
  x2 = cos(angle * i) * r;
  y2 = sin(angle * i) * r;

  strokeWeight(1);
  stroke(255, 0, 0, 255);
  line(x1, y1, x2, y2);
}
 
many lines in a circle
Cool!

Oo, it’s already a bit mesmerising! (certainly enough for me to at least sit by and watch it for several minutes 😅). You’ll notice that the shape keeps changing, and this is due to the angle changing, which we did by tagging its value to number of frames that had passed since the sketch’s start frameCount (just be sure to slow it down a lot (eg. I used 2000), since there are usually 60 frames per second, so it’ll become too crazy!). Setting a variable based on the frame count like this is an incredibly helpful trick to animate the variables over time.

 

Another helpful trick is to be able to pause the sketch, which can sometimes help you to debug or understand your sketch better. We can achieve this by calling loop() and noLoop() respectively, based on isLooping()‘s output. It’s important to keep in mind that this stops our draw() function from running, so don’t try to restart the loop from within there! Instead, a better approach is to use a key press, which can be achieved like so:

 
function keyPressed(event) {
  (event.key == "p" && isLooping()) ? noLoop() : loop();
}
 

I just used a ternary operator to make it shorter, but it corresponds to:

 
function keyPressed(event) {
  if (event.key == "p") {
    if (isLooping()) {
      noLoop();
    } else {
      loop();
    }
  }
}
 

 

Now, it’s up to you on how you wanna style it, and what features you wanna add! For example, here’s how mine now looks like:

cool circular lines
Cool, eh? Or nah?

 

The end.

 

 

 

 

 

 

 

## Drawing Context

Ok ok, fine, I’ll explain a bit, but just a BIT more. You see the cool glow effect? How did I do that? (well, I could just say the function I used, but that’s no fun, nor will you learn much).

p5.js exposes something called the rendering context, through a variable, aptly named (can you guess?)… drawingContext! (better luck next time). But what is that, and where does p5 get the value from?

The rendering context, in short, is basically what p5.js uses to actually draw the stuff on screen (part of the canvas API). For example, when write this:

 
strokeWeight(10);
noFill();
rect(x, y, w, h);
 

That might get executed as:

 
drawingContext.lineWidth = 10;
drawingContext.strokeRect(x, y, w, h);
 

Note: This is just a hypothetical example, and is probably not how p5.js actually works. For starters, drawingContext is exposed by them as you’ll read now.

And where does it get the value from? Well, it’s the “CanvasRenderingContext2D” (for the default 2D sketches), which it gets by calling .getContext('2d') on the canvas element.

 

“*Grumble grumble*, yada yada, why does this rendering wendering scherending context even matter?”

Well, firstly, rude, but secondly, good question. It’s because, while p5.js does provide easier functions for most things, it doesn’t expose everything that the rendering context has. Remember the glow effect from earlier? Well, it’s actually done through the .shadowBlur and .shadowColor properties, which aren’t exposed.

In addition to making it much easier to draw shadows/glows, there’s also a MUCH faster (hardware accelerated) blur function! (through the .filter property, which supports more than just blur.) This means we can finally use blur in our sketches, without our performance instantly tanking! (though it still has to be used with caution, as it’s still a heavy effect (similar to the shadows), so too much can still cause performance to drop.)

Also, we can easily make gradients! That’s right, linear, radial, conic, you name it, gradient! I’d recommend checking out these 3 videos to learn more:

 

For my circle, I added 3 layers of lines. The first one is red and has a stroke weight of 5, with a red glow. The next 2 don’t have any glow, and are blue (with a stroke weight of 4) and white (with a stroke weight of 2) respectively. I also changed a few things, like making it spawn and follow the user’s cursor, and the ability to change it’s size. It also reminded me of Dr. Strange’s “circle-magic-thingies” and similar, so I added another circle to lean into that.

So that’s mostly it! Anyways, without further ado, I present, the final result!

 

# Final Result

Controls:

  • Mouse click (press & hold) : Spawn and continue circular magic spell
  • Mouse move : Move magic spell
  • Up arrow (press & hold) : Grow its size
  • Down arrow (press & hold) : Shrink its size

 

# Additional Thoughts

I really like how the end result looks like, especially the colours and glow, and how it animates (hope others find it cool too). Although, I wish I could implement some of my other ideas too (and make it look more like the circular spells you see), but unfortunately that’s all I have time for right now, so we’ll have to end it here. Until next time!

goodbye neon sign
Goodbye! (from Shutterstock)
(hehe, maybe I’m liking this neon style too much 😅)

Week 1: Self Portrait – Multiple Perspectives

# Jump To:


 

# Introduction & Conception

Welcome everyone! 👋

This is my first blog post on the IIM website!

I was wondering about what to create, since I wanted it to both be impressive, and interactive. I had several ideas:

1.

Initially, I thought about an intro sequence where a little square is formed out a material in a factory/assembly line like style, and then it falls into the right spot below, completing a picture (my stylised portrait). This sequence would only last maybe 5-10 seconds. Then, either a flying spaceship or TRON lightcycle would come breaking through the 2D picture, and then you could control it on a 3D grid (with the elevation generated with perlin noise). After the set time runs out, it would fade to a screen with the player model standing alongside the spaceship/lightcycle, and the path traced out by the player would be the emblem/symbol on the player’s shirt and also be animated below.

While this is a pretty cool idea, it didn’t exactly fit in. Not to mention, it seems wayy higher effort than even sensible for a first post (but that wasn’t my primary concern). Had I joined the course from the beginning, I might’ve done that, but with a 2 week late start, it wasn’t feasible.

 

2.

A sand game (like sandspiel / powder toy game), where my portrait is formed by the sand and similar particles falling from above. Then, you could control/play with it, adding and removing the sand, adding water, blowing the sand around, lighting fire, etc.

Sandspiel
Sandspiel (it’s awesome!)

This was actually a pretty good idea, and I had even gone through a few different resources (Coding Train’s falling sand, jason.today’s blogs, etc). I could even put the rest of the action from the point above after this, if time permitted. Ultimately, idk why, but I wanted to do something in 3D, especially as I realised I wouldn’t have enough time to do the sequence I imagined in the first idea.

 

3.

So, a 3D sand game! This idea seemed perfect. My portrait could form like in the 2nd idea, and it would be incredibly interactive! I liked it a lot, and also saw many things on this (such as toad pond saga’s videos on it, and more), in fact, going into a deep dive on other voxel games. Unfortunately, what I also went into a deep dive on was performance, and I realised that I was going to need to manually code some major portions of it (like the rendering), if I wanted good performance, as p5.js’s built-in methods wouldn’t suffice (eg. I would need to dynamically build a single static mesh, cull faces using a binary greedy mesher or just a simple direction check if the camera was orthographic, GPU instancing, etc, etc, etc). In the end, despite how cool, and simply interactive it was, I had to give it up due to the amount of time it would take to optimise performance.

 

4.

Then (skipping a few over), this brings me to my current idea, the one I ultimately ended up going with. The dual perspective illusion. I wanted something that could represent a bit more meaning, and I found the “illusion” perfect for representing 2 different perspectives, while looking at the same object. There were 2 ways to do this, one using a classic object that many of you have probably seen before, and another, using a 3D model. I choose the latter.

Since I had to create a portrait, one of the sides had to be a portrait. The other one however was free for me to choose from. I initially thought about the text/logo of Intro to IM, and a few other things, but in the end settled on a lightbulb-heart combo, representing my love of innovation and creativity.

 

# Implementation

## Finding and Modifying Images

One way to create such a 3D model, is to take 2 flat surfaces (eg. images, flat models, text, etc), extrude them (add thickness), and then use a boolean intersection operation (this creates a shape only where the previous 2 intersected). There were 2 ways I could go about doing this. I could try and do them entirely using p5, but that would take a lot longer, since it wasn’t really built for this work. Or alternatively, I could use standard tools like a vector editor (in my case, I choose Inkscape) & a 3D editor (eg. Blender) to get it done much faster. Due to the aforementioned time constraints, I choose the later, but only since I knew that I could recreate this entirely in p5.js if I needed to, so I wasn’t “cheating”.

Now, the first thing I needed was a portrait, and a lightbulb-heart thingy. I thought about making them myself, but after browsing around for a while, I found a few images that were close to what I wanted.

A stock image of a face.
Face (from alamy.com)
A lightbulb with a heart
Lightbulb-heart (from iconfinder.com)

 

I converted the face into a vector format, and then edited it to suit my liking more. For example, I cropped it, removed the holes, cleaned it up, and I obviously didn’t like that he had a cigarette, so I tried manually editing the vertices, which to be honest makes his mouth look a bit wonky 😅, but it’s workable.

 

 

I also did a similar thing with the lightbulb-heart thingy (gosh, I have to stop calling it that), and got this:

 

## Creating the 3D Model

After this, I imported them into Blender, and oh, boy oh boy, this took up most of my time. For some reason, it was pretty hard to get the SVGs into the right format. When you import an SVG in Blender, it (in recent versions) gets converted into a Grease Pencil object (a type of 2D animation), but the format we need it in is a mesh (a 3D object). Unfortunately, there’s no direct route.

Blender, showing the options to convert the Grease Pencil object
Why no mesh?!

Luckily, I found out that you could first convert it into a curve, and then into a mesh. Simple enough. The issue is, is that it didn’t work for me. I spent a long time struggling with this, until I realised that after I had converted it, I still had the original Grease Pencil object selected, as Blender had created a new curve object, instead of converting the existing one 🤦‍♂️. After I selected the right one though, it was finally there!

Blender, showing the mesh option
Finally!!

I won’t get into the specifics, but basically I cleaned it up again (to remove some vertices, as the lower the number, the smaller the filesize and loading time, something we’ll get back to) and extruded it (solidify). Then, I did a similar thing with the lightbulb-heart thingy (gosh), but this time made multiple copies, since I had to “poke holes” for the center floating heart to come through.

Blender screenshot showing issue
An anchor issue

There were a few more issues I had to fix, such some missing vertices for the hair, some of the elements being extruded to the wrong side (as seen above, probably due to the orientation of vertices (clockwise vs anticlockwise) or something), an incredibly annoying one about the face’s vertices not connecting (since I edited them, even though I definitely felt like I connected them), etc.

After resolving all that, I ended with proper model!

Blender screenshot
The model from an angle
Blender image of face after operations
The model (from straight, “head on” :D) Though an eye is nearly gone…
Blender screenshot
The model from another straight side

The model appears garbled from other angles, but clearly forms a face or lightbulb from a particular angle. Isn’t that so cool?!

I then thought about adding a caption, which is also double sided, and followed this tutorial (which showed the same steps), resulting in:

Blender screenshot
The model, face side
Blender screenshot
The model, lightbulb-heart side

I wanted to portray the double sided meaning, by expanding or peering into the mind of the person. I wish I could’ve chosen something much more creative, but since I lack anything close to representing an artistic ability, I settled with “Z ♥ Ideas” (since innovation or creativity felt too long to fit in there).

 

## Creating the Sketch

This brings me to the next challenge of trying to bring it into p5.js. Boy oh boy. *deep inhalation & exhalation*. The first, unexpected, challenge was trying to import it into p5.js. I didn’t expect this to become a challenge, but for some reason, I just could not upload anything to the website. In fact, the entire menu wasn’t functional! (yes, I tried rebooting, relogging, etc, multiple times across multiple days)

p5.js menu
What are you for?? Decoration?!

The menu that did work, was the Sketch one, but that only allowed creating files and folders.

p5.js menu
Well, at least this works…

No issue then, I thought I’ll just create a file named model.obj or something, and copy paste the entire contents of the file into it (since obj is a text based format).

p5.js file naming restrictions
p5.js’s file naming restrictions

*Sigh*. p5.js only allows us to create a file with a limited set of extensions. Fortunately, we can rename files and change the name (and extension) to anything, so yay!

I also tried hosting the files locally using a webserver and fetching them from the website (which somehow worked, code below), but alas, I didn’t find a way to save the files directly, so my option was to copy and paste from the console, which didn’t provide any benefit.

function setup() {
  
  let models = [
    "test 3.stl",
    "test 0.obj",
    "test 0.stl",
    "test 1.obj",
    "test 2.obj",
    "test 3 (ASCII).stl",
    "test 3.obj"
   ]
  
  // Fetch the models from my computer and print them in the console
  for (let modelName of models) {
    fetch(`http://localhost:5500/models/${modelName}`)
      .then(res => res.text())
      .then(txt => print(`\n\nModel: ${modelName}\n`, txt))

      // Then I would manually "Copy Object" of a response (eg. test 0.obj), create the file "test 0.obj.txt" (since only a few file extensions are allowed, and for some reason obj isn't on that list), then paste the contents, then rename the file to remove the ".txt".
  }
}

(the code above also hints at multiple models, something I’ll revisit)

 

In fact, I actually gave up and continued on my local machine (using VS Code, with the p5.vscode extension, and npm http-server package, since I didn’t want the page constantly refreshing due to the model taking time to load), but I did later on manage to get the model on the website. After writing some quick code, I can see that… woops. The model isn’t the correct way around.

vscode and p5.js sketch, with model upside down
It’s upside down!

I was sort of expecting this, due to having a (very, very ) limited amount of experience with similar stuff. However, I did not expect how difficult it would be to get it the right way around!

I nearly went mad, trying out over 36 different combinations of exporting the model. In short, none of them worked, so I ended up switching tactics, just sticking with one orientation, and modifying the model directly in Blender (you might be wondering why I didn’t just rotate it in p5.js, and while that certainly is an option (and in hindsight, maybe the smarter one due to saving time), that might have caused issues later on down the line, and didn’t feel as “correct” or “clean”). I tried many more times, and skipping over all that, I, FINALLY, got it working correctly.

model
FINALLY!

(the normal material was just to help with the orientation, though I don’t know if it actually did, or just made me more confused 😅. debugMode() was to provide the grid and axis indicator. Also, you can see some of the insanity in the small number of models shown here)

However, the model in Blender is now misaligned😅. Anyways, I got that done. Yay -_-.

### Testing performance

Now, I noticed that loading the model took a pretty long time, so I wanted to reduce the size of the model, in order to make the sketch load faster. I assumed it would, but I also wanted to test it (for some reason 🤷‍♂️).

To do so, I added the line:

let startTime = new Date();

And then added this as the first thing in setup() (since I loaded my model in preload(), which runs before setup()).

print(`Finished loading model in ${(new Date() - startTime)/1000} s`)

And these are the results I got:

Model Time 1 (s) Time 2 (s) Time 3 (s) Time 4 (s) Time 5 (s) Avg Time (s) Avg Time, excluding extremes (s)
Original 10.167 6.850 17.533 28.484 1.783 12.963 6.910
Optimised 1 10.850 5.366 4.933 4.683 0.767 5.320 2.996
Optimised 2 2.533 4.133 16.083 0.850 0.750 4.870 1.503
Optimised 3 9.566 5.400 3.300 23.067 0.400 8.347 3.653

Basically, the more optimised it was, the lower the number of vertices it had, and the lower the file size. You would logically expect the most optimised one to load the quickest, but surprisingly, that wasn’t exactly the case. While it did have the shortest time, overall, the times are scattered all over the place, and wildly inconsistent (probably due to caching, traffic/load and server availability, etc), so a much, much larger number of samples are needed to determine anything with statistical significance. Regardless, I went with the most optimised one, just out of theory and kindness too (why put extra burden sending unnecessary bits), but it does unfortunately look the worst (due to having a lower resolution, but I hope the difference isn’t much).

### Brief Explanation of Some Code

Now, a brief explanation of some of the code.

I loaded the model using loadModel() (passing true as the second argument, normalises the model)

customModel = loadModel('perspective model.obj', true)

 

Then I initialised the first camera by doing the following

// Initialise camera, and point to the 1st side (face)
  faceCam = createCamera();
  faceCam.ortho();
  faceCam.setPosition(0, 0, 800);
  faceCam.lookAt(0, 1, 0)

.ortho() sets the camera to be orthographic, and .setPosition & .lookAt are self-explanatory, but they position the camera to point to the face. I set up the 2nd camera similarly, and then have a main camera.

 

I’m able to resize the canvas to the maximum size (while maintaining a square aspect ratio) by:

let windowSize = windowWidth > windowHeight ? windowHeight : windowWidth
resizeCanvas(windowSize, windowSize)

… which corresponds to:

if (windowWidth > windowHeight) {
  resizeCanvas(windowHeight, windowHeight)
} else {
  resizeCanvas(windowWidth, windowWidth)
}

 

Now, I’ve also added a cool little entry animation, which causes the model to bounc-ily(?) grow and rotate till its final size, by doing the following

if (frameCount < enterAnimationFrames) {
  rotateY(lerp(0, TWO_PI*2, easeInOutElastic(frameCount/enterAnimationFrames)));
  scale(lerp(0, 1, easeInOutElastic(frameCount/enterAnimationFrames)));
}

In the code above, I interpret the scale from 0 to 1, and Y rotation from 0 to 4Π, according to the elastic ease in and out, which I found from easings.net

 

Similar to lerp (which stands for linear interpolation), there’s also slerp (a special spherical version), which I use in a similar manner to smoothly transition the camera to the first and second sides when the user presses ‘1’ and ‘2’ respectively.

 

Lastly, I just draw the model

// Draw custom model
fill(64, 112, 112);
model(customModel);

 

That’s mostly it. Anyways, without further ado, I present, the final sketch!

 

# The Final Sketch

Controls:

  • Mouse drag: Orbit camera
  • Mouse scroll: Zoom
  • 1: Face the face 😀
  • 2: Face the light bulb

 

# Additional Thoughts

I had planned to also some nice rustling orange leaves and ambient music, alongside an option with the model on a 3D background, but that unfortunately had to be cut due to time (alongside a huge portion of what I wanted to tell on his blog).

Additionally, I would like to implement the orbital controls myself, so that I can properly restrain the camera from going too far or crossing (flipping) over, improving the user experience, as well as add buttons to switch to the 2 views (in addition to the current key shortcuts).

Also, I would’ve liked to actually move parts of the model, so that it could transition between different states.

 

I know you’re really enjoying reading such a long post, but fortunately or unfortunately, that’s all the time I’ve got, so we’ll have to end it here. Until next time!

That's all Folks!
That’s all Folks! (from Wikipedia)