Created
September 30, 2020 08:03
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Dynamic Mesh Network animation in Compose
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private val PARTICLE_COLOR = Color.White | |
private val LINE_COLOR = Color.White | |
private const val PARTICLE_QUANTITY = 100 | |
private const val DEFAULT_SPEED = 2 | |
private const val VARIANT_SPEED = 1 | |
private const val DEFAULT_RADIUS = 4 | |
private const val VARIANT_RADIUS = 2 | |
private const val LINK_RADIUS = 200 | |
// TODO: 30/09/2020 These should be measured but are only used to calculate | |
// the initial position | |
private const val WIDTH = 1080f | |
private const val HEIGHT = 2022f | |
@Composable | |
private fun DynamicPointMesh(modifier: Modifier = Modifier) { | |
val animatedProgress = animatedFloat(0f) | |
onActive { | |
animatedProgress.animateTo( | |
targetValue = 1f, | |
anim = repeatable( | |
iterations = AnimationConstants.Infinite, | |
animation = tween(durationMillis = 1000), | |
), | |
) | |
} | |
val particles = remember { | |
(0 until PARTICLE_QUANTITY) | |
.map { generateParticle(WIDTH, HEIGHT) } | |
.toTypedArray() | |
} | |
Canvas(modifier = modifier) { | |
// Unused but required for draw update | |
// There may be a better way to do this | |
@Suppress("UNUSED_VARIABLE") val progress = animatedProgress.value | |
particles.forEachIndexed { index, particle -> | |
particles[index] = particle.update(size.width, size.height) | |
drawCircle( | |
color = particles[index].color, | |
radius = particles[index].radius, | |
center = Offset(particles[index].x, particles[index].y), | |
) | |
linkParticles(particles[index], particles, this) | |
} | |
} | |
} | |
private data class Vector(val x: Float, val y: Float) | |
private data class Particle( | |
val x: Float, | |
val y: Float, | |
val speed: Float, | |
val directionAngle: Float, | |
val color: Color, | |
val radius: Float, | |
val vector: Vector | |
) { | |
fun update(w: Float, h: Float): Particle { | |
val border = calculateBorder(w, h) | |
return border.copy(x = border.x + border.vector.x, y = border.y + border.vector.y) | |
} | |
private fun calculateBorder(w: Float, h: Float): Particle = copy( | |
vector = vector.copy( | |
x = when { | |
x >= w || x <= 0 -> vector.x * -1 | |
else -> vector.x | |
}, | |
y = when { | |
y >= h || y <= 0 -> vector.y * -1 | |
else -> vector.y | |
} | |
), | |
x = when { | |
x > w -> w | |
x < 0 -> 0f | |
else -> x | |
}, | |
y = when { | |
y > h -> h | |
y < 0 -> 0f | |
else -> y | |
} | |
) | |
} | |
private fun generateParticle(w: Float, h: Float): Particle { | |
val directionAngle = floor(Math.random() * 360) | |
val speed = DEFAULT_SPEED + Math.random() * VARIANT_SPEED | |
return Particle( | |
x = Math.random().toFloat() * w, | |
y = Math.random().toFloat() * h, | |
speed = speed.toFloat(), | |
directionAngle = directionAngle.toFloat(), | |
color = PARTICLE_COLOR, | |
radius = DEFAULT_RADIUS + Math.random().toFloat() * VARIANT_RADIUS, | |
Vector( | |
x = (cos(directionAngle) * speed).toFloat(), | |
y = (sin(directionAngle) * speed).toFloat() | |
) | |
) | |
} | |
private fun calculateDistance(x1: Float, y1: Float, x2: Float, y2: Float): Float = | |
sqrt((x2 - x1).pow(2) + (y2 - y1).pow(2)) | |
private fun linkParticles( | |
currentParticle: Particle, | |
particles: Array<Particle>, | |
drawScope: DrawScope | |
) { | |
particles.forEach { particle -> | |
val distance = calculateDistance(currentParticle.x, currentParticle.y, particle.x, particle.y); | |
val opacity = 1 - distance / LINK_RADIUS | |
if (opacity > 0) { | |
drawScope.drawLine( | |
color = LINE_COLOR.copy(alpha = opacity), | |
start = Offset(currentParticle.x, currentParticle.y), | |
end = Offset(particle.x, particle.y), | |
strokeWidth = 0.5f | |
) | |
} | |
} | |
} |
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