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HTML

              
                
              
            
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CSS

              
                
              
            
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JS

              
                var can = document.createElement("canvas");
document.body.appendChild( can );
var ctx = can.getContext("2d");
var w = can.width = window.innerWidth;
var h = can.height = window.innerHeight;

var Point = function(){

    function Point(x,y) {
        this.x = x || 0;
        this.y = y || 0;
        this.prev = this.next = null;
    }

    function sub(other){
        this.x -= other.x;
        this.y -= other.y;
        return this;
    }

    function add(other){
        this.x += other.x;
        this.y += other.y;
        return this;
    }

    function mul(scalar){
        this.x *= scalar;
        this.y *= scalar;
        return this;
    }

    function normalize(){
        var x=this.x, y=this.y;
        var length = Math.sqrt(x*x + y*y);
        if(length > 0){
            this.x = x/length;
            this.y = y/length;
        }
        return this;
    }

    function distance(other){
        var x = this.x - other.x;
        var y = this.y - other.y;
        return Math.sqrt(x*x + y*y);
    }

    function clone(){
        return new Point(this.x, this.y);
    }

    var _p = Point.prototype;
    _p.constructor = Point;
    _p.sub =            sub;
    _p.add =            add;
    _p.mul =            mul;
    _p.normalize =       normalize;
    _p.distance =       distance;
    _p.clone =          clone;

    Point.sub = function( a,b,out ){
        if( out ){
            out.x = a.x - b.x;
            out.y = a.y - b.y;
            return out;
        }
        return new Point(a.x - b.x, a.y - b.y);
    };
    return Point;
}();

var Stick = function(){

    function Stick( a,b,length ){
        this.a = a;
        this.a.next = b;
        this.b = b;
        this.b.prev = a;
        this.dir = new Point();
        this.length = length || a.distance(b);
        this.active = true;
    }

    function update( growthRate ){

        var dist = this.a.distance( this.b );

        //split the segment if it became too long
        if( dist > maxLength ){

            //creates a new point NP at the center of the segment
            var np = new Point( ( this.a.x + this.b.x ) *.5, ( this.a.y + this.b.y ) *.5 );
            //np.x += ( Math.random()-.5 );
            //np.y += ( Math.random()-.5 );
            points.push( np );

            // new segment A ---> NP
            var ns0 = new Stick( this.a, np );
            sticks.push( ns0 );

            // new segment NP ---> B
            var ns1 = new Stick( np, this.b );
            sticks.push( ns1 );

            this.active = false;
            return;
        }

        this.length *= growthRate;

        Point.sub( this.a, this.b, this.dir ).normalize();
        var force = ( dist - this.length ) / ( dist * .5 );
        this.dir.mul( force + ( Math.random() -.5 ) );

        this.a.sub( this.dir );
        this.b.add( this.dir );

    }

    var _p = Stick.prototype;
    _p.constructor = Stick;
    _p.update = update;
    return Stick;
}();

function project( p, a, b, asSegment ){

    var A = p.x - a.x;
    var B = p.y - a.y;
    var C = b.x - a.x;
    var D = b.y - a.y;

    var dot = A * C + B * D;
    var len = C * C + D * D;
    var t = dot / len;

    if( asSegment )
    {
        if( t < 0 ) return a;
        if( t > 1 ) return b;
    }
    return new Point( a.x + t * C, a.y + t * D );

}
function update(){

    minDist += maxLength * .1;
    //maxLength *= .999;
    var scale = 2000 / minDist;
    var minPointDist = ( maxLength * 4 ) / scale;

    ctx.restore();
    ctx.save();
    ctx.clearRect( 0,0,w,h );
    ctx.translate(w/2, h/2);
    ctx.scale( scale, scale );

    points.forEach( function(p, i){

        for( var j = i+1; j < points.length; j++ ){

            var o = points[ j%points.length ];
            if( p == o )continue;
            var dist = p.distance( o );

            //the 2 points are too far apart
            if( dist > minPointDist ) continue;

            Point.sub( p, o, dir ).normalize();
            var force = ( dist - minDist ) / ( dist * points.length );
            dir.mul( force );
            p.sub( dir );
            o.add( dir );
        }

        for( j = 0; j < repellers.length - 1; j+=2 ){

            var r0 = repellers[ j ];
            var r1 = repellers[ ( j + 1 ) % repellers.length ];
            var pp = project( p, r0, r1, true );
            dist = p.distance( pp );
            if( dist > minPointDist * 2 ) continue;
            Point.sub( p, pp, dir ).normalize();
            force = ( dist - minDist ) / ( dist * dist );
            dir.mul( force * .5 );
            p.sub( dir );
        }

    });

    //remove invalid segments, update valid segments
    var i = sticks.length - 1;
    while( i-- )
    {
        if( !sticks[ i ].active )
        {
            sticks.splice( i, 1 );
        }
        else{
            sticks[i].update( growthRate );
        }

    }

    //render (linked list)

    var start = sticks[0].a;
    var origin = sticks[0].a;
    ctx.fillStyle = "#000";
    ctx.beginPath();
    ctx.moveTo(origin.x, origin.y );
    while( origin.next != start )
    {
        origin = origin.next;
        ctx.lineTo(origin.x, origin.y );
    }
    ctx.fill();

    start = sticks[0].a;
    origin = sticks[0].a;
    while( origin.next != start )
    {

        ctx.beginPath();
        ctx.moveTo(origin.x, origin.y );
        origin = origin.next;
        ctx.lineTo(origin.x, origin.y );
        ctx.fill();
    }

    //end condition
    if( sticks.length < maxIteration ) {
        console.log("update");
        requestAnimationFrame(update);
    }

}

var growthRate      = 1.0001;
var maxLength       = 20;           //limit before splitting an edge
var minDist         = 5 * maxLength;//points separation
var maxIteration    = 2000;

var size = 500;
//those are constrinats uncomment to see what happens
var repellers = [

    //new Point( -size , -size ),
    //new Point( -size *2, 0),
    //new Point( -size *2, 0),
    //new Point( 0, size * 2),
    //
    //new Point( size , -size ),
    //new Point( size *2, 0),
    //new Point( size *2, 0),
    //new Point( 0, size * 2),

    //new Point( -size , -size ),
    //new Point( -size *2, 0),
    //new Point( -size *2, 0),
    //new Point( -size *2, size),



    //new Point(  size *2, -size ),
    //new Point( -size *2, size),

    //new Point( 0, -size ),
    //new Point( -size, 0),
    //new Point( 0, size ),

    //new Point( size, 0 ),
];
var points = [];
var sticks = [];

var total           = 3;
var step            = ( Math.PI * 2 ) / total;
var r               = total * 3;
for(var i = 0; i < total; i++ ){
    var p = new Point( Math.cos( i * step ) * r, Math.sin( i * step ) * r);
    points.push( p );
}
for(i = 0; i< total; i++ ) {
    var s = new Stick( points[i], points[(i+1)%points.length] );
    sticks.push(s);
}
var dir = new Point();
update();
              
            
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999px

Console