# trigonometry

# circle

import { gsap } from 'gsap/all'
import math from './math'

class TrigonometryCircle {

  /**
   * constructor
   * @param targets {Object}
   * @param speed {Number}
   * @param wrapWidth {Number}
   * @param wrapHeight {Number}
   */
  constructor(targets, speed = 2, wrapWidth = window.innerWidth, wrapHeight = window.innerHeight) {

    this.targets = targets;

    this.angle = 0;
    this.speed = speed;

    // 中心座標
    this.center = {
      x: wrapWidth / 2 - this.targets[0].offsetWidth / 2,
      y: wrapHeight / 2 - this.targets[0].offsetHeight / 2,
    };

    // 動く範囲を円の半径で表現
    // 倍の値(直径)が移動範囲になる
    this.radius = wrapHeight / 3;

  }

  /**
   * アニメーションを始める
   */
  play() {

    this.targets.forEach((el, i) => {

      /**
       * 円周上に配置するための値
       * @type {number}
       * @private
       */
      const _angle = this.angle + (360 / this.targets.length) * i;

      gsap.set(el, {

        // 円周上にオブジェクトを配置
        x: this.center.x + Math.sin(math.angleToRadian(_angle)) * this.radius,
        y: this.center.y + Math.cos(math.angleToRadian(_angle)) * this.radius,

        z: Math.sin(math.angleToRadian(this.angle)) * this.radius * 2,
        scale: math.map(Math.sin(math.angleToRadian(this.angle + i * this.radius)), -1, 1, 1, 1.75),
        rotationY: math.map(Math.cos(math.angleToRadian(this.angle + i * this.radius)), -1, 1, 1, 360),
        rotationZ: math.map(Math.sin(math.angleToRadian(this.angle + i * this.radius)), -1, 1, 1, 360),
        backgroundColor: `hsla(${this.angle + (360 / this.targets.length) * i}, 80%, 70%, 1)`,
      });

    });

    // angle を進める
    this.angle += this.speed;

    requestAnimationFrame(() => this.play());

  }

}

export default TrigonometryCircle;

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# sine

import { gsap } from 'gsap/all'
import math from './math';

class TrigonometrySine {

  /**
   * constructor
   * @param targets {Object}
   * @param speed {Number}
   * @param wrapWidth {Number}
   * @param wrapHeight {Number}
   */
  constructor(targets, speed = 2, wrapWidth = window.innerWidth, wrapHeight = window.innerHeight, wrap) {

    this.targets = targets;
    this.wrap = wrap;

    this.angle = 0;
    this.speed = speed;

    // 中心座標
    this.center = {
      x: wrapWidth / 2 - this.targets[0].offsetWidth / 2,
      y: wrapHeight / 2 - this.targets[0].offsetHeight / 2,
    };

    this.wrapWidth = wrapWidth;
    this.wrapHeight = wrapHeight;

    // 動く範囲を円の半径で表現
    // 倍の値(直径)が移動範囲になる
    this.radius = wrapHeight / 3;

  }

  /**
   * animation start
   */
  play() {

    this.targets.forEach((el, i) => {

      /**
       * 円周上に配置するための値
       * @type {number}
       * @private
       */
      const _angle = this.angle + (360 / this.targets.length) * i;

      gsap.set(el, {

        // sine 波上にオブジェクトを配置
        x: (this.wrapWidth / this.targets.length) * i + (this.wrapWidth / this.targets.length) / 3,
        y: this.center.y + Math.sin(math.angleToRadian(_angle)) * this.center.y,
        z: Math.sin(math.angleToRadian(_angle)) * this.radius,

        scaleY: math.map(Math.sin(math.angleToRadian(_angle)), -1, 1, 1, 2),
        scaleX: math.map(Math.cos(math.angleToRadian(_angle)), -1, 1, 1, 2),

        rotationY: math.map(Math.cos(math.angleToRadian(this.angle + i * this.radius)), -1, 1, 1, 360),
        rotationX: math.map(Math.sin(math.angleToRadian(this.angle + i * this.radius)), -1, 1, 1, 360),
        backgroundColor: `hsla(${this.angle + (360 / this.targets.length) * i}, 80%, 70%, 1)`,
      });

    });

    gsap.set(this.wrap, {

      perspective: math.map(Math.sin(math.angleToRadian(this.angle)), -1, 1, 100, 800),

    });

    // angle を進める
    this.angle += this.speed;

    requestAnimationFrame(() => this.play());

  }

}

export default TrigonometrySine;

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# random floating

import { gsap } from 'gsap/all'
import math from './math';

class TrigonometryRandomFloating {

  /**
   * constructor
   * @param targets {Object}
   * @param speed {Number}
   * @param wrapWidth {Number}
   * @param wrapHeight {Number}
   * @param wrap {Object}
   */
  constructor(targets, speed = 2, wrapWidth = window.innerWidth, wrapHeight = window.innerHeight, wrap) {

    this.targets = targets;
    this.wrap = wrap;

    this.params = [
      {
        angle: math.random(0, 360),
        speed: -1.2 * math.random(.5, 2),
      },
      {
        angle: math.random(0, 360),
        speed: 3.8 * math.random(.5, 2),
      },
      {
        angle: math.random(0, 360),
        speed: 2.1 * math.random(.5, 2),
      },
      {
        angle: math.random(0, 360),
        speed: 1 * math.random(.5, 1.25),
      },
      {
        angle: math.random(0, 360),
        speed: 2 * math.random(.5, 1.25),
      },
    ];

    // 中心座標
    this.center = {
      x: wrapWidth / 2 - this.targets[0].offsetWidth / 2,
      y: wrapHeight / 2 - this.targets[0].offsetHeight / 2,
    };

    // 動く範囲を円の半径で表現
    // 倍の値(直径)が移動範囲になる
    this.radius = wrapHeight / 3;

  }

  /**
   * animation start
   */
  play() {

    this.targets.forEach((el, i) => {

      gsap.set(el, {

        // sine 波上にオブジェクトを配置
        x: Math.sin(math.angleToRadian(this.params[0].angle)) * this.radius * 1.25 + this.center.x,
        y: Math.sin(math.angleToRadian(this.params[1].angle)) * this.radius + this.center.y,
        z: Math.sin(math.angleToRadian(this.params[2].angle)) * this.radius * 1.25,

//        scaleY: math.map(Math.sin(math.angleToRadian(_angle)), -1, 1, 1, 2),
//        scaleX: math.map(Math.cos(math.angleToRadian(_angle)), -1, 1, 1, 2),

//        rotationY: math.map(Math.cos(math.angleToRadian(this.angle + i * this.radius)), -1, 1, 1, 360),
//        rotationX: math.map(Math.sin(math.angleToRadian(this.angle + i * this.radius)), -1, 1, 1, 360),

        backgroundColor: `hsla(${math.map(Math.sin(math.angleToRadian(this.params[3].angle)), -1, 1, 0, 259)}, 80%, 70%, 1)`,
      });

    });

    gsap.set(this.wrap, {

      perspective: math.map(Math.sin(math.angleToRadian(this.params[4].angle)), -1, 1, 100, 1000),

    });

    this.params.forEach((el, i) => {
      el.angle += el.speed;
//      console.log(i, el.angle)
    });

    requestAnimationFrame(() => this.play());

  }

}

export default TrigonometryRandomFloating;

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Last Updated: 1/17/2020, 9:52:50 AM