let p = [], v=[]; let lines = []; let theta=3/2 * Math.PI, t=0, clicks=0; function setup(){ createCanvas(1000, 800); initQuadCurve(); } function draw(){ background(63); for(let i = 0; i < p.length; i++){ p[i].drawPoint(); } if(clicks > 2){ for(let i = 0; i < lines.length; i++){ lines[i].drawLine(); } lerpQuadCurve(); drawCurve(); } } function drawCurve(){ if (v.length > 100*Math.PI){v=[];} stroke(0, 255, 0, 200); strokeWeight(5); beginShape(LINES); for (let i=0; i < v.length; i++){ vertex(v[i].x, v[i].y); } endShape(); } function mouseClicked(){ if (clicks < 3){ p[clicks].changeX = mouseX; p[clicks].changeY = mouseY; } else { let c = clicks % 3; p[c].changeX = mouseX; p[c].changeY = mouseY; } v=[]; clicks ++; t=0; theta=3/2 * Math.PI; } function initQuadCurve(){ p[0] = new cPoint(0,0); p[1] = new cPoint(0,0); p[2] = new cPoint(0,0); p[3] = new cPoint(0, 0); p[4] = new cPoint(0, 0); p[5] = new cPoint(p[0].x, p[0].y); lines[0] = new cLine(p[0], p[1]); lines[1] = new cLine(p[1], p[2]); lines[2] = new cLine(p[3], p[4]); } function lerpQuadCurve(){ p[3].changeX = (1-t)*p[0].x + t * p[1].x; p[3].changeY = (1-t)*p[0].y + t * p[1].y; p[4].changeX = (1-t)*p[1].x + t * p[2].x; p[4].changeY = (1-t)*p[1].y + t * p[2].y; p[5].changeX = (1-t)*p[3].x + t * p[4].x; p[5].changeY = (1-t)*p[3].y + t * p[4].y; v.push(new cPoint(p[5].x, p[5].y)); if (theta > 2*Math.PI){theta=0;} theta += 0.01; t = (Math.sin(theta) + 1) / 2; }