Wednesday, August 11, 2021

I rewrote the code I had to draw some polygons. Overlapping landmass blobs with opacity so that we can see where land bits would pile up on top of land bits. Now I need to do some of the stuff I mentioned last night. Random Marching Triangles built out of unique P5D which adjacent triangles and edges share. That said, we could revisit serpentine landmass; any two points define a line which we can use to push out points to either side of the midpoint to build a quad and a four sided triangle fan, with four open external edges and four closed external edges. We can then push out on any of the open edges, RMT fashion, calculate the areas of these triangles in the land blob, or sea blob if we flip it, to get a running total versus the total area of the surface of a sort of unit sphere, that’s ‘100% in diameter’, if you will.

Right now I’m drawing polygon divs on the parent circle div, creating them randomly with one button and then randomly choosing one to remove with another button. The landmass divs each have a unique id so I can set CSS attributes dynamically with Javascript and remove them, too. What I will need to do is keep track of P5D vertices, edges and triangles with which we can make divs as we need to, update the attributes of the div or remove it entirely. If a point is outside the circle, we will want to change that. A vertex on the surface of the world map is a 3D XYZ point on the surface of a sphere, and is projected in 2D inside the circle of the hemisphere, the side of the world we are looking at; determining and creating some other point of view comes later on.

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