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p[1] = p.vy *= -1; else if (p[1] > height) p[1] = height + (p.vy *= -1); p.vx += 0.1 * (Math.random() - .5) - 0.01 * p.vx; p.vy += 0.1 * (Math.random() - .5) - 0.01 * p.vy; } var cells = voro(particles); context.clearRect(0, 0, width, height); context.beginPath(); cells.forEach(function(cell) { drawPolygonIncircle(cell, -2.5); }); context.fillStyle = "#ddd"; context.fill(); context.beginPath(); cells.forEach(function(cell) { drawPolygon(cell); }); context.lineWidth = 1; context.strokeStyle = "#aaa"; context.stroke(); context.beginPath(); particles.forEach(function(particle) { drawPoint(particle); }); context.fillStyle = "#000"; context.fill(); }); function drawPoint(point) { context.moveTo(point[0] + 1.5, point[1]); context.arc(point[0], point[1], 1.5, 0, 2 * Math.PI); } function drawPolygon(points) { context.moveTo(points[0][0], points[0][1]); for (var i = 1, n = points.length; i < n; ++i) context.lineTo(points[i][0], points[i][1]); context.closePath(); } function drawPolygonIncircle(points, offsetRadius) { var circle = polygonIncircle(points), radius = circle.radius + offsetRadius; if (radius > 0) { context.moveTo(circle[0] + radius, circle[1]); context.arc(circle[0], circle[1], radius, 0, 2 * Math.PI); } } // A horrible brute-force algorithm for determining the largest circle that can // fit inside a convex polygon. For each distinct set of three sides of the // polygon, compute the tangent circle. Then reduce the circle’s radius against // the remaining sides of the polygon. function polygonIncircle(points) { var circle = {radius: 0}; for (var i = 0, n = points.length; i < n; ++i) { var pi0 = points[i], pi1 = points[(i + 1) % n]; for (var j = i + 1; j < n; ++j) { var pj0 = points[j], pj1 = points[(j + 1) % n], pij = j === i + 1 ? pj0 : lineLineIntersection(pi0[0], pi0[1], pi1[0], pi1[1], pj0[0], pj0[1], pj1[0], pj1[1]); search: for (var k = j + 1; k < n; ++k) { var pk0 = points[k], pk1 = points[(k + 1) % n], pik = lineLineIntersection(pi0[0], pi0[1], pi1[0], pi1[1], pk0[0], pk0[1], pk1[0], pk1[1]), pjk = k === j + 1 ? pk0 : lineLineIntersection(pj0[0], pj0[1], pj1[0], pj1[1], pk0[0], pk0[1], pk1[0], pk1[1]), candidate = triangleIncircle(pij[0], pij[1], pik[0], pik[1], pjk[0], pjk[1]), radius = candidate.radius; for (var l = 0; l < n; ++l) { var pl0 = points[l], pl1 = points[(l + 1) % n], r = pointLineDistance(candidate[0], candidate[1], pl0[0], pl0[1], pl1[0], pl1[1]); if (r < circle.radius) continue search; if (r < radius) radius = r; } circle = candidate; circle.radius = radius; } } } return circle; } // Returns the incircle of the triangle 012. function triangleIncircle(x0, y0, x1, y1, x2, y2) { var x01 = x0 - x1, y01 = y0 - y1, x02 = x0 - x2, y02 = y0 - y2, x12 = x1 - x2, y12 = y1 - y2, l01 = Math.sqrt(x01 * x01 + y01 * y01), l02 = Math.sqrt(x02 * x02 + y02 * y02), l12 = Math.sqrt(x12 * x12 + y12 * y12), k0 = l01 / (l01 + l02), k1 = l12 / (l12 + l01), center = lineLineIntersection(x0, y0, x1 - k0 * x12, y1 - k0 * y12, x1, y1, x2 + k1 * x02, y2 + k1 * y02); center.radius = Math.sqrt((l02 + l12 - l01) * (l12 + l01 - l02) * (l01 + l02 - l12) / (l01 + l02 + l12)) / 2; return center; } // Returns the intersection of the infinite lines 01 and 23. function lineLineIntersection(x0, y0, x1, y1, x2, y2, x3, y3) { var x02 = x0 - x2, y02 = y0 - y2, x10 = x1 - x0, y10 = y1 - y0, x32 = x3 - x2, y32 = y3 - y2, t = (x32 * y02 - y32 * x02) / (y32 * x10 - x32 * y10); return [x0 + t * x10, y0 + t * y10]; } // Returns the signed distance from point 0 to the infinite line 12. function pointLineDistance(x0, y0, x1, y1, x2, y2) { var x21 = x2 - x1, y21 = y2 - y1; return (y21 * x0 - x21 * y0 + x2 * y1 - y2 * x1) / Math.sqrt(y21 * y21 + x21 * x21); } </script>