block by enjalot d5ee7ee1bb8dcbbdbfb0ecd1480aa640

thing 0001

Full Screen

thing 0001

playing with rasterizing font using techniques linked below.

The idea of drawing text on a <canvas> element and using the bitmap to identify points within the text came from Toph Tucker’s block that reverse-engineers FizzyText.

forked from armollica‘s block: Slimy Text

forked from enjalot‘s block: Particle viSFest

index.html

<html>
<head>
<style>
  body { background: #111 }

</style>
</head>
<body>
<script src="https://d3js.org/d3.v4.min.js"></script>
  <script src="https://d3js.org/d3-scale-chromatic.v1.min.js"></script>  
<script>

var text = "enj";

var width = 960;
var height = 500;
var fontSize = 420
var radius = 4;
var spacing = 18;
var collisionStrength = 0.1;

var options = {
	width: width,
	height: height,
	spacing: spacing,
	fontSize: fontSize + "px"
};
  
var color = d3.scaleSequential(d3.interpolateRainbow)
  .domain([0, width])

// Rasterized grid of points that represent the text
var pixels = rasterizeText(text, options)	
	.map(function(d) {
    var x = Math.random() * width;
    var r = radius + Math.abs(width/2 - x)/width*2 * 4
		return {
			x: x,
			y: Math.random() * height,
			xTarget: d[0],
			yTarget: d[1] - 40,
			rTarget: r,
      rDisplay: r * 2.
		};
	});

var maxR = d3.max(pixels, function(d) { return d.rTarget })

// Combine mouse node with pixel nodes
var nodes = [].concat(pixels);

var svg = d3.select("body").append("svg")
	.attr("width", width)
	.attr("height", height);


// Circles that form the text
var circle = svg.append("g")
		.attr("class", "circles")
		//.style("filter", "url(#gooey)")
	.selectAll("circle").data(pixels)
		.enter()
    .append("rect")
			.attr("x", function(d) { return d.x + maxR/2 - d.rDisplay/2; })
			.attr("y", function(d) { return d.y + maxR/2 - d.rDisplay/2; })
			.attr("width", function(d) { return d.rDisplay ; })
			.attr("height", function(d) { return d.rDisplay ; })
		.style("fill", function(d) {
      if(d.rTarget < maxR/1.3)
    	return "#fff"
    })
		.style("stroke", function(d) {
    	return "#fff"
    })
		.style("stroke-width", function(d) {
      return 1 + (maxR - d.rTarget) * .2
    })
			



// Nodes want to form the text but won't overlap
var simulation = d3.forceSimulation(nodes)
	.velocityDecay(0.2)
	.force("x", d3.forceX(function(d) { return d.xTarget; }).strength(collisionStrength))
	.force("y", d3.forceY(function(d) { return d.yTarget; }).strength(collisionStrength))
	.force("collide", d3.forceCollide().radius(function(d) { return d.rTarget; }))
	.on("tick", ticked);

function ticked() {
	circle
		//.attr("cx", function(d) { return d.x; })
		//.attr("cy", function(d) { return d.y; })
    .attr("x", function(d) { return d.x + maxR/2 - d.rDisplay/2; })
			.attr("y", function(d) { return d.y + maxR/2 - d.rDisplay/2; })

}



// Convert text into grid of points that lay on top of the text
// Inspired by FizzyText. See //bl.ocks.org/tophtucker/978513bc74d0b32d3795
function rasterizeText(text, options) {
	var o = options || {};

	var fontSize = o.fontSize || "200px",
			fontWeight = o.fontWeight || "600",
			fontFamily = o.fontFamily || "sans-serif",
			textAlign = o.center || "center",
			textBaseline = o.textBaseline || "middle",
			spacing = o.spacing || 10,
			width = o.width || 960,
			height = o.height || 500,
			x = o.x || (width / 2),
			y = o.y || (height / 2);
	
	var canvas = document.createElement("canvas");
	canvas.width = width;
	canvas.height = height;

	var context = canvas.getContext("2d");

	context.font = [fontWeight, fontSize, fontFamily].join(" ");
	context.textAlign = textAlign;
	context.textBaseline = textBaseline;

	var dx = context.measureText(text).width,
			dy = +fontSize.replace("px", ""),
			bBox = [[x - dx / 2, y - dy / 2], [x + dx / 2, y + dy / 2]];

	context.fillText(text, x, y);

	var imageData = context.getImageData(0, 0, width, height);

	var pixels = [];
	for (var x = bBox[0][0]; x < bBox[1][0]; x += spacing) {
		for (var y = bBox[0][1]; y < bBox[1][1]; y += spacing) {
			var pixel = getPixel(imageData, x, y);
			if (pixel[3] != 0) pixels.push([x, y]);
		}
	}
	
	return pixels;
}

function getPixel(imageData, x, y) {
	var i = 4 * (parseInt(x) + parseInt(y) * imageData.width);
	var d = imageData.data;
	return [ d[i], d[i+1], d[i+2], d[i+3] ];
}
</script>
</body>
</html>