04정점 흔들림 값으로 모핑하는 들로네 삼각 메쉬
같은 시드 좌표 값으로 만든 삼각 메쉬의 정점 흔들림 값이 시간에 따라 바뀌며 표면이 천천히 출렁인다.
쓰임데이터 시각화 배경 메쉬
VERTEX_JITTER_PXdelaunayTriangulatecircumcircle

<main class="stage">
<div class="vd is-demo" id="vdRoot">
<canvas class="vd__canvas" id="vdCanvas" width="480" height="300"></canvas>
<p class="vd__caption">정점 흔들림 값으로 모핑하는 들로네 삼각 메쉬</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-paper);
.vd {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
}
.vd__canvas {
display: block;
width: 100%;
height: 100%;
}
.vd__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 72%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 247, 230, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.vd__caption { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.vd { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffffff;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.vd {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
}
.vd__canvas {
display: block;
width: 100%;
height: 100%;
}
.vd__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 72%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 247, 230, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.vd__caption {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.vd {
cursor: default;
}
}(function () {
var root = document.getElementById('vdRoot');
var canvas = document.getElementById('vdCanvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var LOOP_MS = 2000;
var VERTEX_JITTER_PX = 10;
var JITTER_FREQ = Math.PI * 2 / LOOP_MS;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rand = seedRand(409041);
var meshPalette = ['#2f6df6', '#b9a0ff', '#6ec8ff', '#4cd4a6', '#ff9ebb'];
var BASE_W = 480, BASE_H = 300;
var points = [];
var GRID_X = 7, GRID_Y = 5;
for (var gy = 0; gy < GRID_Y; gy += 1) {
for (var gx = 0; gx < GRID_X; gx += 1) {
var jx = (rand() - 0.5) * (BASE_W / GRID_X) * 0.7;
var jy = (rand() - 0.5) * (BASE_H / GRID_Y) * 0.7;
points.push({
bx: (gx + 0.5) * (BASE_W / GRID_X) + jx,
by: (gy + 0.5) * (BASE_H / GRID_Y) + jy,
phaseX: rand() * Math.PI * 2, phaseY: rand() * Math.PI * 2
});
}
}
function circumcircle(a, b, c) {
var ax = a[0], ay = a[1], bx = b[0], by = b[1], cx = c[0], cy = c[1];
var d = 2 * (ax * (by - cy) + bx * (cy - ay) + cx * (ay - by));
if (Math.abs(d) < 1e-6) return null;
var ux = ((ax * ax + ay * ay) * (by - cy) + (bx * bx + by * by) * (cy - ay) + (cx * cx + cy * cy) * (ay - by)) / d;
var uy = ((ax * ax + ay * ay) * (cx - bx) + (bx * bx + by * by) * (ax - cx) + (cx * cx + cy * cy) * (bx - ax)) / d;
var r2 = (ux - ax) * (ux - ax) + (uy - ay) * (uy - ay);
return { x: ux, y: uy, r2: r2 };
}
function delaunayTriangulate(pts) {
var minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
pts.forEach(function (p) {
minX = Math.min(minX, p[0]); minY = Math.min(minY, p[1]);
maxX = Math.max(maxX, p[0]); maxY = Math.max(maxY, p[1]);
});
var dx = maxX - minX, dy = maxY - minY, dmax = Math.max(dx, dy) || 1;
var midx = (minX + maxX) / 2, midy = (minY + maxY) / 2;
var work = pts.slice();
var s0 = work.length, s1 = work.length + 1, s2 = work.length + 2;
work.push([midx - 20 * dmax, midy - dmax], [midx, midy + 20 * dmax], [midx + 20 * dmax, midy - dmax]);
var tris = [[s0, s1, s2]];
for (var i = 0; i < pts.length; i += 1) {
var p = work[i];
var bad = [];
for (var t = 0; t < tris.length; t += 1) {
var tri = tris[t];
var cc = circumcircle(work[tri[0]], work[tri[1]], work[tri[2]]);
if (!cc) continue;
var ddx = p[0] - cc.x, ddy = p[1] - cc.y;
if (ddx * ddx + ddy * ddy <= cc.r2) bad.push(t);
}
var edgeCount = {};
bad.forEach(function (t2) {
var tri = tris[t2];
var edges = [[tri[0], tri[1]], [tri[1], tri[2]], [tri[2], tri[0]]];
edges.forEach(function (e) {
var key = Math.min(e[0], e[1]) + '_' + Math.max(e[0], e[1]);
if (!edgeCount[key]) edgeCount[key] = { e: e, n: 0 };
edgeCount[key].n += 1;
});
});
var boundary = [];
Object.keys(edgeCount).forEach(function (k) { if (edgeCount[k].n === 1) boundary.push(edgeCount[k].e); });
bad.sort(function (a2, b2) { return b2 - a2; }).forEach(function (t3) { tris.splice(t3, 1); });
boundary.forEach(function (e) { tris.push([e[0], e[1], i]); });
}
return tris.filter(function (tri) { return tri[0] < pts.length && tri[1] < pts.length && tri[2] < pts.length; });
}
var cw = 480, ch = 300, scaleX = 1, scaleY = 1;
function fit() {
var r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas.width = cw; canvas.height = ch;
scaleX = cw / BASE_W; scaleY = ch / BASE_H;
draw(lastElapsed);
}
var lastElapsed = 0;
function draw(elapsed) {
lastElapsed = elapsed;
var jittered = points.map(function (p) {
return [
p.bx + Math.sin(elapsed * JITTER_FREQ + p.phaseX) * VERTEX_JITTER_PX,
p.by + Math.cos(elapsed * JITTER_FREQ * 0.85 + p.phaseY) * VERTEX_JITTER_PX
];
});
var tris = delaunayTriangulate(jittered);
ctx.clearRect(0, 0, cw, ch);
ctx.fillStyle = '#ffffff';
ctx.fillRect(0, 0, cw, ch);
tris.forEach(function (tri, ti) {
var a = jittered[tri[0]], b = jittered[tri[1]], c = jittered[tri[2]];
ctx.beginPath();
ctx.moveTo(a[0] * scaleX, a[1] * scaleY);
ctx.lineTo(b[0] * scaleX, b[1] * scaleY);
ctx.lineTo(c[0] * scaleX, c[1] * scaleY);
ctx.closePath();
ctx.fillStyle = meshPalette[ti % meshPalette.length];
ctx.globalAlpha = 0.55;
ctx.fill();
ctx.globalAlpha = 1;
ctx.strokeStyle = 'rgba(23,20,26,.5)';
ctx.lineWidth = 1;
ctx.stroke();
});
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var playing = !reduce;
var elapsed = reduce ? LOOP_MS * 0.5 : 0;
if (reduce) { root.classList.remove('is-demo'); }
var lastTs = null;
function tick(ts) {
if (lastTs === null) lastTs = ts;
var dt = ts - lastTs;
lastTs = ts;
if (playing) { elapsed += dt; if (elapsed >= LOOP_MS) elapsed -= LOOP_MS; }
draw(elapsed);
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
draw(elapsed);
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./DelaunayTriangleMeshMorph.module.scss";
type Point = { bx: number; by: number; phaseX: number; phaseY: number };
type Circum = { x: number; y: number; r2: number };
export default function DelaunayTriangleMeshMorph() {
const rootRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
if (!root || !canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const wrap = canvas.parentElement as HTMLElement;
const LOOP_MS = 2000;
const VERTEX_JITTER_PX = 10;
const JITTER_FREQ = (Math.PI * 2) / LOOP_MS;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rand = seedRand(409041);
const meshPalette = ["#2f6df6", "#b9a0ff", "#6ec8ff", "#4cd4a6", "#ff9ebb"];
const BASE_W = 480, BASE_H = 300;
const points: Point[] = [];
const GRID_X = 7, GRID_Y = 5;
for (let gy = 0; gy < GRID_Y; gy += 1) {
for (let gx = 0; gx < GRID_X; gx += 1) {
const jx = (rand() - 0.5) * (BASE_W / GRID_X) * 0.7;
const jy = (rand() - 0.5) * (BASE_H / GRID_Y) * 0.7;
points.push({
bx: (gx + 0.5) * (BASE_W / GRID_X) + jx,
by: (gy + 0.5) * (BASE_H / GRID_Y) + jy,
phaseX: rand() * Math.PI * 2, phaseY: rand() * Math.PI * 2
});
}
}
function circumcircle(a: [number, number], b: [number, number], c: [number, number]): Circum | null {
const ax = a[0], ay = a[1], bx = b[0], by = b[1], cx = c[0], cy = c[1];
const d = 2 * (ax * (by - cy) + bx * (cy - ay) + cx * (ay - by));
if (Math.abs(d) < 1e-6) return null;
const ux = ((ax * ax + ay * ay) * (by - cy) + (bx * bx + by * by) * (cy - ay) + (cx * cx + cy * cy) * (ay - by)) / d;
const uy = ((ax * ax + ay * ay) * (cx - bx) + (bx * bx + by * by) * (ax - cx) + (cx * cx + cy * cy) * (bx - ax)) / d;
const r2 = (ux - ax) * (ux - ax) + (uy - ay) * (uy - ay);
return { x: ux, y: uy, r2: r2 };
}
function delaunayTriangulate(pts: [number, number][]): [number, number, number][] {
let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
pts.forEach((p) => {
minX = Math.min(minX, p[0]); minY = Math.min(minY, p[1]);
maxX = Math.max(maxX, p[0]); maxY = Math.max(maxY, p[1]);
});
const dx = maxX - minX, dy = maxY - minY, dmax = Math.max(dx, dy) || 1;
const midx = (minX + maxX) / 2, midy = (minY + maxY) / 2;
const work: [number, number][] = pts.slice();
const s0 = work.length, s1 = work.length + 1, s2 = work.length + 2;
work.push([midx - 20 * dmax, midy - dmax], [midx, midy + 20 * dmax], [midx + 20 * dmax, midy - dmax]);
let tris: [number, number, number][] = [[s0, s1, s2]];
for (let i = 0; i < pts.length; i += 1) {
const p = work[i];
const bad: number[] = [];
for (let t = 0; t < tris.length; t += 1) {
const tri = tris[t];
const cc = circumcircle(work[tri[0]], work[tri[1]], work[tri[2]]);
if (!cc) continue;
const ddx = p[0] - cc.x, ddy = p[1] - cc.y;
if (ddx * ddx + ddy * ddy <= cc.r2) bad.push(t);
}
const edgeCount: Record<string, { e: [number, number]; n: number }> = {};
bad.forEach((t2) => {
const tri = tris[t2];
const edges: [number, number][] = [[tri[0], tri[1]], [tri[1], tri[2]], [tri[2], tri[0]]];
edges.forEach((e) => {
const key = Math.min(e[0], e[1]) + "_" + Math.max(e[0], e[1]);
if (!edgeCount[key]) edgeCount[key] = { e: e, n: 0 };
edgeCount[key].n += 1;
});
});
const boundary: [number, number][] = [];
Object.keys(edgeCount).forEach((k) => { if (edgeCount[k].n === 1) boundary.push(edgeCount[k].e); });
bad.sort((a2, b2) => b2 - a2).forEach((t3) => { tris.splice(t3, 1); });
boundary.forEach((e) => { tris.push([e[0], e[1], i]); });
}
return tris.filter((tri) => tri[0] < pts.length && tri[1] < pts.length && tri[2] < pts.length);
}
let cw = 480, ch = 300, scaleX = 1, scaleY = 1;
function fit() {
const r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas!.width = cw; canvas!.height = ch;
scaleX = cw / BASE_W; scaleY = ch / BASE_H;
draw(lastElapsed);
}
let lastElapsed = 0;
function draw(elapsed: number) {
lastElapsed = elapsed;
const jittered: [number, number][] = points.map((p) => [
p.bx + Math.sin(elapsed * JITTER_FREQ + p.phaseX) * VERTEX_JITTER_PX,
p.by + Math.cos(elapsed * JITTER_FREQ * 0.85 + p.phaseY) * VERTEX_JITTER_PX
]);
const tris = delaunayTriangulate(jittered);
ctx!.clearRect(0, 0, cw, ch);
ctx!.fillStyle = "#ffffff";
ctx!.fillRect(0, 0, cw, ch);
tris.forEach((tri, ti) => {
const a = jittered[tri[0]], b = jittered[tri[1]], c = jittered[tri[2]];
ctx!.beginPath();
ctx!.moveTo(a[0] * scaleX, a[1] * scaleY);
ctx!.lineTo(b[0] * scaleX, b[1] * scaleY);
ctx!.lineTo(c[0] * scaleX, c[1] * scaleY);
ctx!.closePath();
ctx!.fillStyle = meshPalette[ti % meshPalette.length];
ctx!.globalAlpha = 0.55;
ctx!.fill();
ctx!.globalAlpha = 1;
ctx!.strokeStyle = "rgba(23,20,26,.5)";
ctx!.lineWidth = 1;
ctx!.stroke();
});
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const playing = !reduce;
let elapsed = reduce ? LOOP_MS * 0.5 : 0;
if (reduce) { root.classList.remove("is-demo"); }
let lastTs: number | null = null;
let raf = 0;
function tick(ts: number) {
if (lastTs === null) lastTs = ts;
const dt = ts - lastTs;
lastTs = ts;
if (playing) { elapsed += dt; if (elapsed >= LOOP_MS) elapsed -= LOOP_MS; }
draw(elapsed);
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
draw(elapsed);
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.vd} is-demo`} ref={rootRef}>
<canvas className={styles.vd__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.vd__caption}>정점 흔들림 값으로 모핑하는 들로네 삼각 메쉬</p>
</div>
</main>
);
}04 정점 흔들림 값으로 모핑하는 들로네 삼각 메쉬 — 측정 누적면적 66.146% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 보로노이 다이어그램 그리는 법 9가지 — Canvas 코드
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보로노이 다이어그램 그리는 법 9가지 — Canvas 코드보로노이 다이어그램 그리는 법은 손으로 선을 잇는 게 아니라 계산이 대신 긋는 것이다. 보로노이 다이어그램은 선을 긋는 그림이 아니다 — 모든 점이 가장 가까운 시드 좌표 값을 찾아 칠해진 결과다. 그 좌표 값 하나 이 글의 데모 전부 보기


