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Implement workers, transparency, priority image, lil-gui
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function random(min, max) { | ||
return min + Math.random() * (max - min) | ||
} | ||
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function randomChoice(list) { | ||
return list[Math.floor(Math.random() * list.length)] | ||
} | ||
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function clamp(x, min, max) { | ||
[min, max] = [Math.min(min, max), Math.max(min, max)] | ||
return Math.min(max, Math.max(min, x)) | ||
} | ||
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function rgb2hex(red, green, blue) { | ||
const rgb = blue | (green << 8) | (red << 16) | ||
return '#' + (0x1000000 + rgb).toString(16).slice(1) | ||
} | ||
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export class PolygonFactory { | ||
constructor(width, height, options) { | ||
this.width = width | ||
this.height = height | ||
this.options = options | ||
} | ||
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generatePoint() { | ||
if (this.options.restriction.enable) { | ||
const sides = this.options.restriction.sides | ||
const angle = this.options.restriction.angle | ||
const radius = Math.min(this.width, this.height) / 2 | ||
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const i1 = Math.floor(Math.random() * sides) | ||
const i2 = (i1 + 1) % sides | ||
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const x1 = Math.cos(i1 / sides * 2 * Math.PI + angle) * radius + this.width / 2 | ||
const y1 = Math.sin(i1 / sides * 2 * Math.PI + angle) * radius + this.height / 2 | ||
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const x2 = Math.cos(i2 / sides * 2 * Math.PI + angle) * radius + this.width / 2 | ||
const y2 = Math.sin(i2 / sides * 2 * Math.PI + angle) * radius + this.height / 2 | ||
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const t = Math.random() | ||
const x = (1 - t) * x1 + t * x2 | ||
const y = (1 - t) * y1 + t * y2 | ||
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return [x, y] | ||
} else { | ||
return [random(0, this.width), random(0, this.height)] | ||
} | ||
} | ||
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tweakPoint(point) { | ||
if (this.options.restriction.enable) { | ||
return this.generatePoint() | ||
} else { | ||
return [clamp(point[0] + random(-this.width / 10, this.width / 10), 0, this.width), | ||
clamp(point[1] + random(-this.height / 10, this.height / 10), 0, this.height)] | ||
} | ||
} | ||
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generate() { | ||
const points = [] | ||
const sides = Math.floor(random(this.options.minSides, this.options.maxSides)) | ||
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for (let i = 0; i < sides; i++) { | ||
points.push(this.generatePoint()) | ||
} | ||
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return { | ||
r: Math.floor(Math.random() * 256), | ||
g: Math.floor(Math.random() * 256), | ||
b: Math.floor(Math.random() * 256), | ||
a: this.options.transparent ? Math.random() : 1, | ||
points | ||
} | ||
} | ||
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tweak(polygon) { | ||
const newPolygon = { ...polygon, points: polygon.points.slice() } | ||
const r = random(0, polygon.points.length + 4) | ||
if (r < 3) { | ||
const color = randomChoice(['r', 'g', 'b']) | ||
newPolygon[color] = clamp(polygon[color] + random(-25, 25), 0, 255) | ||
} else if (r < 4 && this.options.transparent) { | ||
newPolygon.a = clamp(polygon.a + random(-0.1, 0.1), 0, 1) | ||
} else { | ||
const i = Math.floor(Math.random() * polygon.points.length) | ||
if (polygon.points.length > this.options.minSides && Math.random() < 0.1) { | ||
newPolygon.points.splice(i, 1) | ||
} else if (polygon.points.length < this.options.maxSides && Math.random() < 0.1) { | ||
newPolygon.points.splice(i, 0, this.generatePoint()) | ||
} else if (Math.random() < 0.5) { | ||
const j = Math.floor(Math.random() * polygon.points.length) | ||
newPolygon.points[i] = polygon.points[j] | ||
newPolygon.points[j] = polygon.points[i] | ||
} else { | ||
newPolygon.points[i] = this.tweakPoint(polygon.points[i]) | ||
} | ||
} | ||
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return newPolygon | ||
} | ||
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draw(ctx, polygon) { | ||
const style = `rgba(${polygon.r}, ${polygon.g}, ${polygon.b}, ${polygon.a})` | ||
ctx.strokeStyle = ctx.fillStyle = style | ||
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ctx.beginPath() | ||
ctx.moveTo(polygon.points[0][0], polygon.points[0][1]) | ||
for (let i = 0; i < polygon.points.length; i++) { | ||
ctx.lineTo(polygon.points[i][0], polygon.points[i][1]) | ||
} | ||
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if (polygon.points.length === 2) { | ||
ctx.stroke() | ||
} else { | ||
ctx.fill() | ||
} | ||
} | ||
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svg(polygon) { | ||
const style = rgb2hex(polygon.r, polygon.g, polygon.b) | ||
const points = polygon.points.map(([x, y]) => `${x},${y}`) | ||
return `<polygon points="${points.join(' ')}" fill="${style}" opacity="${polygon.a}"/>` | ||
} | ||
} | ||
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export class RegularPolygonFactory extends PolygonFactory { | ||
generate() { | ||
return { | ||
r: Math.floor(Math.random() * 256), | ||
g: Math.floor(Math.random() * 256), | ||
b: Math.floor(Math.random() * 256), | ||
a: this.options.transparent ? Math.random() : 1, | ||
sides: Math.floor(random(this.options.minSides, this.options.maxSides)), | ||
x: random(0, this.width), y: random(0, this.height), | ||
radius: random(this.options.minRadius, this.options.maxRadius), | ||
angle: random(0, 2 * Math.PI) | ||
} | ||
} | ||
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tweak(polygon) { | ||
const newPolygon = { ...polygon } | ||
const r = random(0, 10) | ||
if (r < 4 && (polygon.sides > this.options.minSides || polygon.sides < this.options.maxSides)) { | ||
if (polygon.sides > this.options.minSides) { | ||
newPolygon.sides-- | ||
} else if (polygon.sides < this.options.maxSides) { | ||
newPolygon.sides++ | ||
} | ||
} else if (r < 6) { | ||
const color = randomChoice(['r', 'g', 'b']) | ||
newPolygon[color] = clamp(polygon[color] + random(-25, 25), 0, 255) | ||
} else if (r < 7 && this.options.transparent) { | ||
newPolygon.a = clamp(polygon.a + random(-0.1, 0.1), 0, 1) | ||
} else { | ||
newPolygon.angle = (polygon.angle + random(-0.1, 0.1)) % (2 * Math.PI) | ||
} | ||
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return newPolygon | ||
} | ||
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getPoint(polygon, i) { | ||
const rot = i / polygon.sides * 2 * Math.PI + polygon.angle | ||
return [ | ||
Math.cos(rot) * polygon.radius + polygon.x, | ||
Math.sin(rot) * polygon.radius + polygon.y | ||
] | ||
} | ||
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draw(ctx, polygon) { | ||
const style = `rgba(${polygon.r}, ${polygon.g}, ${polygon.b}, ${polygon.a})` | ||
ctx.strokeStyle = ctx.fillStyle = style | ||
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ctx.beginPath() | ||
if (polygon.sides === 50) { | ||
ctx.arc(polygon.x, polygon.y, polygon.radius, 0, 2 * Math.PI) | ||
} else { | ||
for (let i = 0; i < polygon.sides; i++) { | ||
const [x, y] = this.getPoint(polygon, i) | ||
if (i === 0) { | ||
ctx.moveTo(x, y) | ||
} else { | ||
ctx.lineTo(x, y) | ||
} | ||
} | ||
} | ||
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if (polygon.sides === 2) { | ||
ctx.stroke() | ||
} else { | ||
ctx.fill() | ||
} | ||
} | ||
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svg(polygon) { | ||
const style = rgb2hex(polygon.r, polygon.g, polygon.b) | ||
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if (polygon.sides === 50) { | ||
return `<circle cx="${polygon.x}" cy="${polygon.y}" r="${polygon.radius}" fill="${style}" />` | ||
} else { | ||
const points = [] | ||
for (let i = 0; i < polygon.sides; i++) { | ||
const [x, y] = this.getPoint(polygon, i) | ||
points.push(`${x},${y}`) | ||
} | ||
return `<polygon points="${points.join(' ')}" fill="${style}" opacity="${polygon.a}"/>` | ||
} | ||
} | ||
} | ||
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export class TextureFactory { | ||
constructor(width, height, options, textureCanvas) { | ||
this.width = width | ||
this.height = height | ||
this.options = options | ||
this.textureCanvas = textureCanvas | ||
} | ||
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generate() { | ||
return { | ||
a: this.options.transparent ? Math.random() : 1, | ||
x: random(0, this.width), | ||
y: random(0, this.height), | ||
radius: random(this.options.minRadius, this.options.maxRadius), | ||
angle: random(0, 2 * Math.PI) | ||
} | ||
} | ||
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tweak(texture) { | ||
const newTexture = { ...texture } | ||
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const r = random(0, 5) | ||
if (r < 1 && this.options.transparent) { | ||
newTexture.a = clamp(texture.a + random(-0.1, 0.1), 0, 1) | ||
} else if (r < 2) { | ||
newTexture.x = clamp(texture.x + random(-0.1, 0.1) * this.width, -texture.radius, this.width + texture.radius) | ||
} else if (r < 3) { | ||
newTexture.y = clamp(texture.y + random(-0.1, 0.1) * this.height, -texture.radius, this.height + texture.radius) | ||
} else if (r < 4) { | ||
newTexture.radius = clamp(texture.radius + random(this.options.minRadius, this.options.maxRadius) / 10, this.options.minRadius, this.options.maxRadius) | ||
} else { | ||
newTexture.angle = (texture.angle + random(-0.1, 0.1)) % (2 * Math.PI) | ||
} | ||
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return newTexture | ||
} | ||
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draw(ctx, texture) { | ||
ctx.save() | ||
ctx.globalAlpha = texture.a | ||
ctx.translate(texture.x, texture.y) | ||
ctx.rotate(texture.angle) | ||
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let width = texture.radius | ||
let height = texture.radius | ||
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if (texture.width > texture.height) { | ||
height *= this.textureCanvas.height / this.textureCanvas.width | ||
} else { | ||
width *= this.textureCanvas.width / this.textureCanvas.height | ||
} | ||
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ctx.drawImage(this.textureCanvas, -width / 2, -height / 2, width, height) | ||
ctx.restore() | ||
} | ||
} |
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