canvas实现剖面线三角形效果代码
代码语言:html
所属分类:其他
代码描述:canvas实现剖面线三角形效果代码,点击可产生新的图案。
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<style>
body {
font-family: Arial, Helvetica, "Liberation Sans", FreeSans, sans-serif;
background-color: #000;
margin: 0;
padding: 0;
border-width: 0;
}
#explain {
position: absolute;
left: 50%;
transform: translateX(-50%);
bottom: 10px;
background-color: rgba(255, 255, 255, 0.9);
border: 1px solid black;
border-radius: 10px;
padding: 10px;
color: black;
z-index: 1;
}
.hidden {
display: none;
}
#explain p.buttline {
text-align: center;
}
</style>
</head>
<body >
<div id=explain>
<div id="txtexplain"></div>
<p class=buttline><button type="button" id="butt2">next >></button> <button type="button" id="butt3">skip it
all</button></p>
</div>
<script>
"use strict";
window.addEventListener("load", function () {
let triWidth, triHeight; // length of triangle side and altitude
let firstRun = !location.pathname.includes("/fullcpgrid/");
let canv, ctx; // canvas and context
let maxx, maxy, lRef; // canvas dimensions (lRef is average)
let grid;
let nbx, nby;
let hnbx, hnby; // number of triangles in the half of the width, height of the canvas
let blocks, nbLines;
let events;
// shortcuts for Math.
const mrandom = Math.random;
const mfloor = Math.floor;
const mround = Math.round;
const mceil = Math.ceil;
const mabs = Math.abs;
const mmin = Math.min;
const mmax = Math.max;
const mPI = Math.PI;
const mPIS2 = Math.PI / 2;
const m2PI = Math.PI * 2;
const msin = Math.sin;
const mcos = Math.cos;
const matan2 = Math.atan2;
const mhypot = Math.hypot;
const msqrt = Math.sqrt;
const rac3 = msqrt(3);
const rac3s2 = rac3 / 2;
const mPIS3 = Math.PI / 3;
//------------------------------------------------------------------------
function alea(mini, maxi) {
// random number in given range
if (typeof maxi == "undefined") return mini * mrandom(); // range 0..mini
return mini + mrandom() * (maxi - mini); // range mini..maxi
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function intAlea(mini, maxi) {
// random integer in given range (mini..maxi - 1 or 0..mini - 1)
//
if (typeof maxi == "undefined") return mfloor(mini * mrandom()); // range 0..mini - 1
return mini + mfloor(mrandom() * (maxi - mini)); // range mini .. maxi - 1
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function arrayShuffle(array) {
/* randomly changes the order of items in an array
only the order is modified, not the elements
*/
let k1, temp;
for (let k = array.length - 1; k >= 1; --k) {
k1 = intAlea(0, k + 1);
temp = array[k];
array[k] = array[k1];
array[k1] = temp;
} // for k
return array;
} // arrayShuffle
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/* returns lerp point between p0 and p1,
alpha = 0 will return p0, alpha = 1 will return p1
values of alpha outside [0,1] may be used to compute points outside the p0-p1 segment
*/
function lerp(p0, p1, alpha) {
return {
x: (1 - alpha) * p0.x + alpha * p1.x,
y: (1 - alpha) * p0.y + alpha * p1.y };
} // function lerp
//------------------------------------------------------------------------
function addP(text) {
let p = document.createElement("p");
p.append(text);
txtexplain.append(p);
}
//------------------------------------------------------------------------
class Triangle {
/* numbering of vertices / edges
0 2---1---1
/ \ \ /
2 0 2 0
/ \ \ /
2---1---1 0
*/
constructor(kx, ky) {
this.kx = kx;
this.ky = ky;
this.kxc = kx - hnbx;
this.kyc = ky - hnby;
this.upsideDown = this.kxc + this.kyc & 1; // 0 or 1
this.setXY();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setXY() {
let xa, ya, vertices, deltay, upsideDown;
// centre of this triangle (middle of height, not gravity centre)
this.ya = ya = maxy / 2 + this.kyc * triHeight;
this.xa = xa = maxx / 2 + this.kxc * triWidth / 2;
this.vertices = vertices = [];
deltay = triHeight / 2;
if (this.upsideDown) deltay = -deltay;
vertices[0] = { x: xa, y: ya - deltay };
vertices[1] = { x: xa + triWidth / 2, y: ya + deltay };
vertices[2] = { x: xa - triWidth / 2, y: ya + deltay };
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setBase(side) {
// where side is 0,1,2
this.base = side; // which side is the base ?
this.dirBase = [
[0, 1, 2],
[2, 1, 0]][
this.upsideDown][this.base]; // orientation of base (== base side number for normally oriented triangle)
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setNeighbors() {
/* to be called only after the whole grid has been created */
let kx, ky;
this.neighbors = [];
for (let k = 0; k < 3; ++k) {
kx = this.kx + [1, 0, -1][k];
ky =
this.ky +
[
[0, 1, 0],
[0, -1, 0]][
this.upsideDown][k];
this.neighbors[k] =
kx < 0 || kx >= nbx || ky < 0 || ky >= nby ? false : grid[ky][kx];
} // for k
} // Triangle.setNeighbor
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
setOneaab(side, value) {
// sets value of this.aab[side] and the matching neighbor (if any) too
// sets the "base" property to this side if value is 1
this.aab[side] = value;
if (this.neighbors[side]) {
this.neighbors[side].aab[2 - side] = value;
}
if (value == 1) {
this.setBase(side);
if (this.neighbors[side]) {
this.neighbors[side].setBase(2 - side);
}
}
}
setaab() {
/* sets 3 values of this.aab, taking into account the already filled values and the constraints relative to the neighborhood
*/
let neigh, possible, choice;
const zeroes = [];
const ones = [];
const empty = [];
// count 1s and 0s already present
for (let k = 0; k < 3; ++k) {
if (this.aab[k] === 0) zeroes.push(k);else
if (this.aab[k] === 1) ones.push(k);else
empty.push(k);
}
if (empty.length == 0) {
// already completed
if (ones.length != 1) throw "wtf ???";
return; // already completed, ok
}
if (ones.length > 1) throw "wtf ???";
if (ones.length == 1) {
// already a 1, no choice
empty.forEach(s => this.setOneaab(s, 0));
return;
}
// no "1" already present. Check empty edges to check if 1 are possible
possible = [];
empty.forEach(s => {
neigh = this.neighbors[s];
if (!neigh || !neigh.aab.includes(1)) possible.push(s);
});
if (possible.length == 0) throw "impossible to add a 1";
choice = possible[intAlea(possible.length)];
this.setOneaab(choice, 1);
empty.splice(empty.indexOf(choice), 1);
// fill the rest with 0
while (empty.length > 0) {
choice = empty.pop();
this.setOneaab(choice, 0);
}
} // setaab
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
drawaab(lineWidth, opacity) {
ctx.beginPath();
this.aab.forEach((v, k) => {
ctx.beginPath();
ctx.moveTo(this.vertices[k].x, this.vertices[k].y);
ctx.lineTo(this.vertices[(k + 1) % 3].x, this.vertices[(k + 1) % 3].y);
ctx.lineWidth = lineWidth;
ctx.strokeStyle = `hsla(${[120, 0][v]},100%,50%,${opacity})`;
ctx.stroke();
});
} // draw aab
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
hatchaab(alpha, hue, lineWidth, lum = 50) {
// for alpha = 0..1
const pa = lerp(this.vertices[this.a], this.vertices[this.b], alpha);
const pb = lerp(this.vertices[this.c], this.vertices[this.b], alpha);
ctx.beginPath();
ctx.moveTo(pa.x, pa.y);
ctx.lineTo(pb.x, pb.y);
ctx.lineWidth = lineWidth;
ctx.strokeStyle = `hsl(${hue},100%,${lum}%)`;
ctx.stroke();
}}
// class Triangle
//------------------------------------------------------------------------
function createGrid() {
let kx1, ky1, cell;
let stackDist = [];
grid = [];
for (let ky = 0; ky < nby; ++ky) {
grid[ky] = [];
for (let kx = 0; kx < nbx; ++kx) {
grid[ky][kx] = new Triangle(kx, ky);
} // for kx
} // for ky
grid.forEach(line => line.forEach(tri => tri.setNeighbors(.........完整代码请登录后点击上方下载按钮下载查看
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