canvas弹性鹅卵石伸缩随机动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas弹性鹅卵石伸缩随机动画效果代码,单击鼠标切换。
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;
cursor: pointer;
}
</style>
</head>
<body >
<script >
"use strict";
window.addEventListener("load", function () {
const DIST_BRIDSON_MIN = 0.1; // size of pattern - relative to canvas size
const DIST_BRIDSON_MAX = 0.2;
const SPEED = 0.6; // must be > 0. May be tuned for a better halo effect, depending on size and FPS
let canv, ctx; // canvas and context
let maxx, maxy; // canvas dimensions
let tr, distBridson;
let displayCycle;
let polygons;
let gr;
// for animation
let messages;
// 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 mPIS3 = Math.PI / 3;
const m2PI = Math.PI * 2;
const m2PIS3 = Math.PI * 2 / 3;
const msin = Math.sin;
const mcos = Math.cos;
const matan2 = Math.atan2;
const mhypot = Math.hypot;
const msqrt = Math.sqrt;
//------------------------------------------------------------------------
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
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/* ============================================================================
This hash function is based upon Johannes Baagoe's carefully designed and efficient hash
function for use with JavaScript. It has a proven "avalanche" effect such
that every bit of the input affects every bit of the output 50% of the time,
which is good. See: http://baagoe.com/en/RandomMusings/hash/avalanche.xhtml
============================================================================
*/
/* This function returns a hash function depending on a seed.
if no seed is provided (or a falsy value), Math.random() is used.
The returned function always returns the same number in the range [0..1[ for the
same value of the argument. This argument may be a String or a Number or anything else
which can be 'toStringed'
Two returned functions obtained with two equal seeds are equivalent.
*/
function hashFunction(seed) {
let n0 = 0xefc8249d;
let n = n0;
mash(seed || Math.random()); // pre-compute n for seed
n0 = n; //
function mash(data) {
data = data.toString() + "U";
n = n0;
for (let i = 0; i < data.length; i++) {
n += data.charCodeAt(i);
var h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000; // 2^32
} // for
return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
} // mash
return mash;
} // hashFunction(seed)
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function Noise1D(period, min = 0, max = 1, hash) {
/* returns a 1D noise function.
the (mandatory) hash function must return a value between 0 and 1. The hash function
will be called with an integer number for a parameter.
the returned function takes one parameter, and will always return the same value if called with the same parameter
period should be > 1. The bigger period is, the smoother the output noise is
suggestion : the hash parameter could be a function returned from a call to hashFunction above
*/
let currx, y0, y1; // cached valued, to reduce number of calls to 'hash'
let phase = hash(0); // to shift the phase of different generators between each other;
return function (x) {
let xx = x / period + phase;
let intx = mfloor(xx);
if (intx - 1 === currx) {
// next integer interval
++currx;
y0 = y1;
y1 = min + (max - min) * hash(currx + 1);
} else if (intx !== currx) {
// unrelated interval
currx = intx;
y0 = min + (max - min) * hash(currx);
y1 = min + (max - min) * hash(currx + 1);
}
let frac = xx - currx;
let z = (3 - 2 * frac) * frac * frac;
return z * y1 + (1 - z) * y0;
};
} // Noise1D
/* example : noise = Noise1D (100, 0, maxy, hashFunction(seed));
*/
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
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function lerp(p0, p1, alpha) {
return {
x: (1 - alpha) * p0.x + alpha * p1.x,
y: (1 - alpha) * p0.y + alpha * p1.y };
}
//------------------------------------------------------------------------
//------------------------------------------------------------------------
function generatePoints(t) {
return t.points.map(p => ({ x: p.x, y: p.y })); // shallow copy
} // generate points
//------------------------------------------------------------------------
class SortedArray {
/* creates a sorted array of any kind of things, by intersting them into an initially empty array
the comparison function used for sorting is given to the constructor
Things are inserted using .insert method
sorted array is in the .tb property of the instance
*/
/*
the indexOf property lets you know if thing already existed according to fCompar, and at what index
just use doInsert(no parameters) after indexOf to insert thing at found (not -1) index
*/
/* CAUTION : if duplicates are allowed, indexOf is NOT garanteed to return the index of actual thing - only a thing
which returns 0 when compared with given thing. Use regular Array.indexOf on instance.tb instead.
*/
constructor(fCompar, keepDuplicates = false) {
/* fCompar is the function which will be called to compare the things that will be inserted
in this.tb
fCompar(a,b) must return number < 0 if a must be placed before b
== 0 if a and b are considered equal
> 0 if a must be placed after b
*/
this.tb = [];
this.fCompar = fCompar;
this.keepDuplicates = keepDuplicates;
}
indexOf(thing) {
this.thing = thing;
// search for place to insert thing, using comparison function this.fCompar
// if found, returns the index of thing in this.tb, else returns -1
// sets this.insertAt for future insertion
let cmp;
if (this.tb.length == 0) {
this.insertAt = 0;
return -1;
}
let a = 0,
c = this.tb.length - 1;
let b;
do {
b = Math.floor((a + c) / 2);
cmp = this.fCompar(this.tb[b], thing);
switch (true) {
case cmp < 0: // thing after b
if (b == c) {
// beyond c
this.insertAt = c + 1;
return -1;
}
if (a == b) ++b; // not to stay on same interval, if its length is 1 or 2
a = b; // after b : search (b, c) now
break;
case cmp == 0:
this.insertAt = b;
return b; // found !
default:
//thing before b
if (b == a) {
// before a
this.insertAt = a;
return -1;
}
c = b; // search (a, b) now
}
} while (true);
} // indexOf
doInsert() {
// DO NOT CALL TWICE WITHOUT getting new (!= -1) indexOf
this.tb.splice(this.insertAt, 0, this.thing);
}
insert(thing) {
/* inserts thing */
if (this.indexOf(thing) != -1 && !this.keepDuplicates) return; // already exists and refused
this.tb.splice(this.insertAt, 0, thing);
}}
// class SortedArray
//------------------------------------------------------------------------
class Edge {
constructor(p0, p1) {
if (p0.kp <= p1.kp) {
this.p0 = p0;
this.p1 = p1;
} else {
this.p0 = p1;
this.p1 = p0;
}
this.tris = []; // to record up to 2 triangles attached to this edge
}
attachTriangle(tri) {
// includes a triangle in and edge's tris array
// AND includes itself in this triangle's edges array
// AND more
if (!this.p0.tris.includes(tri)) this.p0.tris.push(tri);
if (!this.p1.tris.includes(tri)) this.p1.tris.push(tri);
if (!this.p0.edges.includes(this)) this.p0.edges.push(this);
if (!this.p1.edges.includes(this)) this.p1.edges.push(this);
if (tri.a == this.p0) {
if (tri.b == this.p1) {
this.tris[0] = tri;
tri.edges[0] = this;
} else {
this.tris[1] = tri;
tri.edges[2] = this;
}
return;
}
if (tri.b == this.p0) {
if (tri.c == this.p1) {
this.tris[0] = tri;
tri.edges[1] = this;
} else {
this.tris[1] = tri;
tri.edges[0] = this;
}
return;
}
if (tri.c == this.p0) {
if (tri.a == this.p1) {
this.tris[0] = tri;
tri.edges[2] = this;
} else {
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