canvas实现立方体随机堆叠背景效果代码
代码语言:html
所属分类:背景
代码描述:canvas实现立方体随机堆叠背景效果代码
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 = 0.05; // size of pattern - relative to canvas size const DIST_BRIDSON_MAX = 0.1; let canv, ctx; // canvas and context let maxx, maxy; // canvas dimensions let tr, distBridson; let rhombuses, offsetAngle; 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 { this.tris[1] = tri; tri.edges[1] = this; } } }} // class Edge //------------------------------------------------------------------------ class Triangle { constructor(a, b, c) { this.a = a; this.b = b; this.c = c; this.vertices = [this.a, this.b, this.c]; const m11 = 2 * (b.x - a.x); const m21 = 2 * (c.x - a.x); const m12 = 2 * (b.y - a.y); const m22 = 2 * (c.y - a.y); const c1 = b.x * b.x - a.x * a.x + b.y * b.y - a.y * a.y; const c2 = c.x * c.x - a.x * a.x + c.y * c.y - a.y * a.y; const det = m11 * m22 - m21 * m12; this.xc = (c1 * m22 - c2 * m12) / det; this.yc = (m11 * c2 - m21 * c1) / det; this.r = Math.hypot(this.xc - this.a.x, this.yc - this.a.y); } // constructor inCircumCircle(p) { return Math.hypot(p.x - this.xc, p.y - this.yc) < this.r; } hasEdge(p1, p2) { // (was written before the above "Edge" class) return ( (p1 == this.a || p1 == this.b || p1 == this.c) && ( p2 == this.a || p2 == this.b || p2 == this.c)); } listTris() { let other; this.tris = []; this.edges.forEach((edge, kEdge) => { other = edge.tris[0] == this ? edge.tris[1] : edge.tris[0]; if (other) this.tris[kEdge] = other; }); } // listTris draw(fillStyle, lineWidth, strokeStyle) { ctx.beginPath(); ctx.moveTo(this.a.x, this.a.y); ctx.lineTo(this.b.x, this.b.y); ctx.lineTo(this.c.x, this.c.y); ctx.closePath(); if (fillStyle) { ctx.fillStyle = fillStyle; ctx.fill(); } if (lineWidth) { ctx.lineWidth = lineWidth; ctx.strokeStyle = strokeStyle; ctx.stroke(); } } // draw } // Triangle //------------------------------------------------------------------------ class Delaunay { /* Delaunay based on based on https://en.wikipedia.org/wiki/Bowyer%E2%80%93Watson_algorithm */ constructor(points, maxx, maxy, margin) { let triangulation, badTriangles, polygon; /* maxx and maxy are given here ONLY to determine the initial triangle, assuming all points are in a (-margin, -margin)-(maxx + margin, maxy + margin) rectangle actual extreme coordinates of points could be used instead of maxx and maxy maxx and maxy are both supposed > 0 */ /* triangulation := empty triangle mesh data structure*/ /* add super-triangle to triangulation // must be large enough to completely contain all the points in pointList */ /* the super-triangle has a vertex in [-margin-1, -margin-1] and 2 sides parallel to the axis The 3rd side is a 45 degrees slanted line passing by [maxx + margin + 1, maxy + margin + 1] /!\ CAUTION : all triangles generated will have the same orientation as this initial super-triangle */ const numPts = points.length; const pts = points.map((p, kp) => ({ x: p.x, y: p.y, kp })); // array of points - future vertices this.points = pts; let supert = [ { x: -margin - 1, y: maxx + maxy + 3 * margin + 3 }, // points turning clockwise on a JS 2D canvas { x: -margin - 1, y: -margin - 1 }, { x: maxx + maxy + 3 * margin + 3, y: -margin - 1 }]; triangulation = [new Triangle(...supert)]; /* for each point in pointList do // add all the points one at a time to the triangulation */ for (let kp = 0; kp < numPts; ++kp) { let point = pts[kp]; /* badTriangles := empty set */ badTriangles = []; /* for each triangle in triangulation do // first find all the triangles that are no longer valid due to the insertion */ for (let kt = 0; kt < triangulation.length; ++kt) { if (triangulation[kt].inCircumCircle(point)) badTriangles.push(triangulation[kt]); } // for kt polygon = []; for (let kt = 0; kt < badTriangles.length; ++kt) { let tri = badTriangles[kt]; if ( !badTriangles.some( othertri => othertri !== tri && othertri.hasEdge(tri.a, tri.b))) polygon.push([tri.a, tri.b]); if ( !badTriangles.some( othertri => othertri !== tri && othertri.hasEdge(tri.b, tri.c))) polygon.push([tri.b, tri.c]); if ( !badTriangles.some( othertri => othertri !== tri && othertri.hasEdge(tri.c, tri.a))) polygon.push([tri.c, tri.a]); } // for kt /* remove bad triangles from triangulation */ for (let kt = 0; kt < badTriangles.length; ++kt) { let tri = badTriangles[kt]; triangulation.........完整代码请登录后点击上方下载按钮下载查看
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