js实现可编辑的雪花效果代码
代码语言:html
所属分类:其他
代码描述:js实现可编辑的雪花效果代码
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; } button { display: block; z-index: 10; position: absolute; left: 1em; cursor: pointer; } #controls { top: 1em; } #setfern { top: 3em; } #setsierp { top: 5em; } </style> </head> <body translate="no"> <button type="button" id="controls">edit</button> <button type="button" id="setfern">fern</button> <button type="button" id="setsierp">Sierpiński</button> <script > let canv, ctx; // canvas and context let fgCanv, fgCtx; let maxx, maxy; // canvas dimensions let fern; let xc, yc, radius; let controls = true; let animFernState = 0; const captureRadius = 10; // 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; const rac3 = msqrt(3); const rac3s2 = rac3 / 2; //------------------------------------------------------------------------ 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 randomSign() { // -1 or +1 return mrandom > 0.5 ? -1 : 1; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 drawFigure(point, figureIndex, color, lineWidth) { fgCtx.beginPath(); fgCtx.strokeStyle = color; fgCtx.lineWidth = lineWidth; switch (figureIndex) { case 0: // cross fgCtx.moveTo(point.x - 3, point.y); fgCtx.lineTo(point.x + 3, point.y); fgCtx.moveTo(point.x, point.y - 3); fgCtx.lineTo(point.x, point.y + 3); break; case 1: // x fgCtx.moveTo(point.x - 2, point.y - 2); fgCtx.lineTo(point.x + 2, point.y + 2); fgCtx.moveTo(point.x - 2, point.y + 2); fgCtx.lineTo(point.x + 2, point.y - 2); break; case 2: // o fgCtx.arc(point.x, point.y, 2, 0, m2PI); break;} fgCtx.stroke(); } // drawFigure //------------------------------------------------------------------------ // POINT //------------------------------------------------------------------------ // class Point function Point(x, y) { this.x = x; this.y = y; } // function Point // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Point.prototype.draw = function (color) { // hope this.index has been defined! // black background (thick line) drawFigure(this, this.index, "#000", 4); // colored drawing (thin line) drawFigure(this, this.index, color, 2); }; // Point.prototype.draw //------------------------------------------------------------------------ // TRIANGLE //------------------------------------------------------------------------ // class Triangle // given array of 3 points // /!\ : vertices order MATTERS function Triangle(vertices, color) { this.vertices = vertices; // since here a point cannot belong to more than one triangle, we can create a backlink : vertices.forEach((vertex, k) => { vertex.triangle = this; vertex.index = k; }); // vertices.forEach this.color = color; // will be used for drawing } // Triangle // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Triangle.prototype.surface = function () { const [v0, v1, v2] = this.vertices; return ( 0.5 * mabs( v1.x * v0.y - v0.x * v1.y + v2.x * v1.y - v1.x * v2.y + v0.x * v2.y - v2.x * v0.y)); }; // surface // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Triangle.prototype.draw = function () { fgCtx.beginPath(); fgCtx.strokeStyle = this.color; fgCtx.lineWidth = 1; // thin line; fgCtx.moveTo(this.vertices[0].x, this.vertices[0].y); fgCtx.lineTo(this.vertices[1].x, this.vertices[1].y); fgCtx.lineTo(this.vertices[2].x, this.vertices[2].y); fgCtx.closePath(); fgCtx.stroke(); this.vertices.forEach(vertex => vertex.draw(this.color)); }; // Triangle.prototype.draw //------------------------------------------------------------------------ //------------------------------------------------------------------------ function transform(a, b, c, d, e, f) { return function (x, y) { return [a * x + b * y + c, d * x + e * y + f]; }; } //------------------------------------------------------------------------ // FERN //------------------------------------------------------------------------ class Fern { constructor() { // colors for triangles this.colors = ["#0f0", "#f80", "#0ff", "#ff0", "#80f"]; this.setFern(); } // Fern // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - setFern() { let p0 = new Point(xc, yc - 0.03 * radius); // center, top let p1 = new Point(xc, yc + radius); // bottom let p2 = new Point(xc + radius * 0.5, yc + radius * rac3s2); // bottom right this.primary = new Triangle([p0, p1, p2], this.colors[0]); // this.primary.draw(); // vertices of other triangles will be defined using p0p1 and p0p2 as a base let base = [ new Point(p1.x - p0.x, p1.y - p0.y), new Point(p2.x - p0.x, p2.y - p0.y)]; // vertors rather than points, but who cares ? // lower left leaflet this.tri1 = new Triangle( [ basedPoint(0.6, 0.03), basedPoint(0.48, 0.49), basedPoint(0.48 * 0.8, 0.49 * 0.85)], this.colors[1]); // lower rightleaflet this.tri2 = new Triangle( [ basedPoint(0.01, 0.97), basedPoint(0.49, 0.48), basedPoint(0.49 * 0.85, 0.48 * 0.9)], this.colors[2]); // reduced copy this.tri4 = new Triangle( [basedPoint(0, 0), basedPoint(0.85, 0), basedPoint(0, 0.85)], this.colors[4]); this.triangles = [this.tri1, this.tri2, this.tri4]; this.allTriangles = [this.primary, ...this.triangles]; this.draw(); this.transfos(); animFernState = 1; function basedPoint(c1, c2) { // returns point at p0 + c1 * base[0] + c2 * base[1] // point is inside base triangle if c1 >= 0, c2 >= 0 AND c1 + c2 <= 1 return new Point( p0.x + c1 * base[0].x + c2 * base[1].x, p0.y + c1 * base[0].y + c2 * base[1].y); } // basedPoint } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - setSierp() { let p0 = new Point(xc, yc - 0.03 * radius); // center, top let p1 = new Point(xc, yc + radius); // bottom let p2 = new Point(xc + radius * 0.5, yc + radius * rac3s2); // bottom right this.primary = new Triangle([p0, p1, p2], this.colors[0]); // this.primary.draw(); // vertices of other triangles will be defined using p0p1 and p0p2 as a base let base = [ new Point(p1.x - p0.x, p1.y - p0.y), new Point(p2.x - p0.x, p2.y - p0.y)]; // vertors rather than points, but who cares ? // lower left leaflet this.tri1 = new Triangle( [basedPoint(0.5, 0), basedPoint(1, 0), basedPoint(0.5, 0.5)], this.colors[1]); // lower rightleaflet this.tri2 = new Triangle( [basedPoint(0, 0.5), basedPoint(0.5, 0.5), basedPoint(0, 1)], this.colors[2]); // reduced copy this.tri4 = new Triangle( [basedPoint(0, 0), basedPoint(0.5, 0), basedPoint(0, 0.5)], this.colors[4]); this.triangles = [this.tri1, this.tri2, this.tri4]; this.allTriangles = [this.primary, ...this.triangles]; this.draw(); this.transfos(); animFernState = 1; function basedPoint(c1, c2) { // returns point at p0 + c1 * base[0] + c2 * base[1] // point is inside base triangle if c1 >= 0, c2 >= 0 AND c1 + c2 <= 1 return new Point( p0.x + c1 * base[0].x + c2 * base[1].x, p0.y + c1 * base[0].y + c2 * base[1].y); } // basedPoint } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - draw() { fgCtx.clearRect(0, 0, maxx, maxy); this.allTriangles.forEach(tri => tri.draw()); } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - closestPoint(event) { /* mouse position given in event returns a distance and a point */ let minDist = 1e9; // distance of closest point let p; // closest point let dist; this.allTriangles.forEach(triangle => { triangle.vertices.forEach(v => { dist = mhypot(event.clientX - v.x, event.clientY - v.y); if (dist < minDist) { minDist = dist; p = v; } }); }); return { p, minDist }; } // closestPoint // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - coeffsTransfo(tri1, tri2) { // returns coefficients for affine transformation which changes triangle tri1 into triangle tri2 /* a,b,c,d,e, f satisfying : tri1.vertices[0].x * a + tri1.vertices[0].y * b + c = tri2.vertices [0].x tri1.vertices[0].x * d + tri1.vertices[0].y * d + f = tri2.vertices [0].y (plus same for vertices[1] and vertices[2] */ const [s0, s1, s2] = tri1.vertices; let det = det3(s0.x, s0.y, 1, s1.x, s1.y, 1, s2.x, s2.y, 1); let deta = det3( tri2.vertices[0].x, s0.y, 1, tri2.vertices[1].x, s1.y, 1, tri2.vertices[2].x, s2.y, 1); let detb = det3( s0.x, tri2.vertices[0].x, 1, s1.x, tri2.vertices[1].x, 1, s2.x, tri2.vertices[2].x, 1); let detc = det3( s0.x, s0.y, tri2.vertices[0].x, s1.x, s1.y, tri2.vertices[1].x, s2.x, s2.y, tri2.vertices[2].x); const a = deta / det; .........完整代码请登录后点击上方下载按钮下载查看
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