canvas实现彩色线条绘制漩涡动画效果代码

代码语言:html

所属分类:动画

代码描述:canvas实现彩色线条绘制漩涡动画效果代码,可修改参数。

代码标签: canvas 彩色 线条 绘制 漩涡 动画

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;
  overflow: hidden;
}

input {
  caret-color: auto;
}

#menu {
  font-size: 80%;
  margin: 0;
  padding: 5px;
  position: absolute;
  left: 5px;
  top: 5px;
  border-radius: 10px;
  background-color: rgba(255, 255, 128, 0.9);
  color: black;
  z-index: 10;
}

#menu.hidden #showhide {
  display: none;
}

#controls {
  margin-top: 0px;
  margin-bottom: 0px;
  text-align: right;
}

#controls:hover {
  background-color: rgba(255, 200, 128, 0.9);
}

#menu button {
  margin-right: 5px;
  margin-left: 5px;
  border-radius: 5px;
}

#menu .center {
  text-align: center;
}

#colorspan {
  margin: 0 5px;
  padding: 0 2em;
  border: 1px solid black;
}

canvas#displaycolor {
  width: 5em;
  height: 1.25em;
  border: 1px solid black;
}
</style>

  
  
  
</head>

<body translate="no">
  <div id="menu">
  <p id="controls">close controls</p>
  <div id="showhide">
    <hr>
    <p>field type: <select id="mode">
        <option value="0">parallel</option>
        <option value="1">mixed</option>
        <option value="2">perpendicular</option>
        <option value="3">noise</option>
        <option value="4" selected>eddies</option>
      </select></p>
    <hr>
    <p>paint mode: <select id="paintmode">
        <option value="0">automatic</option>
        <option value="1">manual</option>
      </select></p>
    <p>color choice mode: <select id="colorchoicemode">
        <option value="0">automatic</option>
        <option value="1">manual</option>
      </select></p>
    <p>color: <input type="color" id="color" value="#ffa000"></p>
    <p>sat/lum randomness: </p>
    <p><input type="range" min=0 max=1 step="any" value=0.5 id="fibrosity"> <canvas id="displaycolor"></canvas></p>
    <p>line width: <input type="range" min=0.1 max=4 step="any" value=3 id="lwidth"></p>
    <hr>
    <p class="center"><button type="button" id="clear">new</button> <button type="button" id="clearsamefield">new -
        same field</button></p>
  </div> <!-- showhide -->
</div> <!-- menu -->
  
      <script >
"use strict";

const NB_BARS = 10;
const NB_EDDIES = 7;
const BASE_SPEED = 2; // for bars only

const MAX_LIFETIME = 5000;

let canv, ctx; // canvas and context
let maxx, maxy; // canvas dimensions
let lRef;
let perpMode;
let mouse = {};

let fx, speed, perNoise; // for noise field
let bars, eddies;
let fieldFunction;
let colorizer, filler;

// for animation
let messages;
// user interface
let ui, uiv;

// 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 mexp = Math.exp;

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 distance(pa, pb) {
  return mhypot(pa.x - pb.x, pa.y - pb.y);
} // distance
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/**
 * Converts an RGB color value to HSL. Conversion formula
 * adapted from http://en.wikipedia.org/wiki/HSL_color_space.
 * Assumes r, g, and b are contained in the set [0, 255] and
 * returns h, s, and l in the set [0, 1].
 */
function rgbToHsl(r, g, b) {
  r /= 255, g /= 255, b /= 255;
  var max = Math.max(r, g, b),
  min = Math.min(r, g, b);
  var h,
  s,
  l = (max + min) / 2;

  if (max == min) {
    h = s = 0; // achromatic
  } else {
    var d = max - min;
    s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
    switch (max) {
      case r:
        h = (g - b) / d + (g < b ? 6 : 0);
        break;
      case g:
        h = (b - r) / d + 2;
        break;
      case b:
        h = (r - g) / d + 4;
        break;}

    h /= 6;
  }

  return [h, s, l];
} // function rgbToHsl
//------------------------------------------------------------------------
// User Interface (controls)
//------------------------------------------------------------------------
function toggleMenu() {
  if (menu.classList.contains("hidden")) {
    menu.classList.remove("hidden");
    this.innerHTML = "close controls";
  } else {
    menu.classList.add("hidden");
    this.innerHTML = "controls";
  }
} // toggleMenu

//------------------------------------------------------------------------

function getCoerce(name, min, max, isInt) {
  let parse = isInt ? parseInt : parseFloat;
  let ctrl = ui[name];
  let x = parse(ctrl.value, 10);
  if (isNaN(x)) {
    x = uiv[name];
  }
  x = mmax(x, min);
  x = mmin(x, max);
  ctrl.value = uiv[name] = x;
}

//------------------------------------------------------------------------
function prepareUI() {
  // toggle menu handler

  document.querySelector("#controls").addEventListener("click", toggleMenu);

  ui = {}; // User Interface HTML elements
  uiv = {}; // User Interface values of controls

  [
  "paintmode",
  "colorchoicemode",
  "color",
  "displaycolor",
  "mode",
  "clear",
  "lwidth",
  "clearsamefield",
  "fibrosity"].
  forEach(ctrlName => ui[ctrlName] = document.getElementById(ctrlName));
  const rect = ui.displaycolor.getBoundingClientRect();
  ui.displaycolor.width = rect.width - 2; // -2 for border - not that important
  ui.displaycolor.height = rect.height - 2;
  registerControl("paintmode", readUIInt, "input");
  registerControl("colorchoicemode", readColorChoiceMode, "input");
  registerControl("color", readColor, "input");
  registerControl("mode", readUIInt, "input");
  registerControl("lwidth", readUIFloat, "input");
  registerControl("fibrosity", readCoerced, "input", displayColor);
  ui.clear.addEventListener("click", () => messages.push({ message: "reset" }));
  ui.clearsamefield.addEventListener("click", clearSameField);
  readUI();
} // prepareUI

//------------------------------------------------------------------------
function readUI() {
  if (ui.registered) {
    for (const ctrl in ui.registered) ui.registered[ctrl].readF();
  }
  displayColor();
  readColorChoiceMode.call(ui.colorchoicemode);
} // readUI

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function registerControl(
controlName,
readFunction,
changeEvent,
changedFunction)
{
  /* provides simple way to associate controls with their read / update / changeEvent / changed functions
            since many (but not all) controls work almost the same way */
  /* changeEvent and changedFunction are optional */

  const ctrl = ui[controlName];
  ui.registered = ui.registered || [];
  ui.registered.push(ctrl); // NEVER register a control twice !!!
  ctrl.readF = readFunction;
  if (changeEvent) {
    ctrl.addEventListener(changeEvent, event => {
      readFunction.call(ctrl);
      if (changedFunction) changedFunction.call(ctrl, event);
    });
  }
} // registerControl
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function readUIFloat() {
  uiv[this.id] = parseFloat(this.value);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function readUIInt() {
  uiv[this.id] = parseInt(this.value);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function readUICheck() {
  uiv[this.id] = this.checked;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function readColor() {
  const raw = this.value;
  const color = { raw };
  color.r = parseInt(raw.substring(1, 3), 16);
  color.g = parseInt(raw.substring(3, 5), 16);
  color.b = parseInt(raw.substring(5, 7), 16);
  const hsl = rgbToHsl(color.r, color.g, color.b);
  color.h = 360 * hsl[0];
  color.s = 100 * hsl[1];
  color.l = 100 * hsl[2];
  uiv[this.id] = color;
  displayColor();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function readColorChoiceMode() {
  readUIInt.call(this);
  if (uiv.colorchoicemode) {
    ui.color.removeAttribute("disabled"); // manual;
  } else {
    ui.color.setAttribute("disabled", ""); // automatic
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function readCoerced() {
  /* the element will be read with getCoerce with values given by its min, max and step attributes
              (integer value if step == 1)
            */
  let min = this.getAttribute("min");
  let max = this.getAttribute("max");
  let step = this.getAttribute("step");
  getCoerce(this.id, min, max, step == 1);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
function displayColor() {
  let ctx = ui.displaycolor.getContext("2d");

  ctx.lineWidth = 1;
  for (let ky = 0; ky < ui.displaycolor.height; ++ky) {
    ctx.beginPath();
    ctx.moveTo(0, ky);
    ctx.lineTo(ui.displaycolor.width, ky);
    ctx.strokeStyle = lineColor();
    ctx.stroke();
  }
}

//------------------------------------------------------------------------
/*
 * A fast javascript implementation of simplex noise by Jonas Wagner
 *
 * Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
 * Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
 * With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
 * Better rank ordering method by Stefan Gustavson in 2012.
 *
 *
 * Copyright (C) 2012 Jonas Wagner
 *
 * Permission is hereby granted, free of charge, to any person obtaining
 * a copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sublicense, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 *
 */
(function () {
  "use strict";

  var F2 = 0.5 * (Math.sqrt(3.0) - 1.0),
  G2 = (3.0 - Math.sqrt(3.0)) / 6.0,
  F3 = 1.0 / 3.0,
  G3 = 1.0 / 6.0,
  F4 = (Math.sqrt(5.0) - 1.0) / 4.0,
  G4 = (5.0 - Math.sqrt(5.0)) / 20.0;

  function SimplexNoise(random) {
    if (!random) random = Math.random;
    this.p = new Uint8Array(256);
    this.perm = new Uint8Array(512);
    this.permMod12 = new Uint8Array(512);
    for (var i = 0; i < 256; i++) {
      this.p[i] = random() * 256;
    }
    for (i = 0; i < 512; i++) {
      this.perm[i] = this.p[i & 255];
      this.permMod12[i] = this.perm[i] % 12;
    }
  }

  SimplexNoise.prototype = {
    grad3: new Float32Array([
    1,
    1,
    0,
    -1,
    1,
    0,
    1,
    -1,
    0,

    -1,
    -1,
    0,
    1,
    0,
    1,
    -1,
    0,
    1,

    1,
    0,
    -1,
    -1,
    0,
    -1,
    0,
    1,
    1,

    0,
    -1,
    1,
    0,
    1,
    -1,
    0,
    -1,
    -1]),

    noise2D: function (xin, yin) {
      var permMod12 = this.permMod12,
      perm = this.perm,
      grad3 = this.grad3;
      var n0 = 0,
      n1 = 0,
      n2 = 0; // Noise contributions from the three corners
      // Skew the input space to determine which simplex cell we're in
      var s = (xin + yin) * F2; // Hairy factor for 2D
      var i = Math.floor(xin + s);
      var j = Math.floor(yin + s);
      var t = (i + j) * G2;
      var X0 = i - t; // Unskew the cell origin back to (x,y) space
      var Y0 = j - t;
      var x0 = xin - X0; // The x,y distances from the cell origin
      var y0 = yin - Y0;
      // For the 2D case, the simplex shape is an equilateral triangle.
      // Determine which simplex we are in.
      var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
      if (x0 > y0) {
        i1 = 1;
        j1 = 0;
      } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
      else {
          i1 = 0;
          j1 = 1;
        } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
      // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
      // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
      // c = (3-sqrt(3))/6
      var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
      var y1 = y0 - j1 + G2;
      var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
      var y2 = y0 - 1.0 + 2.0 * G2;
      // Work out the hashed gradient indices of the three simplex corners
      var ii = i & 255;
      var jj = j & 255;
      // Calculate the contribution from the three corners
      var t0 = 0.5 - x0 * x0 - y0 * y0;
      if (t0 >= 0) {
        var gi0 = permMod12[ii + perm[jj]] * 3;
        t0 *= t0;
        n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
      }
      var t1 = 0.5 - x1 * x1 - y1 * y1;
      if (t1 >= 0) {
        var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
        t1 *= t1;
        n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
      }
      var t2 = 0.5 - x2 * x2 - y2 * y2;
      if (t2 >= 0) {
        var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
        t2 *= t2;
        n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
      }
      // Add contributions from each corner to get the final noise value.
      // The result is scaled to return values in the interval [-1,1].
      return 70.0 * (n0 + n1 + n2);
    } };


  window.SimplexNoise = SimplexNoise;
})();
/* end of simplex noise */

//------------------------------------------------------------------------
function virtualIntersection(p0, p1, p2, p3) {
  /* intersection of straight lines defined by (p0,p1) with (p2,p3)
            even if segments do not actually intersect
             "false" is returned in special cases (cross product of segments = 0)
            */


  const discri = (p1.y - p0.y) * (p3.x - p2.x) - (p1.x - p0.x) * (p3.y - p2.y);
  let xs =
  p0.x * (p1.y - p0.y) * (p3.x - p2.x) -
  p2.x * (p1.x - p0.x) * (p3.y - p2.y) +
  (p2.y - p0.y) * (p1.x - p0.x) * (p3.x - p2.x);
  if (discri == 0) return false; // though intersection may exist
  xs /= discri;
  // y se calcule comme x, en permutant les x et les y (ce qui change discri en -discri)
  let ys =
  p0.y * (p1.x - p0.x) * (p3.y - p2.y) -
  p2.y * (p1.y - p0.y) * (p3.x - p2.x) +
  (p2.x - p0.x) * (p1.y - p0.y) * (p3.y - p2.y);
  ys = -ys / discri;

  return { x: xs, y: ys };
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

function actualIntersection(p0, p1, p2, p3) {
  /* calculates virtualIntersection
             returns false if virtualIntersection returned false, of if segments do not actually intersect
             will return false if
             */

  let p = virtualIntersection(p0, p1, p2, p3);
  if (p == false) return false;
  if (!isBetween(p, p0, p1)) return false;
  if (!isBetween(p, p2, p3)) return false;
  return p;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

function isBetween(p, p0, p1) {
  /* based on sign of dot product p-p0 . p-p1,
             In fact, tells if point p is in circle of diameter p0-p1
             */
  return (p0.x - p.x) * (p1.x - p.x) + (p0.y - p.y) * (p1.y - p.y) <= 0;
}

//------------------------------------------------------------------------
/*
 * A fast javascript implementation of simplex noise by Jonas Wagner
 *
 * Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
 * Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
 * With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
 * Better rank ordering method by Stefan Gustavson in 2012.........完整代码请登录后点击上方下载按钮下载查看

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