💡 Trying with linear transformations

This commit is contained in:
Mattéo Delabre 2015-12-23 00:22:09 +01:00
parent 8f94659eea
commit 58a4784a71
3 changed files with 104 additions and 219 deletions

156
bundle.js
View File

@ -468,87 +468,66 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.applyChaos = exports.scaleVertices = exports.createRegularVertices = undefined;
exports.applyChaos = undefined;
var _utils = require('./utils');
/**
* Calculate the position of a regular polygon's vertices
* inside a 2 x 2 squared centered on the origin
* Choose an index at random among a list of weights,
* more weighted indices have a greater proability to be chosen
*
* @param {number} count Vertices amount
* @return {Array<Array>} Array of points representing the vertices
* @param {Array} weights List of weights
* @return {number} Selected index
*/
var createRegularVertices = exports.createRegularVertices = function createRegularVertices(count) {
var step = 2 * Math.PI / count;
var initial = -Math.atan(Math.sin(step) / (Math.cos(step) - 1));
var result = [];
var chooseIndex = function chooseIndex(weights) {
var number = Math.random();
var sum = 0,
index = 0;
for (var i = 0; i < count; i += 1) {
var current = step * i + initial;
result.push([Math.cos(current), Math.sin(current)]);
while (number >= sum) {
sum += weights[index];
index += 1;
}
return result;
return index - 1;
};
/**
* Scale the vertices so that they fit in given bounding rectangle
* Apply the chaos game: starting from `start`, we plot
* the next `n` points. To get to the next point, we apply
* a random transformation among given ones
*
* @param {number} width Bounding rectangle width
* @param {number} height Bounding rectangle height
* @param {Array<Array>} vertices Vertices to scale
* @return {Array<Array>} Scaled vertices
*/
var scaleVertices = exports.scaleVertices = function scaleVertices(width, height, vertices) {
var centerX = Math.floor(width / 2);
var centerY = Math.floor(height / 2);
var radius = Math.min(centerX, centerY);
return vertices.map(function (vertex) {
return [vertex[0] * radius + centerX, vertex[1] * radius + centerY];
});
};
/**
* Apply the chaos game algorithm in a polygon
* of given vertices, with given fraction
*
* @param {ImageData} image Image to write on Data to amend
* @param {number} fraction Fraction to use
* @param {Array} vertices List of vertices of the bounding polygon
* @param {ImageData} image Image to write on
* @param {Array} start Starting point
* @param {number} iterations Number of points to plot
* @param {Array} transforms List of available transforms
* @param {Array} weights Probability weights for each transform
* @return {null}
*/
var applyChaos = exports.applyChaos = function applyChaos(image, fraction, vertices) {
var count = vertices.length,
imageWidth = image.width;
var applyChaos = exports.applyChaos = function applyChaos(image, start, iterations, transforms, weights) {
var width = image.width;
var point = start;
// now we apply the chaos algorithm:
// for any point, the next point is a `fraction` of the
// distance between it and a random vertex
var point = vertices[0];
var iterations = Math.floor(500 * imageWidth * fraction);
var drop = Math.floor(iterations / 200);
if (weights === undefined) {
weights = Array.apply(null, Array(transforms.length)).map(function () {
return 1 / transforms.length;
});
}
while (iterations--) {
var vertexNumber = (0, _utils.getRandomNumber)(0, count);
var vertex = vertices[vertexNumber],
color = (0, _utils.getColor)(vertexNumber);
var index = chooseIndex(weights);
var color = (0, _utils.getColor)(2);
point = [Math.floor((point[0] - vertex[0]) * fraction + vertex[0]), Math.floor((point[1] - vertex[1]) * fraction + vertex[1])];
// console.log(point);
// console.log(point.map(x => Math.floor(x * 10 + 100)));
point = transforms[index](point);
// skip the first 1000 points
if (drop === 0) {
var i = (point[1] * imageWidth + point[0]) * 4;
var i = (Math.floor(point[1] * 50 + 50) * width + Math.floor(point[0] * 50 + 200)) * 4;
image.data[i] = color[0];
image.data[i + 1] = color[1];
image.data[i + 2] = color[2];
image.data[i + 3] = 255;
} else {
drop--;
}
image.data[i] = color[0];
image.data[i + 1] = color[1];
image.data[i + 2] = color[2];
image.data[i + 3] = 255;
}
};
}, { "./utils": 8 }], 7: [function (require, module, exports) {
@ -556,8 +535,6 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
var _theDom = require('the-dom');
var _utils = require('./utils');
var _chaos = require('./chaos');
var _html = (0, _theDom.html)(document);
@ -565,16 +542,18 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
var body = _html.body;
var content = body.find('#content');
var verticesRange = body.find('#vertices');
var fractionRange = body.find('#fraction');
var plotting = body.find('#plotting').node;
var ctx = plotting.getContext('2d');
var padding = 40; // padding between the canvas edges and the points
var width = undefined,
height = undefined,
vertices = undefined;
height = undefined;
var linearTransform = function linearTransform(a, b, c, d, e, f) {
return function (point) {
return [a * point[0] + b * point[1] + e, c * point[0] + d * point[1] + f];
};
};
/**
* Re-render the scene from scratch
@ -582,9 +561,6 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
* @return {null}
*/
var render = function render() {
var fraction = 1 / parseFloat(fractionRange.node.value);
var scaledVerts = (0, _chaos.scaleVertices)(width, height, vertices);
plotting.width = width + 2 * padding;
plotting.height = height + 2 * padding;
@ -593,33 +569,11 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
return;
}
// draw the polygon
ctx.strokeStyle = '#aaa';
ctx.lineWidth = 1;
ctx.beginPath();
for (var i = 0; i < vertices.length; i += 1) {
ctx.lineTo(scaledVerts[i][0] + padding, scaledVerts[i][1] + padding);
}
ctx.closePath();
ctx.stroke();
// draw the vertices
for (var i = 0; i < vertices.length; i += 1) {
ctx.beginPath();
ctx.fillStyle = 'rgb(' + (0, _utils.getColor)(i).join(', ') + ')';
ctx.arc(scaledVerts[i][0] + padding, scaledVerts[i][1] + padding, 4, 0, Math.PI * 2);
ctx.fill();
}
// do the chaos game
var image = ctx.getImageData(padding, padding, width, height);
(0, _chaos.applyChaos)(image, fraction, scaledVerts);
(0, _chaos.applyChaos)(image, [0, 0], 500000, [linearTransform(0, 0, 0, 0.16, 0, 0), linearTransform(.85, .04, -.04, .85, 0, 1.6), linearTransform(.20, -.26, .23, .22, 0, 1.6), linearTransform(-.15, .28, .26, .24, 0, .44)], [.01, .85, .07, .07]);
ctx.putImageData(image, padding, padding);
};
@ -635,21 +589,9 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
render();
};
/**
* Create new vertices
*/
verticesRange.on('input', function () {
vertices = (0, _chaos.createRegularVertices)(parseInt(verticesRange.node.value, 10));
render();
});
window.onresize = resize;
fractionRange.on('input', render);
vertices = (0, _chaos.createRegularVertices)(3);
resize();
}, { "./chaos": 6, "./utils": 8, "the-dom": 1 }], 8: [function (require, module, exports) {
}, { "./chaos": 6, "the-dom": 1 }], 8: [function (require, module, exports) {
'use strict';
Object.defineProperty(exports, "__esModule", {

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@ -1,85 +1,64 @@
'use strict';
import { getRandomNumber, getColor } from './utils';
import { getColor } from './utils';
/**
* Calculate the position of a regular polygon's vertices
* inside a 2 x 2 squared centered on the origin
* Choose an index at random among a list of weights,
* more weighted indices have a greater proability to be chosen
*
* @param {number} count Vertices amount
* @return {Array<Array>} Array of points representing the vertices
* @param {Array} weights List of weights
* @return {number} Selected index
*/
export const createRegularVertices = count => {
const step = 2 * Math.PI / count;
const initial = -Math.atan(Math.sin(step) / (Math.cos(step) - 1));
const result = [];
const chooseIndex = weights => {
const number = Math.random();
let sum = 0, index = 0;
for (let i = 0; i < count; i += 1) {
let current = step * i + initial;
result.push([Math.cos(current), Math.sin(current)]);
while (number >= sum) {
sum += weights[index];
index += 1;
}
return result;
return index - 1;
};
/**
* Scale the vertices so that they fit in given bounding rectangle
* Apply the chaos game: starting from `start`, we plot
* the next `n` points. To get to the next point, we apply
* a random transformation among given ones
*
* @param {number} width Bounding rectangle width
* @param {number} height Bounding rectangle height
* @param {Array<Array>} vertices Vertices to scale
* @return {Array<Array>} Scaled vertices
*/
export const scaleVertices = (width, height, vertices) => {
const centerX = Math.floor(width / 2);
const centerY = Math.floor(height / 2);
const radius = Math.min(centerX, centerY);
return vertices.map(vertex => ([
vertex[0] * radius + centerX,
vertex[1] * radius + centerY
]));
};
/**
* Apply the chaos game algorithm in a polygon
* of given vertices, with given fraction
*
* @param {ImageData} image Image to write on Data to amend
* @param {number} fraction Fraction to use
* @param {Array} vertices List of vertices of the bounding polygon
* @param {ImageData} image Image to write on
* @param {Array} start Starting point
* @param {number} iterations Number of points to plot
* @param {Array} transforms List of available transforms
* @param {Array} weights Probability weights for each transform
* @return {null}
*/
export const applyChaos = (image, fraction, vertices) => {
const count = vertices.length, imageWidth = image.width;
export const applyChaos = (image, start, iterations, transforms, weights) => {
const width = image.width;
let point = start;
// now we apply the chaos algorithm:
// for any point, the next point is a `fraction` of the
// distance between it and a random vertex
let point = vertices[0];
let iterations = Math.floor(500 * imageWidth * fraction);
let drop = Math.floor(iterations / 200);
if (weights === undefined) {
weights = Array.apply(null, Array(transforms.length)).map(
() => 1 / transforms.length
);
}
while (iterations--) {
const vertexNumber = getRandomNumber(0, count);
const vertex = vertices[vertexNumber], color = getColor(vertexNumber);
const index = chooseIndex(weights);
const color = getColor(2);
point = [
Math.floor((point[0] - vertex[0]) * fraction + vertex[0]),
Math.floor((point[1] - vertex[1]) * fraction + vertex[1])
];
// console.log(point);
// console.log(point.map(x => Math.floor(x * 10 + 100)));
point = transforms[index](point);
// skip the first 1000 points
if (drop === 0) {
const i = (point[1] * imageWidth + point[0]) * 4;
const i = (
Math.floor(point[1] * 50 + 50) * width +
Math.floor(point[0] * 50 + 200)
) * 4;
image.data[i] = color[0];
image.data[i + 1] = color[1];
image.data[i + 2] = color[2];
image.data[i + 3] = 255;
} else {
drop--;
}
image.data[i] = color[0];
image.data[i + 1] = color[1];
image.data[i + 2] = color[2];
image.data[i + 3] = 255;
}
};

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@ -1,20 +1,21 @@
'use strict';
import { html } from 'the-dom';
import { getColor } from './utils';
import { createRegularVertices, scaleVertices, applyChaos } from './chaos';
import { applyChaos } from './chaos';
const { body } = html(document);
const content = body.find('#content');
const verticesRange = body.find('#vertices');
const fractionRange = body.find('#fraction');
const plotting = body.find('#plotting').node;
const ctx = plotting.getContext('2d');
const padding = 40; // padding between the canvas edges and the points
let width, height, vertices;
let width, height;
const linearTransform = (a, b, c, d, e, f) => point => [
a * point[0] + b * point[1] + e,
c * point[0] + d * point[1] + f
];
/**
* Re-render the scene from scratch
@ -22,9 +23,6 @@ let width, height, vertices;
* @return {null}
*/
const render = () => {
const fraction = 1 / parseFloat(fractionRange.node.value);
const scaledVerts = scaleVertices(width, height, vertices);
plotting.width = width + 2 * padding;
plotting.height = height + 2 * padding;
@ -33,36 +31,16 @@ const render = () => {
return;
}
// draw the polygon
ctx.strokeStyle = '#aaa';
ctx.lineWidth = 1;
ctx.beginPath();
for (let i = 0; i < vertices.length; i += 1) {
ctx.lineTo(scaledVerts[i][0] + padding, scaledVerts[i][1] + padding);
}
ctx.closePath();
ctx.stroke();
// draw the vertices
for (let i = 0; i < vertices.length; i += 1) {
ctx.beginPath();
ctx.fillStyle = 'rgb(' + getColor(i).join(', ') + ')';
ctx.arc(
scaledVerts[i][0] + padding, scaledVerts[i][1] + padding,
4, 0, Math.PI * 2
);
ctx.fill();
}
// do the chaos game
const image = ctx.getImageData(padding, padding, width, height);
applyChaos(image, fraction, scaledVerts);
applyChaos(image, [0, 0], 500000, [
linearTransform(0, 0, 0, 0.16, 0, 0),
linearTransform(.85, .04, -.04, .85, 0, 1.6),
linearTransform(.20, -.26, .23, .22, 0, 1.6),
linearTransform(-.15, .28, .26, .24, 0, .44)
], [.01, .85, .07, .07]);
ctx.putImageData(image, padding, padding);
};
@ -78,19 +56,5 @@ const resize = () => {
render();
};
/**
* Create new vertices
*/
verticesRange.on('input', () => {
vertices = createRegularVertices(
parseInt(verticesRange.node.value, 10)
);
render();
});
window.onresize = resize;
fractionRange.on('input', render);
vertices = createRegularVertices(3);
resize();