💡 Add parameters

This commit is contained in:
Mattéo Delabre 2015-12-22 21:33:40 +01:00
parent e7f7239b56
commit 8f94659eea
8 changed files with 362 additions and 360 deletions

39
.eslintrc Normal file
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@ -0,0 +1,39 @@
{
"extends": "eslint:recommended",
"rules": {
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"no-catch-shadow": 2,
"no-shadow-restricted-names": 2,
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"indent": 2,
"camelcase": 2,
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"quotes": [2, "single", "avoid-escape"],
"no-spaced-func": 2,
"space-after-keywords": 2,
"space-before-blocks": 2,
"space-before-function-paren": [2, {"anonymous": "always", "named": "never"}],
"space-in-parens": 2,
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},
"ecmaFeatures": {
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},
"env": {
"es6": true,
"browser": true
}
}

268
bundle.js
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@ -465,139 +465,201 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
}, {}], 6: [function (require, module, exports) { }, {}], 6: [function (require, module, exports) {
'use strict'; 'use strict';
var _theDom = require('the-dom'); Object.defineProperty(exports, "__esModule", {
value: true
});
exports.applyChaos = exports.scaleVertices = exports.createRegularVertices = undefined;
var _utils = require('./utils'); var _utils = require('./utils');
var _html = (0, _theDom.html)(document);
var body = _html.body;
var create = _html.create;
var content = body.find('#content');
var plotting = body.find('#plotting');
var ctx = plotting.node.getContext('2d');
var padding = 40; // padding between the canvas edges and the points
var image = undefined,
width = undefined,
height = undefined;
var lastUpdate = -Infinity;
/** /**
* Create a fractal of given width, height, based on * Calculate the position of a regular polygon's vertices
* a polygon of given amount of vertices, using the * inside a 2 x 2 squared centered on the origin
* chaos game applied with given fraction
* *
* @param {number} width Fractal width * @param {number} count Vertices amount
* @param {number} height Fractal height * @return {Array<Array>} Array of points representing the vertices
* @param {number} fraction Fraction to use
* @param {Array} colors Color of each vertex
* @return {ImageData} Generated pixel data
*/ */
var chaos = function chaos(width, height, fraction, colors) { var createRegularVertices = exports.createRegularVertices = function createRegularVertices(count) {
var cx = Math.floor(width / 2); var step = 2 * Math.PI / count;
var cy = Math.floor(height / 2); var initial = -Math.atan(Math.sin(step) / (Math.cos(step) - 1));
var radius = Math.min(cx, cy); var result = [];
var count = colors.length;
var vertices = [];
var angleStep = 2 * Math.PI / count;
var initialAngle = undefined;
// creating 0-width image data will throw an error
if (width <= 0 || height <= 0) {
return ctx.createImageData(1, 1);
}
var image = ctx.createImageData(width, height);
var data = image.data;
// we will rotate around an inscribed circle to calculate
// the vertices' positions. We adapt the initial angle so
// that usual polygons look better
if (count === 3) {
initialAngle = -Math.PI / 2;
} else if (count === 4) {
initialAngle = Math.PI / 4;
} else {
initialAngle = 0;
}
for (var i = 0; i < count; i += 1) { for (var i = 0; i < count; i += 1) {
var current = angleStep * i + initialAngle; var current = step * i + initial;
vertices.push([Math.floor(Math.cos(current) * radius + cx), Math.floor(Math.sin(current) * radius + cy)]); result.push([Math.cos(current), Math.sin(current)]);
} }
return result;
};
/**
* Scale the vertices so that they fit in given bounding rectangle
*
* @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
* @return {null}
*/
var applyChaos = exports.applyChaos = function applyChaos(image, fraction, vertices) {
var count = vertices.length,
imageWidth = image.width;
// now we apply the chaos algorithm: // now we apply the chaos algorithm:
// for any point, the next point is a `fraction` of the // for any point, the next point is a `fraction` of the
// distance between it and a random vertex // distance between it and a random vertex
var point = vertices[0]; var point = vertices[0];
var iterations = 200000; var iterations = Math.floor(500 * imageWidth * fraction);
var drop = 1000; var drop = Math.floor(iterations / 200);
while (iterations--) { while (iterations--) {
var vertexNumber = (0, _utils.randomNumber)(0, count); var vertexNumber = (0, _utils.getRandomNumber)(0, count);
var vertex = vertices[vertexNumber], var vertex = vertices[vertexNumber],
color = colors[vertexNumber]; color = (0, _utils.getColor)(vertexNumber);
point = [Math.floor((point[0] - vertex[0]) * fraction + vertex[0]), Math.floor((point[1] - vertex[1]) * fraction + vertex[1])]; point = [Math.floor((point[0] - vertex[0]) * fraction + vertex[0]), Math.floor((point[1] - vertex[1]) * fraction + vertex[1])];
// skip the first 1000 points // skip the first 1000 points
if (drop === 0) { if (drop === 0) {
var i = (point[1] * width + point[0]) * 4; var i = (point[1] * imageWidth + point[0]) * 4;
data[i] = color[0]; image.data[i] = color[0];
data[i + 1] = color[1]; image.data[i + 1] = color[1];
data[i + 2] = color[2]; image.data[i + 2] = color[2];
data[i + 3] = 255; image.data[i + 3] = 255;
} else { } else {
drop--; drop--;
} }
} }
return image;
}; };
}, { "./utils": 8 }], 7: [function (require, module, exports) {
'use strict';
var _theDom = require('the-dom');
var _utils = require('./utils');
var _chaos = require('./chaos');
var _html = (0, _theDom.html)(document);
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;
/** /**
* Render the scene, recalculating the points * Re-render the scene from scratch
* positions if they need to
* *
* @return {null} * @return {null}
*/ */
var render = function render() { var render = function render() {
// only recalculate every 16.67 ms var fraction = 1 / parseFloat(fractionRange.node.value);
if (+new Date() - lastUpdate > 16.67) { var scaledVerts = (0, _chaos.scaleVertices)(width, height, vertices);
image = chaos(width - 2 * padding, height - 2 * padding, 1 / 2, [[255, 0, 0], [0, 255, 0], [0, 0, 255]]);
lastUpdate = +new Date(); plotting.width = width + 2 * padding;
plotting.height = height + 2 * padding;
// do not plot (very) small sizes
if (width < 1) {
return;
} }
ctx.clearRect(0, 0, width, height); // 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);
ctx.putImageData(image, padding, padding); ctx.putImageData(image, padding, padding);
}; };
/** /**
* Resize the canvas to fit the new * Update the scene when the window has been resized
* window size and redraw the scene
* *
* @return {null} * @return {null}
*/ */
var resize = function resize() { var resize = function resize() {
width = content.node.clientWidth; width = content.node.clientWidth - 2 * padding;
height = content.node.clientHeight; height = content.node.clientHeight - 2 * padding;
plotting.setAttr('width', width);
plotting.setAttr('height', height);
render(); render();
}; };
/**
* Create new vertices
*/
verticesRange.on('input', function () {
vertices = (0, _chaos.createRegularVertices)(parseInt(verticesRange.node.value, 10));
render();
});
window.onresize = resize; window.onresize = resize;
fractionRange.on('input', render);
vertices = (0, _chaos.createRegularVertices)(3);
resize(); resize();
}, { "./utils": 7, "the-dom": 1 }], 7: [function (require, module, exports) { }, { "./chaos": 6, "./utils": 8, "the-dom": 1 }], 8: [function (require, module, exports) {
'use strict' 'use strict';
Object.defineProperty(exports, "__esModule", {
value: true
});
var colors = ['#F44336', '#2196F3', '#4CAF50', '#F9A825', '#E91E63', '#00838F'].map(function (color) {
return color.match(/[A-F0-9]{2}/g).map(function (component) {
return parseInt(component, 16);
});
});
/** /**
* Get a random whole number * Get a random whole number
@ -606,49 +668,19 @@ function _typeof(obj) { return obj && typeof Symbol !== "undefined" && obj.const
* @param {number} max Maximal value for the number (excluded) * @param {number} max Maximal value for the number (excluded)
* @return {number} Random number * @return {number} Random number
*/ */
; var getRandomNumber = exports.getRandomNumber = function getRandomNumber(min, max) {
Object.defineProperty(exports, "__esModule", {
value: true
});
var randomNumber = exports.randomNumber = function randomNumber(min, max) {
return Math.floor(Math.random() * (max - min)) + min; return Math.floor(Math.random() * (max - min)) + min;
}; };
/** /**
* Generate a random color * Get a color at given index. For any given
* index, the same color will always be returned
* *
* @param {number} index Color index
* @return {Array} RGB components * @return {Array} RGB components
*/ */
var randomColor = exports.randomColor = function randomColor() { var getColor = exports.getColor = function getColor(index) {
var color = []; return colors[index % colors.length];
for (var i = 0; i < 3; i++) {
color.push(Math.round(Math.random().toFixed(2) * 255));
}
return color;
}; };
}, {}] }, {}, [7]);
/**
* Convert a decimal number to its hexadecimal representation
*
* @param {number} input Number to be converted
* @return {string} Number representation
*/
var hex = function hex(input) {
var hex = parseInt(input, 10).toString(16);
return hex.length === 1 ? '0' + hex : hex;
};
/**
* Convert a RGB color to its hexadecimal representation
*
* @param {Array} color RGB color
* @return {string} Hex representation
*/
var rgbToHex = exports.rgbToHex = function rgbToHex(color) {
return '#' + hex(color[0]) + hex(color[1]) + hex(color[2]);
};
}, {}] }, {}, [6]);

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@ -4,9 +4,9 @@
<meta charset="utf-8"> <meta charset="utf-8">
<title>Chaos game</title> <title>Chaos game</title>
<link href="http://fonts.googleapis.com/css?family=Source+Sans+Pro:400,700,400italic|Playfair+Display:400,400italic,700" rel="stylesheet"> <link href="https://fonts.googleapis.com/css?family=Source+Sans+Pro:400,700,400italic|Playfair+Display:400,400italic,700" rel="stylesheet">
<link href="styles/common.css" rel="stylesheet"> <link href="https://matteodelabre.me/styles/common.css" rel="stylesheet">
<link href="styles/subsite.css" rel="stylesheet"> <link href="https://matteodelabre.me/styles/demos.css" rel="stylesheet">
<link href="styles/index.css" rel="stylesheet"> <link href="styles/index.css" rel="stylesheet">
</head> </head>
<body class="split"> <body class="split">
@ -22,7 +22,8 @@
<h1>The Chaos Game</h1> <h1>The Chaos Game</h1>
<h3>Creating fractals with the chaos game</h3> <h3>Creating fractals with the chaos game</h3>
Sommets <input id="vertices" type="range" min="3" max="12" step="1" value="3"><br>
Fraction 1/<input id="fraction" type="range" min="1" max="6" step="0.01" value="2">
</aside> </aside>
<div id="content"> <div id="content">

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scripts/chaos.js Normal file
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@ -0,0 +1,85 @@
'use strict';
import { getRandomNumber, getColor } from './utils';
/**
* Calculate the position of a regular polygon's vertices
* inside a 2 x 2 squared centered on the origin
*
* @param {number} count Vertices amount
* @return {Array<Array>} Array of points representing the vertices
*/
export const createRegularVertices = count => {
const step = 2 * Math.PI / count;
const initial = -Math.atan(Math.sin(step) / (Math.cos(step) - 1));
const result = [];
for (let i = 0; i < count; i += 1) {
let current = step * i + initial;
result.push([Math.cos(current), Math.sin(current)]);
}
return result;
};
/**
* Scale the vertices so that they fit in given bounding rectangle
*
* @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
* @return {null}
*/
export const applyChaos = (image, fraction, vertices) => {
const count = vertices.length, imageWidth = image.width;
// 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);
while (iterations--) {
const vertexNumber = getRandomNumber(0, count);
const vertex = vertices[vertexNumber], color = getColor(vertexNumber);
point = [
Math.floor((point[0] - vertex[0]) * fraction + vertex[0]),
Math.floor((point[1] - vertex[1]) * fraction + vertex[1])
];
// skip the first 1000 points
if (drop === 0) {
const i = (point[1] * imageWidth + point[0]) * 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--;
}
}
};

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@ -1,136 +1,96 @@
'use strict'; 'use strict';
import { html } from 'the-dom'; import { html } from 'the-dom';
import { randomNumber, randomColor } from './utils'; import { getColor } from './utils';
import { createRegularVertices, scaleVertices, applyChaos } from './chaos';
const { body } = html(document);
const { body, create } = html(document);
const content = body.find('#content'); const content = body.find('#content');
const plotting = body.find('#plotting'); const verticesRange = body.find('#vertices');
const ctx = plotting.node.getContext('2d'); 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 const padding = 40; // padding between the canvas edges and the points
let image, width, height; let width, height, vertices;
let lastUpdate = -Infinity;
/** /**
* Create a fractal of given width, height, based on * Re-render the scene from scratch
* a polygon of given amount of vertices, using the
* chaos game applied with given fraction
*
* @param {number} width Fractal width
* @param {number} height Fractal height
* @param {number} fraction Fraction to use
* @param {Array} colors Color of each vertex
* @return {ImageData} Generated pixel data
*/
const chaos = (width, height, fraction, colors) => {
const cx = Math.floor(width / 2);
const cy = Math.floor(height / 2);
const radius = Math.min(cx, cy);
const count = colors.length;
const vertices = [];
const angleStep = 2 * Math.PI / count;
let initialAngle;
// creating 0-width image data will throw an error
if (width <= 0 || height <= 0) {
return ctx.createImageData(1, 1);
}
const image = ctx.createImageData(width, height);
const data = image.data;
// we will rotate around an inscribed circle to calculate
// the vertices' positions. We adapt the initial angle so
// that usual polygons look better
if (count === 3) {
initialAngle = -Math.PI / 2;
} else if (count === 4) {
initialAngle = Math.PI / 4;
} else {
initialAngle = 0;
}
for (let i = 0; i < count; i += 1) {
let current = angleStep * i + initialAngle;
vertices.push([
Math.floor(Math.cos(current) * radius + cx),
Math.floor(Math.sin(current) * radius + cy)
]);
}
// 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 = 200000;
let drop = 1000;
while (iterations--) {
const vertexNumber = randomNumber(0, count);
const vertex = vertices[vertexNumber], color = colors[vertexNumber];
point = [
Math.floor((point[0] - vertex[0]) * fraction + vertex[0]),
Math.floor((point[1] - vertex[1]) * fraction + vertex[1])
];
// skip the first 1000 points
if (drop === 0) {
const i = (point[1] * width + point[0]) * 4;
data[i] = color[0];
data[i + 1] = color[1];
data[i + 2] = color[2];
data[i + 3] = 255;
} else {
drop--;
}
}
return image;
};
/**
* Render the scene, recalculating the points
* positions if they need to
* *
* @return {null} * @return {null}
*/ */
const render = () => { const render = () => {
// only recalculate every 16.67 ms const fraction = 1 / parseFloat(fractionRange.node.value);
if (+new Date() - lastUpdate > 16.67) { const scaledVerts = scaleVertices(width, height, vertices);
image = chaos(
width - 2 * padding, height - 2 * padding, 1/2,
[[255, 0, 0], [0, 255, 0], [0, 0, 255]]
);
lastUpdate = +new Date(); plotting.width = width + 2 * padding;
plotting.height = height + 2 * padding;
// do not plot (very) small sizes
if (width < 1) {
return;
} }
ctx.clearRect(0, 0, width, height); // draw the polygon
ctx.putImageData( ctx.strokeStyle = '#aaa';
image, padding, padding 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);
ctx.putImageData(image, padding, padding);
}; };
/** /**
* Resize the canvas to fit the new * Update the scene when the window has been resized
* window size and redraw the scene
* *
* @return {null} * @return {null}
*/ */
const resize = () => { const resize = () => {
width = content.node.clientWidth; width = content.node.clientWidth - 2 * padding;
height = content.node.clientHeight; height = content.node.clientHeight - 2 * padding;
plotting.setAttr('width', width);
plotting.setAttr('height', height);
render(); render();
}; };
/**
* Create new vertices
*/
verticesRange.on('input', () => {
vertices = createRegularVertices(
parseInt(verticesRange.node.value, 10)
);
render();
});
window.onresize = resize; window.onresize = resize;
fractionRange.on('input', render);
vertices = createRegularVertices(3);
resize(); resize();

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@ -1,5 +1,16 @@
'use strict'; 'use strict';
const colors = [
'#F44336',
'#2196F3',
'#4CAF50',
'#F9A825',
'#E91E63',
'#00838F'
].map(color => color.match(/[A-F0-9]{2}/g).map(
component => parseInt(component, 16)
));
/** /**
* Get a random whole number * Get a random whole number
* *
@ -7,40 +18,14 @@
* @param {number} max Maximal value for the number (excluded) * @param {number} max Maximal value for the number (excluded)
* @return {number} Random number * @return {number} Random number
*/ */
export const randomNumber = (min, max) => export const getRandomNumber = (min, max) =>
Math.floor(Math.random() * (max - min)) + min; Math.floor(Math.random() * (max - min)) + min;
/** /**
* Generate a random color * Get a color at given index. For any given
* index, the same color will always be returned
* *
* @param {number} index Color index
* @return {Array} RGB components * @return {Array} RGB components
*/ */
export const randomColor = () => { export const getColor = index => colors[index % colors.length];
const color = [];
for (let i = 0; i < 3; i++) {
color.push(Math.round((Math.random().toFixed(2)) * 255));
}
return color;
};
/**
* Convert a decimal number to its hexadecimal representation
*
* @param {number} input Number to be converted
* @return {string} Number representation
*/
const hex = input => {
let hex = parseInt(input, 10).toString(16);
return hex.length === 1 ? '0' + hex : hex;
};
/**
* Convert a RGB color to its hexadecimal representation
*
* @param {Array} color RGB color
* @return {string} Hex representation
*/
export const rgbToHex =
color => '#' + hex(color[0]) + hex(color[1]) + hex(color[2]);

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@ -1,36 +0,0 @@
/**
* Common styles
*/
html, body {
margin: 0;
padding: 0;
height: 100%;
font: 16px 'Source Sans Pro', sans-serif;
}
h1 {
font-size: 2em;
font-weight: bold;
}
h2 {
font-size: 1.6em;
font-weight: bold;
}
h3 {
font-size: 1.2em;
font-weight: normal;
}
a {
color: inherit;
}
*:before, *:after, * {
-webkit-box-sizing: border-box;
-moz-box-sizing: border-box;
box-sizing: border-box;
}

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@ -1,64 +0,0 @@
/**
* Subsite styles
* (hosted demos, ...)
*/
/**
* Split view
* (sidebar + content)
*/
.split {
display: flex;
}
.split aside {
width: 350px;
flex-shrink: 4;
padding: 8px 16px;
color: white;
background: #F44336;
}
.split aside header {
margin: -8px -16px 0 -16px;
background: #D32F2F;
}
.split aside header a {
padding: 8px 16px;
display: block;
text-decoration: none;
}
.split aside header:hover {
background: #C62828;
}
.split aside header img {
width: 2.5em;
float: left;
margin-right: 0.5em;
border-radius: 100%;
border: 2px solid white;
}
.split aside header span {
font-weight: bold;
}
.split aside header:after {
content: '';
display: table;
clear: both;
}
.split aside h1 + h3 {
margin-top: -1.3em;
}
.split #content {
width: calc(100% - 350px);
flex-shrink: 1;
}