Генератор коробки передач
Генератор случайных вариаций коробок передач, как бы странно это не звучало. В результате получаем занятные рандомные изображения напоминающие звенья зубчатой передачи.
HTML
<canvas></canvas>
CSS
html, body {
overflow: hidden;
touch-action: none;
content-zooming: none;
position: absolute;
margin: 0;
padding: 100px;
width: 100%;
height: 100%;
background: #000;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
user-select: none;
cursor: pointer;
background: #000;
}
JS
CFDG библиотека"use strict";
// CFDG library code
const cfdg = function () {
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
let width, height, scale, offsetX, offsetY, minSize, rect, seed, iter, minComplexity;
const cpgrid = (window.location.href.indexOf("fullcpgrid") > -1);
let oldColor = 0, zIndex = false;
const drawCalls = [], stack = [];
const transforms = {
x(m, v) {
m[4] += v * m[0];
m[5] += v * m[1];
},
y(m, v) {
m[4] += v * m[2];
m[5] += v * m[3];
},
z(m, v) {
zIndex = true;
m[10] += v;
},
s(m, v) {
const a = Array.isArray(v);
const x = a ? v[0] : v;
const y = a ? v[1] : x;
m[0] *= x;
m[1] *= x;
m[2] *= y;
m[3] *= y;
},
r(m, v) {
const rad = Math.PI * v / 180;
const cos = Math.cos(rad);
const sin = Math.sin(rad);
const r00 = cos * m[0] + sin * m[2];
const r01 = cos * m[1] + sin * m[3];
m[2] = cos * m[2] - sin * m[0];
m[3] = cos * m[3] - sin * m[1];
m[0] = r00;
m[1] = r01;
},
f(m, v) {
const rad = Math.PI * v / 180;
const x = Math.cos(rad);
const y = Math.sin(rad);
const n = 1 / (x * x + y * y);
const b00 = (x * x - y * y) / n;
const b01 = 2 * x * y / n;
const b10 = 2 * x * y / n;
const b11 = (y * y - x * x) / n;
const r00 = b00 * m[0] + b01 * m[2];
const r01 = b00 * m[1] + b01 * m[3];
m[2] = b10 * m[0] + b11 * m[2];
m[3] = b10 * m[1] + b11 * m[3];
m[0] = r00;
m[1] = r01;
},
skew(m, v) {
const x = Math.tan(Math.PI * v[0] / 180);
const y = Math.tan(Math.PI * v[1] / 180);
const r00 = m[0] + y * m[2];
const r01 = m[1] + y * m[3];
m[2] = x * m[0] + m[2];
m[3] = x * m[1] + m[3];
m[0] = r00;
m[1] = r01;
},
h(m, v) {
m[6] += v;
m[6] %= 360;
},
sat(m, v) {
this.col(m, v, 7);
},
b(m, v) {
this.col(m, v, 8);
},
a(m, v) {
this.col(m, v, 9);
},
col(m, v, p) {
if (v > 0) {
m[p] += v * (1 - m[p]);
} else {
m[p] += v * m[p];
}
},
raf(m, v) {
m[12] = cpgrid ? 0 : 1;
}
};
transforms.hue = transforms.h;
transforms.flip = transforms.f;
transforms.scale = transforms.s;
transforms.rotate = transforms.r;
transforms.alpha = transforms.a;
const PRIMITIVES = [
// SQUARE
s => {
setTransform(s);
hsla(s);
ctx.fillRect(-0.5, -0.5, 1, 1);
},
// CIRCLE
s => {
setTransform(s);
hsla(s);
ctx.beginPath();
ctx.arc(0, 0, 0.5, 0, 2 * Math.PI);
ctx.fill();
},
// TRIANGLE
s => {
setTransform(s);
hsla(s);
ctx.beginPath();
ctx.moveTo(0, 0.577350269);
ctx.lineTo(-0.5, -0.28867513);
ctx.lineTo(0.5, -0.28867513);
ctx.lineTo(0.0, 0.577350269);
ctx.closePath();
ctx.fill();
},
s => {}
];
const drawPush = (s, t, p) => {
s = transform(s, t);
if (!s) return;
bbox(s);
s[11] = p;
drawCalls.push(s);
};
const random = _ => {
seed = (seed * 16807) % 2147483647;
return (seed - 1) / 2147483646;
};
const randint = (s, e = 0) => {
if (e === 0) {
e = s;
s = 0;
}
return Math.floor(s + random() * (e - s + 1));
};
const randpos = a => {
return a[Math.floor(random() * a.length)];
};
const copy = s => {
return [
s[0], // a00
s[1], // a10
s[2], // a01
s[3], // a11
s[4], // tx
s[5], // ty
s[6], // hue
s[7], // saturation
s[8], // brillance
s[9], // alpha
s[10], // zIndex
s[11] // primitive
];
};
const setTransform = s => {
ctx.setTransform(
-scale * s[0],
scale * s[1],
scale * s[2],
-scale * s[3],
scale * s[4] + offsetX,
-scale * s[5] + offsetY
);
};
const hsla = m => {
let s = m[7];
const h = m[6];
const v = m[8];
const a = m[9];
const c = h + s + v + a;
if (c === oldColor ) return false;
oldColor = c;
const l = (2 - s) * v / 2;
if (l != 0) {
if (l == 1) {
s = 0;
} else if (l < 0.5) {
s = s * v / (l * 2);
} else {
s = s * v / (2 - l * 2);
}
}
ctx.fillStyle = `hsla(${Math.round(h)},${s * 100}%,${l * 100}%,${a})`;
return true;
};
const bbox = s => {
const x = s[4] * scale;
const y = s[5] * scale;
if (x < rect[0]) rect[0] = x;
else if (x > rect[1]) rect[1] = x;
if (y < rect[2]) rect[2] = y;
else if (y > rect[3]) rect[3] = y;
};
const autoscale = (s) => {
const ns =
Math.min(width / (rect[1] - rect[0]), height / (rect[3] - rect[2])) * s;
scale *= ns;
offsetX = width * 0.5 - (rect[0] + rect[1]) * 0.5 * ns;
offsetY = height * 0.5 + (rect[3] + rect[2]) * 0.5 * ns;
};
const transform = (s, p) => {
let m = copy(s);
for (const c in p) {
if (transforms[c]) transforms[c](m, p[c]);
else console.log('error: ' + c);
}
const x = (m[0] * m[0] + m[1] * m[1]) * scale;
const y = (m[2] * m[2] + m[3] * m[3]) * scale;
return x < minSize && y < minSize ? false : m;
};
const loop = (n, s, t, f) => {
let ls = copy(s);
for (let i = 0; i < n; i++) {
f(ls, i);
ls = transform(ls, t);
}
};
const rule = (s, t, rule) => {
s = transform(s, t);
if (!s) return;
stack.push([s, rule]);
};
const rules = (s, t, rules) => {
s = transform(s, t);
if (!s) return;
let totalWeight = 0;
for (const rule of rules) totalWeight += rule[0];
let weight = 0;
const r = random() * totalWeight;
for (const rule of rules) {
weight += rule[0];
if (r <= weight) {
stack.push([s, rule[1]]);
return;
}
}
};
const startshape = (start, t, bkg, m) => {
if (!seed) this.seed();
for (const f in this.code) this[f] = this.code[f];
width = canvas.width = canvas.offsetWidth * 2;
height = canvas.height = canvas.offsetHeight * 2;
ctx.fillStyle = bkg;
ctx.fillRect(0, 0, width, height);
scale = 100;
minComplexity = 100;
minSize = m;
rect = [0, 0, 0, 0];
drawCalls.length = 0;
let c = 0;
do {
c = 0;
this[start]([1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0], t);
do {
const s = stack.shift();
s[1](s[0]);
c++;
} while (stack.length);
} while (c < minComplexity);
};
const next = _ => {
requestAnimationFrame(_ => iter.next());
};
const run = function*() {
for (const s of drawCalls) {
PRIMITIVES[s[11]](s);
if(s[12]) yield next();
}
yield next();
};
const render = _ => {
if (zIndex) {
drawCalls.sort(function (d0, d1) {
return (d0[10] - d1[10]);
});
}
iter && iter.return();
iter = run();
iter.next();
};
// Public functions
this.ctx = ctx;
this.random = random;
this.randint = randint;
this.randpos = randpos;
this.startshape = startshape;
this.autoscale = autoscale;
this.transform = transform;
this.loop = loop;
this.rule = rule;
this.rules = rules;
this.SQUARE = (s, t) => drawPush(s, t, 0);
this.CIRCLE = (s, t) => drawPush(s, t, 1);
this.TRIANGLE = (s, t) => drawPush(s, t, 2);
this.RAF = (s, t) => drawPush(s, {raf: 1}, 3);
this.seed = (s = Math.round(Math.random() * 1000000)) => {seed = s};
this.render = render;
};
"use strict";
//////////////////////////////////////////////////////////////////
// Adapted from a CFDG program
// https://www.contextfreeart.org/gallery2/index.html#design/618
// Untitled #11 by lakseru, April 15th, 2007
//////////////////////////////////////////////////////////////////
{
const code = {
start() {
this.startshape('A', {}, "#000", .1);
this.autoscale(1);
this.ctx.globalCompositeOperation = 'lighter';
this.render();
},
code: {
A(s, t) {
this.rules(s, t, [
[1, (s) => {
this.CIRCLE(s, {sat: 1, hue: 200, a: -0.92});
this.A(s, {x: 0.1, s: 0.999, r: 1, b: 0.002});
}],
[0.002, (s) => {
this.CIRCLE(s, {s: 2.5, sat: 1, hue: 200, a: -0.2});
this.A(s, {flip: 180});
this.B(s);
}]
]);
},
B(s, t) {
this.rule(s, t, s => {
this.C(s, {r: 90});
this.C(s, {r: -90});
this.RAF(s);
});
},
C(s, t) {
this.rules(s, t, [
[1, (s) => {
this.CIRCLE(s, {s: 0.5, sat: 1, hue: 200, a: -0.7});
this.C(s, {x: 0.1, s: 0.99});
}],
[0.002, (s) => {
this.B(s);
}]
]);
}
}
};
// import cfdg library
cfdg.apply(code);
// run code
code.start();
// Click canvas to generate a new image
["click", "touchdown"].forEach(event => {
document.addEventListener(event, e => code.start(), false);
});
}