mediocre-blog/static/src/_posts/2021-05-28-viz-5.md

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---
title: >-
Visualization 5
description: >-
Seeing double.
series: viz
tags: tech art
---
<script type="text/javascript">
function randn(n) {
return Math.floor(Math.random() * n);
}
const w = 100;
const h = 50;
const maxNewElsPerTick = 10;
const deathThresh = 10;
class Canvas {
constructor(canvasDOM) {
this.dom = canvasDOM;
this.ctx = canvasDOM.getContext("2d");
// expand canvas element's width to match parent.
this.dom.width = this.dom.parentElement.offsetWidth;
// rectSize must be an even number or the pixels don't display nicely.
this.rectSize = Math.floor(this.dom.width / w /2) * 2;
this.dom.width = w * this.rectSize;
this.dom.height = h * this.rectSize;
}
rectSize() {
return Math.floor(this.dom.width / w);
}
}
class Layer {
constructor(newEl) {
this.els = {};
this.diff = {};
this.newEl = newEl;
}
_normCoord(coord) {
if (typeof coord !== 'string') coord = JSON.stringify(coord);
return coord;
}
get(coord) {
return this.els[this._normCoord(coord)];
}
getAll() {
return Object.values(this.els);
}
set(coord, el) {
this.diff[this._normCoord(coord)] = {action: "set", coord: coord, ...el};
}
unset(coord) {
this.diff[this._normCoord(coord)] = {action: "unset"};
}
applyDiff() {
for (const coordStr in this.diff) {
const el = this.diff[coordStr];
delete this.diff[coordStr];
if (el.action == "set") {
delete el.action;
this.els[coordStr] = el;
} else {
delete this.els[coordStr];
}
}
}
update(state) {
// Apply diff from previous update first. The diff can't be applied last
// because it needs to be present during the draw phase.
this.applyDiff();
const allEls = this.getAll().sort(() => Math.random() - 0.5);
if (allEls.length == 0) {
this.set([w/2, h/2], this.newEl([]));
}
let newEls = 0;
for (const el of allEls) {
const nCoord = randEmptyNeighboringCoord(this, el.coord);
if (!nCoord) continue; // el has no empty neighboring spots
const nEl = this.newEl(neighboringElsOf(this, nCoord))
nEl.tick = state.tick;
this.set(nCoord, nEl);
newEls++;
if (newEls >= maxNewElsPerTick) break;
}
for (const el of allEls) {
const nEls = neighboringElsOf(this, el.coord);
if (state.tick - el.tick - (nEls.length * deathThresh) >= deathThresh) this.unset(el.coord);
}
}
draw(canvas) {
for (const coordStr in this.diff) {
const el = this.diff[coordStr];
const coord = JSON.parse(coordStr);
if (el.action == "set") {
canvas.ctx.fillStyle = `hsl(${el.h}, ${el.s}, ${el.l})`;
canvas.ctx.fillRect(
coord[0]*canvas.rectSize, coord[1]*canvas.rectSize,
canvas.rectSize, canvas.rectSize,
);
} else {
canvas.ctx.clearRect(
coord[0]*canvas.rectSize, coord[1]*canvas.rectSize,
canvas.rectSize, canvas.rectSize,
);
}
}
}
}
const neighbors = [
[-1, -1], [0, -1], [1, -1],
[-1, 0], /* [0, 0], */ [1, 0],
[-1, 1], [0, 1], [1, 1],
];
function neighborsOf(coord) {
return neighbors.map((n) => {
let nX = coord[0]+n[0];
let nY = coord[1]+n[1];
nX = (nX + w) % w;
nY = (nY + h) % h;
return [nX, nY];
});
}
function randEmptyNeighboringCoord(layer, coord) {
const neighbors = neighborsOf(coord).sort(() => Math.random() - 0.5);
for (const nCoord of neighbors) {
if (!layer.get(nCoord)) return nCoord;
}
return null;
}
function neighboringElsOf(layer, coord) {
const neighboringEls = [];
for (const nCoord of neighborsOf(coord)) {
const el = layer.get(nCoord);
if (el) neighboringEls.push(el);
}
return neighboringEls;
}
const drift = 30;
function mkNewEl(l) {
return (nEls) => {
const s = "100%";
if (nEls.length == 0) {
return {
h: randn(360),
s: s,
l: l,
};
}
// for each h (which can be considered as degrees around a circle) break the h
// down into x and y vectors, and add those up separately. Then find the angle
// between those two resulting vectors, and that's the "average" h value.
let x = 0;
let y = 0;
nEls.forEach((el) => {
const hRad = el.h * Math.PI / 180;
x += Math.cos(hRad);
y += Math.sin(hRad);
});
let h = Math.atan2(y, x);
h = h / Math.PI * 180;
// apply some random drift, normalize
h += (Math.random() * drift * 2) - drift;
h = (h + 360) % 360;
return {
h: h,
s: s,
l: l,
};
}
}
class Universe {
constructor(canvasesByClass, layersByClass) {
this.canvasesByClass = canvasesByClass;
this.state = {
tick: 0,
layers: layersByClass,
};
}
update() {
this.state.tick++;
Object.values(this.state.layers).forEach((layer) => layer.update(this.state));
}
draw() {
for (const layerName in this.state.layers) {
if (!this.canvasesByClass[layerName]) return;
this.canvasesByClass[layerName].forEach((canvas) => {
this.state.layers[layerName].draw(canvas);
});
}
}
}
</script>
<style>
.canvasContainer {
display: grid;
margin-bottom: 2rem;
text-align: center;
}
canvas {
border: 1px dashed #AAA;
width: 100%;
grid-area: 1/1/2/2;
}
</style>
<div class="canvasContainer">
<canvas class="layer1"></canvas>
<canvas class="layer2"></canvas>
</div>
<div class="row">
<div class="columns six">
<div class="canvasContainer"><canvas class="layer1"></canvas></div>
</div>
<div class="columns six">
<div class="canvasContainer"><canvas class="layer2"></canvas></div>
</div>
</div>
This visualization combines two distinct layers, each of them borrowing their
behavior from [Visualization 4][viz4]. Neither layer has any effect on the
other, one is merely super-imposed on top of the other in the top canvas. You
can see each layer individually in the two lower canvases.
Despite their not affecting each other, the code is set up so that each layer
_could_ be affected by the other. This will likely be explored more in a future
post.
[viz4]: {% post_url 2021-05-26-viz-4 %}
<script>
const canvasesByClass = {};
[...document.getElementsByTagName("canvas")].forEach((canvasDOM) => {
const canvas = new Canvas(canvasDOM);
canvasDOM.classList.forEach((name) => {
if (!canvasesByClass[name]) canvasesByClass[name] = [];
canvasesByClass[name].push(canvas);
})
});
const universe = new Universe(canvasesByClass, {
"layer1": new Layer(mkNewEl("90%")),
"layer2": new Layer(mkNewEl("50%")),
});
const requestAnimationFrame =
window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
function doTick() {
universe.update();
universe.draw();
requestAnimationFrame(doTick);
}
doTick();
</script>