diff options
author | Brian Picciano <mediocregopher@gmail.com> | 2021-06-23 18:08:29 -0600 |
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committer | Brian Picciano <mediocregopher@gmail.com> | 2021-06-23 18:18:31 -0600 |
commit | 9be52bdaa4cf997f51ab2bf4c5fbbb84b1237fd1 (patch) | |
tree | 29fef344d6397790e2c44e5b7166cf35efb5898a /src | |
parent | 21fe465deb8905d18c2933c470e97dd4f3a075a4 (diff) |
viz6
Diffstat (limited to 'src')
-rw-r--r-- | src/_posts/2021-06-23-viz-6.md | 402 |
1 files changed, 402 insertions, 0 deletions
diff --git a/src/_posts/2021-06-23-viz-6.md b/src/_posts/2021-06-23-viz-6.md new file mode 100644 index 0000000..8262c2b --- /dev/null +++ b/src/_posts/2021-06-23-viz-6.md @@ -0,0 +1,402 @@ +--- +title: >- + Visualization 6 +description: >- + Eat your heart out, Conway! +series: viz +tags: tech art +--- + +<script type="text/javascript"> + +function randn(n) { + return Math.floor(Math.random() * n); +} + +const w = 100; +const h = 50; + +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(className, newEl, { + maxNewElsPerTick = 10, + ageOfDeath = 60, + neighborBonusScalar = 1, + layerBonusScalar = 1, + chaos = 0, + } = {}) { + this.className = className; + this.els = {}; + this.diff = {}; + + this.newEl = newEl; + this.maxNewElsPerTick = maxNewElsPerTick; + this.ageOfDeath = ageOfDeath; + this.neighborBonusScalar = neighborBonusScalar; + this.layerBonusScalar = layerBonusScalar; + this.chaos = chaos; + } + + _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, prevLayer) { + // 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) { + const nEl = this.newEl([]) + nEl.tick = state.tick; + this.set([w/2, h/2], nEl); + return; + } + + 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 >= this.maxNewElsPerTick) break; + } + + for (const el of allEls) { + const age = state.tick - el.tick; + const neighborBonus = neighboringElsOf(this, el.coord).length * this.neighborBonusScalar; + + const layerBonus = prevLayer + ? neighboringElsOf(prevLayer, el.coord, true).length * this.layerBonusScalar + : 0; + + const chaos = (this.chaos > 0) ? randn(this.chaos) : 0; + + if (age - neighborBonus - layerBonus + chaos >= this.ageOfDeath) { + 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, includeCoord = false) { + const neighboringEls = []; + + const neighboringCoords = neighborsOf(coord); + if (includeCoord) neighboringCoords.push(coord); + + for (const nCoord of neighboringCoords) { + 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, layers) { + this.canvasesByClass = canvasesByClass; + this.state = { + tick: 0, + layers: layers, + }; + } + + update() { + this.state.tick++; + let prevLayer; + this.state.layers.forEach((layer) => { + layer.update(this.state, prevLayer); + prevLayer = layer; + }); + } + + draw() { + this.state.layers.forEach((layer) => { + if (!this.canvasesByClass[layer.className]) return; + this.canvasesByClass[layer.className].forEach((canvas) => { + layer.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"> + <h3>Bottom Layer</h3> + <div class="canvasContainer"><canvas class="layer1"></canvas></div> + <div class="layer1 layerParams"> + <label>Max New Elements Per Tick</label><input type="text" param="maxNewElsPerTick" /> + <label>Age of Death</label><input type="text" param="ageOfDeath" /> + <label>Neighbor Bonus Scalar</label><input type="text" param="neighborBonusScalar" /> + </div> + </div> + + <div class="columns six"> + <h3>Top Layer</h3> + <div class="canvasContainer"><canvas class="layer2"></canvas></div> + <div class="layer2 layerParams"> + <label>Max New Elements Per Tick</label><input type="text" param="maxNewElsPerTick" /> + <label>Age of Death</label><input type="text" param="ageOfDeath" /> + <label>Neighbor Bonus Scalar</label><input type="text" param="neighborBonusScalar" /> + <label>Layer Bonus Scalar</label><input type="text" param="layerBonusScalar" /> + </div> + </div> + +</div> + +This visualization is essentially the same as the previous, except that each +layer now operates with different parameters than the other, allowing each to +exhibit different behavior. + +Additionally, the top layer has been made to be responsive to the bottom, via a +new mechanism where the age of an element on the top layer can be extended based +on the number of bottom layer elements it neighbors. + +Finally, the UI now exposes the actual parameters which are used to tweak the +behavior of each layer. Modifying any parameter will change the behavior of the +associated layer in real-time. The default parameters have been chosen such that +the top layer is now rather dependent on the bottom for sustenance, although it +can venture away to some extent. However, by playing the parameters yourself you +can find other behaviors and interesting cause-and-effects that aren't +immediately obvious. Try it! + +An explanation of the parameters is as follows: + +On each tick, up to `maxNewElements` are created in each layer, where each new +element neighbors an existing one. + +Additionally, on each tick, _all_ elements in a layer are iterated through. Each +one's age is determined as follows: + +``` +age = (currentTick - birthTick) +age -= (numNeighbors * neighborBonusScalar) +age -= (numBottomLayerNeighbors * layerBonusScalar) // only for top layer +``` + +If an element's age is greater than or equal to the `ageOfDeath` for that layer, +then the element is removed. + +<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 layers = [ + + new Layer("layer1", mkNewEl("90%"), { + maxNewElsPerTick: 2, + ageOfDeath: 30, + neighborBonusScalar: 50, + }), + + new Layer("layer2", mkNewEl("50%", ), { + maxNewElsPerTick: 10, + ageOfDeath: 1, + neighborBonusScalar: 15, + layerBonusScalar: 5, + }), + +]; + +for (const layer of layers) { + document.querySelectorAll(`.${layer.className}.layerParams > input`).forEach((input) => { + const param = input.getAttribute("param"); + + // pre-fill input values + input.value = layer[param]; + + input.onchange = () => { + console.log(`setting ${layer.className}.${param} to ${input.value}`); + layer[param] = input.value; + }; + }); +} + +const universe = new Universe(canvasesByClass, layers); + +const requestAnimationFrame = + window.requestAnimationFrame || + window.mozRequestAnimationFrame || + window.webkitRequestAnimationFrame || + window.msRequestAnimationFrame; + +function doTick() { + universe.update(); + universe.draw(); + requestAnimationFrame(doTick); +} + +doTick(); + +</script> |