Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <p style="width: 500px;">A randomly generated isohedral tiling.
		Reload the page to generate another one.</p>

		<canvas id="canvasMinDemo" width="500" height="500">
		</canvas>

              
            
!

CSS

              
                
              
            
!

JS

              
                /*
 * Tactile-JS
 * Copyright 2020 Craig S. Kaplan, csk@uwaterloo.ca
 *
 * Distributed under the terms of the 3-clause BSD license.  See the
 * file "LICENSE" for more information.
 */

// A minimal demo that constructs a random tiling with random edge
// shapes and then draws it, using no external library dependencies 
// other than Tactile itself.

'use strict'

import { mul, EdgeShape, tilingTypes, IsohedralTiling } 
	from 'https://codepen.io/bryanrasmussen/pen/PoPGeVW.js';

function drawRandomTiling()
{
	var canvas = document.getElementById( 'canvasMinDemo' );
	var ctx = canvas.getContext( '2d' );

	const { tiling, edges } = makeRandomTiling();

	// Make some random colours.
	let cols = [];
	for( let i = 0; i < 3; ++i ) {
		cols.push( 'rgb(' +
			Math.floor( Math.random() * 255.0 ) + ',' +
			Math.floor( Math.random() * 255.0 ) + ',' +
			Math.floor( Math.random() * 255.0 ) + ')' );
	}

	ctx.lineWidth = 1.0;
	ctx.strokeStyle = '#000';

	// Define a world-to-screen transformation matrix that scales by 50x.
	const ST = [ 50.0, 0.0, 0.0, 
				 0.0, 50.0, 0.0 ];

	for( let i of tiling.fillRegionBounds( -2, -2, 12, 12 ) ) {
		const T = mul( ST, i.T );
		ctx.fillStyle = cols[ tiling.getColour( i.t1, i.t2, i.aspect ) ];

		let start = true;
		ctx.beginPath();

		for( let si of tiling.shape() ) {
      /*codepen bug quick workaround*/
     
			const S = mul( T, si.T );
			let seg = [ mul( S, { x: 0.0, y: 0.0 } ) ];

			if( si.shape != EdgeShape.I ) {
				const ej = edges[ si.id ];
				seg.push( mul( S, ej[0] ) );
				seg.push( mul( S, ej[1] ) );
			}

			seg.push( mul( S, { x: 1.0, y: 0.0 } ) );

			if( si.rev ) {
				seg = seg.reverse();
			}

			if( start ) {
				start = false;
				ctx.moveTo( seg[0].x, seg[0].y );
			}

			if( seg.length == 2 ) {
				ctx.lineTo( seg[1].x, seg[1].y );
			} else {
				ctx.bezierCurveTo( 
					seg[1].x, seg[1].y, 
					seg[2].x, seg[2].y, 
					seg[3].x, seg[3].y );
			}
		}	

		ctx.closePath();
		ctx.fill();
		ctx.stroke();
	}
}

function makeRandomTiling()
{
	// Construct a tiling
	const tp = tilingTypes[ Math.floor( 81 * Math.random() ) ];
	let tiling = new IsohedralTiling( tp );

	// Randomize the tiling vertex parameters
	let ps = tiling.getParameters();
	for( let i = 0; i < ps.length; ++i ) {
		ps[i] += Math.random() * 0.1 - 0.05;
	}
	tiling.setParameters( ps );

	// Make some random edge shapes.  Note that here, we sidestep the 
	// potential complexity of using .shape() vs. .parts() by checking
	// ahead of time what the intrinsic edge shape is and building
	// Bezier control points that have all necessary symmetries.

	let edges = [];
	for( let i = 0; i < tiling.numEdgeShapes(); ++i ) {
		let ej = [];
		const shp = tiling.getEdgeShape( i );
		if( shp == EdgeShape.I ) {
			// Pass
		} else if( shp == EdgeShape.J ) {
			ej.push( { x: Math.random()*0.6, y : Math.random() - 0.5 } );
			ej.push( { x: Math.random()*0.6 + 0.4, y : Math.random() - 0.5 } );
		} else if( shp == EdgeShape.S ) {
			ej.push( { x: Math.random()*0.6, y : Math.random() - 0.5 } );
			ej.push( { x: 1.0 - ej[0].x, y: -ej[0].y } );
		} else if( shp == EdgeShape.U ) {
			ej.push( { x: Math.random()*0.6, y : Math.random() - 0.5 } );
			ej.push( { x: 1.0 - ej[0].x, y: ej[0].y } );
		}

		edges.push( ej );
	}

	return { tiling: tiling, edges: edges }
}

drawRandomTiling();

              
            
!
999px

Console