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html,
body {
height: 100%;
}
body {
background: #000;
overflow: hidden;
}
canvas {
bottom: 0;
cursor: move;
cursor: grab;
left: 0;
position: fixed;
right: 0;
top: 0;
}
canvas:active {
cursor: move;
cursor: grabbing;
}
.variaboard-panel {
animation: slide-in 500ms 3000ms ease-out forwards;
font-family: 'Source Code Pro', monospace;
opacity: 0;
transform: translateY(5px);
visibility: hidden;
}
@keyframes slide-in {
100% {
opacity: 1;
transform: translateY(0);
visibility: visible;
}
}
console.clear();
class Walker {
constructor(config) {
this.simplex = config.simplex;
this.total = config.total;
this.x = config.x;
this.y = config.y;
this.dir = config.dir;
this.speed = config.speed;
this.delta = config.delta;
this.time = config.time;
this.angleRange = config.angleRange;
this.away = config.away;
this.depth = config.depth;
this.position = new THREE.Vector3(this.x, this.y, 0);
this.path = [];
this.build();
}
build() {
for(let i = 0; i < this.total; i++) {
this.step(i / this.total);
}
}
step(p) {
// progress the time for noise
this.time += this.delta;
// get noise values for angle and speed
this.angle = Calc.map(this.simplex.noise2D(this.time, 0), -1, 1, -this.angleRange, this.angleRange);
this.speed = Calc.map(this.simplex.noise2D(this.time, 1000), -1, 1, 0, 0.01);
// apply noise values
this.dir += this.angle;
this.position.x += Math.cos(this.dir) * this.speed;
this.position.y += Math.sin(this.dir) * this.speed;
// grow away or toward the camera
if(this.away) {
this.position.z = Calc.map(p, 0, 1, this.depth / 2, -this.depth / 2);
} else {
this.position.z = Calc.map(p, 0, 1, -this.depth / 2, this.depth / 2);
}
// push new position into the path array
this.path.push({
x: this.position.x,
y: this.position.y,
z: this.position.z
});
}
}
class Generator {
constructor() {
this.setupCamera();
this.setupScene();
this.setupRenderer();
this.setupLines();
this.setupOrbit();
this.setupControls();
this.lastTime = Date.now();
this.currentTime = Date.now();
this.deltaTime = 0;
this.deltaTimeNorm = 0;
this.listen();
this.onResize();
this.reset();
this.loop();
}
setupCamera() {
this.fov = 75;
this.camera = new THREE.PerspectiveCamera(this.fov, 0, 0.01, 1000);
this.camera.position.z = 10;
}
setupScene() {
this.scene = new THREE.Scene();
}
setupRenderer() {
this.renderer = new THREE.WebGLRenderer({
antialias: true
});
document.body.appendChild(this.renderer.domElement);
}
setupOrbit() {
this.orbit = new THREE.OrbitControls(this.camera, this.renderer.domElement);
this.orbit.enableDamping = true;
this.orbit.dampingFactor = 0.2;
this.orbit.enableKeys = false;
}
setupControls() {
this.vb = new VariaBoard({
container: document.body,
title: 'Simplex Flower Generator',
changeCallback: () => {
this.reset();
}
});
this.vb.addRange({
id: 'lines',
title: 'Lines',
description: 'Amount of lines per stem',
min: 1,
max: 6,
step: 1,
default: 3,
eased: false
});
this.vb.addRange({
id: 'stems',
title: 'Stems',
description: 'Amount of stems (reflections of lines)',
min: 1,
max: 10,
step: 1,
default: 5,
eased: false
});
this.vb.addRange({
id: 'angle-range',
title: 'Angle Range',
description: 'Amount that the angle can change per noise step',
min: 0.002,
max: 0.018,
step: 0.001,
default: 0.01,
eased: false
});
this.vb.addRange({
id: 'depth',
title: 'Depth',
description: 'Depth of the flower in Z space',
min: 0,
max: 10,
step: 0.1,
default: 5,
eased: false
});
this.vb.addRange({
id: 'noise-speed',
title: 'Noise Speed',
description: 'How fast the noise values change over time',
min: 0.000001,
max: 0.0005,
step: 0.000001,
default: 0.0003,
eased: false
});
this.vb.addRange({
id: 'iterations',
title: 'Iterations',
description: 'Amount of growth iterations per stem',
min: 500,
max: 8000,
step: 1,
default: 3000,
eased: false
});
this.vb.addRange({
id: 'hue',
title: 'Hue',
description: 'Base hue of the flower',
min: 0,
max: 360,
step: 1,
default: 300,
eased: false
});
this.vb.addRange({
id: 'hue-range',
title: 'Hue Range',
description: 'Hue variance from the base hue per line',
min: 0,
max: 90,
step: 1,
default: 90,
eased: false
});
this.vb.addRange({
id: 'lightness',
title: 'Lightness',
description: 'Overall lightness of lines',
min: 0,
max: 100,
step: 1,
default: 60,
eased: false
});
this.vb.addBoolean({
id: 'invert',
title: 'Invert',
description: 'Flip the background color',
default: false
});
this.vb.addButton({
id: 'randomize',
title: 'Randomize',
description: 'Set all controls to random values',
callback: () => {
this.vb.randomize();
}
});
this.vb.addButton({
id: 'save-image',
title: 'Save Image',
description: 'Save flower snapshot as an image file',
callback: (e, button, variaboard) => {
this.renderer.render(this.scene, this.camera);
button.dom.button.setAttribute('href', this.renderer.domElement.toDataURL('image/png'));
button.dom.button.setAttribute('download', `simplex-flower-${Date.now()}.png`);
}
});
this.vb.addButton({
id: 'generate',
title: 'Generate',
description: 'Generate a new flower',
callback: () => {
this.reset();
}
});
}
setupLines() {
this.meshes = [];
this.meshGroup = new THREE.Object3D();
this.meshGroupScale = 1;
this.meshGroupScaleTarget = 1;
this.scene.add(this.meshGroup);
}
generate() {
this.simplex = new SimplexNoise();
this.count = this.vb.get('lines');
this.stems = this.vb.get('stems');
this.edge = 0;
this.scene.background = this.vb.get('invert') ? new THREE.Color('#fff') : new THREE.Color('#000')
for(let i = 0; i < this.count; i++) {
// setup a new walker/wanderer
let centered = Math.random() > 0.5;
let walker = new Walker({
simplex: this.simplex,
total: this.vb.get('iterations'),
x: centered ? 0 : Calc.rand(-1, 1),
y: centered ? 0 : Calc.rand(-1, 1),
dir: (i / (this.count)) * ((Math.PI * 2) / this.stems),
speed: 0,
delta: this.vb.get('noise-speed'),
angleRange: this.vb.get('angle-range'),
away: 0,
depth: this.vb.get('depth'),
time: i * 1000
});
let geometry = new THREE.Geometry();
let line = new MeshLine();
// grab each path point and push it to the geometry
for(let j = 0, len = walker.path.length; j < len; j++) {
let p = walker.path[j];
let x = p.x;
let y = p.y;
let z = p.z;
this.edge = Math.max(this.edge, Math.abs(x), Math.abs(y));
geometry.vertices.push(new THREE.Vector3(x, y, z));
}
// set the thickness of the line and assign the geometry
line.setGeometry(geometry, (p) => {
let size = 1;
let n = size - Math.abs(Calc.map(p, 0, 1, -size, size)) + 0.1;
return n;
});
// create new material based on the controls
let material = new MeshLineMaterial({
blending: this.vb.get('invert') ? THREE.NormalBlending : THREE.AdditiveBlending,
color: new THREE.Color(`hsl(${360 + this.vb.get('hue') + Calc.map(i, 0, this.count, -this.vb.get('hue-range'), this.vb.get('hue-range'))}, 100%, ${this.vb.get('lightness')}%)`),
depthTest: false,
opacity: 1,
transparent: true,
lineWidth: 0.04,
resolution: this.resolution
});
// create meshes for all of the stems/reflections
for(let k = 0; k < this.stems; k++) {
let mesh = new THREE.Mesh(line.geometry, material);
mesh.rotation.z = Calc.map(k, 0, this.stems, 0, Math.PI * 2);
this.meshes.push(mesh);
this.meshGroup.add(mesh);
}
}
}
worldToScreen(vector, camera) {
vector.project(camera);
let cx = window.innerWidth / 2;
let cy = window.innerHeight / 2;
vector.x = (vector.x * cx) + cx;
vector.y = -(vector.y * cy) + cy;
return vector;
}
reset() {
// empty out meshes array
if(this.meshes) {
this.meshes.length = 0;
}
// remove all children from mesh group
if(this.meshGroup) {
while(this.meshGroup.children.length) {
this.meshGroup.remove(this.meshGroup.children[0]);
}
}
// reset the camera
this.camera.position.x = 0;
this.camera.position.y = 0;
this.camera.position.z = 10;
this.camera.lookAt(new THREE.Vector3());
// initialize progres values
this.progress = 0; // overall progress ticker
this.progressed = false; // has run once
this.progressModulo = 0; // resets progress on modulus
this.progressEffective = 0; // progress amount to use
this.progressEased = 0; // eased progress
this.generate();
requestAnimationFrame(() => {
// scale until the flower roughly fits within the viewport
let tick = 0;
let exit = 50;
let scale = 1;
this.meshGroup.scale.set(scale, scale, scale);
let scr = this.worldToScreen(new THREE.Vector3(0, this.edge, 0), this.camera);
while(scr.y < window.innerHeight * 0.2 && tick <= exit) {
scale -= 0.05;
scr = this.worldToScreen(new THREE.Vector3(0, this.edge * scale, 0), this.camera);
tick++;
}
this.meshGroupScaleTarget = scale;
});
}
listen() {
window.addEventListener('resize', () => this.onResize());
}
onResize() {
this.resolution = new THREE.Vector2(window.innerWidth, window.innerHeight);
this.dpr = window.devicePixelRatio > 1 ? 2 : 1;
this.camera.aspect = this.resolution.x / this.resolution.y;
this.camera.updateProjectionMatrix();
this.renderer.setPixelRatio(this.dpr);
this.renderer.setSize(this.resolution.x, this.resolution.y);
}
loop() {
this.lastTime = this.currentTime;
this.currentTime = Date.now();
this.deltaTime = this.currentTime - this.lastTime;
this.deltaTimeNorm = this.deltaTime / (1000 / 60);
// subtly rotate the mesh
this.meshGroup.rotation.x = Math.cos(Date.now() * 0.001) * 0.1;
this.meshGroup.rotation.y = Math.sin(Date.now() * 0.001) * -0.1;
// handle all the funky progress math
// there is a cleaner way of doing this, I'll find it
this.progress += 0.005 * this.deltaTimeNorm;
if(this.progress > 1) {
this.progressed = true;
}
this.progressModulo = this.progress % 2;
this.progressEffective = this.progressModulo < 1 ? this.progressModulo : 1 - (this.progressModulo - 1);
this.progressEased = this.progressed ? Ease.inOutExpo(this.progressEffective, 0, 1, 1) : Ease.outExpo(this.progressEffective, 0, 1, 1) ;
// loop over all meshes and update their opacity and visibility
let i = this.meshes.length;
while(i--) {
let mesh = this.meshes[i];
mesh.material.uniforms.opacity.value = Calc.clamp(this.progressEffective * 2, 0, 1);
mesh.material.uniforms.visibility.value = this.progressEased;
}
// ease the scale of the mesh
// this.meshGroupScale += (this.meshGroupScaleTarget - this.meshGroupScale) * 1;
this.meshGroupScale = this.meshGroupScaleTarget;
this.meshGroup.scale.set(this.meshGroupScale, this.meshGroupScale, this.meshGroupScale);
// update orbit controls
this.orbit.update();
// render the scene and queue up another frame
this.renderer.render(this.scene, this.camera);
window.requestAnimationFrame(() => this.loop());
}
}
setTimeout(() => {
let generator = new Generator();
}, 250);
Also see: Tab Triggers