dat.gui/demo/demo.js
Mr.doob d770dbb0c2 Hacked in a Controllers Watcher.
It would be nice if the controllers had the last value cached so setValue will execute only if _value != value.
Added a setWatched example in the demo.
2011-01-29 01:23:20 +00:00

225 lines
6.6 KiB
JavaScript

function FizzyText(message) {
var that = this;
// These are the variables that we manipulate with gui-dat.
// Notice they're all defined with "this". That makes them public.
// Otherwise, gui-dat can't see them.
this.growthSpeed = 0.5; // how fast do particles change size?
this.maxSize = 3.2; // how big can they get?
this.noiseStrength = 10; // how turbulent is the flow?
this.speed = 0.4; // how fast do particles move?
this.displayOutline = false; // should we draw the message as a stroke?
this.framesRendered = 0;
// __defineGetter__ and __defineSetter__ makes JavaScript believe that
// we've defined a variable 'this.message'. This way, whenever we
// change the message variable, we can call some more functions.
this.__defineGetter__("message", function () {
return message;
});
this.__defineSetter__("message", function (m) {
message = m;
createBitmap(message);
});
// We can even add functions to the GUI! As long as they have
// 0 arguments, we can call them from the dat-gui panel.
this.explode = function() {
var mag = Math.random()*30+30;
for (var i in particles) {
var angle= Math.random()*Math.PI*2;
particles[i].vx = Math.cos(angle)*mag;
particles[i].vy = Math.sin(angle)*mag;
}
};
////////////////////////////////////////////////////////////////
var _this = this;
var width = 550;
var height = 200;
var textAscent = 82;
var textOffsetLeft = 80;
var noiseScale = 300;
var colors = ["#00aeff", "#0fa954", "#54396e", "#e61d5f"];
// This is the context we use to get a bitmap of text using
// the getImageData function.
var r = document.createElement('canvas');
var s = r.getContext('2d');
// This is the context we actually use to draw.
var c = document.createElement('canvas');
var g = c.getContext('2d');
r.setAttribute('width', width);
c.setAttribute('width', width);
r.setAttribute('height', height);
c.setAttribute('height', height);
// Add our demo to the HTML
document.getElementById('helvetica-demo').appendChild(c);
// Stores bitmap image
var pixels = [];
// Stores a list of particles
var particles = [];
// Set g.font to the same font as the bitmap canvas, incase we
// want to draw some outlines.
s.font = g.font = "800 " + textAscent + "px helvetica, arial, sans-serif";
// Instantiate some particles
for (var i = 0; i < 1000; i++) {
particles.push(new Particle(Math.random() * width, Math.random() * height));
}
// This function creates a bitmap of pixels based on your message
// It's called every time we change the message property.
var createBitmap = function (msg) {
s.fillStyle = "#fff";
s.fillRect(0, 0, width, height);
s.fillStyle = "#222";
s.fillText(msg, textOffsetLeft, textAscent);
// Pull reference
var imageData = s.getImageData(0, 0, width, height);
pixels = imageData.data;
};
// Called once per frame, updates the animation.
var render = function () {
that.framesRendered ++;
g.clearRect(0, 0, width, height);
if (_this.displayOutline) {
g.globalCompositeOperation = "source-over";
g.strokeStyle = "#000";
g.lineWidth = .5;
g.strokeText(message, textOffsetLeft, textAscent);
}
g.globalCompositeOperation = "darker";
for (var i = 0; i < particles.length; i++) {
g.fillStyle = colors[i % colors.length];
particles[i].render();
}
};
// Returns x, y coordinates for a given index in the pixel array.
var getPosition = function (i) {
return {
x: (i - (width * 4) * Math.floor(i / (width * 4))) / 4,
y: Math.floor(i / (width * 4))
};
};
// Returns a color for a given pixel in the pixel array.
var getColor = function (x, y) {
var base = (Math.floor(y) * width + Math.floor(x)) * 4;
var c = {
r: pixels[base + 0],
g: pixels[base + 1],
b: pixels[base + 2],
a: pixels[base + 3]
};
return "rgb(" + c.r + "," + c.g + "," + c.b + ")";
};
// This calls the setter we've defined above, so it also calls
// the createBitmap function.
this.message = message;
// This calls the render function every 30 milliseconds.
setInterval(render, 30);
// This class is responsible for drawing and moving those little
// colored dots.
function Particle(x, y, c) {
// Position
this.x = x;
this.y = y;
// Size of particle
this.r = 0;
// This velocity is used by the explode function.
this.vx = 0;
this.vy = 0;
// Called every frame
this.render = function () {
// What color is the pixel we're sitting on top of?
var c = getColor(this.x, this.y);
// Where should we move?
var angle = noise(this.x / noiseScale, this.y / noiseScale) * _this.noiseStrength;
// Are we within the boundaries of the image?
var onScreen = this.x > 0 && this.x < width &&
this.y > 0 && this.y < height;
var isBlack = c != "rgb(255,255,255)" && onScreen;
// If we're on top of a black pixel, grow.
// If not, shrink.
if (isBlack) {
this.r += _this.growthSpeed;
} else {
this.r -= _this.growthSpeed;
}
// This velocity is used by the explode function.
this.vx *= 0.5;
this.vy *= 0.5;
// Change our position based on the flow field and our
// explode velocity.
this.x += Math.cos(angle) * _this.speed + this.vx;
this.y += -Math.sin(angle) * _this.speed + this.vy;
this.r = constrain(this.r, 0, _this.maxSize);
// If we're tiny, keep moving around until we find a black
// pixel.
if (this.r <= 0) {
this.x = Math.random() * width;
this.y = Math.random() * height;
return; // Don't draw!
}
// Draw the circle.
g.beginPath();
g.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
g.fill();
}
}
var constrain = function (v, o1, o2) {
if (v < o1) v = o1;
else if (v > o2) v = o2;
return v;
}
}