lava-lamp-bubbles
Version:
Lava lamp bubbles on canvas
305 lines (280 loc) • 9.74 kB
text/typescript
export default class LavaLampBubbles {
private lava0: LavaLamp;
private ctx: CanvasRenderingContext2D;
private screen: any;
constructor(canvasID: string, speed: number, color1: string, color2: string) {
// canvas
this.screen = new Ge1doot(canvasID).init(true);
this.ctx = this.screen.ctx;
this.screen.resize();
window.addEventListener("resize", () => this.screen.resize());
// create LavaLamps
this.lava0 = new LavaLamp(this.ctx, this.screen.width, this.screen.height, speed, 10, color1, color2);
}
public start() {
requestAnimationFrame(() => this.start());
this.ctx.clearRect(0, 0, screen.width, screen.height);
this.lava0.renderMetaballs();
}
}
class Ge1doot {
private elem: HTMLCanvasElement;
private ctx: CanvasRenderingContext2D;
private width = 0;
private height = 0;
private left = 0;
private top = 0;
constructor(id: string) {
this.elem = <HTMLCanvasElement>document.getElementById(id);
if (this.elem === null) throw "Invalid Canvas id!";
this.ctx = <CanvasRenderingContext2D>this.elem.getContext("2d");
}
init(initRes: boolean) {
window.addEventListener("resize", () => this.resize());
this.elem.onselectstart = function () {
return false;
};
this.elem.ondrag = function () {
return false;
};
initRes && this.resize();
return this;
}
resize() {
let o: any = this.elem;
this.width = o.offsetWidth;
this.height = o.offsetHeight;
for (this.left = 0, this.top = 0; o != null; o = o.offsetParent) {
this.left += o.offsetLeft;
this.top += o.offsetTop;
}
if (this.ctx) {
this.elem.width = this.width;
this.elem.height = this.height;
}
}
}
class Point {
public x: number;
public y: number;
public magnitude: number;
public computed: number = 0;
public force: number = 0;
constructor(x: number, y: number) {
this.x = x;
this.y = y;
this.magnitude = x * x + y * y;
this.computed = 0;
this.force = 0;
}
add(p: Point) {
return new Point(this.x + p.x, this.y + p.y);
}
}
class Ball {
private vel: Point;
public pos: Point;
public size: number;
private width: number;
private height: number;
constructor(par: LavaLamp) {
let min = 0.05;
let max = 0.075;
this.vel = new Point(
(Math.random() > 0.5 ? 1 : -1) * (0.2 + Math.random() * 0.25) * 0.25 * par.speed,
(Math.random() > 0.5 ? 1 : -1) * (0.2 + Math.random()) * 0.25 * par.speed
);
this.pos = new Point(
par.width * 0.2 + Math.random() * par.width * 0.6,
par.height * 0.2 + Math.random() * par.height * 0.6
);
this.size = par.wh / 15 + (Math.random() * (max - min) + min) * (par.wh / 15);
this.width = par.width;
this.height = par.height;
}
move() {
// bounce borders
if (this.pos.x >= this.width - this.size) {
if (this.vel.x > 0) this.vel.x = -this.vel.x;
this.pos.x = this.width - this.size;
} else if (this.pos.x <= this.size) {
if (this.vel.x < 0) this.vel.x = -this.vel.x;
this.pos.x = this.size;
}
if (this.pos.y >= this.height - this.size) {
if (this.vel.y > 0) this.vel.y = -this.vel.y;
this.pos.y = this.height - this.size;
} else if (this.pos.y <= this.size) {
if (this.vel.y < 0) this.vel.y = -this.vel.y;
this.pos.y = this.size;
}
// velocity
this.pos = this.pos.add(this.vel);
}
}
class LavaLamp {
private ctx: CanvasRenderingContext2D;
private step = 5;
public width: number;
public height: number;
public wh: number;
private sx: number;
private sy: number;
public speed: number;
private paint = false;
private metaFill: any;
private plx: number[];
private ply: number[];
private mscases: number[];
private ix: number[];
private grid: Point[];
private balls: Ball[];
private iter = 0;
private sign = 1;
constructor(
ctx: CanvasRenderingContext2D,
width: number,
height: number,
speed: number,
numBalls: number,
c0: string,
c1: string
) {
this.ctx = ctx;
this.step = 5;
this.width = width;
this.height = height;
this.wh = Math.min(width, height);
this.sx = Math.floor(this.width / this.step);
this.sy = Math.floor(this.height / this.step);
this.speed = speed;
this.paint = false;
this.metaFill = createRadialGradient(this.ctx, width, height, width, c0, c1);
this.plx = [0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0];
this.ply = [0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 1, 0, 1];
this.mscases = [0, 3, 0, 3, 1, 3, 0, 3, 2, 2, 0, 2, 1, 1, 0];
this.ix = [1, 0, -1, 0, 0, 1, 0, -1, -1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1];
this.grid = [];
this.balls = [];
this.iter = 0;
this.sign = 1;
// init grid
for (let i = 0; i < (this.sx + 2) * (this.sy + 2); i++) {
this.grid[i] = new Point((i % (this.sx + 2)) * this.step, Math.floor(i / (this.sx + 2)) * this.step);
}
// create metaballs
for (let k = 0; k < numBalls; k++) {
this.balls[k] = new Ball(this);
}
}
computeForce(x: number, y: number, idx: number) {
let force: number;
let id = idx || x + y * (this.sx + 2);
if (x === 0 || y === 0 || x === this.sx || y === this.sy) {
force = 0.6 * this.sign;
} else {
force = 0;
let cell = this.grid[id];
let i = 0;
let ball: Ball;
while ((ball = this.balls[i++])) {
force +=
(ball.size * ball.size) /
(-2 * cell.x * ball.pos.x - 2 * cell.y * ball.pos.y + ball.pos.magnitude + cell.magnitude);
}
force *= this.sign;
}
this.grid[id].force = force;
return force;
}
marchingSquares(next: any) {
let x = next[0];
let y = next[1];
let pdir = next[2];
let id = x + y * (this.sx + 2);
if (this.grid[id].computed === this.iter) {
return false;
}
let dir: any;
let mscase = 0;
// neighbors force
for (let i = 0; i < 4; i++) {
let idn = x + this.ix[i + 12] + (y + this.ix[i + 16]) * (this.sx + 2);
let force = this.grid[idn].force;
if ((force > 0 && this.sign < 0) || (force < 0 && this.sign > 0) || !force) {
// compute force if not in buffer
force = this.computeForce(x + this.ix[i + 12], y + this.ix[i + 16], idn);
}
if (Math.abs(force) > 1) mscase += Math.pow(2, i);
}
if (mscase === 15) {
// inside
return [x, y - 1, false];
} else {
// ambiguous cases
if (mscase === 5) dir = pdir === 2 ? 3 : 1;
else if (mscase === 10) dir = pdir === 3 ? 0 : 2;
else {
// lookup
dir = this.mscases[mscase];
this.grid[id].computed = this.iter;
}
// draw line
let ix =
this.step /
(Math.abs(
Math.abs(this.grid[x + this.plx[4 * dir + 2] + (y + this.ply[4 * dir + 2]) * (this.sx + 2)].force) -
1
) /
Math.abs(
Math.abs(
this.grid[x + this.plx[4 * dir + 3] + (y + this.ply[4 * dir + 3]) * (this.sx + 2)].force
) - 1
) +
1);
this.ctx.lineTo(
this.grid[x + this.plx[4 * dir] + (y + this.ply[4 * dir]) * (this.sx + 2)].x + this.ix[dir] * ix,
this.grid[x + this.plx[4 * dir + 1] + (y + this.ply[4 * dir + 1]) * (this.sx + 2)].y +
this.ix[dir + 4] * ix
);
this.paint = true;
// next
return [x + this.ix[dir + 4], y + this.ix[dir + 8], dir];
}
}
renderMetaballs() {
let i = 0;
let ball: Ball;
while ((ball = this.balls[i++])) ball.move();
// reset grid
this.iter++;
this.sign = -this.sign;
this.paint = false;
this.ctx.fillStyle = this.metaFill;
this.ctx.beginPath();
// compute metaballs
i = 0;
while ((ball = this.balls[i++])) {
// first cell
let next: any = [Math.round(ball.pos.x / this.step), Math.round(ball.pos.y / this.step), false];
// marching squares
while (next) {
next = this.marchingSquares(next);
}
// fill and close path
if (this.paint) {
this.ctx.fill();
this.ctx.closePath();
this.ctx.beginPath();
this.paint = false;
}
}
}
}
// gradients
function createRadialGradient(ctx: CanvasRenderingContext2D, w: number, h: number, r: number, c0: string, c1: string) {
let gradient = ctx.createRadialGradient(w / 1, h / 1, 0, w / 1, h / 1, r);
gradient.addColorStop(0, c0);
gradient.addColorStop(1, c1);
return gradient;
}