5

Github GitHub - urpflanze-org/core: Create 2d primitive shapes, encapsulate and...

 3 years ago
source link: https://github.com/urpflanze-org/core
Go to the source link to view the article. You can view the picture content, updated content and better typesetting reading experience. If the link is broken, please click the button below to view the snapshot at that time.
neoserver,ios ssh client

Synopsis

This package is the core used by the Urpflanze javascript library to generate the scene.

It deals with creating two-dimensional shapes, repeating them, manipulating them point by point and encapsulating them.

You can use it in the browser or in node.

Motivations

The creation of this library comes from the need to create simple APIs for manage the repetition of primitive shapes and the possibility of applying transformations to each of them, applying transformations on the points avoiding the use of canvas transformations.

Another need - which then became one of the main features - was to be able to encapsulate the result of a generation and manage it as if it were a new shape.

Donate

I am trying to create a tool for those who want to approach the world of programming or for programmers who want to approach the world of creative coding.

I have spent a lot of time and will spend more to support this project. I also have in mind a web editor (open-source) where you can use the features of this library in the browser.

You can see a preview here


Installation

You can install the library with the command:

npm i @urpflanze/core --save

At the end you can import Urpflanze into your project

/**
 * Full importing
 */
import * as Urpflanze from '@urpflanze/core'

const scene = new Urpflanze.Scene()

/**
 * Selective import
 */
import { Scene } from '@urpflanze/core'

const scene = new Scene()

Creating a shape

ShapeBuffer

The ShapeBuffer is the shape to which you can pass a buffer of points. It accepts the shape property which is an array of points [x0, y0, x1, y1, ..., xn, yn].

The array of points will be adapted between a range of -1 and 1.

Example:

import { ShapeBuffer } from '@urpflanze/core'

const rect = new ShapeBuffer({
	shape: [-1, -1, 1, -1, 1, 1, -1, -1],
	sideLength: [10, 10],
})

rect.generate() // Apply properties

console.log(rect.getBuffer())

// Output:
// Float32Array(8) [
//   -10, -10,  10, -10,
//    10,  10, -10, -10
// ]

ShapeLoop

The ShapeLoop is a shape generated by a loop, it is recommended to return values ​​between a range of -1 and 1

import { ShapeLoop } from '@urpflanze/core'

const circle = new Urpflanze.ShapeLoop({
	sideLength: [10, 10],
	loop: {
		start: 0,
		end: Math.PI * 2,
		inc: (Math.PI * 2) / 100, // (end - start) / 100 for generate 100 points
		vertex: shapeLoopRepetition => [
			// shapeLoopRepetition.current start from 0 and end to 2 PI,
			// so you can use it as a angle
			Math.cos(shapeLoopRepetition.current),
			Math.sin(shapeLoopRepetition.current),
		],
	},
	bClosed: true, // flag to determinate the shape is closed
})

circle.generate()

console.log(circle.getBuffer().length)

// Output:
// 200 / 2 = 100 points

Primitive shapes

In this package there are already some basic shapes:

ShapeBuffer

Line Triangle Rect

ShapeLoop

Polygon Circle Lissajous Spiral Rose SuperShape


Repetitions

Using Urpflanze you can manage two types of repetitions: ring or matrix.

Ring repetitions

For this type of repetition you can set a numeric value to the repetitions property to indicate the number of times it will repeat and the distance property to indicate the distance from the center.

new Urpflanze.Rect({
	repetitions: 8,
	distance: 100,
	sideLength: 25,
})

Basically the shapes will be rotated towards the center, if you want to avoid this effect you have to rotate the vorma inversely to the current angle of the repetition.

new Urpflanze.Rect({
	repetitions: 8,
	sideLength: 25,
	distance: 100,
	rotateZ: ({ repetition }) => -repetition.angle,
})

Matrix repetitions

To repeat the shape as an array, just pass an Array of numbers indicating the number of rows and columns to the repetitions property. The distance property in this case will also be an Array containing the distance between the rows and columns.

new Urpflanze.Rect({
	repetitions: [3, 4],
	sideLength: 20,
	distance: [80, 50],
})

Manage repetitions

To manage the repetitions you can pass a function to the properties instead of a constant.

The argument of the function which is of type ISceneChildPropArguments.

Inside it we find the repetition property which - like any object that implements a IBaseRepetition - contains the following properties:

  • index the current index, from 1 to count
  • count the total number of repetitions
  • offset an index ranging from 0 to 1 which does not depend on the number of repetitions. For example, if the number of repetitions is 3, the offset value will be 0 - 0.5 - 1

For matrix repetitions you can also use repetition.row and repetition.col also of type IBaseRepetition

Repetitions examples

new Urpflanze.Rect({
	repetitions: 8,
	sideLength: 25,
	distance: ({ repetition }) => repetition.offset * 100,
	scale: ({ repetition }) => repetition.offset,
})
new Urpflanze.Rect({
	repetitions: [4],
	sideLength: 25,
	distance: 50,
	scale: ({ repetition }) => {
		// [0, 0] is center of repetition, you can set value between [-1, -1] (left - top angle) and [1, 1] (right - bottom angle)
		return Urpflanze.distanceFromRepetition(repetition, [0, 0]),
	}
})

List of properties


Encapsulation

To be able to encapsulate a shape you can use the Shape class to which you can pass the property shape which is a ShapePrimitive (ShapeBuffer or ShapeLoop) or a Group.

Shape

const lines = new Urpflanze.Line({
	repetitions: 20,
	sideLength: 25,
	distance: 50,
})

const container = new Urpflanze.Shape({
	shape: lines,

	repetitions: [3], // [3, 3]
	distance: 100,
	scale: 0.5, // scale all repetitions of lines
})

const final = new Urpflanze.Shape({
	shape: container,

	repetitions: 6,
	distance: 120,
	scale: 0.4,
	perspective: 0.99,
	rotateY: Urpflanze.toRadians(60),
})

lines container final

Group

const group = new Urpflanze.Group({
	repetitions: 4,
	sideLength: 15,
	distance: 25,
	rotateZ: Urpflanze.toRadians(45),
})

group.add(
	new Urpflanze.Circle(),
	new Urpflanze.Rect(),
	new Urpflanze.Line({
		rotateZ: 0,
	})
)

const shape = new Urpflanze.Shape({
	shape: group,
	repetitions: 8,
	distance: 100,
	rotateZ: ({ repetition }) => -repetition.angle,
})

group shape

Using repetition property of the encapsulator

You can use the repetition object of whoever encapsulates a shape by setting the bUseParent property. This parameter is optional since a new buffer of points will be generated at each repetition of the encapsulator.

const rect = new Urpflanze.Rect({
	bUseParent: true, // <--

	repetitions: [5],
	sideLength: 10,
	distance: 20,
	scale: ({ repetition, parent }) => {
		return repetition.offset * parent.repetition.offset
	},
})

const container = new Urpflanze.Shape({
	shape: rect,
	repetitions: [5],
	distance: 50,
	scale: 0.4,
})

Recursion

Another possibility is to use the ShapeRecursive to repeat any Shape on each of its points.

You can use the recursion property of type IRecursionRepetition

const rect = new Urpflanze.Rect({
	// bUseRecursion: true,
	// [prop]: ({ recursion }) => ...
	sideLength: 50,
})

const container = new Urpflanze.ShapeRecursive({
	shape: rect,
	recursionScale: 2,
	recursions: 4,
})

Vertex Callback

The vertexCallback property is a function that is called at each point of the shape of each repetition.

The function takes 3 arguments:

const rects = new Urpflanze.Rect({
	repetitions: [10, 1],
	sideLength: 100,
	scale: propArguments => propArguments.repetition.row.offset * 0.9 + 0.1,

	vertexCallback: (vertex, vertexRepetition, propArguments) => {
		const angle = vertexRepetition.offset * Urpflanze.PI2

		const x = Math.cos(angle)
		const y = Math.sin(angle)

		const offset = propArguments.repetition.row.offset ** 2 * 20
		const noise = Urpflanze.noise('seed', angle * 2) * offset

		vertex[0] += x * noise
		vertex[1] += y * noise
	},
})

rects.subdivide(5)

Scene

You can use the shapes independently or you can add them to a scene. When a shape is added to the scene it will be arranged in the center of it, adding an offset to all points.

Use without the scene:

const rect = new Urpflanze.Rect({ sideLength: 25 })
rect.generate()

console.log(rect.getBounding())
// Output:
//
// { cx: 0, cy: 0, x: -25, y: -25, width: 50, height: 50 }
// # left, top point: (-25, -25) | right, bottom point: (25, 25)

Using the scene:

const scene = new Urpflanze.Scene({ width: 100, height: 100 })
const rect = new Urpflanze.Rect({ sideLength: 25 })
scene.add(rect)
scene.update()

console.log(rect.getBounding())
// Output:
//
// {
//	cx: 50, cy: 50, 	  # Center of scene
//	x: 25, y: 25,  		  # Center of scene - sideLength
//	width: 50, height: 50 # sideLength * 2
// }
// # left, top point: (25, 25) | right, bottom point: (75, 75)

Simple Drawer

When you call the generate() method on a shape a buffer of type Array<IBufferIndex> is created containing the information on the current repetition of shape and the reference index of the total buffer (getBuffer())

if repetitions are statica (and ShapeLoop has static loop) the IndexedBuffer will only generate once.

// scene.add(...)

const time = Date.now()

scene.currentTime = time
const sceneChilds = scene.getChildren()
for(let i = 0, len = sceneChilds.length; i < len; i++) {
	// Generate Buffer and IndexedBuffer
	sceneChilds[i].generate(time, true)

	// Buffer of indexing (https://docs.urpflanze.org/core/#/ref/IBufferIndex)
	const childIndexedBuffer = sceneChilds[i].getIndexedBuffer()

	const childBuffer = sceneChilds[i].getBuffer()

	for (let currentBufferIndex = 0, currentBufferIndex < childIndexedBuffer.length; currentBufferIndex++) {
		const currentIndexing = childIndexedBuffer[currentBufferIndex]
		let vertexIndex = currentIndexing.frameBufferIndex

		beginPath()
		moveTo(childBuffer[vertexIndex], childBuffer[vertexIndex + 1])

		vertexIndex += 2
		for (; vertexIndex < currentIndexing.frameLength; vertexIndex += 2)
			lineTo(childBuffer[vertexIndex], childBuffer[vertexIndex + 1])

		if (currentIndexing.shape.isClosed())
			closePath()

		fillOrStrokePath()
	}
}

Examples

Draw point in a console (using this package)

Pen plotter


About Joyk


Aggregate valuable and interesting links.
Joyk means Joy of geeK