Merge pull request 'new render method' (#8) from dev into master
Reviewed-on: #8
This commit is contained in:
commit
1644c8c5ce
@ -44,3 +44,4 @@ See [Configuration Reference](https://vitejs.dev/guide/).
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- https://en.wikipedia.org/wiki/Hashlife
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- https://plato.stanford.edu/entries/cellular-automata/supplement.html
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- https://www.conwaylife.com/wiki/Cellular_automaton
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- https://conwaylife.com/
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@ -24,15 +24,18 @@
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overpopulationRules,
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lonelinessRules,
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threebornRules,
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highLifeRules,
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servietteRules,
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evolve2d,
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} from "../modules/automata.js";
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import { getRandomInt, sleep } from "../modules/common.js";
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import { picToBoard, picToBlackAndWhite } from "../modules/picture.js";
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import { getRandomInt } from "../modules/common.js";
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import { boardToPic, picToBoard } from "../modules/picture.js";
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export default {
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name: "CanvasBoard",
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data() {
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return {
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board: null,
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canvas: null,
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workCanvas: null,
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workCtx: null,
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@ -42,11 +45,14 @@
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overpopulation: overpopulationRules,
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loneliness: lonelinessRules,
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threeborn: threebornRules,
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highlife: highLifeRules,
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serviette: servietteRules,
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},
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};
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},
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computed: {
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...mapState(globalStore, {
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loop: "loop",
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cellProperties: "cellProperties",
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ruleset: "ruleset1d",
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refreshRate: "refreshRate",
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@ -59,8 +65,8 @@
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getDraw2dPicture: "draw2dpicture",
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boardWidth: "boardWidth",
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boardHeight: "boardHeight",
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picture: "picture",
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selected2dRules: "selected2dRules",
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picture: "picture",
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}),
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...mapWritableState(globalStore, {
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lastBoard: "lastBoard",
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@ -72,6 +78,9 @@
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max() {
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return Math.max(this.boardWidth, this.boardHeight);
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},
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selectedRules() {
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return this.available2dRules[this.selected2dRules.id];
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},
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},
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watch: {
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getDraw1d(value) {
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@ -80,8 +89,8 @@
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getDraw2d(value) {
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if (value == true) this.draw2dNew();
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},
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getDraw2dLast(value) {
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if (value == true) this.draw2dLast();
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async getDraw2dLast(value) {
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if (value == true) await this.draw2dLast();
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},
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getDraw2dPicture(value) {
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if (value == true) this.draw2dPicture();
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@ -109,21 +118,24 @@
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"setBoardHeight",
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]),
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// draws the board on the canvas
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drawCanvas(board) {
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const props = this.cellProperties;
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board.map((row, y) => {
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const d = props.size;
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return row.map((cell, x) => {
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this.ctx.fillStyle = (() => {
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if (cell === 1) return props.liveColor;
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return props.deadColor;
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})();
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if (this.drawingDirection === "x")
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this.ctx.fillRect(y * d, x * d, d, d);
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else this.ctx.fillRect(x * d, y * d, d, d);
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return cell;
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});
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});
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async drawCanvas(board, width, height) {
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const d = this.cellProperties.size;
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// bool to RGBA colors
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const img = await boardToPic(board, width, height, this.cellProperties);
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// rescale and draw
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this.ctx.save();
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this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
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this.workCtx.putImageData(img, 0, 0);
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this.ctx.imageSmoothingEnabled = false;
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this.ctx.scale(d, d);
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this.ctx.drawImage(
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this.workCanvas,
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0,
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0,
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this.canvasWidth,
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this.canvasHeight
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);
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this.ctx.restore();
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},
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// create a first state, either a single living cell
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// at the center or random ones
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@ -132,74 +144,77 @@
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return create1dStateOneCell(this.boardWidth);
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return create1dState(this.boardWidth, getRandomInt, [0, 2]);
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},
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// draw elementary automaton on the canvas based on selected ruleset
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draw1d() {
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const initialState = this.compute1dInitialState();
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const board = createBoard(initialState, this.ruleset.rules, this.max);
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this.lastBoard = Object.freeze(board);
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this.drawCanvas(this.lastBoard);
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this.toggleStop();
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},
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// draw 2D automaton on the canvas in a loop
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draw2d(board) {
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if (!this.canDraw) return;
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const draw2dNext = async (b) => {
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if (!this.canDraw) return;
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const newBoard = evolve2d(
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b,
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this.available2dRules[this.selected2dRules.id]
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);
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this.drawCanvas(b, this.cellProperties);
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this.lastBoard = Object.freeze(newBoard);
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await sleep(this.refreshRate);
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draw2dNext(newBoard);
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};
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return draw2dNext(board);
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},
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// draw 2d automaton from a new state
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draw2dNew() {
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const initialState = create2dState(
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// initialize board with random cells
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randomInitialState() {
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return create2dState(
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this.boardWidth,
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this.boardHeight,
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getRandomInt,
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[0, 2]
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);
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const board = evolve2d(initialState, conwayRules);
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},
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// draw elementary automaton on the canvas based on selected ruleset
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draw1d() {
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const initialState = this.compute1dInitialState();
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const board = createBoard(initialState, this.ruleset.rules, this.max);
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this.lastBoard = Object.freeze(board);
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this.drawCanvas(this.lastBoard, this.boardWidth, this.boardHeight);
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this.toggleStop();
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},
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// draw 2D automaton on the canvas in a loop
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draw2d(board) {
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const newBoard = evolve2d(board, this.selectedRules);
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this.drawCanvas(newBoard, this.boardWidth, this.boardHeight);
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this.lastBoard = Object.freeze(newBoard);
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},
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// draw 2d automaton in a loop, starting from passed state
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async draw2dNext(board, time) {
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setTimeout(() => {
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requestAnimationFrame(() => {
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if (!this.canDraw) return;
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this.draw2d(board);
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return this.draw2dNext(this.lastBoard);
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});
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}, this.refreshRate);
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},
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// draw 2d automaton from a new state
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async draw2dNew() {
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if (!this.canDraw) return;
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const initialState = this.randomInitialState();
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let board = evolve2d(initialState, this.selectedRules);
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if (this.loop) return this.draw2dNext(board);
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else this.draw2d(board);
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this.toggleStop();
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},
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// draw 2d automaton from the last known generated board
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draw2dLast() {
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if (this.lastBoard != undefined) this.draw2d(this.lastBoard);
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async draw2dLast() {
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if (!this.canDraw) return;
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if (this.loop) return this.draw2dNext(this.lastBoard);
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else this.draw2d(this.lastBoard);
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this.toggleStop();
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},
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// draw 2d automaton from an uploaded picture.
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// use the picture representation as an initial state
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draw2dPicture() {
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// get image data by drawing it on a work canvas
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this.workCtx.drawImage(
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// draw image on canvas
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this.ctx.fillStyle = "black";
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this.ctx.fillRect(0, 0, this.canvasWidth, this.canvasHeight);
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this.ctx.drawImage(
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this.picture,
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0,
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0,
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this.canvasWidth,
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this.canvasHeight
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);
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const imgData = this.workCtx.getImageData(
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0,
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0,
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this.canvasWidth,
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this.canvasHeight
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Math.floor((this.canvasWidth - this.picture.width) / 2),
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Math.floor((this.canvasHeight - this.picture.height) / 2),
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this.picture.width,
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this.picture.height
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);
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// convert the image to black and white
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const black = picToBlackAndWhite(
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imgData.data,
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// get image data from canvas
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const imgData = this.ctx.getImageData(
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0,
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0,
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this.canvasWidth,
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this.canvasHeight
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);
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// draw it back on the canvas
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this.ctx.putImageData(black, 0, 0);
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// draw the image back on the work canvas with the dimensions of the board
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this.workCtx.drawImage(
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this.picture,
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@ -209,6 +224,7 @@
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this.boardHeight
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);
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// get the resized image data from work canvas
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const resized = this.workCtx.getImageData(
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0,
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0,
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@ -216,7 +232,7 @@
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this.boardHeight
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);
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// convert the resized image into a 2D board of boolean based on pixel value
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// convert the image into a 2D board of boolean based on pixel value
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this.lastBoard = Object.freeze(
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picToBoard(resized.data, this.boardWidth, this.boardHeight)
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);
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@ -226,7 +242,8 @@
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// stop drawing routines and clear the canvas
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reset() {
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this.toggleStop();
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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this.lastBoard = {};
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this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
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this.getReset = 0;
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},
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},
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@ -67,7 +67,6 @@
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preparePicture(event) {
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const files = event.target.files;
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this.picture = new Image();
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this.picture.width = this.canvasWidth;
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if (FileReader && files && files.length) {
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const reader = new FileReader();
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@ -1,5 +1,23 @@
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<template>
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<div class="form-field">
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<div class="form-field">
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<label>
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Loop
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<input
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:value="loop"
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type="checkbox"
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:checked="loop"
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@input="toggleLoop()"
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/>
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</label>
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</div>
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<input
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type="button"
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name="next"
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class="next"
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value="Next"
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@click="toggleNext()"
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/>
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<input
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type="button"
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name="stop"
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@ -17,13 +35,21 @@
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</div>
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</template>
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<script>
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import { mapActions } from "pinia";
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import { mapState, mapActions } from "pinia";
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import { globalStore } from "../stores/index.js";
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export default {
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name: "MenuReset",
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computed: {
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...mapState(globalStore, ["loop"]),
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},
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methods: {
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...mapActions(globalStore, ["toggleReset", "toggleStop"]),
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...mapActions(globalStore, [
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"toggleReset",
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"toggleStop",
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"toggleLoop",
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"toggleNext",
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]),
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},
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};
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</script>
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@ -1,14 +1,14 @@
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// handles negative index and index bigger than its array length
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function guard(index, array) {
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if (index > array.length - 1) return 0;
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if (index < 0) return array.length - 1;
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function guard(index, arrayLength) {
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if (index > arrayLength - 1) return 0;
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if (index < 0) return arrayLength - 1;
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return index;
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}
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// get the next evolution of a 1D CA initial state
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function evolve1d(state, rules) {
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function getCell(index) {
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const safeIndex = guard(index, state);
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const safeIndex = guard(index, state.length);
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return state[safeIndex];
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}
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const newState = state.map((_, x) => {
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@ -55,8 +55,8 @@ function getCellNeighbors(board, cellCoordinates) {
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// handles board edges where the cell is missing neighbors
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function getCell(xx, yy) {
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const safeX = guard(xx, board);
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const safeY = guard(yy, rowLength);
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const safeX = guard(xx, board.length);
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const safeY = guard(yy, rowLength.length);
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return board[safeX][safeY];
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}
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@ -91,6 +91,30 @@ function conwayRules(cell, neighbors) {
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return cell;
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}
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// Get the next evolution of a cell according to
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// Conway's game of life rules
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function servietteRules(cell, neighbors) {
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// loneliness rule
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if (cell === 0 && [2, 3, 4].find((x) => x == neighbors)) return 1;
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// the cell remains the same if none apply
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return 0;
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}
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// variation of the game of life where a
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// cell comes to live if 6 neigbor cells are alive
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function highLifeRules(cell, neighbors) {
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// loneliness rule
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if (cell === 1 && neighbors < 2) return 0;
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// overpopulation rule
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if (cell === 1 && neighbors > 3) return 0;
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// born when three live neighbors rule
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if (cell === 0 && neighbors === 2) return 1;
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// highlife rules
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if ((cell === 0 && neighbors === 3) || neighbors === 6) return 1;
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// the cell remains the same if none apply
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return cell;
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}
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// variation on the game of life's rules,
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// where the "three live neighbors" rule is ignored
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function threebornRules(cell, neighbors) {
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@ -184,6 +208,8 @@ export {
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overpopulationRules,
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lonelinessRules,
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threebornRules,
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highLifeRules,
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servietteRules,
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evolve1d,
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evolve2d,
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};
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|
@ -1,3 +1,13 @@
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// https://stackoverflow.com/questions/21646738/convert-hex-to-rgba
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// [
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function hexToRGB(hex) {
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return [
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parseInt(hex.slice(1, 3), 16),
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parseInt(hex.slice(3, 5), 16),
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parseInt(hex.slice(5, 7), 16),
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];
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}
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// https://stackoverflow.com/questions/4492385/convert-simple-array-into-two-dimensional-array-matrix
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// convert a 1D array into a 2D matrix
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export function toMatrix(array, width) {
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@ -28,12 +38,32 @@ export function picToBlackAndWhite(pixels, width, height) {
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// convert an ImageData into a 2D array of boolean (0, 1) values
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export function picToBoard(pixels, width, height) {
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const flat = pixels.reduce((acc, pixel, index) => {
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if (index % 4 == 0) {
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const count = pixels[index] + pixels[index + 1] + pixels[index + 2];
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const i = index * 4;
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const count = pixels[i] + pixels[i + 1] + pixels[i + 2];
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const value = count >= 255 ? 1 : 0;
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acc.push(value);
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}
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acc[index] = value;
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return acc;
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}, []);
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return toMatrix(flat, Math.max(width, height));
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return toMatrix(flat, width, height);
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}
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// convert board to ImageData
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// TODO : different cell to color functions
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// (binary, intermediate states, camaieux, etc)
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export function boardToPic(board, width, height, cellProperties) {
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const live = cellProperties.liveColor;
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const dead = cellProperties.deadColor;
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const img = new ImageData(width, height);
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const colors = [hexToRGB(live), hexToRGB(dead)];
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board.flat().reduce((acc, cell, index) => {
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const color = colors[cell];
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const i = index * 4;
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acc[i] = color[0];
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||||
acc[i + 1] = color[1];
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||||
acc[i + 2] = color[2];
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||||
acc[i + 3] = 255;
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||||
return acc;
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}, img.data);
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return img;
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}
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|
@ -64,6 +64,19 @@ const presetRuleset = [
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"000": 0,
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},
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},
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{
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||||
name: "rule 30",
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rules: {
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||||
100: 1,
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101: 0,
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110: 0,
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111: 0,
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"011": 1,
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||||
"010": 1,
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||||
"001": 1,
|
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"000": 0,
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},
|
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},
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{
|
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name: "unknown rule",
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rules: {
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||||
@ -77,6 +90,19 @@ const presetRuleset = [
|
||||
"000": 1,
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||||
},
|
||||
},
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||||
{
|
||||
name: "unknown rule 2",
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||||
rules: {
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||||
100: 1,
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||||
101: 0,
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110: 1,
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111: 0,
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"011": 0,
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||||
"010": 0,
|
||||
"001": 0,
|
||||
"000": 1,
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
const initialStates = [
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||||
@ -116,6 +142,17 @@ const preset2dRules = [
|
||||
description:
|
||||
"Variation on Conway's Game of Life *without* the 'three live neighbors' rule",
|
||||
},
|
||||
{
|
||||
id: "highlife",
|
||||
name: "HighLife variation",
|
||||
description:
|
||||
"Variation on Conway's Game of Life where a cell live if the six neighbor cells are alive",
|
||||
},
|
||||
{
|
||||
id: "serviette",
|
||||
name: "Serviette variation",
|
||||
description: "bla",
|
||||
},
|
||||
];
|
||||
|
||||
export { presetRuleset, initialStates, preset2dRules };
|
||||
|
@ -33,7 +33,7 @@ export const globalStore = defineStore("globalStore", {
|
||||
refreshRate: 300,
|
||||
initial1dState: "onecell",
|
||||
drawingDirection: "y",
|
||||
lastBoard: {},
|
||||
lastBoard: null,
|
||||
draw1d: false,
|
||||
draw2d: false,
|
||||
draw2dLast: false,
|
||||
@ -43,6 +43,8 @@ export const globalStore = defineStore("globalStore", {
|
||||
picture: null,
|
||||
mainMenu: false,
|
||||
activeSubMenu: "",
|
||||
loop: false,
|
||||
lastAction: "drawfromlast",
|
||||
};
|
||||
},
|
||||
actions: {
|
||||
@ -61,6 +63,7 @@ export const globalStore = defineStore("globalStore", {
|
||||
},
|
||||
toggleDraw2d() {
|
||||
this.setActiveSubMenu("");
|
||||
this.lastAction = "draw2d";
|
||||
this.setMainMenu(false);
|
||||
this.toggleStop();
|
||||
this.canDraw = true;
|
||||
@ -68,6 +71,7 @@ export const globalStore = defineStore("globalStore", {
|
||||
},
|
||||
toggleDraw2dLast() {
|
||||
this.setActiveSubMenu("");
|
||||
this.lastAction = "drawfromlast";
|
||||
this.setMainMenu(false);
|
||||
this.toggleStop();
|
||||
this.canDraw = true;
|
||||
@ -89,6 +93,21 @@ export const globalStore = defineStore("globalStore", {
|
||||
this.draw2dpicture = false;
|
||||
this.canDraw = false;
|
||||
},
|
||||
toggleLoop() {
|
||||
this.loop = !this.loop;
|
||||
},
|
||||
toggleNext() {
|
||||
switch (this.lastAction) {
|
||||
case "drawfromlast":
|
||||
this.toggleDraw2dLast();
|
||||
break;
|
||||
case "draw2d":
|
||||
this.toggleDraw2d();
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
},
|
||||
setActiveSubMenu(data) {
|
||||
if (this.activeSubMenu == data) this.activeSubMenu = "";
|
||||
else this.activeSubMenu = data;
|
||||
|
Loading…
Reference in New Issue
Block a user