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cells-and-
Author | SHA1 | Date | |
---|---|---|---|
7f8173df16 | |||
bb8184f7e4 | |||
f19f3bb311 | |||
745c197f09 |
@ -2,7 +2,6 @@
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import { onMounted, watch } from "vue";
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import { globalStore } from "../stores/index.js";
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import {
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createBoard,
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conwayRules,
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overpopulationRules,
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lonelinessRules,
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@ -12,6 +11,7 @@
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evolve2d,
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} from "../modules/core.js";
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import {
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createBoard,
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create1dInitialState,
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create2dRandomGrid,
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} from "../modules/board.js";
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@ -100,30 +100,31 @@
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// draw elementary automaton on the canvas based on selected ruleset
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const draw1d = () => {
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const initialState = create1dInitialState(
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store.board,
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store.board.width,
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store.initial1dState
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);
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const board = createBoard(initialState, store.ruleset1d.rules, max());
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store.board.grid = Object.freeze(board);
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const grid = createBoard(initialState, store.ruleset1d.rules, max());
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store.board.grid = Object.freeze(grid);
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drawCanvas(store.board);
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store.toggleStop();
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};
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// draw 2D automaton on the canvas in a loop
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const draw2d = (board) => {
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drawCanvas(store.board);
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const newBoard = Object.freeze(evolve2d(board.grid, selectedRules()));
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if (store.board.grid == newBoard) store.toggleStop();
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store.board.grid = newBoard;
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drawCanvas(board);
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const newGrid = evolve2d(board.grid, board.width, selectedRules());
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store.board.grid = Object.freeze(newGrid);
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};
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// draw 2d automaton in a loop, starting from passed state
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const draw2dNext = async (board) => {
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setTimeout(() => {
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if (!store.canDraw) return;
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draw2d(board);
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return draw2dNext(store.board);
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}, store.renderer.refreshRate);
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requestAnimationFrame(() => {
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draw2d(board);
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return draw2dNext(store.board);
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});
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}, 24);
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};
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// draw 2d automaton from a new state
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@ -133,7 +134,7 @@
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store.board.width,
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store.board.height
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);
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store.board.grid = Object.freeze(evolve2d(initialGrid, selectedRules()));
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store.board.grid = Object.freeze(initialGrid);
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if (store.loop) return draw2dNext(store.board);
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else draw2d(store.board);
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store.toggleStop();
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@ -142,6 +143,7 @@
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// draw 2d automaton from the last known generated board
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const draw2dLast = async () => {
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if (!store.canDraw) return;
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if (!store.board.grid) return;
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if (store.loop) return draw2dNext(store.board);
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else draw2d(store.board);
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store.toggleStop();
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@ -162,7 +164,7 @@
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store.board.width,
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store.board.height
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);
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const newBoard = picToBoard(resized.data, store.board);
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const newBoard = picToBoard(resized.data);
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store.board.grid = Object.freeze(newBoard);
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store.toggleStop();
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};
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|
@ -22,7 +22,7 @@
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name="next"
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class="next"
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value="Next"
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@click="store.toggleNext()"
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@click="store.toggleDraw2dLast()"
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/>
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<input
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type="button"
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|
@ -1,28 +1,65 @@
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import { create2dState, create1dStateOneCell, create1dState } from "./core.js";
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import {
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evolve1d,
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create2dState,
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create1dStateOneCell,
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create1dState,
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} from "./core.js";
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import { getRandomInt } from "./common.js";
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function Board(width, height, grid = []) {
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this.width = width;
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this.height = height;
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(this.cellProperties = {
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size: 3,
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liveColor: "#000000",
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deadColor: "#F5F5F5",
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}),
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(this.grid = grid);
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import { Cell } from "./cell.js";
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export class Board {
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constructor(width, height) {
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this.width = width;
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this.height = height;
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this.grid;
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this.cellProperties = {
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size: 3,
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liveColor: "#000000",
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deadColor: "#F5F5F5",
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};
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}
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}
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// create a 2D board from a 1D CA initial state
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// function createBoard(state, rules, height) {
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// function createBoardAcc(s, h, acc) {
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// if (h === 0) return acc;
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// const newState = evolve1d(s, rules);
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// const newAcc = acc.concat([s]);
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// return createBoardAcc(newState, h - 1, newAcc);
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// }
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// return createBoardAcc(state, height, []);
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// }
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// performance "choke point" in full imperative
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export function createBoard(state, rules, max) {
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var board = [];
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let prevState = [];
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for (let i = 0; i < max; i++) {
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let nextState = [];
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// use the passed initial step during first iteration
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if (i == 0) {
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nextState = evolve1d(state, rules);
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} else {
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nextState = evolve1d(prevState, rules);
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}
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// flat array
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board = board.concat(nextState.map((s) => new Cell(s)));
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prevState = nextState;
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}
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return board;
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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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const create1dInitialState = (board, type = "onecell") => {
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if (type === "onecell") return create1dStateOneCell(board.width);
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return create1dState(board.width, getRandomInt, [0, 2]);
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export const create1dInitialState = (width, type = "onecell") => {
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if (type === "onecell") return create1dStateOneCell(width);
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return create1dState(width, getRandomInt, [0, 2]);
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};
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// initialize 2d board with random cells
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const create2dRandomGrid = (width, height) => {
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export const create2dRandomGrid = (width, height) => {
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return create2dState(width, height, getRandomInt, [0, 2]);
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};
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export { Board, create1dInitialState, create2dRandomGrid };
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|
6
src/modules/cell.js
Normal file
6
src/modules/cell.js
Normal file
@ -0,0 +1,6 @@
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export class Cell {
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constructor(state = 0) {
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this.state = state;
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this.prevState = null;
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}
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}
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@ -1,5 +1,7 @@
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// core functions to generate initial states and evolve them
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import { Cell } from "./cell.js";
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// get the next evolution of a 1D CA initial state
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// buggy BUT produces interesting results
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// function evolve1d(state, rules) {
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@ -23,40 +25,6 @@ function evolve1d(state, rules) {
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return [rules[edge1], ...center, rules[edge2]];
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}
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// create a 2D board from a 1D CA initial state
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// function createBoard(state, rules, height) {
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// function createBoardAcc(s, h, acc) {
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// if (h === 0) return acc;
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// const newState = evolve1d(s, rules);
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// const newAcc = acc.concat([s]);
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// return createBoardAcc(newState, h - 1, newAcc);
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// }
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// return createBoardAcc(state, height, []);
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// }
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// performance "choke point" in full imperative
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function createBoard(state, rules, max) {
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var board = [];
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let prevState = [];
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for (let i = 0; i < max; i++) {
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let nextState = [];
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// use the passed initial step during first iteration
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if (i == 0) {
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nextState = evolve1d(state, rules);
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} else {
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nextState = evolve1d(prevState, rules);
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}
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board = board.concat([nextState]);
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prevState = nextState;
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}
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return board;
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}
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// Sums the value of a cell's neighbors
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function getNeighborsSum(cells) {
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return cells.reduce((cell, acc) => cell + acc, 0);
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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 conwayRules(cell, neighbors) {
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@ -129,48 +97,23 @@ function overpopulationRules(cell, neighbors) {
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// get the next evolution of a 2D CA initial state
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// Rules : Moore neighborhood
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function evolve2d(board, rulesFn) {
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const bh = board.length - 1;
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const bw = board[0].length - 1;
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return board.map((row, y) => {
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// handle edges
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const prow = y - 1 < 0 ? board[bh] : board[y - 1];
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const nrow = y + 1 > bh ? board[0] : board[y + 1];
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return row.map((cell, x) => {
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// handle edges too
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const pcell = x - 1 < 0 ? bw : x - 1;
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const ncell = x + 1 > bw ? 0 : x + 1;
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// the current cell is not included in the result
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const neighbors = [
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prow[pcell],
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prow[x],
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prow[ncell],
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row[pcell],
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row[ncell],
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nrow[pcell],
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nrow[x],
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nrow[ncell],
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];
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const sum = getNeighborsSum(neighbors);
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return rulesFn(cell, sum);
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});
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});
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}
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function getDrawingValues(state, acc, cell) {
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const d = cell.dimension;
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return Object.keys(state).map((key) => {
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const fillStyle = (() => {
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if (state[key] === "1") return cell.liveColor;
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return cell.deadColor;
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})();
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return {
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move: [key * d, acc * d],
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fill: [key * d, acc * d, d, d],
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fillStyle,
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};
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});
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function evolve2d(grid, width, rulesFn) {
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const bh = grid.length - 1;
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const bw = width;
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return grid.reduce((acc, cell, y) => {
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const sum =
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grid[Math.abs((y - 1) % bh)].state +
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grid[Math.abs((y + 1) % bh)].state +
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grid[Math.abs((y - bw - 1) % bh)].state +
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grid[Math.abs((y - bw) % bh)].state +
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grid[Math.abs((y - bw + 1) % bh)].state +
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grid[Math.abs((y + bw - 1) % bh)].state +
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grid[Math.abs((y + bw) % bh)].state +
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grid[Math.abs((y + bw + 1) % bh)].state;
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acc[y] = new Cell(rulesFn(cell.state, sum));
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acc[y].prevState = cell.state;
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return acc;
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}, []);
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}
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// Populates the first state with a single living cell in the center
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@ -190,16 +133,12 @@ function create1dState(width, initFn, args) {
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// Populates the first state of a 2D CA with cells returned
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// by initFn
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function create2dState(width, height, initFn, args) {
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return [...Array(height)].map(() =>
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[...Array(width)].map(() => initFn(...args))
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);
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return [...Array(height * width)].map(() => new Cell(initFn(...args)));
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}
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export {
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getDrawingValues,
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create1dState,
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create2dState,
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createBoard,
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create1dStateOneCell,
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conwayRules,
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overpopulationRules,
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|
@ -1,3 +1,4 @@
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import { Cell } from "./cell.js";
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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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@ -36,29 +37,27 @@ export function picToBlackAndWhite(pixels, width, height) {
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}
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// convert an ImageData into a 2D array of boolean (0, 1) values
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export function picToBoard(pixels, board) {
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const flat = pixels.reduce((acc, pixel, index) => {
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export function picToBoard(pixels) {
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return pixels.reduce((acc, pixel, index) => {
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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;
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acc[index] = value;
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acc[index] = new Cell(value);
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return acc;
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}, []);
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// TODO: The representation has to be 2D, not the data structure
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// (change to flat)
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return toMatrix(flat, board.width, board.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) {
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export function boardToPic(board, frame) {
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const live = board.cellProperties.liveColor;
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const dead = board.cellProperties.deadColor;
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const img = new ImageData(board.width, board.height);
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const img = frame || new ImageData(board.width, board.height);
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const colors = [hexToRGB(live), hexToRGB(dead)];
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board.grid.flat().reduce((acc, cell, index) => {
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const color = colors[(cell === 1) & 1];
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board.grid.reduce((acc, cell, index) => {
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if (cell.state === cell.prevState) return acc;
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const color = colors[(cell.state === 1) & 1];
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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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|
@ -1,5 +1,61 @@
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import { boardToPic, scaleToTargetSize } from "./picture.js";
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class Renderer {
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constructor() {
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this.canvas = null;
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this.workCanvas = null;
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this.workCtx = null;
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this.width = null;
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this.height = null;
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this.ctx = null;
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this.refreshRate = 300;
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this.prevFrame = null;
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}
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// draws the board representation on the canvas
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render(board) {
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const d = board.cellProperties.size;
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// bool to RGBA colors
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const img = boardToPic(board, this.prevFrame);
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this.ctx.clearRect(0, 0, this.width, this.height);
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scaleAndApply(this.ctx, d, () => {
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this.workCtx.putImageData(img, 0, 0);
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this.ctx.drawImage(this.workCanvas, 0, 0, this.width, this.height);
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});
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this.prevFrame = this.workCtx.getImageData(0, 0, board.width, board.height);
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}
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// draw image on canvas
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renderImage(image, ctx, tw, th) {
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, tw, th);
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const dimensions = scaleToTargetSize(image.width, image.height, tw, th);
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ctx.drawImage(
|
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image,
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Math.floor((tw - dimensions[0]) / 2),
|
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Math.floor((th - dimensions[1]) / 2),
|
||||
dimensions[0],
|
||||
dimensions[1]
|
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);
|
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return ctx.getImageData(0, 0, tw, th);
|
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}
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// resize canvas and workcavas
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resize(width, height) {
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this.width = width;
|
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this.height = height;
|
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this.canvas.height = height;
|
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this.canvas.width = width;
|
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this.workCanvas.height = height;
|
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this.workCanvas.width = width;
|
||||
}
|
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|
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// clear any drawing from canvas
|
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reset() {
|
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this.ctx.clearRect(0, 0, this.width, this.height);
|
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}
|
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}
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|
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function scaleAndApply(context, ratio, callback) {
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context.save();
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// rescale
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@ -10,58 +66,4 @@ function scaleAndApply(context, ratio, callback) {
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context.restore();
|
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}
|
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|
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// draws the board representation on the canvas
|
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function render(board) {
|
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const d = board.cellProperties.size;
|
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// bool to RGBA colors
|
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const img = boardToPic(board);
|
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this.ctx.clearRect(0, 0, this.width, this.height);
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scaleAndApply(this.ctx, d, () => {
|
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this.workCtx.putImageData(img, 0, 0);
|
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this.ctx.drawImage(this.workCanvas, 0, 0, this.width, this.height);
|
||||
});
|
||||
}
|
||||
|
||||
// draw image on canvas
|
||||
function renderImage(image, ctx, tw, th) {
|
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ctx.fillStyle = "black";
|
||||
ctx.fillRect(0, 0, tw, th);
|
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const dimensions = scaleToTargetSize(image.width, image.height, tw, th);
|
||||
ctx.drawImage(
|
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image,
|
||||
Math.floor((tw - dimensions[0]) / 2),
|
||||
Math.floor((th - dimensions[1]) / 2),
|
||||
dimensions[0],
|
||||
dimensions[1]
|
||||
);
|
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return ctx.getImageData(0, 0, tw, th);
|
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}
|
||||
|
||||
function resize(width, height) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.canvas.height = height;
|
||||
this.canvas.width = width;
|
||||
this.workCanvas.height = height;
|
||||
this.workCanvas.width = width;
|
||||
}
|
||||
|
||||
function reset() {
|
||||
this.ctx.clearRect(0, 0, this.width, this.height);
|
||||
}
|
||||
|
||||
function Renderer() {
|
||||
this.canvas = null;
|
||||
this.workCanvas = null;
|
||||
this.workCtx = null;
|
||||
this.width = null;
|
||||
this.height = null;
|
||||
this.ctx = null;
|
||||
this.refreshRate = 300;
|
||||
this.render = render;
|
||||
this.renderImage = renderImage;
|
||||
this.reset = reset;
|
||||
this.resize = resize;
|
||||
}
|
||||
|
||||
export { Renderer };
|
||||
|
@ -103,18 +103,6 @@ export const globalStore = defineStore("globalStore", {
|
||||
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