new render method #8

Merged
gator merged 9 commits from dev into master 2022-12-20 16:35:51 +01:00
8 changed files with 242 additions and 87 deletions

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@ -44,3 +44,4 @@ See [Configuration Reference](https://vitejs.dev/guide/).
- https://en.wikipedia.org/wiki/Hashlife
- https://plato.stanford.edu/entries/cellular-automata/supplement.html
- https://www.conwaylife.com/wiki/Cellular_automaton
- https://conwaylife.com/

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@ -24,15 +24,18 @@
overpopulationRules,
lonelinessRules,
threebornRules,
highLifeRules,
servietteRules,
evolve2d,
} from "../modules/automata.js";
import { getRandomInt, sleep } from "../modules/common.js";
import { picToBoard, picToBlackAndWhite } from "../modules/picture.js";
import { getRandomInt } from "../modules/common.js";
import { boardToPic, picToBoard } from "../modules/picture.js";
export default {
name: "CanvasBoard",
data() {
return {
board: null,
canvas: null,
workCanvas: null,
workCtx: null,
@ -42,11 +45,14 @@
overpopulation: overpopulationRules,
loneliness: lonelinessRules,
threeborn: threebornRules,
highlife: highLifeRules,
serviette: servietteRules,
},
};
},
computed: {
...mapState(globalStore, {
loop: "loop",
cellProperties: "cellProperties",
ruleset: "ruleset1d",
refreshRate: "refreshRate",
@ -59,8 +65,8 @@
getDraw2dPicture: "draw2dpicture",
boardWidth: "boardWidth",
boardHeight: "boardHeight",
picture: "picture",
selected2dRules: "selected2dRules",
picture: "picture",
}),
...mapWritableState(globalStore, {
lastBoard: "lastBoard",
@ -72,6 +78,9 @@
max() {
return Math.max(this.boardWidth, this.boardHeight);
},
selectedRules() {
return this.available2dRules[this.selected2dRules.id];
},
},
watch: {
getDraw1d(value) {
@ -80,8 +89,8 @@
getDraw2d(value) {
if (value == true) this.draw2dNew();
},
getDraw2dLast(value) {
if (value == true) this.draw2dLast();
async getDraw2dLast(value) {
if (value == true) await this.draw2dLast();
},
getDraw2dPicture(value) {
if (value == true) this.draw2dPicture();
@ -109,21 +118,24 @@
"setBoardHeight",
]),
// draws the board on the canvas
drawCanvas(board) {
const props = this.cellProperties;
board.map((row, y) => {
const d = props.size;
return row.map((cell, x) => {
this.ctx.fillStyle = (() => {
if (cell === 1) return props.liveColor;
return props.deadColor;
})();
if (this.drawingDirection === "x")
this.ctx.fillRect(y * d, x * d, d, d);
else this.ctx.fillRect(x * d, y * d, d, d);
return cell;
});
});
async drawCanvas(board, width, height) {
const d = this.cellProperties.size;
// bool to RGBA colors
const img = await boardToPic(board, width, height, this.cellProperties);
// rescale and draw
this.ctx.save();
this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
this.workCtx.putImageData(img, 0, 0);
this.ctx.imageSmoothingEnabled = false;
this.ctx.scale(d, d);
this.ctx.drawImage(
this.workCanvas,
0,
0,
this.canvasWidth,
this.canvasHeight
);
this.ctx.restore();
},
// create a first state, either a single living cell
// at the center or random ones
@ -132,74 +144,77 @@
return create1dStateOneCell(this.boardWidth);
return create1dState(this.boardWidth, getRandomInt, [0, 2]);
},
// draw elementary automaton on the canvas based on selected ruleset
draw1d() {
const initialState = this.compute1dInitialState();
const board = createBoard(initialState, this.ruleset.rules, this.max);
this.lastBoard = Object.freeze(board);
this.drawCanvas(this.lastBoard);
this.toggleStop();
},
// draw 2D automaton on the canvas in a loop
draw2d(board) {
if (!this.canDraw) return;
const draw2dNext = async (b) => {
if (!this.canDraw) return;
const newBoard = evolve2d(
b,
this.available2dRules[this.selected2dRules.id]
);
this.drawCanvas(b, this.cellProperties);
this.lastBoard = Object.freeze(newBoard);
await sleep(this.refreshRate);
draw2dNext(newBoard);
};
return draw2dNext(board);
},
// draw 2d automaton from a new state
draw2dNew() {
const initialState = create2dState(
// initialize board with random cells
randomInitialState() {
return create2dState(
this.boardWidth,
this.boardHeight,
getRandomInt,
[0, 2]
);
const board = evolve2d(initialState, conwayRules);
},
// draw elementary automaton on the canvas based on selected ruleset
draw1d() {
const initialState = this.compute1dInitialState();
const board = createBoard(initialState, this.ruleset.rules, this.max);
this.lastBoard = Object.freeze(board);
this.draw2d(board);
this.drawCanvas(this.lastBoard, this.boardWidth, this.boardHeight);
this.toggleStop();
},
// draw 2D automaton on the canvas in a loop
draw2d(board) {
const newBoard = evolve2d(board, this.selectedRules);
this.drawCanvas(newBoard, this.boardWidth, this.boardHeight);
this.lastBoard = Object.freeze(newBoard);
},
// draw 2d automaton in a loop, starting from passed state
async draw2dNext(board, time) {
setTimeout(() => {
requestAnimationFrame(() => {
if (!this.canDraw) return;
this.draw2d(board);
return this.draw2dNext(this.lastBoard);
});
}, this.refreshRate);
},
// draw 2d automaton from a new state
async draw2dNew() {
if (!this.canDraw) return;
const initialState = this.randomInitialState();
let board = evolve2d(initialState, this.selectedRules);
if (this.loop) return this.draw2dNext(board);
else this.draw2d(board);
this.toggleStop();
},
// draw 2d automaton from the last known generated board
draw2dLast() {
if (this.lastBoard != undefined) this.draw2d(this.lastBoard);
async draw2dLast() {
if (!this.canDraw) return;
if (this.loop) return this.draw2dNext(this.lastBoard);
else this.draw2d(this.lastBoard);
this.toggleStop();
},
// draw 2d automaton from an uploaded picture.
// use the picture representation as an initial state
draw2dPicture() {
// get image data by drawing it on a work canvas
this.workCtx.drawImage(
// draw image on canvas
this.ctx.fillStyle = "black";
this.ctx.fillRect(0, 0, this.canvasWidth, this.canvasHeight);
this.ctx.drawImage(
this.picture,
0,
0,
this.canvasWidth,
this.canvasHeight
);
const imgData = this.workCtx.getImageData(
0,
0,
this.canvasWidth,
this.canvasHeight
Math.floor((this.canvasWidth - this.picture.width) / 2),
Math.floor((this.canvasHeight - this.picture.height) / 2),
this.picture.width,
this.picture.height
);
// convert the image to black and white
const black = picToBlackAndWhite(
imgData.data,
// get image data from canvas
const imgData = this.ctx.getImageData(
0,
0,
this.canvasWidth,
this.canvasHeight
);
// draw it back on the canvas
this.ctx.putImageData(black, 0, 0);
// draw the image back on the work canvas with the dimensions of the board
this.workCtx.drawImage(
this.picture,
@ -209,6 +224,7 @@
this.boardHeight
);
// get the resized image data from work canvas
const resized = this.workCtx.getImageData(
0,
0,
@ -216,7 +232,7 @@
this.boardHeight
);
// convert the resized image into a 2D board of boolean based on pixel value
// convert the image into a 2D board of boolean based on pixel value
this.lastBoard = Object.freeze(
picToBoard(resized.data, this.boardWidth, this.boardHeight)
);
@ -226,7 +242,8 @@
// stop drawing routines and clear the canvas
reset() {
this.toggleStop();
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.lastBoard = {};
this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight);
this.getReset = 0;
},
},

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@ -67,7 +67,6 @@
preparePicture(event) {
const files = event.target.files;
this.picture = new Image();
this.picture.width = this.canvasWidth;
if (FileReader && files && files.length) {
const reader = new FileReader();

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@ -1,5 +1,23 @@
<template>
<div class="form-field">
<div class="form-field">
<label>
Loop
<input
:value="loop"
type="checkbox"
:checked="loop"
@input="toggleLoop()"
/>
</label>
</div>
<input
type="button"
name="next"
class="next"
value="Next"
@click="toggleNext()"
/>
<input
type="button"
name="stop"
@ -17,13 +35,21 @@
</div>
</template>
<script>
import { mapActions } from "pinia";
import { mapState, mapActions } from "pinia";
import { globalStore } from "../stores/index.js";
export default {
name: "MenuReset",
computed: {
...mapState(globalStore, ["loop"]),
},
methods: {
...mapActions(globalStore, ["toggleReset", "toggleStop"]),
...mapActions(globalStore, [
"toggleReset",
"toggleStop",
"toggleLoop",
"toggleNext",
]),
},
};
</script>

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@ -1,14 +1,14 @@
// handles negative index and index bigger than its array length
function guard(index, array) {
if (index > array.length - 1) return 0;
if (index < 0) return array.length - 1;
function guard(index, arrayLength) {
if (index > arrayLength - 1) return 0;
if (index < 0) return arrayLength - 1;
return index;
}
// get the next evolution of a 1D CA initial state
function evolve1d(state, rules) {
function getCell(index) {
const safeIndex = guard(index, state);
const safeIndex = guard(index, state.length);
return state[safeIndex];
}
const newState = state.map((_, x) => {
@ -55,8 +55,8 @@ function getCellNeighbors(board, cellCoordinates) {
// handles board edges where the cell is missing neighbors
function getCell(xx, yy) {
const safeX = guard(xx, board);
const safeY = guard(yy, rowLength);
const safeX = guard(xx, board.length);
const safeY = guard(yy, rowLength.length);
return board[safeX][safeY];
}
@ -91,6 +91,30 @@ function conwayRules(cell, neighbors) {
return cell;
}
// Get the next evolution of a cell according to
// Conway's game of life rules
function servietteRules(cell, neighbors) {
// loneliness rule
if (cell === 0 && [2, 3, 4].find((x) => x == neighbors)) return 1;
// the cell remains the same if none apply
return 0;
}
// variation of the game of life where a
// cell comes to live if 6 neigbor cells are alive
function highLifeRules(cell, neighbors) {
// loneliness rule
if (cell === 1 && neighbors < 2) return 0;
// overpopulation rule
if (cell === 1 && neighbors > 3) return 0;
// born when three live neighbors rule
if (cell === 0 && neighbors === 2) return 1;
// highlife rules
if ((cell === 0 && neighbors === 3) || neighbors === 6) return 1;
// the cell remains the same if none apply
return cell;
}
// variation on the game of life's rules,
// where the "three live neighbors" rule is ignored
function threebornRules(cell, neighbors) {
@ -184,6 +208,8 @@ export {
overpopulationRules,
lonelinessRules,
threebornRules,
highLifeRules,
servietteRules,
evolve1d,
evolve2d,
};

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@ -1,3 +1,13 @@
// https://stackoverflow.com/questions/21646738/convert-hex-to-rgba
// [
function hexToRGB(hex) {
return [
parseInt(hex.slice(1, 3), 16),
parseInt(hex.slice(3, 5), 16),
parseInt(hex.slice(5, 7), 16),
];
}
// https://stackoverflow.com/questions/4492385/convert-simple-array-into-two-dimensional-array-matrix
// convert a 1D array into a 2D matrix
export function toMatrix(array, width) {
@ -28,12 +38,32 @@ export function picToBlackAndWhite(pixels, width, height) {
// convert an ImageData into a 2D array of boolean (0, 1) values
export function picToBoard(pixels, width, height) {
const flat = pixels.reduce((acc, pixel, index) => {
if (index % 4 == 0) {
const count = pixels[index] + pixels[index + 1] + pixels[index + 2];
const value = count >= 255 ? 1 : 0;
acc.push(value);
}
const i = index * 4;
const count = pixels[i] + pixels[i + 1] + pixels[i + 2];
const value = count >= 255 ? 1 : 0;
acc[index] = value;
return acc;
}, []);
return toMatrix(flat, Math.max(width, height));
return toMatrix(flat, width, height);
}
// convert board to ImageData
// TODO : different cell to color functions
// (binary, intermediate states, camaieux, etc)
export function boardToPic(board, width, height, cellProperties) {
const live = cellProperties.liveColor;
const dead = cellProperties.deadColor;
const img = new ImageData(width, height);
const colors = [hexToRGB(live), hexToRGB(dead)];
board.flat().reduce((acc, cell, index) => {
const color = colors[cell];
const i = index * 4;
acc[i] = color[0];
acc[i + 1] = color[1];
acc[i + 2] = color[2];
acc[i + 3] = 255;
return acc;
}, img.data);
return img;
}

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@ -64,6 +64,19 @@ const presetRuleset = [
"000": 0,
},
},
{
name: "rule 30",
rules: {
100: 1,
101: 0,
110: 0,
111: 0,
"011": 1,
"010": 1,
"001": 1,
"000": 0,
},
},
{
name: "unknown rule",
rules: {
@ -77,6 +90,19 @@ const presetRuleset = [
"000": 1,
},
},
{
name: "unknown rule 2",
rules: {
100: 1,
101: 0,
110: 1,
111: 0,
"011": 0,
"010": 0,
"001": 0,
"000": 1,
},
},
];
const initialStates = [
@ -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 };

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@ -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;