176 lines
5.7 KiB
JavaScript
176 lines
5.7 KiB
JavaScript
// Flow field particle system with Canvas2D
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// Controlled by 12 output parameters from the IML network
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// Simple value noise (no dependencies)
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const PERM = new Uint8Array(512);
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{
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const p = new Uint8Array(256);
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for (let i = 0; i < 256; i++) p[i] = i;
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for (let i = 255; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[p[i], p[j]] = [p[j], p[i]];
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}
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for (let i = 0; i < 512; i++) PERM[i] = p[i & 255];
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}
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function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
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function lerp(a, b, t) { return a + t * (b - a); }
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function grad(hash, x, y) {
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const h = hash & 3;
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const u = h < 2 ? x : y;
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const v = h < 2 ? y : x;
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
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}
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function noise2D(x, y) {
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const X = Math.floor(x) & 255;
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const Y = Math.floor(y) & 255;
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const xf = x - Math.floor(x);
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const yf = y - Math.floor(y);
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const u = fade(xf);
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const v = fade(yf);
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const aa = PERM[PERM[X] + Y];
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const ab = PERM[PERM[X] + Y + 1];
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const ba = PERM[PERM[X + 1] + Y];
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const bb = PERM[PERM[X + 1] + Y + 1];
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return lerp(
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lerp(grad(aa, xf, yf), grad(ba, xf - 1, yf), u),
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lerp(grad(ab, xf, yf - 1), grad(bb, xf - 1, yf - 1), u),
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v
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);
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}
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const TWO_PI = Math.PI * 2;
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export class FlowFieldVisualizer {
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constructor(canvas) {
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this.canvas = canvas;
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this.ctx = canvas.getContext('2d');
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this.particles = [];
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this.numParticles = 400;
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this.time = 0;
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// Parameters (all 0-1 from IML, mapped to visual ranges)
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this.params = {
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angleOffset: 0, // p0: flow direction
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scale: 0.005, // p1: pattern size
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speed: 2, // p2: particle speed
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hueBase: 180, // p3: base color
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hueSpread: 60, // p4: color variation
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particleSize: 3, // p5: dot radius
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fadeRate: 0.05, // p6: trail length
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turbulence: 1, // p7: chaos
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attractStrength: 0.8, // p8: pull toward screen center
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attractRadius: 200, // p9: radius where attraction is strongest
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dispersionRate: 2.0, // p10: speed of outward dispersion pulses
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dispersionAmount: 1.0, // p11: strength of outward dispersion
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};
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this.resize();
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this.initParticles();
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}
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resize() {
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const rect = this.canvas.getBoundingClientRect();
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const dpr = window.devicePixelRatio || 1;
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this.canvas.width = rect.width * dpr;
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this.canvas.height = rect.height * dpr;
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this.ctx.scale(dpr, dpr);
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this.width = rect.width;
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this.height = rect.height;
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}
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initParticles() {
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this.particles = [];
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for (let i = 0; i < this.numParticles; i++) {
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this.particles.push({
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x: Math.random() * this.width,
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y: Math.random() * this.height,
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id: i,
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});
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}
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// Clear canvas to black
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this.ctx.fillStyle = '#0d0d0d';
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this.ctx.fillRect(0, 0, this.width, this.height);
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}
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// Set parameters from IML output (all values 0-1)
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setParams(outputs) {
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if (!outputs || outputs.length < 12) return;
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this.params.angleOffset = outputs[0] * TWO_PI;
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this.params.scale = 0.001 + outputs[1] * 0.009;
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this.params.speed = 0.5 + outputs[2] * 4.5;
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this.params.hueBase = outputs[3] * 360;
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this.params.hueSpread = outputs[4] * 120;
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this.params.particleSize = 1 + outputs[5] * 5;
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this.params.fadeRate = 0.01 + outputs[6] * 0.14;
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this.params.turbulence = outputs[7] * 2;
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this.params.attractStrength = 0.1 + outputs[8] * 2.9;
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this.params.attractRadius = 40 + outputs[9] * 420;
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this.params.dispersionRate = 0.2 + outputs[10] * 8;
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this.params.dispersionAmount = outputs[11] * 3;
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}
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draw() {
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const { ctx, width, height, params } = this;
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this.time += 0.003;
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// Fade existing content (creates trails)
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ctx.fillStyle = `rgba(13, 13, 13, ${params.fadeRate})`;
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ctx.fillRect(0, 0, width, height);
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for (const p of this.particles) {
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// Sample flow field
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const nx = p.x * params.scale;
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const ny = p.y * params.scale;
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const angle = noise2D(nx + this.time, ny) * TWO_PI + params.angleOffset;
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const curl = noise2D(nx + 100, ny + 100 + this.time * 0.5) * params.turbulence;
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// Move particle
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const vx = Math.cos(angle + curl) * params.speed;
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const vy = Math.sin(angle + curl) * params.speed;
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let nextX = p.x + vx;
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let nextY = p.y + vy;
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// Central attractor keeps trajectories from sticking to the outer edges.
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const cx = width * 0.5;
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const cy = height * 0.5;
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const dx = cx - nextX;
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const dy = cy - nextY;
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const dist = Math.hypot(dx, dy) + 1e-6;
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const nxCenter = dx / dist;
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const nyCenter = dy / dist;
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const normalizedDist = Math.min(dist / params.attractRadius, 2);
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const falloff = 1 / (1 + normalizedDist * normalizedDist);
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nextX += nxCenter * params.attractStrength * falloff;
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nextY += nyCenter * params.attractStrength * falloff;
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// Time-varying dispersion pushes particles outward near the center.
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const dispersionPulse = 0.5 + 0.5 * Math.sin(this.time * params.dispersionRate + p.id * 0.07);
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const dispersionForce = params.dispersionAmount * dispersionPulse * falloff;
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nextX -= nxCenter * dispersionForce;
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nextY -= nyCenter * dispersionForce;
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p.x = nextX;
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p.y = nextY;
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// Wrap around edges
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if (p.x < 0) p.x += width;
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if (p.x > width) p.x -= width;
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if (p.y < 0) p.y += height;
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if (p.y > height) p.y -= height;
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// Color based on particle id + hue params
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const hue = (params.hueBase + (p.id / this.numParticles) * params.hueSpread) % 360;
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const lightness = 50 + Math.sin(p.id * 0.1 + this.time) * 15;
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ctx.fillStyle = `hsl(${hue}, 75%, ${lightness}%)`;
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ctx.beginPath();
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ctx.arc(p.x, p.y, params.particleSize, 0, TWO_PI);
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ctx.fill();
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}
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}
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}
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