.
- *
- * In these functions, hue is always in the range [0,1); all other components
- * are in the range [0,1]. 'Brightness' and 'value' are used interchangeably.
- */
-
-var p5 = _dereq_('../core/core');
-p5.ColorConversion = {};
-
-/**
- * Convert an HSBA array to HSLA.
- */
-p5.ColorConversion._hsbaToHSLA = function(hsba) {
- var hue = hsba[0];
- var sat = hsba[1];
- var val = hsba[2];
-
- // Calculate lightness.
- var li = (2 - sat) * val / 2;
-
- // Convert saturation.
- if (li !== 0) {
- if (li === 1) {
- sat = 0;
- } else if (li < 0.5) {
- sat = sat / (2 - sat);
- } else {
- sat = sat * val / (2 - li * 2);
- }
- }
-
- // Hue and alpha stay the same.
- return [hue, sat, li, hsba[3]];
-};
-
-/**
- * Convert an HSBA array to RGBA.
- */
-p5.ColorConversion._hsbaToRGBA = function(hsba) {
- var hue = hsba[0] * 6; // We will split hue into 6 sectors.
- var sat = hsba[1];
- var val = hsba[2];
-
- var RGBA = [];
-
- if (sat === 0) {
- RGBA = [val, val, val, hsba[3]]; // Return early if grayscale.
- } else {
- var sector = Math.floor(hue);
- var tint1 = val * (1 - sat);
- var tint2 = val * (1 - sat * (hue - sector));
- var tint3 = val * (1 - sat * (1 + sector - hue));
- var red, green, blue;
- if (sector === 1) { // Yellow to green.
- red = tint2;
- green = val;
- blue = tint1;
- } else if (sector === 2) { // Green to cyan.
- red = tint1;
- green = val;
- blue = tint3;
- } else if (sector === 3) { // Cyan to blue.
- red = tint1;
- green = tint2;
- blue = val;
- } else if (sector === 4) { // Blue to magenta.
- red = tint3;
- green = tint1;
- blue = val;
- } else if (sector === 5) { // Magenta to red.
- red = val;
- green = tint1;
- blue = tint2;
- } else { // Red to yellow (sector could be 0 or 6).
- red = val;
- green = tint3;
- blue = tint1;
- }
- RGBA = [red, green, blue, hsba[3]];
- }
-
- return RGBA;
-};
-
-/**
- * Convert an HSLA array to HSBA.
- */
-p5.ColorConversion._hslaToHSBA = function(hsla) {
- var hue = hsla[0];
- var sat = hsla[1];
- var li = hsla[2];
-
- // Calculate brightness.
- var val;
- if (li < 0.5) {
- val = (1 + sat) * li;
- } else {
- val = li + sat - li * sat;
- }
-
- // Convert saturation.
- sat = 2 * (val - li) / val;
-
- // Hue and alpha stay the same.
- return [hue, sat, val, hsla[3]];
-};
-
-/**
- * Convert an HSLA array to RGBA.
- *
- * We need to change basis from HSLA to something that can be more easily be
- * projected onto RGBA. We will choose hue and brightness as our first two
- * components, and pick a convenient third one ('zest') so that we don't need
- * to calculate formal HSBA saturation.
- */
-p5.ColorConversion._hslaToRGBA = function(hsla){
- var hue = hsla[0] * 6; // We will split hue into 6 sectors.
- var sat = hsla[1];
- var li = hsla[2];
-
- var RGBA = [];
-
- if (sat === 0) {
- RGBA = [li, li, li, hsla[3]]; // Return early if grayscale.
- } else {
-
- // Calculate brightness.
- var val;
- if (li < 0.5) {
- val = (1 + sat) * li;
- } else {
- val = li + sat - li * sat;
- }
-
- // Define zest.
- var zest = 2 * li - val;
-
- // Implement projection (project onto green by default).
- var hzvToRGB = function(hue, zest, val) {
- if (hue < 0) { // Hue must wrap to allow projection onto red and blue.
- hue += 6;
- } else if (hue >= 6) {
- hue -= 6;
- }
- if (hue < 1) { // Red to yellow (increasing green).
- return (zest + (val - zest) * hue);
- } else if (hue < 3) { // Yellow to cyan (greatest green).
- return val;
- } else if (hue < 4) { // Cyan to blue (decreasing green).
- return (zest + (val - zest) * (4 - hue));
- } else { // Blue to red (least green).
- return zest;
- }
- };
-
- // Perform projections, offsetting hue as necessary.
- RGBA = [hzvToRGB(hue + 2, zest, val),
- hzvToRGB(hue , zest, val),
- hzvToRGB(hue - 2, zest, val),
- hsla[3]];
- }
-
- return RGBA;
-};
-
-/**
- * Convert an RGBA array to HSBA.
- */
-p5.ColorConversion._rgbaToHSBA = function(rgba) {
- var red = rgba[0];
- var green = rgba[1];
- var blue = rgba[2];
-
- var val = Math.max(red, green, blue);
- var chroma = val - Math.min(red, green, blue);
-
- var hue, sat;
- if (chroma === 0) { // Return early if grayscale.
- hue = 0;
- sat = 0;
- }
- else {
- sat = chroma / val;
- if (red === val) { // Magenta to yellow.
- hue = (green - blue) / chroma;
- } else if (green === val) { // Yellow to cyan.
- hue = 2 + (blue - red) / chroma;
- } else if (blue === val) { // Cyan to magenta.
- hue = 4 + (red - green) / chroma;
- }
- if (hue < 0) { // Confine hue to the interval [0, 1).
- hue += 6;
- } else if (hue >= 6) {
- hue -= 6;
- }
- }
-
- return [hue / 6, sat, val, rgba[3]];
-};
-
-/**
- * Convert an RGBA array to HSLA.
- */
-p5.ColorConversion._rgbaToHSLA = function(rgba) {
- var red = rgba[0];
- var green = rgba[1];
- var blue = rgba[2];
-
- var val = Math.max(red, green, blue);
- var min = Math.min(red, green, blue);
- var li = val + min; // We will halve this later.
- var chroma = val - min;
-
- var hue, sat;
- if (chroma === 0) { // Return early if grayscale.
- hue = 0;
- sat = 0;
- } else {
- if (li < 1) {
- sat = chroma / li;
- } else {
- sat = chroma / (2 - li);
- }
- if (red === val) { // Magenta to yellow.
- hue = (green - blue) / chroma;
- } else if (green === val) { // Yellow to cyan.
- hue = 2 + (blue - red) / chroma;
- } else if (blue === val) { // Cyan to magenta.
- hue = 4 + (red - green) / chroma;
- }
- if (hue < 0) { // Confine hue to the interval [0, 1).
- hue += 6;
- } else if (hue >= 6) {
- hue -= 6;
- }
- }
-
- return [hue / 6, sat, li / 2, rgba[3]];
-};
-
-module.exports = p5.ColorConversion;
-
-},{"../core/core":37}],30:[function(_dereq_,module,exports){
-/**
- * @module Color
- * @submodule Creating & Reading
- * @for p5
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var constants = _dereq_('../core/constants');
-_dereq_('./p5.Color');
-
-/**
- * Extracts the alpha value from a color or pixel array.
- *
- * @method alpha
- * @param {Object} obj p5.Color object or pixel array
- * @example
- *
- *
- * noStroke();
- * c = color(0, 126, 255, 102);
- * fill(c);
- * rect(15, 15, 35, 70);
- * value = alpha(c); // Sets 'value' to 102
- * fill(value);
- * rect(50, 15, 35, 70);
- *
- *
- *
- * @alt
- * Left half of canvas light blue and right half light charcoal grey.
- * Left half of canvas light purple and right half a royal blue.
- * Left half of canvas salmon pink and the right half white.
- * Yellow rect in middle right of canvas, with 55 pixel width and height.
- * Yellow ellipse in top left canvas, black ellipse in bottom right,both 80x80.
- * Bright fuschia rect in middle of canvas, 60 pixel width and height.
- * Two bright green rects on opposite sides of the canvas, both 45x80.
- * Four blue rects in each corner of the canvas, each are 35x35.
- * Bright sea green rect on left and darker rect on right of canvas, both 45x80.
- * Dark green rect on left and light green rect on right of canvas, both 45x80.
- * Dark blue rect on left and light teal rect on right of canvas, both 45x80.
- * blue rect on left and green on right, both with black outlines & 35x60.
- * salmon pink rect on left and black on right, both 35x60.
- * 4 rects, tan, brown, brownish purple and purple, with white outlines & 20x60.
- * light pastel green rect on left and dark grey rect on right, both 35x60.
- * yellow rect on left and red rect on right, both with black outlines & 35x60.
- * grey canvas
- * deep pink rect on left and grey rect on right, both 35x60.
- */
-p5.prototype.alpha = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getAlpha();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-/**
- * Extracts the blue value from a color or pixel array.
- *
- * @method blue
- * @param {Object} obj p5.Color object or pixel array
- * @example
- *
- *
- * c = color(175, 100, 220); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(15, 20, 35, 60); // Draw left rectangle
- *
- * blueValue = blue(c); // Get blue in 'c'
- * print(blueValue); // Prints "220.0"
- * fill(0, 0, blueValue); // Use 'blueValue' in new fill
- * rect(50, 20, 35, 60); // Draw right rectangle
- *
- *
- *
- * @alt
- * Left half of canvas light purple and right half a royal blue.
- *
- */
-p5.prototype.blue = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getBlue();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-/**
- * Extracts the HSB brightness value from a color or pixel array.
- *
- * @method brightness
- * @param {Object} color p5.Color object or pixel array
- * @example
- *
- *
- * noStroke();
- * colorMode(HSB, 255);
- * c = color(0, 126, 255);
- * fill(c);
- * rect(15, 20, 35, 60);
- * value = brightness(c); // Sets 'value' to 255
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- *
- * @alt
- * Left half of canvas salmon pink and the right half white.
- *
- */
-p5.prototype.brightness = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getBrightness();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-/**
- * Creates colors for storing in variables of the color datatype. The
- * parameters are interpreted as RGB or HSB values depending on the
- * current colorMode(). The default mode is RGB values from 0 to 255
- * and, therefore, the function call color(255, 204, 0) will return a
- * bright yellow color.
- *
- * Note that if only one value is provided to color(), it will be interpreted
- * as a grayscale value. Add a second value, and it will be used for alpha
- * transparency. When three values are specified, they are interpreted as
- * either RGB or HSB values. Adding a fourth value applies alpha
- * transparency. If a single string parameter is provided it will be
- * interpreted as a CSS-compatible color string.
- *
- * Colors are stored as Numbers or Arrays.
- *
- * @method color
- * @param {Number|String} gray number specifying value between white
- * and black.
- * @param {Number} [alpha] alpha value relative to current color range
- * (default is 0-255)
- * @return {Array} resulting color
- *
- * @example
- *
- *
- * var c = color(255, 204, 0); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * noStroke(); // Don't draw a stroke around shapes
- * rect(30, 20, 55, 55); // Draw rectangle
- *
- *
- *
- *
- *
- * var c = color(255, 204, 0); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * noStroke(); // Don't draw a stroke around shapes
- * ellipse(25, 25, 80, 80); // Draw left circle
- *
- * // Using only one value with color()
- * // generates a grayscale value.
- * var c = color(65); // Update 'c' with grayscale value
- * fill(c); // Use updated 'c' as fill color
- * ellipse(75, 75, 80, 80); // Draw right circle
- *
- *
- *
- *
- *
- * // Named SVG & CSS colors may be used,
- * var c = color('magenta');
- * fill(c); // Use 'c' as fill color
- * noStroke(); // Don't draw a stroke around shapes
- * rect(20, 20, 60, 60); // Draw rectangle
- *
- *
- *
- *
- *
- * // as can hex color codes:
- * noStroke(); // Don't draw a stroke around shapes
- * var c = color('#0f0');
- * fill(c); // Use 'c' as fill color
- * rect(0, 10, 45, 80); // Draw rectangle
- *
- * c = color('#00ff00');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw rectangle
- *
- *
- *
- *
- *
- * // RGB and RGBA color strings are also supported:
- * // these all set to the same color (solid blue)
- * var c;
- * noStroke(); // Don't draw a stroke around shapes
- * c = color('rgb(0,0,255)');
- * fill(c); // Use 'c' as fill color
- * rect(10, 10, 35, 35); // Draw rectangle
- *
- * c = color('rgb(0%, 0%, 100%)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 35, 35); // Draw rectangle
- *
- * c = color('rgba(0, 0, 255, 1)');
- * fill(c); // Use updated 'c' as fill color
- * rect(10, 55, 35, 35); // Draw rectangle
- *
- * c = color('rgba(0%, 0%, 100%, 1)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 55, 35, 35); // Draw rectangle
- *
- *
- *
- *
- *
- * // HSL color is also supported and can be specified
- * // by value
- * var c;
- * noStroke(); // Don't draw a stroke around shapes
- * c = color('hsl(160, 100%, 50%)');
- * fill(c); // Use 'c' as fill color
- * rect(0, 10, 45, 80); // Draw rectangle
- *
- * c = color('hsla(160, 100%, 50%, 0.5)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw rectangle
- *
- *
- *
- *
- *
- * // HSB color is also supported and can be specified
- * // by value
- * var c;
- * noStroke(); // Don't draw a stroke around shapes
- * c = color('hsb(160, 100%, 50%)');
- * fill(c); // Use 'c' as fill color
- * rect(0, 10, 45, 80); // Draw rectangle
- *
- * c = color('hsba(160, 100%, 50%, 0.5)');
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw rectangle
- *
- *
- *
- *
- *
- * var c; // Declare color 'c'
- * noStroke(); // Don't draw a stroke around shapes
- *
- * // If no colorMode is specified, then the
- * // default of RGB with scale of 0-255 is used.
- * c = color(50, 55, 100); // Create a color for 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(0, 10, 45, 80); // Draw left rect
- *
- * colorMode(HSB, 100); // Use HSB with scale of 0-100
- * c = color(50, 55, 100); // Update 'c' with new color
- * fill(c); // Use updated 'c' as fill color
- * rect(55, 10, 45, 80); // Draw right rect
- *
- *
- *
- * @alt
- * Yellow rect in middle right of canvas, with 55 pixel width and height.
- * Yellow ellipse in top left of canvas, black ellipse in bottom right,both 80x80.
- * Bright fuschia rect in middle of canvas, 60 pixel width and height.
- * Two bright green rects on opposite sides of the canvas, both 45x80.
- * Four blue rects in each corner of the canvas, each are 35x35.
- * Bright sea green rect on left and darker rect on right of canvas, both 45x80.
- * Dark green rect on left and lighter green rect on right of canvas, both 45x80.
- * Dark blue rect on left and light teal rect on right of canvas, both 45x80.
- *
- */
-
-/**
- * @method color
- * @param {Number|String} v1 red or hue value relative to
- * the current color range, or a color string
- * @param {Number} v2 green or saturation value
- * relative to the current color range
- * @param {Number} v3 blue or brightness value
- * relative to the current color range
- * @param {Number} [alpha]
- */
-
-p5.prototype.color = function() {
- if (arguments[0] instanceof p5.Color) {
- return arguments[0]; // Do nothing if argument is already a color object.
- } else if (arguments[0] instanceof Array) {
- if (this instanceof p5.Renderer) {
- return new p5.Color(this, arguments[0]);
- } else {
- return new p5.Color(this._renderer, arguments[0]);
- }
- } else {
- if (this instanceof p5.Renderer) {
- return new p5.Color(this, arguments);
- } else {
- return new p5.Color(this._renderer, arguments);
- }
- }
-};
-
-/**
- * Extracts the green value from a color or pixel array.
- *
- * @method green
- * @param {Object} color p5.Color object or pixel array
- * @example
- *
- *
- * c = color(20, 75, 200); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(15, 20, 35, 60); // Draw left rectangle
- *
- * greenValue = green(c); // Get green in 'c'
- * print(greenValue); // Print "75.0"
- * fill(0, greenValue, 0); // Use 'greenValue' in new fill
- * rect(50, 20, 35, 60); // Draw right rectangle
- *
- *
- *
- * @alt
- * blue rect on left and green on right, both with black outlines & 35x60.
- *
- */
-
-p5.prototype.green = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getGreen();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-/**
- * Extracts the hue value from a color or pixel array.
- *
- * Hue exists in both HSB and HSL. This function will return the
- * HSB-normalized hue when supplied with an HSB color object (or when supplied
- * with a pixel array while the color mode is HSB), but will default to the
- * HSL-normalized hue otherwise. (The values will only be different if the
- * maximum hue setting for each system is different.)
- *
- * @method hue
- * @param {Object} color p5.Color object or pixel array
- * @example
- *
- *
- * noStroke();
- * colorMode(HSB, 255);
- * c = color(0, 126, 255);
- * fill(c);
- * rect(15, 20, 35, 60);
- * value = hue(c); // Sets 'value' to "0"
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- *
- * @alt
- * salmon pink rect on left and black on right, both 35x60.
- *
- */
-
-p5.prototype.hue = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getHue();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-/**
- * Blends two colors to find a third color somewhere between them. The amt
- * parameter is the amount to interpolate between the two values where 0.0
- * equal to the first color, 0.1 is very near the first color, 0.5 is halfway
- * in between, etc. An amount below 0 will be treated as 0. Likewise, amounts
- * above 1 will be capped at 1. This is different from the behavior of lerp(),
- * but necessary because otherwise numbers outside the range will produce
- * strange and unexpected colors.
- *
- * The way that colours are interpolated depends on the current color mode.
- *
- * @method lerpColor
- * @param {Array/Number} c1 interpolate from this color
- * @param {Array/Number} c2 interpolate to this color
- * @param {Number} amt number between 0 and 1
- * @return {Array/Number} interpolated color
- * @example
- *
- *
- * colorMode(RGB);
- * stroke(255);
- * background(51);
- * from = color(218, 165, 32);
- * to = color(72, 61, 139);
- * colorMode(RGB); // Try changing to HSB.
- * interA = lerpColor(from, to, .33);
- * interB = lerpColor(from, to, .66);
- * fill(from);
- * rect(10, 20, 20, 60);
- * fill(interA);
- * rect(30, 20, 20, 60);
- * fill(interB);
- * rect(50, 20, 20, 60);
- * fill(to);
- * rect(70, 20, 20, 60);
- *
- *
- *
- * @alt
- * 4 rects one tan, brown, brownish purple, purple, with white outlines & 20x60
- *
- */
-
-p5.prototype.lerpColor = function(c1, c2, amt) {
- var mode = this._renderer._colorMode;
- var maxes = this._renderer._colorMaxes;
- var l0, l1, l2, l3;
- var fromArray, toArray;
-
- if (mode === constants.RGB) {
- fromArray = c1.levels.map(function(level) {
- return level / 255;
- });
- toArray = c2.levels.map(function(level) {
- return level / 255;
- });
- } else if (mode === constants.HSB) {
- c1._getBrightness(); // Cache hsba so it definitely exists.
- c2._getBrightness();
- fromArray = c1.hsba;
- toArray = c2.hsba;
- } else if (mode === constants.HSL) {
- c1._getLightness(); // Cache hsla so it definitely exists.
- c2._getLightness();
- fromArray = c1.hsla;
- toArray = c2.hsla;
- } else {
- throw new Error (mode + 'cannot be used for interpolation.');
- }
-
- // Prevent extrapolation.
- amt = Math.max(Math.min(amt, 1), 0);
-
- // Perform interpolation.
- l0 = this.lerp(fromArray[0], toArray[0], amt);
- l1 = this.lerp(fromArray[1], toArray[1], amt);
- l2 = this.lerp(fromArray[2], toArray[2], amt);
- l3 = this.lerp(fromArray[3], toArray[3], amt);
-
- // Scale components.
- l0 *= maxes[mode][0];
- l1 *= maxes[mode][1];
- l2 *= maxes[mode][2];
- l3 *= maxes[mode][3];
-
- return this.color(l0, l1, l2, l3);
-};
-
-/**
- * Extracts the HSL lightness value from a color or pixel array.
- *
- * @method lightness
- * @param {Object} color p5.Color object or pixel array
- * @example
- *
- *
- * noStroke();
- * colorMode(HSL);
- * c = color(156, 100, 50, 1);
- * fill(c);
- * rect(15, 20, 35, 60);
- * value = lightness(c); // Sets 'value' to 50
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- *
- * @alt
- * light pastel green rect on left and dark grey rect on right, both 35x60.
- *
- */
-p5.prototype.lightness = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getLightness();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-/**
- * Extracts the red value from a color or pixel array.
- *
- * @method red
- * @param {Object} obj p5.Color object or pixel array
- * @example
- *
- *
- * c = color(255, 204, 0); // Define color 'c'
- * fill(c); // Use color variable 'c' as fill color
- * rect(15, 20, 35, 60); // Draw left rectangle
- *
- * redValue = red(c); // Get red in 'c'
- * print(redValue); // Print "255.0"
- * fill(redValue, 0, 0); // Use 'redValue' in new fill
- * rect(50, 20, 35, 60); // Draw right rectangle
- *
- *
- *
- *
- *
- * colorMode(RGB, 255);
- * var c = color(127, 255, 0);
- * colorMode(RGB, 1);
- * var myColor = red(c);
- * print(myColor);
- *
- *
- *
- * @alt
- * yellow rect on left and red rect on right, both with black outlines and 35x60.
- * grey canvas
- */
-p5.prototype.red = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getRed();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-/**
- * Extracts the saturation value from a color or pixel array.
- *
- * Saturation is scaled differently in HSB and HSL. This function will return
- * the HSB saturation when supplied with an HSB color object (or when supplied
- * with a pixel array while the color mode is HSB), but will default to the
- * HSL saturation otherwise.
- *
- * @method saturation
- * @param {Object} color p5.Color object or pixel array
- * @example
- *
- *
- * noStroke();
- * colorMode(HSB, 255);
- * c = color(0, 126, 255);
- * fill(c);
- * rect(15, 20, 35, 60);
- * value = saturation(c); // Sets 'value' to 126
- * fill(value);
- * rect(50, 20, 35, 60);
- *
- *
- *
- * @alt
- *deep pink rect on left and grey rect on right, both 35x60.
- *
- */
-
-p5.prototype.saturation = function(c) {
- if (c instanceof p5.Color || c instanceof Array) {
- return this.color(c)._getSaturation();
- } else {
- throw new Error('Needs p5.Color or pixel array as argument.');
- }
-};
-
-module.exports = p5;
-
-},{"../core/constants":36,"../core/core":37,"./p5.Color":31}],31:[function(_dereq_,module,exports){
-/**
- * @module Color
- * @submodule Creating & Reading
- * @for p5
- * @requires core
- * @requires constants
- * @requires color_conversion
- */
-
-var p5 = _dereq_('../core/core');
-var constants = _dereq_('../core/constants');
-var color_conversion = _dereq_('./color_conversion');
-
-/**
- * We define colors to be immutable objects. Each color stores the color mode
- * and level maxes that applied at the time of its construction. These are
- * used to interpret the input arguments and to format the output e.g. when
- * saturation() is requested.
- *
- * Internally we store an array representing the ideal RGBA values in floating
- * point form, normalized from 0 to 1. From this we calculate the closest
- * screen color (RGBA levels from 0 to 255) and expose this to the renderer.
- *
- * We also cache normalized, floating point components of the color in various
- * representations as they are calculated. This is done to prevent repeating a
- * conversion that has already been performed.
- *
- * @class p5.Color
- * @constructor
- */
-p5.Color = function(renderer, vals) {
-
- // Record color mode and maxes at time of construction.
- this.mode = renderer._colorMode;
- this.maxes = renderer._colorMaxes;
-
- // Calculate normalized RGBA values.
- if (this.mode !== constants.RGB &&
- this.mode !== constants.HSL &&
- this.mode !== constants.HSB) {
- throw new Error(this.mode + ' is an invalid colorMode.');
- } else {
- this._array = p5.Color._parseInputs.apply(renderer, vals);
- }
-
- // Expose closest screen color.
- this.levels = this._array.map(function(level) {
- return Math.round(level * 255);
- });
-
- return this;
-};
-
-p5.Color.prototype.toString = function() {
- var a = this.levels;
- var alpha = this._array[3]; // String representation uses normalized alpha.
- return 'rgba('+a[0]+','+a[1]+','+a[2]+','+ alpha +')';
-};
-
-p5.Color.prototype._getAlpha = function() {
- return this._array[3] * this.maxes[this.mode][3];
-};
-
-p5.Color.prototype._getBlue = function() {
- return this._array[2] * this.maxes[constants.RGB][2];
-};
-
-p5.Color.prototype._getBrightness = function() {
- if (!this.hsba) {
- this.hsba = color_conversion._rgbaToHSBA(this._array);
- }
- return this.hsba[2] * this.maxes[constants.HSB][2];
-};
-
-p5.Color.prototype._getGreen = function() {
- return this._array[1] * this.maxes[constants.RGB][1];
-};
-
-/**
- * Hue is the same in HSB and HSL, but the maximum value may be different.
- * This function will return the HSB-normalized saturation when supplied with
- * an HSB color object, but will default to the HSL-normalized saturation
- * otherwise.
- */
-p5.Color.prototype._getHue = function() {
- if (this.mode === constants.HSB) {
- if (!this.hsba) {
- this.hsba = color_conversion._rgbaToHSBA(this._array);
- }
- return this.hsba[0] * this.maxes[constants.HSB][0];
- } else {
- if (!this.hsla) {
- this.hsla = color_conversion._rgbaToHSLA(this._array);
- }
- return this.hsla[0] * this.maxes[constants.HSL][0];
- }
-};
-
-p5.Color.prototype._getLightness = function() {
- if (!this.hsla) {
- this.hsla = color_conversion._rgbaToHSLA(this._array);
- }
- return this.hsla[2] * this.maxes[constants.HSL][2];
-};
-
-p5.Color.prototype._getRed = function() {
- return this._array[0] * this.maxes[constants.RGB][0];
-};
-
-/**
- * Saturation is scaled differently in HSB and HSL. This function will return
- * the HSB saturation when supplied with an HSB color object, but will default
- * to the HSL saturation otherwise.
- */
-p5.Color.prototype._getSaturation = function() {
- if (this.mode === constants.HSB) {
- if (!this.hsba) {
- this.hsba = color_conversion._rgbaToHSBA(this._array);
- }
- return this.hsba[1] * this.maxes[constants.HSB][1];
- } else {
- if (!this.hsla) {
- this.hsla = color_conversion._rgbaToHSLA(this._array);
- }
- return this.hsla[1] * this.maxes[constants.HSL][1];
- }
-};
-
-/**
- * CSS named colors.
- */
-var namedColors = {
- aliceblue: '#f0f8ff',
- antiquewhite: '#faebd7',
- aqua: '#00ffff',
- aquamarine: '#7fffd4',
- azure: '#f0ffff',
- beige: '#f5f5dc',
- bisque: '#ffe4c4',
- black: '#000000',
- blanchedalmond: '#ffebcd',
- blue: '#0000ff',
- blueviolet: '#8a2be2',
- brown: '#a52a2a',
- burlywood: '#deb887',
- cadetblue: '#5f9ea0',
- chartreuse: '#7fff00',
- chocolate: '#d2691e',
- coral: '#ff7f50',
- cornflowerblue: '#6495ed',
- cornsilk: '#fff8dc',
- crimson: '#dc143c',
- cyan: '#00ffff',
- darkblue: '#00008b',
- darkcyan: '#008b8b',
- darkgoldenrod: '#b8860b',
- darkgray: '#a9a9a9',
- darkgreen: '#006400',
- darkgrey: '#a9a9a9',
- darkkhaki: '#bdb76b',
- darkmagenta: '#8b008b',
- darkolivegreen: '#556b2f',
- darkorange: '#ff8c00',
- darkorchid: '#9932cc',
- darkred: '#8b0000',
- darksalmon: '#e9967a',
- darkseagreen: '#8fbc8f',
- darkslateblue: '#483d8b',
- darkslategray: '#2f4f4f',
- darkslategrey: '#2f4f4f',
- darkturquoise: '#00ced1',
- darkviolet: '#9400d3',
- deeppink: '#ff1493',
- deepskyblue: '#00bfff',
- dimgray: '#696969',
- dimgrey: '#696969',
- dodgerblue: '#1e90ff',
- firebrick: '#b22222',
- floralwhite: '#fffaf0',
- forestgreen: '#228b22',
- fuchsia: '#ff00ff',
- gainsboro: '#dcdcdc',
- ghostwhite: '#f8f8ff',
- gold: '#ffd700',
- goldenrod: '#daa520',
- gray: '#808080',
- green: '#008000',
- greenyellow: '#adff2f',
- grey: '#808080',
- honeydew: '#f0fff0',
- hotpink: '#ff69b4',
- indianred: '#cd5c5c',
- indigo: '#4b0082',
- ivory: '#fffff0',
- khaki: '#f0e68c',
- lavender: '#e6e6fa',
- lavenderblush: '#fff0f5',
- lawngreen: '#7cfc00',
- lemonchiffon: '#fffacd',
- lightblue: '#add8e6',
- lightcoral: '#f08080',
- lightcyan: '#e0ffff',
- lightgoldenrodyellow: '#fafad2',
- lightgray: '#d3d3d3',
- lightgreen: '#90ee90',
- lightgrey: '#d3d3d3',
- lightpink: '#ffb6c1',
- lightsalmon: '#ffa07a',
- lightseagreen: '#20b2aa',
- lightskyblue: '#87cefa',
- lightslategray: '#778899',
- lightslategrey: '#778899',
- lightsteelblue: '#b0c4de',
- lightyellow: '#ffffe0',
- lime: '#00ff00',
- limegreen: '#32cd32',
- linen: '#faf0e6',
- magenta: '#ff00ff',
- maroon: '#800000',
- mediumaquamarine: '#66cdaa',
- mediumblue: '#0000cd',
- mediumorchid: '#ba55d3',
- mediumpurple: '#9370db',
- mediumseagreen: '#3cb371',
- mediumslateblue: '#7b68ee',
- mediumspringgreen: '#00fa9a',
- mediumturquoise: '#48d1cc',
- mediumvioletred: '#c71585',
- midnightblue: '#191970',
- mintcream: '#f5fffa',
- mistyrose: '#ffe4e1',
- moccasin: '#ffe4b5',
- navajowhite: '#ffdead',
- navy: '#000080',
- oldlace: '#fdf5e6',
- olive: '#808000',
- olivedrab: '#6b8e23',
- orange: '#ffa500',
- orangered: '#ff4500',
- orchid: '#da70d6',
- palegoldenrod: '#eee8aa',
- palegreen: '#98fb98',
- paleturquoise: '#afeeee',
- palevioletred: '#db7093',
- papayawhip: '#ffefd5',
- peachpuff: '#ffdab9',
- peru: '#cd853f',
- pink: '#ffc0cb',
- plum: '#dda0dd',
- powderblue: '#b0e0e6',
- purple: '#800080',
- red: '#ff0000',
- rosybrown: '#bc8f8f',
- royalblue: '#4169e1',
- saddlebrown: '#8b4513',
- salmon: '#fa8072',
- sandybrown: '#f4a460',
- seagreen: '#2e8b57',
- seashell: '#fff5ee',
- sienna: '#a0522d',
- silver: '#c0c0c0',
- skyblue: '#87ceeb',
- slateblue: '#6a5acd',
- slategray: '#708090',
- slategrey: '#708090',
- snow: '#fffafa',
- springgreen: '#00ff7f',
- steelblue: '#4682b4',
- tan: '#d2b48c',
- teal: '#008080',
- thistle: '#d8bfd8',
- tomato: '#ff6347',
- turquoise: '#40e0d0',
- violet: '#ee82ee',
- wheat: '#f5deb3',
- white: '#ffffff',
- whitesmoke: '#f5f5f5',
- yellow: '#ffff00',
- yellowgreen: '#9acd32'
-};
-
-/**
- * These regular expressions are used to build up the patterns for matching
- * viable CSS color strings: fragmenting the regexes in this way increases the
- * legibility and comprehensibility of the code.
- *
- * Note that RGB values of .9 are not parsed by IE, but are supported here for
- * color string consistency.
- */
-var WHITESPACE = /\s*/; // Match zero or more whitespace characters.
-var INTEGER = /(\d{1,3})/; // Match integers: 79, 255, etc.
-var DECIMAL = /((?:\d+(?:\.\d+)?)|(?:\.\d+))/; // Match 129.6, 79, .9, etc.
-var PERCENT = new RegExp(DECIMAL.source + '%'); // Match 12.9%, 79%, .9%, etc.
-
-/**
- * Full color string patterns. The capture groups are necessary.
- */
-var colorPatterns = {
- // Match colors in format #XXX, e.g. #416.
- HEX3: /^#([a-f0-9])([a-f0-9])([a-f0-9])$/i,
-
- // Match colors in format #XXXXXX, e.g. #b4d455.
- HEX6: /^#([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})$/i,
-
- // Match colors in format rgb(R, G, B), e.g. rgb(255, 0, 128).
- RGB: new RegExp([
- '^rgb\\(',
- INTEGER.source,
- ',',
- INTEGER.source,
- ',',
- INTEGER.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i'),
-
- // Match colors in format rgb(R%, G%, B%), e.g. rgb(100%, 0%, 28.9%).
- RGB_PERCENT: new RegExp([
- '^rgb\\(',
- PERCENT.source,
- ',',
- PERCENT.source,
- ',',
- PERCENT.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i'),
-
- // Match colors in format rgb(R, G, B, A), e.g. rgb(255, 0, 128, 0.25).
- RGBA: new RegExp([
- '^rgba\\(',
- INTEGER.source,
- ',',
- INTEGER.source,
- ',',
- INTEGER.source,
- ',',
- DECIMAL.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i'),
-
- // Match colors in format rgb(R%, G%, B%, A), e.g. rgb(100%, 0%, 28.9%, 0.5).
- RGBA_PERCENT: new RegExp([
- '^rgba\\(',
- PERCENT.source,
- ',',
- PERCENT.source,
- ',',
- PERCENT.source,
- ',',
- DECIMAL.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i'),
-
- // Match colors in format hsla(H, S%, L%), e.g. hsl(100, 40%, 28.9%).
- HSL: new RegExp([
- '^hsl\\(',
- INTEGER.source,
- ',',
- PERCENT.source,
- ',',
- PERCENT.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i'),
-
- // Match colors in format hsla(H, S%, L%, A), e.g. hsla(100, 40%, 28.9%, 0.5).
- HSLA: new RegExp([
- '^hsla\\(',
- INTEGER.source,
- ',',
- PERCENT.source,
- ',',
- PERCENT.source,
- ',',
- DECIMAL.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i'),
-
- // Match colors in format hsb(H, S%, B%), e.g. hsb(100, 40%, 28.9%).
- HSB: new RegExp([
- '^hsb\\(',
- INTEGER.source,
- ',',
- PERCENT.source,
- ',',
- PERCENT.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i'),
-
- // Match colors in format hsba(H, S%, B%, A), e.g. hsba(100, 40%, 28.9%, 0.5).
- HSBA: new RegExp([
- '^hsba\\(',
- INTEGER.source,
- ',',
- PERCENT.source,
- ',',
- PERCENT.source,
- ',',
- DECIMAL.source,
- '\\)$'
- ].join(WHITESPACE.source), 'i')
-};
-
-/**
- * For a number of different inputs, returns a color formatted as [r, g, b, a]
- * arrays, with each component normalized between 0 and 1.
- *
- * @param {Array-like} args An 'array-like' object that represents a list of
- * arguments
- * @return {Array} a color formatted as [r, g, b, a]
- * Example:
- * input ==> output
- * g ==> [g, g, g, 255]
- * g,a ==> [g, g, g, a]
- * r, g, b ==> [r, g, b, 255]
- * r, g, b, a ==> [r, g, b, a]
- * [g] ==> [g, g, g, 255]
- * [g, a] ==> [g, g, g, a]
- * [r, g, b] ==> [r, g, b, 255]
- * [r, g, b, a] ==> [r, g, b, a]
- * @example
- *
- *
- * // todo
- *
- *
- *
- * @alt
- * //todo
- *
- */
-p5.Color._parseInputs = function() {
- var numArgs = arguments.length;
- var mode = this._colorMode;
- var maxes = this._colorMaxes;
- var results = [];
-
- if (numArgs >= 3) { // Argument is a list of component values.
-
- results[0] = arguments[0] / maxes[mode][0];
- results[1] = arguments[1] / maxes[mode][1];
- results[2] = arguments[2] / maxes[mode][2];
-
- // Alpha may be undefined, so default it to 100%.
- if (typeof arguments[3] === 'number') {
- results[3] = arguments[3] / maxes[mode][3];
- } else {
- results[3] = 1;
- }
-
- // Constrain components to the range [0,1].
- results = results.map(function(value) {
- return Math.max(Math.min(value, 1), 0);
- });
-
- // Convert to RGBA and return.
- if (mode === constants.HSL) {
- return color_conversion._hslaToRGBA(results);
- } else if (mode === constants.HSB) {
- return color_conversion._hsbaToRGBA(results);
- } else {
- return results;
- }
-
- } else if (numArgs === 1 && typeof arguments[0] === 'string') {
-
- var str = arguments[0].trim().toLowerCase();
-
- // Return if string is a named colour.
- if (namedColors[str]) {
- return p5.Color._parseInputs.apply(this, [namedColors[str]]);
- }
-
- // Try RGBA pattern matching.
- if (colorPatterns.HEX3.test(str)) { // #rgb
- results = colorPatterns.HEX3.exec(str).slice(1).map(function(color) {
- return parseInt(color + color, 16) / 255;
- });
- results[3] = 1;
- return results;
- } else if (colorPatterns.HEX6.test(str)) { // #rrggbb
- results = colorPatterns.HEX6.exec(str).slice(1).map(function(color) {
- return parseInt(color, 16) / 255;
- });
- results[3] = 1;
- return results;
- } else if (colorPatterns.RGB.test(str)) { // rgb(R,G,B)
- results = colorPatterns.RGB.exec(str).slice(1).map(function(color) {
- return color / 255;
- });
- results[3] = 1;
- return results;
- } else if (colorPatterns.RGB_PERCENT.test(str)) { // rgb(R%,G%,B%)
- results = colorPatterns.RGB_PERCENT.exec(str).slice(1)
- .map(function(color) {
- return parseFloat(color) / 100;
- });
- results[3] = 1;
- return results;
- } else if (colorPatterns.RGBA.test(str)) { // rgba(R,G,B,A)
- results = colorPatterns.RGBA.exec(str).slice(1)
- .map(function(color, idx) {
- if (idx === 3) {
- return parseFloat(color);
- }
- return color / 255;
- });
- return results;
- } else if (colorPatterns.RGBA_PERCENT.test(str)) { // rgba(R%,G%,B%,A%)
- results = colorPatterns.RGBA_PERCENT.exec(str).slice(1)
- .map(function(color, idx) {
- if (idx === 3) {
- return parseFloat(color);
- }
- return parseFloat(color) / 100;
- });
- return results;
- }
-
- // Try HSLA pattern matching.
- if (colorPatterns.HSL.test(str)) { // hsl(H,S,L)
- results = colorPatterns.HSL.exec(str).slice(1)
- .map(function(color, idx) {
- if (idx === 0) {
- return parseInt(color, 10) / 360;
- }
- return parseInt(color, 10) / 100;
- });
- results[3] = 1;
- } else if (colorPatterns.HSLA.test(str)) { // hsla(H,S,L,A)
- results = colorPatterns.HSLA.exec(str).slice(1)
- .map(function(color, idx) {
- if (idx === 0) {
- return parseInt(color, 10) / 360;
- }
- else if (idx === 3) {
- return parseFloat(color);
- }
- return parseInt(color, 10) / 100;
- });
- }
- if (results.length) {
- return color_conversion._hslaToRGBA(results);
- }
-
- // Try HSBA pattern matching.
- if (colorPatterns.HSB.test(str)) { // hsb(H,S,B)
- results = colorPatterns.HSB.exec(str).slice(1)
- .map(function(color, idx) {
- if (idx === 0) {
- return parseInt(color, 10) / 360;
- }
- return parseInt(color, 10) / 100;
- });
- results[3] = 1;
- } else if (colorPatterns.HSBA.test(str)) { // hsba(H,S,B,A)
- results = colorPatterns.HSBA.exec(str).slice(1)
- .map(function(color, idx) {
- if (idx === 0) {
- return parseInt(color, 10) / 360;
- }
- else if (idx === 3) {
- return parseFloat(color);
- }
- return parseInt(color, 10) / 100;
- });
- }
- if (results.length) {
- return color_conversion._hsbaToRGBA(results);
- }
-
- // Input did not match any CSS color pattern: default to white.
- results = [1, 1, 1, 1];
-
- } else if ((numArgs === 1 || numArgs === 2) &&
- typeof arguments[0] === 'number') { // 'Grayscale' mode.
-
- /**
- * For HSB and HSL, interpret the gray level as a brightness/lightness
- * value (they are equivalent when chroma is zero). For RGB, normalize the
- * gray level according to the blue maximum.
- */
- results[0] = arguments[0] / maxes[mode][2];
- results[1] = arguments[0] / maxes[mode][2];
- results[2] = arguments[0] / maxes[mode][2];
-
- // Alpha may be undefined, so default it to 100%.
- if (typeof arguments[1] === 'number') {
- results[3] = arguments[1] / maxes[mode][3];
- } else {
- results[3] = 1;
- }
-
- // Constrain components to the range [0,1].
- results = results.map(function(value) {
- return Math.max(Math.min(value, 1), 0);
- });
-
- } else {
- throw new Error (arguments + 'is not a valid color representation.');
- }
-
- return results;
-};
-
-module.exports = p5.Color;
-
-},{"../core/constants":36,"../core/core":37,"./color_conversion":29}],32:[function(_dereq_,module,exports){
-/**
- * @module Color
- * @submodule Setting
- * @for p5
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var constants = _dereq_('../core/constants');
-_dereq_('./p5.Color');
-
-/**
- * The background() function sets the color used for the background of the
- * p5.js canvas. The default background is light gray. This function is
- * typically used within draw() to clear the display window at the beginning
- * of each frame, but it can be used inside setup() to set the background on
- * the first frame of animation or if the background need only be set once.
- *
- * @method background
- * @param {p5.Color} color any value created by the color() function
- * @param {Number} [a] opacity of the background relative to current
- * color range (default is 0-100)
- *
- * @example
- *
- *
- * // Grayscale integer value
- * background(51);
- *
- *
- *
- *
- *
- * // R, G & B integer values
- * background(255, 204, 0);
- *
- *
- *
- *
- *
- * // H, S & B integer values
- * colorMode(HSB);
- * background(255, 204, 100);
- *
- *
- *
- *
- *
- * // Named SVG/CSS color string
- * background('red');
- *
- *
- *
- *
- *
- * // three-digit hexadecimal RGB notation
- * background('#fae');
- *
- *
- *
- *
- *
- * // six-digit hexadecimal RGB notation
- * background('#222222');
- *
- *
- *
- *
- *
- * // integer RGB notation
- * background('rgb(0,255,0)');
- *
- *
- *
- *
- *
- * // integer RGBA notation
- * background('rgba(0,255,0, 0.25)');
- *
- *
- *
- *
- *
- * // percentage RGB notation
- * background('rgb(100%,0%,10%)');
- *
- *
- *
- *
- *
- * // percentage RGBA notation
- * background('rgba(100%,0%,100%,0.5)');
- *
- *
- *
- *
- *
- * // p5 Color object
- * background(color(0, 0, 255));
- *
- *
- *
- * @alt
- * canvas with darkest charcoal grey background.
- * canvas with yellow background.
- * canvas with royal blue background.
- * canvas with red background.
- * canvas with pink background.
- * canvas with black background.
- * canvas with bright green background.
- * canvas with soft green background.
- * canvas with red background.
- * canvas with light purple background.
- * canvas with blue background.
- */
-
-/**
- * @method background
- * @param {String} colorstring color string, possible formats include: integer
- * rgb() or rgba(), percentage rgb() or rgba(),
- * 3-digit hex, 6-digit hex
- * @param {Number} [a]
- */
-
-/**
- * @method background
- * @param {Number} gray specifies a value between white and black
- * @param {Number} [a]
- */
-
-/**
- * @method background
- * @param {Number} v1 red or hue value (depending on the current color
- * mode)
- * @param {Number} v2 green or saturation value (depending on the current
- * color mode)
- * @param {Number} v3 blue or brightness value (depending on the current
- * color mode)
- * @param {Number} [a]
- */
-
-/**
- * @method background
- * @param {p5.Image} image image created with loadImage() or createImage(),
- * to set as background
- * (must be same size as the sketch window)
- * @param {Number} [a]
- */
-p5.prototype.background = function() {
- if (arguments[0] instanceof p5.Image) {
- this.image(arguments[0], 0, 0, this.width, this.height);
- } else {
- this._renderer.background.apply(this._renderer, arguments);
- }
- return this;
-};
-
-/**
- * Clears the pixels within a buffer. This function only works on p5.Canvas
- * objects created with the createCanvas() function; it won't work with the
- * main display window. Unlike the main graphics context, pixels in
- * additional graphics areas created with createGraphics() can be entirely
- * or partially transparent. This function clears everything to make all of
- * the pixels 100% transparent.
- *
- * @method clear
- * @example
- *
- *
- * // Clear the screen on mouse press.
- * function setup() {
- * createCanvas(100, 100);
- * }
- *
- * function draw() {
- * ellipse(mouseX, mouseY, 20, 20);
- * }
- *
- * function mousePressed() {
- * clear();
- * }
- *
- *
- *
- * @alt
- * 20x20 white ellipses are continually drawn at mouse x and y coordinates.
- *
- */
-
-p5.prototype.clear = function() {
- this._renderer.clear();
- return this;
-};
-
-/**
- * colorMode() changes the way p5.js interprets color data. By default, the
- * parameters for fill(), stroke(), background(), and color() are defined by
- * values between 0 and 255 using the RGB color model. This is equivalent to
- * setting colorMode(RGB, 255). Setting colorMode(HSB) lets you use the HSB
- * system instead. By default, this is colorMode(HSB, 360, 100, 100, 1). You
- * can also use HSL.
- *
- * Note: existing color objects remember the mode that they were created in,
- * so you can change modes as you like without affecting their appearance.
- *
- * @method colorMode
- * @param {Constant} mode either RGB or HSB, corresponding to
- * Red/Green/Blue and Hue/Saturation/Brightness
- * (or Lightness)
- * @param {Number} [max1] range for the red or hue depending on the
- * current color mode, or range for all values
- * @param {Number} [max2] range for the green or saturation depending
- * on the current color mode
- * @param {Number} [max3] range for the blue or brightness/lighntess
- * depending on the current color mode
- * @param {Number} [maxA] range for the alpha
- * @example
- *
- *
- * noStroke();
- * colorMode(RGB, 100);
- * for (i = 0; i < 100; i++) {
- * for (j = 0; j < 100; j++) {
- * stroke(i, j, 0);
- * point(i, j);
- * }
- * }
- *
- *
- *
- *
- *
- * noStroke();
- * colorMode(HSB, 100);
- * for (i = 0; i < 100; i++) {
- * for (j = 0; j < 100; j++) {
- * stroke(i, j, 100);
- * point(i, j);
- * }
- * }
- *
- *
- *
- *
- *
- * colorMode(RGB, 255);
- * var c = color(127, 255, 0);
- *
- * colorMode(RGB, 1);
- * var myColor = c._getRed();
- * text(myColor, 10, 10, 80, 80);
- *
- *
- *
- *
- *
- * noFill();
- * colorMode(RGB, 255, 255, 255, 1);
- * background(255);
- *
- * strokeWeight(4);
- * stroke(255, 0 , 10, 0.3);
- * ellipse(40, 40, 50, 50);
- * ellipse(50, 50, 40, 40);
- *
- *
- *
- * @alt
- *Green to red gradient from bottom L to top R. shading originates from top left.
- *Rainbow gradient from left to right. Brightness increasing to white at top.
- *unknown image.
- *50x50 ellipse at middle L & 40x40 ellipse at center. Transluscent pink outlines.
- *
- */
-p5.prototype.colorMode = function() {
- if (arguments[0] === constants.RGB ||
- arguments[0] === constants.HSB ||
- arguments[0] === constants.HSL) {
-
- // Set color mode.
- this._renderer._colorMode = arguments[0];
-
- // Set color maxes.
- var maxes = this._renderer._colorMaxes[this._renderer._colorMode];
- if (arguments.length === 2) {
- maxes[0] = arguments[1]; // Red
- maxes[1] = arguments[1]; // Green
- maxes[2] = arguments[1]; // Blue
- maxes[3] = arguments[1]; // Alpha
- } else if (arguments.length === 4) {
- maxes[0] = arguments[1]; // Red
- maxes[1] = arguments[2]; // Green
- maxes[2] = arguments[3]; // Blue
- } else if (arguments.length === 5) {
- maxes[0] = arguments[1]; // Red
- maxes[1] = arguments[2]; // Green
- maxes[2] = arguments[3]; // Blue
- maxes[3] = arguments[4]; // Alpha
- }
- }
-
- return this;
-};
-
-/**
- * Sets the color used to fill shapes. For example, if you run
- * fill(204, 102, 0), all subsequent shapes will be filled with orange. This
- * color is either specified in terms of the RGB or HSB color depending on
- * the current colorMode(). (The default color space is RGB, with each value
- * in the range from 0 to 255).
- *
- * If a single string argument is provided, RGB, RGBA and Hex CSS color strings
- * and all named color strings are supported. A p5 Color object can also be
- * provided to set the fill color.
- *
- * @method fill
- * @param {Number|Array|String|p5.Color} v1 gray value, red or hue value
- * (depending on the current color
- * mode), or color Array, or CSS
- * color string
- * @param {Number} [v2] green or saturation value
- * (depending on the current
- * color mode)
- * @param {Number} [v3] blue or brightness value
- * (depending on the current
- * color mode)
- * @param {Number} [a] opacity of the background
- *
- * @example
- *
- *
- * // Grayscale integer value
- * fill(51);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // R, G & B integer values
- * fill(255, 204, 0);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // H, S & B integer values
- * colorMode(HSB);
- * fill(255, 204, 100);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // Named SVG/CSS color string
- * fill('red');
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // three-digit hexadecimal RGB notation
- * fill('#fae');
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // six-digit hexadecimal RGB notation
- * fill('#222222');
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // integer RGB notation
- * fill('rgb(0,255,0)');
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // integer RGBA notation
- * fill('rgba(0,255,0, 0.25)');
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // percentage RGB notation
- * fill('rgb(100%,0%,10%)');
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // percentage RGBA notation
- * fill('rgba(100%,0%,100%,0.5)');
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // p5 Color object
- * fill(color(0, 0, 255));
- * rect(20, 20, 60, 60);
- *
- *
- * @alt
- * 60x60 dark charcoal grey rect with black outline in center of canvas.
- * 60x60 yellow rect with black outline in center of canvas.
- * 60x60 royal blue rect with black outline in center of canvas.
- * 60x60 red rect with black outline in center of canvas.
- * 60x60 pink rect with black outline in center of canvas.
- * 60x60 black rect with black outline in center of canvas.
- * 60x60 light green rect with black outline in center of canvas.
- * 60x60 soft green rect with black outline in center of canvas.
- * 60x60 red rect with black outline in center of canvas.
- * 60x60 dark fushcia rect with black outline in center of canvas.
- * 60x60 blue rect with black outline in center of canvas.
- */
-
-p5.prototype.fill = function() {
- this._renderer._setProperty('_fillSet', true);
- this._renderer._setProperty('_doFill', true);
- this._renderer.fill.apply(this._renderer, arguments);
- return this;
-};
-
-/**
- * Disables filling geometry. If both noStroke() and noFill() are called,
- * nothing will be drawn to the screen.
- *
- * @method noFill
- * @example
- *
- *
- * rect(15, 10, 55, 55);
- * noFill();
- * rect(20, 20, 60, 60);
- *
- *
- * @alt
- * white rect top middle and noFill rect center. Both 60x60 with black outlines.
- */
-p5.prototype.noFill = function() {
- this._renderer._setProperty('_doFill', false);
- return this;
-};
-
-/**
- * Disables drawing the stroke (outline). If both noStroke() and noFill()
- * are called, nothing will be drawn to the screen.
- *
- * @method noStroke
- * @example
- *
- *
- * noStroke();
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- * @alt
- *60x60 white rect at center. no outline.
- *
- */
-
-p5.prototype.noStroke = function() {
- this._renderer._setProperty('_doStroke', false);
- return this;
-};
-
-/**
- * Sets the color used to draw lines and borders around shapes. This color
- * is either specified in terms of the RGB or HSB color depending on the
- * current colorMode() (the default color space is RGB, with each value in
- * the range from 0 to 255).
- *
- * If a single string argument is provided, RGB, RGBA and Hex CSS color
- * strings and all named color strings are supported. A p5 Color object
- * can also be provided to set the stroke color.
- *
- * @method stroke
- * @param {Number|Array|String|p5.Color} v1 gray value, red or hue value
- * (depending on the current color
- * mode), or color Array, or CSS
- * color string
- * @param {Number} [v2] green or saturation value
- * (depending on the current
- * color mode)
- * @param {Number} [v3] blue or brightness value
- * (depending on the current
- * color mode)
- * @param {Number} [a] opacity of the background
- *
- * @example
- *
- *
- * // Grayscale integer value
- * strokeWeight(4);
- * stroke(51);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // R, G & B integer values
- * stroke(255, 204, 0);
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // H, S & B integer values
- * colorMode(HSB);
- * strokeWeight(4);
- * stroke(255, 204, 100);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // Named SVG/CSS color string
- * stroke('red');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // three-digit hexadecimal RGB notation
- * stroke('#fae');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // six-digit hexadecimal RGB notation
- * stroke('#222222');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // integer RGB notation
- * stroke('rgb(0,255,0)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // integer RGBA notation
- * stroke('rgba(0,255,0,0.25)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // percentage RGB notation
- * stroke('rgb(100%,0%,10%)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // percentage RGBA notation
- * stroke('rgba(100%,0%,100%,0.5)');
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- *
- *
- * // p5 Color object
- * stroke(color(0, 0, 255));
- * strokeWeight(4);
- * rect(20, 20, 60, 60);
- *
- *
- *
- * @alt
- * 60x60 white rect at center. Dark charcoal grey outline.
- * 60x60 white rect at center. Yellow outline.
- * 60x60 white rect at center. Royal blue outline.
- * 60x60 white rect at center. Red outline.
- * 60x60 white rect at center. Pink outline.
- * 60x60 white rect at center. Black outline.
- * 60x60 white rect at center. Bright green outline.
- * 60x60 white rect at center. Soft green outline.
- * 60x60 white rect at center. Red outline.
- * 60x60 white rect at center. Dark fushcia outline.
- * 60x60 white rect at center. Blue outline.
- */
-
-p5.prototype.stroke = function() {
- this._renderer._setProperty('_strokeSet', true);
- this._renderer._setProperty('_doStroke', true);
- this._renderer.stroke.apply(this._renderer, arguments);
- return this;
-};
-
-module.exports = p5;
-
-},{"../core/constants":36,"../core/core":37,"./p5.Color":31}],33:[function(_dereq_,module,exports){
-/**
- * @module Shape
- * @submodule 2D Primitives
- * @for p5
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('./core');
-var constants = _dereq_('./constants');
-var canvas = _dereq_('./canvas');
-_dereq_('./error_helpers');
-
-/**
- * Draw an arc to the screen. If called with only a, b, c, d, start, and
- * stop, the arc will be drawn as an open pie. If mode is provided, the arc
- * will be drawn either open, as a chord, or as a pie as specified. The
- * origin may be changed with the ellipseMode() function.
- * Note that drawing a full circle (ex: 0 to TWO_PI) will appear blank
- * because 0 and TWO_PI are the same position on the unit circle. The
- * best way to handle this is by using the ellipse() function instead
- * to create a closed ellipse, and to use the arc() function
- * only to draw parts of an ellipse.
- *
- * @method arc
- * @param {Number} a x-coordinate of the arc's ellipse
- * @param {Number} b y-coordinate of the arc's ellipse
- * @param {Number} c width of the arc's ellipse by default
- * @param {Number} d height of the arc's ellipse by default
- * @param {Number} start angle to start the arc, specified in radians
- * @param {Number} stop angle to stop the arc, specified in radians
- * @param {Constant} [mode] optional parameter to determine the way of drawing
- * the arc
- * @return {Object} the p5 object
- * @example
- *
- *
- * arc(50, 55, 50, 50, 0, HALF_PI);
- * noFill();
- * arc(50, 55, 60, 60, HALF_PI, PI);
- * arc(50, 55, 70, 70, PI, PI+QUARTER_PI);
- * arc(50, 55, 80, 80, PI+QUARTER_PI, TWO_PI);
- *
- *
- *
- *
- *
- * arc(50, 50, 80, 80, 0, PI+QUARTER_PI, OPEN);
- *
- *
- *
- *
- *
- * arc(50, 50, 80, 80, 0, PI+QUARTER_PI, CHORD);
- *
- *
- *
- *
- *
- * arc(50, 50, 80, 80, 0, PI+QUARTER_PI, PIE);
- *
- *
- *
- * @alt
- *shattered outline of an ellipse with a quarter of a white circle bottom-right.
- *white ellipse with black outline with top right missing.
- *white ellipse with top right missing with black outline around shape.
- *white ellipse with top right quarter missing with black outline around the shape.
- *
- */
-p5.prototype.arc = function(x, y, w, h, start, stop, mode) {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if (!this._renderer._doStroke && !this._renderer._doFill) {
- return this;
- }
- if (this._angleMode === constants.DEGREES) {
- start = this.radians(start);
- stop = this.radians(stop);
- }
-
- // Make all angles positive...
- while (start < 0) {
- start += constants.TWO_PI;
- }
- while (stop < 0) {
- stop += constants.TWO_PI;
- }
- // ...and confine them to the interval [0,TWO_PI).
- start %= constants.TWO_PI;
- stop %= constants.TWO_PI;
-
- // account for full circle
- if (stop === start) {
- stop += constants.TWO_PI;
- }
-
- // Adjust angles to counter linear scaling.
- if (start <= constants.HALF_PI) {
- start = Math.atan(w / h * Math.tan(start));
- } else if (start > constants.HALF_PI && start <= 3 * constants.HALF_PI) {
- start = Math.atan(w / h * Math.tan(start)) + constants.PI;
- } else {
- start = Math.atan(w / h * Math.tan(start)) + constants.TWO_PI;
- }
- if (stop <= constants.HALF_PI) {
- stop = Math.atan(w / h * Math.tan(stop));
- } else if (stop > constants.HALF_PI && stop <= 3 * constants.HALF_PI) {
- stop = Math.atan(w / h * Math.tan(stop)) + constants.PI;
- } else {
- stop = Math.atan(w / h * Math.tan(stop)) + constants.TWO_PI;
- }
-
- // Exceed the interval if necessary in order to preserve the size and
- // orientation of the arc.
- if (start > stop) {
- stop += constants.TWO_PI;
- }
- // p5 supports negative width and heights for ellipses
- w = Math.abs(w);
- h = Math.abs(h);
- this._renderer.arc(x, y, w, h, start, stop, mode);
- return this;
-};
-
-/**
- * Draws an ellipse (oval) to the screen. An ellipse with equal width and
- * height is a circle. By default, the first two parameters set the location,
- * and the third and fourth parameters set the shape's width and height. If
- * no height is specified, the value of width is used for both the width and
- * height. If a negative height or width is specified, the absolute value is taken.
- * The origin may be changed with the ellipseMode() function.
- *
- * @method ellipse
- * @param {Number} x x-coordinate of the ellipse.
- * @param {Number} y y-coordinate of the ellipse.
- * @param {Number} w width of the ellipse.
- * @param {Number} [h] height of the ellipse.
- * @return {p5} the p5 object
- * @example
- *
- *
- * ellipse(56, 46, 55, 55);
- *
- *
- *
- * @alt
- *white ellipse with black outline in middle-right of canvas that is 55x55.
- *
- */
-/**
- * @method ellipse
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w
- * @param {Number} [h]
- * @return {p5}
- */
-p5.prototype.ellipse = function() {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- // Duplicate 3rd argument if only 3 given.
- if (args.length === 3) {
- args.push(args[2]);
- }
- // p5 supports negative width and heights for rects
- if (args[2] < 0){args[2] = Math.abs(args[2]);}
- if (args[3] < 0){args[3] = Math.abs(args[3]);}
- if (!this._renderer._doStroke && !this._renderer._doFill) {
- return this;
- }
- var vals = canvas.modeAdjust(
- args[0],
- args[1],
- args[2],
- args[3],
- this._renderer._ellipseMode);
- args[0] = vals.x;
- args[1] = vals.y;
- args[2] = vals.w;
- args[3] = vals.h;
- this._renderer.ellipse(args);
- return this;
-};
-/**
- * Draws a line (a direct path between two points) to the screen. The version
- * of line() with four parameters draws the line in 2D. To color a line, use
- * the stroke() function. A line cannot be filled, therefore the fill()
- * function will not affect the color of a line. 2D lines are drawn with a
- * width of one pixel by default, but this can be changed with the
- * strokeWeight() function.
- *
- * @method line
- * @param {Number} x1 the x-coordinate of the first point
- * @param {Number} y1 the y-coordinate of the first point
- * @param {Number} x2 the x-coordinate of the second point
- * @param {Number} y2 the y-coordinate of the second point
- * @return {p5} the p5 object
- * @example
- *
- *
- * line(30, 20, 85, 75);
- *
- *
- *
- *
- *
- * line(30, 20, 85, 20);
- * stroke(126);
- * line(85, 20, 85, 75);
- * stroke(255);
- * line(85, 75, 30, 75);
- *
- *
- *
- * @alt
- *line 78 pixels long running from mid-top to bottom-right of canvas.
- *3 lines of various stroke sizes. Form top, bottom and right sides of a square.
- *
- */
-////commented out original
-// p5.prototype.line = function(x1, y1, x2, y2) {
-// if (!this._renderer._doStroke) {
-// return this;
-// }
-// if(this._renderer.isP3D){
-// } else {
-// this._renderer.line(x1, y1, x2, y2);
-// }
-// };
-p5.prototype.line = function() {
- if (!this._renderer._doStroke) {
- return this;
- }
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- //check whether we should draw a 3d line or 2d
- if(this._renderer.isP3D){
- this._renderer.line(
- args[0],
- args[1],
- args[2],
- args[3],
- args[4],
- args[5]);
- } else {
- this._renderer.line(
- args[0],
- args[1],
- args[2],
- args[3]);
- }
- return this;
-};
-
-/**
- * Draws a point, a coordinate in space at the dimension of one pixel.
- * The first parameter is the horizontal value for the point, the second
- * value is the vertical value for the point. The color of the point is
- * determined by the current stroke.
- *
- * @method point
- * @param {Number} x the x-coordinate
- * @param {Number} y the y-coordinate
- * @return {p5} the p5 object
- * @example
- *
- *
- * point(30, 20);
- * point(85, 20);
- * point(85, 75);
- * point(30, 75);
- *
- *
- *
- * @alt
- *4 points centered in the middle-right of the canvas.
- *
- */
-p5.prototype.point = function() {
- if (!this._renderer._doStroke) {
- return this;
- }
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- //check whether we should draw a 3d line or 2d
- if(this._renderer.isP3D){
- this._renderer.point(
- args[0],
- args[1],
- args[2]
- );
- } else {
- this._renderer.point(
- args[0],
- args[1]
- );
- }
- return this;
-};
-
-
-/**
- * Draw a quad. A quad is a quadrilateral, a four sided polygon. It is
- * similar to a rectangle, but the angles between its edges are not
- * constrained to ninety degrees. The first pair of parameters (x1,y1)
- * sets the first vertex and the subsequent pairs should proceed
- * clockwise or counter-clockwise around the defined shape.
- *
- * @method quad
- * @param {Number} x1 the x-coordinate of the first point
- * @param {Number} y1 the y-coordinate of the first point
- * @param {Number} x2 the x-coordinate of the second point
- * @param {Number} y2 the y-coordinate of the second point
- * @param {Number} x3 the x-coordinate of the third point
- * @param {Number} y3 the y-coordinate of the third point
- * @param {Number} x4 the x-coordinate of the fourth point
- * @param {Number} y4 the y-coordinate of the fourth point
- * @return {p5} the p5 object
- * @example
- *
- *
- * quad(38, 31, 86, 20, 69, 63, 30, 76);
- *
- *
- *
- * @alt
- *irregular white quadrilateral shape with black outline mid-right of canvas.
- *
- */
-/**
- * @method quad
- * @param {Number} x1
- * @param {Number} y1
- * @param {Number} x2
- * @param {Number} y2
- * @param {Number} x3
- * @param {Number} y3
- * @param {Number} x4
- * @param {Number} y4
- * @return {p5} the p5 object
- */
-p5.prototype.quad = function() {
- if (!this._renderer._doStroke && !this._renderer._doFill) {
- return this;
- }
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if(this._renderer.isP3D){
- this._renderer.quad(
- args[0],
- args[1],
- args[2],
- args[3],
- args[4],
- args[5],
- args[6],
- args[7],
- args[8],
- args[9],
- args[10],
- args[11]
- );
- } else {
- this._renderer.quad(
- args[0],
- args[1],
- args[2],
- args[3],
- args[4],
- args[5],
- args[6],
- args[7]
- );
- }
- return this;
-};
-
-/**
-* Draws a rectangle to the screen. A rectangle is a four-sided shape with
-* every angle at ninety degrees. By default, the first two parameters set
-* the location of the upper-left corner, the third sets the width, and the
-* fourth sets the height. The way these parameters are interpreted, however,
-* may be changed with the rectMode() function.
-*
-* The fifth, sixth, seventh and eighth parameters, if specified,
-* determine corner radius for the top-right, top-left, lower-right and
-* lower-left corners, respectively. An omitted corner radius parameter is set
-* to the value of the previously specified radius value in the parameter list.
-*
-* @method rect
-* @param {Number} x x-coordinate of the rectangle.
-* @param {Number} y y-coordinate of the rectangle.
-* @param {Number} w width of the rectangle.
-* @param {Number} h height of the rectangle.
-* @param {Number} [tl] optional radius of top-left corner.
-* @param {Number} [tr] optional radius of top-right corner.
-* @param {Number} [br] optional radius of bottom-right corner.
-* @param {Number} [bl] optional radius of bottom-left corner.
-* @return {p5} the p5 object.
-* @example
-*
-*
-* // Draw a rectangle at location (30, 20) with a width and height of 55.
-* rect(30, 20, 55, 55);
-*
-*
-*
-*
-*
-* // Draw a rectangle with rounded corners, each having a radius of 20.
-* rect(30, 20, 55, 55, 20);
-*
-*
-*
-*
-*
-* // Draw a rectangle with rounded corners having the following radii:
-* // top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.
-* rect(30, 20, 55, 55, 20, 15, 10, 5);
-*
-*
-*
-* @alt
-* 55x55 white rect with black outline in mid-right of canvas.
-* 55x55 white rect with black outline and rounded edges in mid-right of canvas.
-* 55x55 white rect with black outline and rounded edges of different radii.
-*/
-/**
-* @method rect
-* @param {Number} x
-* @param {Number} y
-* @param {Number} w
-* @param {Number} h
-* @param {Number} [detailX]
-* @param {Number} [detailY]
-* @return {p5} the p5 object.
-*/
-p5.prototype.rect = function () {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if (!this._renderer._doStroke && !this._renderer._doFill) {
- return;
- }
- var vals = canvas.modeAdjust(
- args[0],
- args[1],
- args[2],
- args[3],
- this._renderer._rectMode);
- args[0] = vals.x;
- args[1] = vals.y;
- args[2] = vals.w;
- args[3] = vals.h;
- this._renderer.rect(args);
- return this;
-};
-
-/**
-* A triangle is a plane created by connecting three points. The first two
-* arguments specify the first point, the middle two arguments specify the
-* second point, and the last two arguments specify the third point.
-*
-* @method triangle
-* @param {Number} x1 x-coordinate of the first point
-* @param {Number} y1 y-coordinate of the first point
-* @param {Number} x2 x-coordinate of the second point
-* @param {Number} y2 y-coordinate of the second point
-* @param {Number} x3 x-coordinate of the third point
-* @param {Number} y3 y-coordinate of the third point
-* @return {p5} the p5 object
-* @example
-*
-*
-* triangle(30, 75, 58, 20, 86, 75);
-*
-*
-*
-*@alt
-* white triangle with black outline in mid-right of canvas.
-*
-*/
-p5.prototype.triangle = function() {
-
- if (!this._renderer._doStroke && !this._renderer._doFill) {
- return this;
- }
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- this._renderer.triangle(args);
- return this;
-};
-
-module.exports = p5;
-
-},{"./canvas":35,"./constants":36,"./core":37,"./error_helpers":40}],34:[function(_dereq_,module,exports){
-/**
- * @module Shape
- * @submodule Attributes
- * @for p5
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('./core');
-var constants = _dereq_('./constants');
-
-/**
- * Modifies the location from which ellipses are drawn by changing the way
- * in which parameters given to ellipse() are interpreted.
- *
- * The default mode is ellipseMode(CENTER), which interprets the first two
- * parameters of ellipse() as the shape's center point, while the third and
- * fourth parameters are its width and height.
- *
- * ellipseMode(RADIUS) also uses the first two parameters of ellipse() as
- * the shape's center point, but uses the third and fourth parameters to
- * specify half of the shapes's width and height.
- *
- * ellipseMode(CORNER) interprets the first two parameters of ellipse() as
- * the upper-left corner of the shape, while the third and fourth parameters
- * are its width and height.
- *
- * ellipseMode(CORNERS) interprets the first two parameters of ellipse() as
- * the location of one corner of the ellipse's bounding box, and the third
- * and fourth parameters as the location of the opposite corner.
- *
- * The parameter must be written in ALL CAPS because Javascript is a
- * case-sensitive language.
- *
- * @method ellipseMode
- * @param {Constant} mode either CENTER, RADIUS, CORNER, or CORNERS
- * @return {p5} the p5 object
- * @example
- *
- *
- * ellipseMode(RADIUS); // Set ellipseMode to RADIUS
- * fill(255); // Set fill to white
- * ellipse(50, 50, 30, 30); // Draw white ellipse using RADIUS mode
- *
- * ellipseMode(CENTER); // Set ellipseMode to CENTER
- * fill(100); // Set fill to gray
- * ellipse(50, 50, 30, 30); // Draw gray ellipse using CENTER mode
- *
- *
- *
- *
- *
- * ellipseMode(CORNER); // Set ellipseMode is CORNER
- * fill(255); // Set fill to white
- * ellipse(25, 25, 50, 50); // Draw white ellipse using CORNER mode
- *
- * ellipseMode(CORNERS); // Set ellipseMode to CORNERS
- * fill(100); // Set fill to gray
- * ellipse(25, 25, 50, 50); // Draw gray ellipse using CORNERS mode
- *
- *
- *
- * @alt
- * 60x60 white ellipse and 30x30 grey ellipse with black outlines at center.
- * 60x60 white ellipse @center and 30x30 grey ellipse top-right, black outlines.
- *
- */
-p5.prototype.ellipseMode = function(m) {
- if (m === constants.CORNER ||
- m === constants.CORNERS ||
- m === constants.RADIUS ||
- m === constants.CENTER) {
- this._renderer._ellipseMode = m;
- }
- return this;
-};
-
-/**
- * Draws all geometry with jagged (aliased) edges. Note that smooth() is
- * active by default, so it is necessary to call noSmooth() to disable
- * smoothing of geometry, images, and fonts.
- *
- * @method noSmooth
- * @return {p5} the p5 object
- * @example
- *
- *
- * background(0);
- * noStroke();
- * smooth();
- * ellipse(30, 48, 36, 36);
- * noSmooth();
- * ellipse(70, 48, 36, 36);
- *
- *
- *
- * @alt
- * 2 pixelated 36x36 white ellipses to left & right of center, black background
- *
- */
-p5.prototype.noSmooth = function() {
- this._renderer.noSmooth();
- return this;
-};
-
-/**
- * Modifies the location from which rectangles are drawn by changing the way
- * in which parameters given to rect() are interpreted.
- *
- * The default mode is rectMode(CORNER), which interprets the first two
- * parameters of rect() as the upper-left corner of the shape, while the
- * third and fourth parameters are its width and height.
- *
- * rectMode(CORNERS) interprets the first two parameters of rect() as the
- * location of one corner, and the third and fourth parameters as the
- * location of the opposite corner.
- *
- * rectMode(CENTER) interprets the first two parameters of rect() as the
- * shape's center point, while the third and fourth parameters are its
- * width and height.
- *
- * rectMode(RADIUS) also uses the first two parameters of rect() as the
- * shape's center point, but uses the third and fourth parameters to specify
- * half of the shapes's width and height.
- *
- * The parameter must be written in ALL CAPS because Javascript is a
- * case-sensitive language.
- *
- * @method rectMode
- * @param {Constant} mode either CORNER, CORNERS, CENTER, or RADIUS
- * @return {p5} the p5 object
- * @example
- *
- *
- * rectMode(CORNER); // Default rectMode is CORNER
- * fill(255); // Set fill to white
- * rect(25, 25, 50, 50); // Draw white rect using CORNER mode
- *
- * rectMode(CORNERS); // Set rectMode to CORNERS
- * fill(100); // Set fill to gray
- * rect(25, 25, 50, 50); // Draw gray rect using CORNERS mode
- *
- *
- *
- *
- *
- * rectMode(RADIUS); // Set rectMode to RADIUS
- * fill(255); // Set fill to white
- * rect(50, 50, 30, 30); // Draw white rect using RADIUS mode
- *
- * rectMode(CENTER); // Set rectMode to CENTER
- * fill(100); // Set fill to gray
- * rect(50, 50, 30, 30); // Draw gray rect using CENTER mode
- *
- *
- *
- * @alt
- * 50x50 white rect at center and 25x25 grey rect in the top left of the other.
- * 50x50 white rect at center and 25x25 grey rect in the center of the other.
- *
- */
-p5.prototype.rectMode = function(m) {
- if (m === constants.CORNER ||
- m === constants.CORNERS ||
- m === constants.RADIUS ||
- m === constants.CENTER) {
- this._renderer._rectMode = m;
- }
- return this;
-};
-
-/**
- * Draws all geometry with smooth (anti-aliased) edges. smooth() will also
- * improve image quality of resized images. Note that smooth() is active by
- * default; noSmooth() can be used to disable smoothing of geometry,
- * images, and fonts.
- *
- * @method smooth
- * @return {p5} the p5 object
- * @example
- *
- *
- * background(0);
- * noStroke();
- * smooth();
- * ellipse(30, 48, 36, 36);
- * noSmooth();
- * ellipse(70, 48, 36, 36);
- *
- *
- *
- * @alt
- * 2 pixelated 36x36 white ellipses one left one right of center. On black.
- *
- */
-p5.prototype.smooth = function() {
- this._renderer.smooth();
- return this;
-};
-
-/**
- * Sets the style for rendering line endings. These ends are either squared,
- * extended, or rounded, each of which specified with the corresponding
- * parameters: SQUARE, PROJECT, and ROUND. The default cap is ROUND.
- *
- * @method strokeCap
- * @param {Number/Constant} cap either SQUARE, PROJECT, or ROUND
- * @return {p5} the p5 object
- * @example
- *
- *
- * strokeWeight(12.0);
- * strokeCap(ROUND);
- * line(20, 30, 80, 30);
- * strokeCap(SQUARE);
- * line(20, 50, 80, 50);
- * strokeCap(PROJECT);
- * line(20, 70, 80, 70);
- *
- *
- *
- * @alt
- * 3 lines. Top line: rounded ends, mid: squared, bottom:longer squared ends.
- *
- */
-p5.prototype.strokeCap = function(cap) {
- if (cap === constants.ROUND ||
- cap === constants.SQUARE ||
- cap === constants.PROJECT) {
- this._renderer.strokeCap(cap);
- }
- return this;
-};
-
-/**
- * Sets the style of the joints which connect line segments. These joints
- * are either mitered, beveled, or rounded and specified with the
- * corresponding parameters MITER, BEVEL, and ROUND. The default joint is
- * MITER.
- *
- * @method strokeJoin
- * @param {Number/Constant} join either MITER, BEVEL, ROUND
- * @return {p5} the p5 object
- * @example
- *
- *
- * noFill();
- * strokeWeight(10.0);
- * strokeJoin(MITER);
- * beginShape();
- * vertex(35, 20);
- * vertex(65, 50);
- * vertex(35, 80);
- * endShape();
- *
- *
- *
- *
- *
- * noFill();
- * strokeWeight(10.0);
- * strokeJoin(BEVEL);
- * beginShape();
- * vertex(35, 20);
- * vertex(65, 50);
- * vertex(35, 80);
- * endShape();
- *
- *
- *
- *
- *
- * noFill();
- * strokeWeight(10.0);
- * strokeJoin(ROUND);
- * beginShape();
- * vertex(35, 20);
- * vertex(65, 50);
- * vertex(35, 80);
- * endShape();
- *
- *
- *
- * @alt
- * Right-facing arrowhead shape with pointed tip in center of canvas.
- * Right-facing arrowhead shape with flat tip in center of canvas.
- * Right-facing arrowhead shape with rounded tip in center of canvas.
- *
- */
-p5.prototype.strokeJoin = function(join) {
- if (join === constants.ROUND ||
- join === constants.BEVEL ||
- join === constants.MITER) {
- this._renderer.strokeJoin(join);
- }
- return this;
-};
-
-/**
- * Sets the width of the stroke used for lines, points, and the border
- * around shapes. All widths are set in units of pixels.
- *
- * @method strokeWeight
- * @param {Number} weight the weight (in pixels) of the stroke
- * @return {p5} the p5 object
- * @example
- *
- *
- * strokeWeight(1); // Default
- * line(20, 20, 80, 20);
- * strokeWeight(4); // Thicker
- * line(20, 40, 80, 40);
- * strokeWeight(10); // Beastly
- * line(20, 70, 80, 70);
- *
- *
- *
- * @alt
- * 3 horizontal black lines. Top line: thin, mid: medium, bottom:thick.
- *
- */
-p5.prototype.strokeWeight = function(w) {
- this._renderer.strokeWeight(w);
- return this;
-};
-
-module.exports = p5;
-
-},{"./constants":36,"./core":37}],35:[function(_dereq_,module,exports){
-/**
- * @requires constants
- */
-
-var constants = _dereq_('./constants');
-
-module.exports = {
-
- modeAdjust: function(a, b, c, d, mode) {
- if (mode === constants.CORNER) {
- return { x: a, y: b, w: c, h: d };
- } else if (mode === constants.CORNERS) {
- return { x: a, y: b, w: c-a, h: d-b };
- } else if (mode === constants.RADIUS) {
- return { x: a-c, y: b-d, w: 2*c, h: 2*d };
- } else if (mode === constants.CENTER) {
- return { x: a-c*0.5, y: b-d*0.5, w: c, h: d };
- }
- },
-
- arcModeAdjust: function(a, b, c, d, mode) {
- if (mode === constants.CORNER) {
- return { x: a+c*0.5, y: b+d*0.5, w: c, h: d };
- } else if (mode === constants.CORNERS) {
- return { x: a, y: b, w: c+a, h: d+b };
- } else if (mode === constants.RADIUS) {
- return { x: a, y: b, w: 2*c, h: 2*d };
- } else if (mode === constants.CENTER) {
- return { x: a, y: b, w: c, h: d };
- }
- }
-
-};
-
-
-},{"./constants":36}],36:[function(_dereq_,module,exports){
-/**
- * @module Constants
- * @submodule Constants
- * @for p5
- */
-
-var PI = Math.PI;
-
-module.exports = {
-
- // GRAPHICS RENDERER
- P2D: 'p2d',
- WEBGL: 'webgl',
-
- // ENVIRONMENT
- ARROW: 'default',
- CROSS: 'crosshair',
- HAND: 'pointer',
- MOVE: 'move',
- TEXT: 'text',
- WAIT: 'wait',
-
- // TRIGONOMETRY
-
- /**
- * HALF_PI is a mathematical constant with the value
- * 1.57079632679489661923. It is half the ratio of the
- * circumference of a circle to its diameter. It is useful in
- * combination with the trigonometric functions sin() and cos().
- *
- * @property HALF_PI
- *
- * @example
- *
- * arc(50, 50, 80, 80, 0, HALF_PI);
- *
- *
- * @alt
- * 80x80 white quarter-circle with curve toward bottom right of canvas.
- *
- */
- HALF_PI: PI / 2,
- /**
- * PI is a mathematical constant with the value
- * 3.14159265358979323846. It is the ratio of the circumference
- * of a circle to its diameter. It is useful in combination with
- * the trigonometric functions sin() and cos().
- *
- * @property PI
- *
- * @example
- *
- * arc(50, 50, 80, 80, 0, PI);
- *
- *
- * @alt
- * white half-circle with curve toward bottom of canvas.
- *
- */
- PI: PI,
- /**
- * QUARTER_PI is a mathematical constant with the value 0.7853982.
- * It is one quarter the ratio of the circumference of a circle to
- * its diameter. It is useful in combination with the trigonometric
- * functions sin() and cos().
- *
- * @property QUARTER_PI
- *
- * @example
- *
- * arc(50, 50, 80, 80, 0, QUARTER_PI);
- *
- *
- * @alt
- * white eighth-circle rotated about 40 degrees with curve bottom right canvas.
- *
- */
- QUARTER_PI: PI / 4,
- /**
- * TAU is an alias for TWO_PI, a mathematical constant with the
- * value 6.28318530717958647693. It is twice the ratio of the
- * circumference of a circle to its diameter. It is useful in
- * combination with the trigonometric functions sin() and cos().
- *
- * @property TAU
- *
- * @example
- *
- * arc(50, 50, 80, 80, 0, TAU);
- *
- *
- * @alt
- * 80x80 white ellipse shape in center of canvas.
- *
- */
- TAU: PI * 2,
- /**
- * TWO_PI is a mathematical constant with the value
- * 6.28318530717958647693. It is twice the ratio of the
- * circumference of a circle to its diameter. It is useful in
- * combination with the trigonometric functions sin() and cos().
- *
- * @property TWO_PI
- *
- * @example
- *
- * arc(50, 50, 80, 80, 0, TWO_PI);
- *
- *
- * @alt
- * 80x80 white ellipse shape in center of canvas.
- *
- */
- TWO_PI: PI * 2,
- DEGREES: 'degrees',
- RADIANS: 'radians',
-
- // SHAPE
- CORNER: 'corner',
- CORNERS: 'corners',
- RADIUS: 'radius',
- RIGHT: 'right',
- LEFT: 'left',
- CENTER: 'center',
- TOP: 'top',
- BOTTOM: 'bottom',
- BASELINE: 'alphabetic',
- POINTS: 0x0000,
- LINES: 0x0001,
- LINE_STRIP: 0x0003,
- LINE_LOOP: 0x0002,
- TRIANGLES: 0x0004,
- TRIANGLE_FAN: 0x0006,
- TRIANGLE_STRIP: 0x0005,
- QUADS: 'quads',
- QUAD_STRIP: 'quad_strip',
- CLOSE: 'close',
- OPEN: 'open',
- CHORD: 'chord',
- PIE: 'pie',
- PROJECT: 'square', // PEND: careful this is counterintuitive
- SQUARE: 'butt',
- ROUND: 'round',
- BEVEL: 'bevel',
- MITER: 'miter',
-
- // COLOR
- RGB: 'rgb',
- HSB: 'hsb',
- HSL: 'hsl',
-
- // DOM EXTENSION
- AUTO: 'auto',
-
- // INPUT
- ALT: 18,
- BACKSPACE: 8,
- CONTROL: 17,
- DELETE: 46,
- DOWN_ARROW: 40,
- ENTER: 13,
- ESCAPE: 27,
- LEFT_ARROW: 37,
- OPTION: 18,
- RETURN: 13,
- RIGHT_ARROW: 39,
- SHIFT: 16,
- TAB: 9,
- UP_ARROW: 38,
-
- // RENDERING
- BLEND: 'normal',
- ADD: 'lighter',
- //ADD: 'add', //
- //SUBTRACT: 'subtract', //
- DARKEST: 'darken',
- LIGHTEST: 'lighten',
- DIFFERENCE: 'difference',
- EXCLUSION: 'exclusion',
- MULTIPLY: 'multiply',
- SCREEN: 'screen',
- REPLACE: 'source-over',
- OVERLAY: 'overlay',
- HARD_LIGHT: 'hard-light',
- SOFT_LIGHT: 'soft-light',
- DODGE: 'color-dodge',
- BURN: 'color-burn',
-
- // FILTERS
- THRESHOLD: 'threshold',
- GRAY: 'gray',
- OPAQUE: 'opaque',
- INVERT: 'invert',
- POSTERIZE: 'posterize',
- DILATE: 'dilate',
- ERODE: 'erode',
- BLUR: 'blur',
-
- // TYPOGRAPHY
- NORMAL: 'normal',
- ITALIC: 'italic',
- BOLD: 'bold',
-
- // TYPOGRAPHY-INTERNAL
- _DEFAULT_TEXT_FILL: '#000000',
- _DEFAULT_LEADMULT: 1.25,
- _CTX_MIDDLE: 'middle',
-
- // VERTICES
- LINEAR: 'linear',
- QUADRATIC: 'quadratic',
- BEZIER: 'bezier',
- CURVE: 'curve',
-
- // DEFAULTS
- _DEFAULT_STROKE: '#000000',
- _DEFAULT_FILL: '#FFFFFF'
-
-};
-
-},{}],37:[function(_dereq_,module,exports){
-/**
- * @module Structure
- * @submodule Structure
- * @for p5
- * @requires constants
- */
-
-'use strict';
-
-_dereq_('./shim');
-
-// Core needs the PVariables object
-var constants = _dereq_('./constants');
-
-/**
- * This is the p5 instance constructor.
- *
- * A p5 instance holds all the properties and methods related to
- * a p5 sketch. It expects an incoming sketch closure and it can also
- * take an optional node parameter for attaching the generated p5 canvas
- * to a node. The sketch closure takes the newly created p5 instance as
- * its sole argument and may optionally set preload(), setup(), and/or
- * draw() properties on it for running a sketch.
- *
- * A p5 sketch can run in "global" or "instance" mode:
- * "global" - all properties and methods are attached to the window
- * "instance" - all properties and methods are bound to this p5 object
- *
- * @param {Function} sketch a closure that can set optional preload(),
- * setup(), and/or draw() properties on the
- * given p5 instance
- * @param {HTMLElement|boolean} [node] element to attach canvas to, if a
- * boolean is passed in use it as sync
- * @param {boolean} [sync] start synchronously (optional)
- * @return {p5} a p5 instance
- */
-var p5 = function(sketch, node, sync) {
-
- if (arguments.length === 2 && typeof node === 'boolean') {
- sync = node;
- node = undefined;
- }
-
- //////////////////////////////////////////////
- // PUBLIC p5 PROPERTIES AND METHODS
- //////////////////////////////////////////////
-
-
- /**
- * Called directly before setup(), the preload() function is used to handle
- * asynchronous loading of external files. If a preload function is
- * defined, setup() will wait until any load calls within have finished.
- * Nothing besides load calls should be inside preload (loadImage,
- * loadJSON, loadFont, loadStrings, etc).
- *
- * @method preload
- * @example
- *
- * var img;
- * var c;
- * function preload() { // preload() runs once
- * img = loadImage('assets/laDefense.jpg');
- * }
- *
- * function setup() { // setup() waits until preload() is done
- * img.loadPixels();
- * // get color of middle pixel
- * c = img.get(img.width/2, img.height/2);
- * }
- *
- * function draw() {
- * background(c);
- * image(img, 25, 25, 50, 50);
- * }
- *
- *
- * @alt
- * nothing displayed
- *
- */
-
- /**
- * The setup() function is called once when the program starts. It's used to
- * define initial environment properties such as screen size and background
- * color and to load media such as images and fonts as the program starts.
- * There can only be one setup() function for each program and it shouldn't
- * be called again after its initial execution.
- *
- * Note: Variables declared within setup() are not accessible within other
- * functions, including draw().
- *
- * @method setup
- * @example
- *
- * var a = 0;
- *
- * function setup() {
- * background(0);
- * noStroke();
- * fill(102);
- * }
- *
- * function draw() {
- * rect(a++%width, 10, 2, 80);
- * }
- *
- *
- * @alt
- * nothing displayed
- *
- */
-
- /**
- * Called directly after setup(), the draw() function continuously executes
- * the lines of code contained inside its block until the program is stopped
- * or noLoop() is called. Note if noLoop() is called in setup(), draw() will
- * still be executed once before stopping. draw() is called automatically and
- * should never be called explicitly.
- *
- * It should always be controlled with noLoop(), redraw() and loop(). After
- * noLoop() stops the code in draw() from executing, redraw() causes the
- * code inside draw() to execute once, and loop() will cause the code
- * inside draw() to resume executing continuously.
- *
- * The number of times draw() executes in each second may be controlled with
- * the frameRate() function.
- *
- * There can only be one draw() function for each sketch, and draw() must
- * exist if you want the code to run continuously, or to process events such
- * as mousePressed(). Sometimes, you might have an empty call to draw() in
- * your program, as shown in the above example.
- *
- * It is important to note that the drawing coordinate system will be reset
- * at the beginning of each draw() call. If any transformations are performed
- * within draw() (ex: scale, rotate, translate, their effects will be
- * undone at the beginning of draw(), so transformations will not accumulate
- * over time. On the other hand, styling applied (ex: fill, stroke, etc) will
- * remain in effect.
- *
- * @method draw
- * @example
- *
- * var yPos = 0;
- * function setup() { // setup() runs once
- * frameRate(30);
- * }
- * function draw() { // draw() loops forever, until stopped
- * background(204);
- * yPos = yPos - 1;
- * if (yPos < 0) {
- * yPos = height;
- * }
- * line(0, yPos, width, yPos);
- * }
- *
- *
- * @alt
- * nothing displayed
- *
- */
-
-
- //////////////////////////////////////////////
- // PRIVATE p5 PROPERTIES AND METHODS
- //////////////////////////////////////////////
-
- this._setupDone = false;
- // for handling hidpi
- this._pixelDensity = Math.ceil(window.devicePixelRatio) || 1;
- this._userNode = node;
- this._curElement = null;
- this._elements = [];
- this._requestAnimId = 0;
- this._preloadCount = 0;
- this._isGlobal = false;
- this._loop = true;
- this._styles = [];
- this._defaultCanvasSize = {
- width: 100,
- height: 100
- };
- this._events = { // keep track of user-events for unregistering later
- 'mousemove': null,
- 'mousedown': null,
- 'mouseup': null,
- 'dragend': null,
- 'dragover': null,
- 'click': null,
- 'mouseover': null,
- 'mouseout': null,
- 'keydown': null,
- 'keyup': null,
- 'keypress': null,
- 'touchstart': null,
- 'touchmove': null,
- 'touchend': null,
- 'resize': null,
- 'blur': null
- };
-
- this._events.wheel = null;
- this._loadingScreenId = 'p5_loading';
-
- if (window.DeviceOrientationEvent) {
- this._events.deviceorientation = null;
- }
- if (window.DeviceMotionEvent && !window._isNodeWebkit) {
- this._events.devicemotion = null;
- }
-
- this._start = function () {
- // Find node if id given
- if (this._userNode) {
- if (typeof this._userNode === 'string') {
- this._userNode = document.getElementById(this._userNode);
- }
- }
-
- var userPreload = this.preload || window.preload; // look for "preload"
- if (userPreload) {
-
- // Setup loading screen
- // Set loading scfeen into dom if not present
- // Otherwise displays and removes user provided loading screen
- var loadingScreen = document.getElementById(this._loadingScreenId);
- if(!loadingScreen){
- loadingScreen = document.createElement('div');
- loadingScreen.innerHTML = 'Loading...';
- loadingScreen.style.position = 'absolute';
- loadingScreen.id = this._loadingScreenId;
- var node = this._userNode || document.body;
- node.appendChild(loadingScreen);
- }
- // var methods = this._preloadMethods;
- for (var method in this._preloadMethods){
- // default to p5 if no object defined
- this._preloadMethods[method] = this._preloadMethods[method] || p5;
- var obj = this._preloadMethods[method];
- //it's p5, check if it's global or instance
- if (obj === p5.prototype || obj === p5){
- obj = this._isGlobal ? window : this;
- }
- this._registeredPreloadMethods[method] = obj[method];
- obj[method] = this._wrapPreload(obj, method);
- }
-
- userPreload();
- this._runIfPreloadsAreDone();
- } else {
- this._setup();
- this._runFrames();
- this._draw();
- }
- }.bind(this);
-
- this._runIfPreloadsAreDone = function(){
- var context = this._isGlobal ? window : this;
- if (context._preloadCount === 0) {
- var loadingScreen = document.getElementById(context._loadingScreenId);
- if (loadingScreen) {
- loadingScreen.parentNode.removeChild(loadingScreen);
- }
- context._setup();
- context._runFrames();
- context._draw();
- }
- };
-
- this._decrementPreload = function(){
- var context = this._isGlobal ? window : this;
- context._setProperty('_preloadCount', context._preloadCount - 1);
- context._runIfPreloadsAreDone();
- };
-
- this._wrapPreload = function(obj, fnName){
- return function(){
- //increment counter
- this._incrementPreload();
- //call original function
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- args.push(this._decrementPreload.bind(this));
- return this._registeredPreloadMethods[fnName].apply(obj, args);
- }.bind(this);
- };
-
- this._incrementPreload = function(){
- var context = this._isGlobal ? window : this;
- context._setProperty('_preloadCount', context._preloadCount + 1);
- };
-
- this._setup = function() {
-
- // Always create a default canvas.
- // Later on if the user calls createCanvas, this default one
- // will be replaced
- this.createCanvas(
- this._defaultCanvasSize.width,
- this._defaultCanvasSize.height,
- 'p2d',
- true
- );
-
- // return preload functions to their normal vals if switched by preload
- var context = this._isGlobal ? window : this;
- if (typeof context.preload === 'function') {
- for (var f in this._preloadMethods) {
- context[f] = this._preloadMethods[f][f];
- if (context[f] && this) {
- context[f] = context[f].bind(this);
- }
- }
- }
-
- // Short-circuit on this, in case someone used the library in "global"
- // mode earlier
- if (typeof context.setup === 'function') {
- context.setup();
- }
-
- // unhide any hidden canvases that were created
- var canvases = document.getElementsByTagName('canvas');
- for (var i = 0; i < canvases.length; i++) {
- var k = canvases[i];
- if (k.dataset.hidden === 'true') {
- k.style.visibility = '';
- delete(k.dataset.hidden);
- }
- }
- this._setupDone = true;
-
- }.bind(this);
-
- this._draw = function () {
- var now = window.performance.now();
- var time_since_last = now - this._lastFrameTime;
- var target_time_between_frames = 1000 / this._targetFrameRate;
-
- // only draw if we really need to; don't overextend the browser.
- // draw if we're within 5ms of when our next frame should paint
- // (this will prevent us from giving up opportunities to draw
- // again when it's really about time for us to do so). fixes an
- // issue where the frameRate is too low if our refresh loop isn't
- // in sync with the browser. note that we have to draw once even
- // if looping is off, so we bypass the time delay if that
- // is the case.
- var epsilon = 5;
- if (!this._loop ||
- time_since_last >= target_time_between_frames - epsilon) {
-
- //mandatory update values(matrixs and stack)
-
- this._setProperty('frameCount', this.frameCount + 1);
- this.redraw();
- this._updateMouseCoords();
- this._frameRate = 1000.0/(now - this._lastFrameTime);
- this._lastFrameTime = now;
- }
-
- // get notified the next time the browser gives us
- // an opportunity to draw.
- if (this._loop) {
- this._requestAnimId = window.requestAnimationFrame(this._draw);
- }
- }.bind(this);
-
- this._runFrames = function() {
- if (this._updateInterval) {
- clearInterval(this._updateInterval);
- }
- }.bind(this);
-
- this._setProperty = function(prop, value) {
- this[prop] = value;
- if (this._isGlobal) {
- window[prop] = value;
- }
- }.bind(this);
-
- /**
- * Removes the entire p5 sketch. This will remove the canvas and any
- * elements created by p5.js. It will also stop the draw loop and unbind
- * any properties or methods from the window global scope. It will
- * leave a variable p5 in case you wanted to create a new p5 sketch.
- * If you like, you can set p5 = null to erase it.
- * @method remove
- * @example
- *
- * function draw() {
- * ellipse(50, 50, 10, 10);
- * }
- *
- * function mousePressed() {
- * remove(); // remove whole sketch on mouse press
- * }
- *
- *
- * @alt
- * nothing displayed
- *
- */
- this.remove = function() {
- if (this._curElement) {
-
- // stop draw
- this._loop = false;
- if (this._requestAnimId) {
- window.cancelAnimationFrame(this._requestAnimId);
- }
-
- // unregister events sketch-wide
- for (var ev in this._events) {
- window.removeEventListener(ev, this._events[ev]);
- }
-
- // remove DOM elements created by p5, and listeners
- for (var i=0; i
Bezier curves were developed by French
- * automotive engineer Pierre Bezier, and are commonly used in computer
- * graphics to define gently sloping curves. See also curve().
- *
- * @method bezier
- * @param {Number} x1 x-coordinate for the first anchor point
- * @param {Number} y1 y-coordinate for the first anchor point
- * @param {Number} x2 x-coordinate for the first control point
- * @param {Number} y2 y-coordinate for the first control point
- * @param {Number} x3 x-coordinate for the second control point
- * @param {Number} y3 y-coordinate for the second control point
- * @param {Number} x4 x-coordinate for the second anchor point
- * @param {Number} y4 y-coordinate for the second anchor point
- * @return {Object} the p5 object
- * @example
- *
- *
- * noFill();
- * stroke(255, 102, 0);
- * line(85, 20, 10, 10);
- * line(90, 90, 15, 80);
- * stroke(0, 0, 0);
- * bezier(85, 20, 10, 10, 90, 90, 15, 80);
- *
- *
- * @alt
- * stretched black s-shape in center with orange lines extending from end points.
- * stretched black s-shape with 10 5x5 white ellipses along the shape.
- * stretched black s-shape with 7 5x5 ellipses and orange lines along the shape.
- * stretched black s-shape with 17 small orange lines extending from under shape.
- * horseshoe shape with orange ends facing left and black curved center.
- * horseshoe shape with orange ends facing left and black curved center.
- * Line shaped like right-facing arrow,points move with mouse-x and warp shape.
- * horizontal line that hooks downward on the right and 13 5x5 ellipses along it.
- * right curving line mid-right of canvas with 7 short lines radiating from it.
- */
-/**
- * @method bezier
- * @param {Number} z1 z-coordinate for the first anchor point
- * @param {Number} z2 z-coordinate for the first control point
- * @param {Number} z3 z-coordinate for the first anchor point
- * @param {Number} z4 z-coordinate for the first control point
- * @return {p5.Renderer3D} [description]
- * @example
- *
- *
- *background(0, 0, 0);
- *noFill();
- *stroke(255);
- *bezier(250,250,0, 100,100,0, 100,0,0, 0,100,0);
- *
- *
-*/
-p5.prototype.bezier = function() {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if (!this._renderer._doStroke && !this._renderer._doFill) {
- return this;
- }
- if (this._renderer.isP3D){
- args.push(bezierDetail);//adding value of bezier detail to the args array
- this._renderer.bezier(args);
- } else{
- this._renderer.bezier(args[0],args[1],
- args[2],args[3],
- args[4],args[5],
- args[6],args[7]);
- }
-
- return this;
-};
-
-/**
- * Sets the resolution at which Beziers display.
- *
- * The default value is 20.
- *
- * @param {Number} detail resolution of the curves
- * @return {Object} the p5 object
- * @example
- *
- *
- * background(204);
- * bezierDetail(50);
- * bezier(85, 20, 10, 10, 90, 90, 15, 80);
- *
- *
- *
- * @alt
- * stretched black s-shape with 7 5x5 ellipses and orange lines along the shape.
- *
- */
-p5.prototype.bezierDetail = function(d) {
- bezierDetail = d;
- return this;
-};
-
-/**
- * Evaluates the Bezier at position t for points a, b, c, d.
- * The parameters a and d are the first and last points
- * on the curve, and b and c are the control points.
- * The final parameter t varies between 0 and 1.
- * This can be done once with the x coordinates and a second time
- * with the y coordinates to get the location of a bezier curve at t.
- *
- * @method bezierPoint
- * @param {Number} a coordinate of first point on the curve
- * @param {Number} b coordinate of first control point
- * @param {Number} c coordinate of second control point
- * @param {Number} d coordinate of second point on the curve
- * @param {Number} t value between 0 and 1
- * @return {Number} the value of the Bezier at position t
- * @example
- *
- *
- * noFill();
- * x1 = 85, x2 = 10, x3 = 90, x4 = 15;
- * y1 = 20, y2 = 10, y3 = 90, y4 = 80;
- * bezier(x1, y1, x2, y2, x3, y3, x4, y4);
- * fill(255);
- * steps = 10;
- * for (i = 0; i <= steps; i++) {
- * t = i / steps;
- * x = bezierPoint(x1, x2, x3, x4, t);
- * y = bezierPoint(y1, y2, y3, y4, t);
- * ellipse(x, y, 5, 5);
- * }
- *
- *
- *
- * @alt
- * stretched black s-shape with 17 small orange lines extending from under shape.
- *
- */
-p5.prototype.bezierPoint = function(a, b, c, d, t) {
- var adjustedT = 1-t;
- return Math.pow(adjustedT,3)*a +
- 3*(Math.pow(adjustedT,2))*t*b +
- 3*adjustedT*Math.pow(t,2)*c +
- Math.pow(t,3)*d;
-};
-
-/**
- * Evaluates the tangent to the Bezier at position t for points a, b, c, d.
- * The parameters a and d are the first and last points
- * on the curve, and b and c are the control points.
- * The final parameter t varies between 0 and 1.
- *
- * @method bezierTangent
- * @param {Number} a coordinate of first point on the curve
- * @param {Number} b coordinate of first control point
- * @param {Number} c coordinate of second control point
- * @param {Number} d coordinate of second point on the curve
- * @param {Number} t value between 0 and 1
- * @return {Number} the tangent at position t
- * @example
- *
- *
- * noFill();
- * bezier(85, 20, 10, 10, 90, 90, 15, 80);
- * steps = 6;
- * fill(255);
- * for (i = 0; i <= steps; i++) {
- * t = i / steps;
- * // Get the location of the point
- * x = bezierPoint(85, 10, 90, 15, t);
- * y = bezierPoint(20, 10, 90, 80, t);
- * // Get the tangent points
- * tx = bezierTangent(85, 10, 90, 15, t);
- * ty = bezierTangent(20, 10, 90, 80, t);
- * // Calculate an angle from the tangent points
- * a = atan2(ty, tx);
- * a += PI;
- * stroke(255, 102, 0);
- * line(x, y, cos(a)*30 + x, sin(a)*30 + y);
- * // The following line of code makes a line
- * // inverse of the above line
- * //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);
- * stroke(0);
- * ellipse(x, y, 5, 5);
- * }
- *
- *
- *
- *
- *
- * noFill();
- * bezier(85, 20, 10, 10, 90, 90, 15, 80);
- * stroke(255, 102, 0);
- * steps = 16;
- * for (i = 0; i <= steps; i++) {
- * t = i / steps;
- * x = bezierPoint(85, 10, 90, 15, t);
- * y = bezierPoint(20, 10, 90, 80, t);
- * tx = bezierTangent(85, 10, 90, 15, t);
- * ty = bezierTangent(20, 10, 90, 80, t);
- * a = atan2(ty, tx);
- * a -= HALF_PI;
- * line(x, y, cos(a)*8 + x, sin(a)*8 + y);
- * }
- *
- *
- *
- * @alt
- * s-shaped line with 17 short orange lines extending from underside of shape
- *
- */
-p5.prototype.bezierTangent = function(a, b, c, d, t) {
- var adjustedT = 1-t;
- return 3*d*Math.pow(t,2) -
- 3*c*Math.pow(t,2) +
- 6*c*adjustedT*t -
- 6*b*adjustedT*t +
- 3*b*Math.pow(adjustedT,2) -
- 3*a*Math.pow(adjustedT,2);
-};
-
-/**
- * Draws a curved line on the screen between two points, given as the
- * middle four parameters. The first two parameters are a control point, as
- * if the curve came from this point even though it's not drawn. The last
- * two parameters similarly describe the other control point.
- * Longer curves can be created by putting a series of curve() functions
- * together or using curveVertex(). An additional function called
- * curveTightness() provides control for the visual quality of the curve.
- * The curve() function is an implementation of Catmull-Rom splines.
- *
- * @method curve
- * @param {Number} x1 x-coordinate for the beginning control point
- * @param {Number} y1 y-coordinate for the beginning control point
- * @param {Number} x2 x-coordinate for the first point
- * @param {Number} y2 y-coordinate for the first point
- * @param {Number} x3 x-coordinate for the second point
- * @param {Number} y3 y-coordinate for the second point
- * @param {Number} x4 x-coordinate for the ending control point
- * @param {Number} y4 y-coordinate for the ending control point
- * @return {Object} the p5 object
- * @example
- *
- *
- * noFill();
- * stroke(255, 102, 0);
- * curve(5, 26, 5, 26, 73, 24, 73, 61);
- * stroke(0);
- * curve(5, 26, 73, 24, 73, 61, 15, 65);
- * stroke(255, 102, 0);
- * curve(73, 24, 73, 61, 15, 65, 15, 65);
- *
- *
- *
- *
- * // Define the curve points as JavaScript objects
- * p1 = {x: 5, y: 26}, p2 = {x: 73, y: 24}
- * p3 = {x: 73, y: 61}, p4 = {x: 15, y: 65}
- * noFill();
- * stroke(255, 102, 0);
- * curve(p1.x, p1.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y)
- * stroke(0);
- * curve(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y)
- * stroke(255, 102, 0);
- * curve(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, p4.x, p4.y)
- *
- *
- *
- * @alt
- * horseshoe shape with orange ends facing left and black curved center.
- * horseshoe shape with orange ends facing left and black curved center.
- *
- */
-/**
- * @method curve
- * @param {Number} z1 z-coordinate for the beginning control point
- * @param {Number} z2 z-coordinate for the first point
- * @param {Number} z3 z-coordinate for the second point
- * @param {Number} z4 z-coordinate for the ending control point
- * @return {Object} the p5 object
- * @example
- *
- *
- * noFill();
- * stroke(255, 102, 0);
- * curve(5,26,0, 5,26,0, 73,24,0, 73,61,0);
- * stroke(0);
- * curve(5,26,0, 73,24,0, 73,61,0, 15,65,0);
- * stroke(255, 102, 0);
- * curve(73,24,0, 73,61,0, 15,65,0, 15,65,0);
- *
- *
- *
- * @alt
- * curving black and orange lines.
- */
-p5.prototype.curve = function() {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if (!this._renderer._doStroke) {
- return this;
- }
- if (this._renderer.isP3D){
- args.push(curveDetail);
- this._renderer.curve(args);
- } else{
- this._renderer.curve(args[0],args[1],
- args[2],args[3],
- args[4],args[5],
- args[6],args[7]);
- }
- return this;
-};
-
-/**
- * Sets the resolution at which curves display.
- *
- * The default value is 20.
- *
- * @param {Number} resolution of the curves
- * @return {Object} the p5 object
- * @example
- *
- *
- * background(204);
- * curveDetail(20);
- * curve(5, 26, 5, 26, 73, 24, 73, 61);
- *
- *
- *
- * @alt
- * white arch shape in top-mid canvas.
- *
- */
-p5.prototype.curveDetail = function(d) {
- curveDetail = d;
- return this;
-};
-
-/**
- * Modifies the quality of forms created with curve() and curveVertex().
- * The parameter tightness determines how the curve fits to the vertex
- * points. The value 0.0 is the default value for tightness (this value
- * defines the curves to be Catmull-Rom splines) and the value 1.0 connects
- * all the points with straight lines. Values within the range -5.0 and 5.0
- * will deform the curves but will leave them recognizable and as values
- * increase in magnitude, they will continue to deform.
- *
- * @method curveTightness
- * @param {Number} amount of deformation from the original vertices
- * @return {Object} the p5 object
- * @example
- *
- *
- * // Move the mouse left and right to see the curve change
- *
- * function setup() {
- * createCanvas(100, 100);
- * noFill();
- * }
- *
- * function draw() {
- * background(204);
- * var t = map(mouseX, 0, width, -5, 5);
- * curveTightness(t);
- * beginShape();
- * curveVertex(10, 26);
- * curveVertex(10, 26);
- * curveVertex(83, 24);
- * curveVertex(83, 61);
- * curveVertex(25, 65);
- * curveVertex(25, 65);
- * endShape();
- * }
- *
- *
- *
- * @alt
- * Line shaped like right-facing arrow,points move with mouse-x and warp shape.
- */
-p5.prototype.curveTightness = function (t) {
- this._renderer._curveTightness = t;
-};
-
-/**
- * Evaluates the curve at position t for points a, b, c, d.
- * The parameter t varies between 0 and 1, a and d are points
- * on the curve, and b and c are the control points.
- * This can be done once with the x coordinates and a second time
- * with the y coordinates to get the location of a curve at t.
- *
- * @method curvePoint
- * @param {Number} a coordinate of first point on the curve
- * @param {Number} b coordinate of first control point
- * @param {Number} c coordinate of second control point
- * @param {Number} d coordinate of second point on the curve
- * @param {Number} t value between 0 and 1
- * @return {Number} bezier value at position t
- * @example
- *
- *
- * noFill();
- * curve(5, 26, 5, 26, 73, 24, 73, 61);
- * curve(5, 26, 73, 24, 73, 61, 15, 65);
- * fill(255);
- * ellipseMode(CENTER);
- * steps = 6;
- * for (i = 0; i <= steps; i++) {
- * t = i / steps;
- * x = curvePoint(5, 5, 73, 73, t);
- * y = curvePoint(26, 26, 24, 61, t);
- * ellipse(x, y, 5, 5);
- * x = curvePoint(5, 73, 73, 15, t);
- * y = curvePoint(26, 24, 61, 65, t);
- * ellipse(x, y, 5, 5);
- * }
- *
- *
- *
- *line hooking down to right-bottom with 13 5x5 white ellipse points
- */
-p5.prototype.curvePoint = function(a, b, c, d, t) {
- var t3 = t*t*t,
- t2 = t*t,
- f1 = -0.5 * t3 + t2 - 0.5 * t,
- f2 = 1.5 * t3 - 2.5 * t2 + 1.0,
- f3 = -1.5 * t3 + 2.0 * t2 + 0.5 * t,
- f4 = 0.5 * t3 - 0.5 * t2;
- return a*f1 + b*f2 + c*f3 + d*f4;
-};
-
-/**
- * Evaluates the tangent to the curve at position t for points a, b, c, d.
- * The parameter t varies between 0 and 1, a and d are points on the curve,
- * and b and c are the control points.
- *
- * @method curveTangent
- * @param {Number} a coordinate of first point on the curve
- * @param {Number} b coordinate of first control point
- * @param {Number} c coordinate of second control point
- * @param {Number} d coordinate of second point on the curve
- * @param {Number} t value between 0 and 1
- * @return {Number} the tangent at position t
- * @example
- *
- *
- * noFill();
- * curve(5, 26, 73, 24, 73, 61, 15, 65);
- * steps = 6;
- * for (i = 0; i <= steps; i++) {
- * t = i / steps;
- * x = curvePoint(5, 73, 73, 15, t);
- * y = curvePoint(26, 24, 61, 65, t);
- * //ellipse(x, y, 5, 5);
- * tx = curveTangent(5, 73, 73, 15, t);
- * ty = curveTangent(26, 24, 61, 65, t);
- * a = atan2(ty, tx);
- * a -= PI/2.0;
- * line(x, y, cos(a)*8 + x, sin(a)*8 + y);
- * }
- *
- *
- *
- * @alt
- *right curving line mid-right of canvas with 7 short lines radiating from it.
- */
-p5.prototype.curveTangent = function(a, b,c, d, t) {
- var t2 = t*t,
- f1 = (-3*t2)/2 + 2*t - 0.5,
- f2 = (9*t2)/2 - 5*t,
- f3 = (-9*t2)/2 + 4*t + 0.5,
- f4 = (3*t2)/2 - t;
- return a*f1 + b*f2 + c*f3 + d*f4;
-};
-
-module.exports = p5;
-
-},{"./core":37,"./error_helpers":40}],39:[function(_dereq_,module,exports){
-/**
- * @module Environment
- * @submodule Environment
- * @for p5
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('./core');
-var C = _dereq_('./constants');
-
-var standardCursors = [C.ARROW, C.CROSS, C.HAND, C.MOVE, C.TEXT, C.WAIT];
-
-p5.prototype._frameRate = 0;
-p5.prototype._lastFrameTime = window.performance.now();
-p5.prototype._targetFrameRate = 60;
-
-var _windowPrint = window.print;
-
-
-if (window.console && console.log) {
- /**
- * The print() function writes to the console area of your browser.
- * This function is often helpful for looking at the data a program is
- * producing. This function creates a new line of text for each call to
- * the function. Individual elements can be
- * separated with quotes ("") and joined with the addition operator (+).
- *
- * While print() is similar to console.log(), it does not directly map to
- * it in order to simulate easier to understand behavior than
- * console.log(). Due to this, it is slower. For fastest results, use
- * console.log().
- *
- * @method print
- * @param {Any} contents any combination of Number, String, Object, Boolean,
- * Array to print
- * @example
- *
- * var x = 10;
- * print("The value of x is " + x);
- * // prints "The value of x is 10"
- *
- * @alt
- * default grey canvas
- */
- // Converts passed args into a string and then parses that string to
- // simulate synchronous behavior. This is a hack and is gross.
- // Since this will not work on all objects, particularly circular
- // structures, simply console.log() on error.
- p5.prototype.print = function(args) {
- try {
- if (arguments.length === 0) {
- _windowPrint();
- }
- else if (arguments.length > 1) {
- console.log.apply(console, arguments);
- } else {
- var newArgs = JSON.parse(JSON.stringify(args));
- console.log(newArgs);
- }
- } catch(err) {
- console.log(args);
- }
- };
-} else {
- p5.prototype.print = function() {};
-}
-
-
-/**
- * The system variable frameCount contains the number of frames that have
- * been displayed since the program started. Inside setup() the value is 0,
- * after the first iteration of draw it is 1, etc.
- *
- * @property frameCount
- * @example
- *
- * function setup() {
- * frameRate(30);
- * textSize(20);
- * textSize(30);
- * textAlign(CENTER);
- * }
- *
- * function draw() {
- * background(200);
- * text(frameCount, width/2, height/2);
- * }
- *
- *
- * @alt
- * numbers rapidly counting upward with frame count set to 30.
- *
- */
-p5.prototype.frameCount = 0;
-
-/**
- * Confirms if the window a p5.js program is in is "focused," meaning that
- * the sketch will accept mouse or keyboard input. This variable is
- * "true" if the window is focused and "false" if not.
- *
- * @property focused
- * @example
- *
- * // To demonstrate, put two windows side by side.
- * // Click on the window that the p5 sketch isn't in!
- * function draw() {
- * background(200);
- * noStroke();
- * fill(0, 200, 0);
- * ellipse(25, 25, 50, 50);
- *
- * if (!focused) { // or "if (focused === false)"
- * stroke(200,0,0);
- * line(0, 0, 100, 100);
- * line(100, 0, 0, 100);
- * }
- * }
- *
- *
- * @alt
- * green 50x50 ellipse at top left. Red X covers canvas when page focus changes
- *
- */
-p5.prototype.focused = (document.hasFocus());
-
-/**
- * Sets the cursor to a predefined symbol or an image, or makes it visible
- * if already hidden. If you are trying to set an image as the cursor, the
- * recommended size is 16x16 or 32x32 pixels. It is not possible to load an
- * image as the cursor if you are exporting your program for the Web, and not
- * all MODES work with all browsers. The values for parameters x and y must
- * be less than the dimensions of the image.
- *
- * @method cursor
- * @param {Number/Constant} type either ARROW, CROSS, HAND, MOVE, TEXT, or
- * WAIT, or path for image
- * @param {Number} [x] the horizontal active spot of the cursor
- * @param {Number} [y] the vertical active spot of the cursor
- * @example
- *
- * // Move the mouse left and right across the image
- * // to see the cursor change from a cross to a hand
- * function draw() {
- * line(width/2, 0, width/2, height);
- * if (mouseX < 50) {
- * cursor(CROSS);
- * } else {
- * cursor(HAND);
- * }
- * }
- *
- *
- * @alt
- * horizontal line divides canvas. cursor on left is a cross, right is hand.
- *
- */
-p5.prototype.cursor = function(type, x, y) {
- var cursor = 'auto';
- var canvas = this._curElement.elt;
- if (standardCursors.indexOf(type) > -1) {
- // Standard css cursor
- cursor = type;
- } else if (typeof type === 'string') {
- var coords = '';
- if (x && y && (typeof x === 'number' && typeof y === 'number')) {
- // Note that x and y values must be unit-less positive integers < 32
- // https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
- coords = x + ' ' + y;
- }
- if (type.substring(0, 6) !== 'http://') {
- // Image (absolute url)
- cursor = 'url(' + type + ') ' + coords + ', auto';
- } else if (/\.(cur|jpg|jpeg|gif|png|CUR|JPG|JPEG|GIF|PNG)$/.test(type)) {
- // Image file (relative path) - Separated for performance reasons
- cursor = 'url(' + type + ') ' + coords + ', auto';
- } else {
- // Any valid string for the css cursor property
- cursor = type;
- }
- }
- canvas.style.cursor = cursor;
-};
-
-/**
- * Specifies the number of frames to be displayed every second. For example,
- * the function call frameRate(30) will attempt to refresh 30 times a second.
- * If the processor is not fast enough to maintain the specified rate, the
- * frame rate will not be achieved. Setting the frame rate within setup() is
- * recommended. The default rate is 60 frames per second. This is the same as
- * setFrameRate(val).
- *
- * Calling frameRate() with no arguments returns the current framerate. This
- * is the same as getFrameRate().
- *
- * Calling frameRate() with arguments that are not of the type numbers
- * or are non positive also returns current framerate.
- *
- * @method frameRate
- * @param {Number} [fps] number of frames to be displayed every second
- * @return {Number} current frameRate
- * @example
- *
- *
- * var rectX = 0;
- * var fr = 30; //starting FPS
- * var clr;
- *
- * function setup() {
- * background(200);
- * frameRate(fr); // Attempt to refresh at starting FPS
- * clr = color(255,0,0);
- * }
- *
- * function draw() {
- * background(200);
- * rectX = rectX += 1; // Move Rectangle
- *
- * if (rectX >= width) { // If you go off screen.
- * if (fr == 30) {
- * clr = color(0,0,255);
- * fr = 10;
- * frameRate(fr); // make frameRate 10 FPS
- * } else {
- * clr = color(255,0,0);
- * fr = 30;
- * frameRate(fr); // make frameRate 30 FPS
- * }
- * rectX = 0;
- * }
- * fill(clr);
- * rect(rectX, 40, 20,20);
- * }
- *
- *
- * @alt
- * blue rect moves left to right, followed by red rect moving faster. Loops.
- *
- */
-p5.prototype.frameRate = function(fps) {
- if (typeof fps !== 'number' || fps <= 0) {
- return this._frameRate;
- } else {
- this._setProperty('_targetFrameRate', fps);
- this._runFrames();
- return this;
- }
-};
-/**
- * Returns the current framerate.
- *
- * @return {Number} current frameRate
- */
-p5.prototype.getFrameRate = function() {
- return this.frameRate();
-};
-
-/**
- * Specifies the number of frames to be displayed every second. For example,
- * the function call frameRate(30) will attempt to refresh 30 times a second.
- * If the processor is not fast enough to maintain the specified rate, the
- * frame rate will not be achieved. Setting the frame rate within setup() is
- * recommended. The default rate is 60 frames per second.
- *
- * Calling frameRate() with no arguments returns the current framerate.
- *
- * @param {Number} [fps] number of frames to be displayed every second
- */
-p5.prototype.setFrameRate = function(fps) {
- return this.frameRate(fps);
-};
-
-/**
- * Hides the cursor from view.
- *
- * @method noCursor
- * @example
- *
- * function setup() {
- * noCursor();
- * }
- *
- * function draw() {
- * background(200);
- * ellipse(mouseX, mouseY, 10, 10);
- * }
- *
- *
- *
- * @alt
- * cursor becomes 10x 10 white ellipse the moves with mouse x and y.
- *
- */
-p5.prototype.noCursor = function() {
- this._curElement.elt.style.cursor = 'none';
-};
-
-
-/**
- * System variable that stores the width of the entire screen display. This
- * is used to run a full-screen program on any display size.
- *
- * @property displayWidth
- * @example
- *
- * createCanvas(displayWidth, displayHeight);
- *
- *
- * @alt
- * cursor becomes 10x 10 white ellipse the moves with mouse x and y.
- *
- */
-p5.prototype.displayWidth = screen.width;
-
-/**
- * System variable that stores the height of the entire screen display. This
- * is used to run a full-screen program on any display size.
- *
- * @property displayHeight
- * @example
- *
- * createCanvas(displayWidth, displayHeight);
- *
- *
- * @alt
- * no display.
- *
- */
-p5.prototype.displayHeight = screen.height;
-
-/**
- * System variable that stores the width of the inner window, it maps to
- * window.innerWidth.
- *
- * @property windowWidth
- * @example
- *
- * createCanvas(windowWidth, windowHeight);
- *
- *
- * @alt
- * no display.
- *
- */
-p5.prototype.windowWidth = getWindowWidth();
-/**
- * System variable that stores the height of the inner window, it maps to
- * window.innerHeight.
- *
- * @property windowHeight
- * @example
- *
- * createCanvas(windowWidth, windowHeight);
- *
-*@alt
- * no display.
- *
-*/
-p5.prototype.windowHeight = getWindowHeight();
-
-/**
- * The windowResized() function is called once every time the browser window
- * is resized. This is a good place to resize the canvas or do any other
- * adjustments to accommodate the new window size.
- *
- * @method windowResized
- * @example
- *
- * function setup() {
- * createCanvas(windowWidth, windowHeight);
- * }
- *
- * function draw() {
- * background(0, 100, 200);
- * }
- *
- * function windowResized() {
- * resizeCanvas(windowWidth, windowHeight);
- * }
- *
- * @alt
- * no display.
- */
-p5.prototype._onresize = function(e){
- this._setProperty('windowWidth', getWindowWidth());
- this._setProperty('windowHeight', getWindowHeight());
- var context = this._isGlobal ? window : this;
- var executeDefault;
- if (typeof context.windowResized === 'function') {
- executeDefault = context.windowResized(e);
- if (executeDefault !== undefined && !executeDefault) {
- e.preventDefault();
- }
- }
-};
-
-function getWindowWidth() {
- return window.innerWidth ||
- document.documentElement && document.documentElement.clientWidth ||
- document.body && document.body.clientWidth ||
- 0;
-}
-
-function getWindowHeight() {
- return window.innerHeight ||
- document.documentElement && document.documentElement.clientHeight ||
- document.body && document.body.clientHeight ||
- 0;
-}
-
-/**
- * System variable that stores the width of the drawing canvas. This value
- * is set by the first parameter of the createCanvas() function.
- * For example, the function call createCanvas(320, 240) sets the width
- * variable to the value 320. The value of width defaults to 100 if
- * createCanvas() is not used in a program.
- *
- * @property width
- */
-p5.prototype.width = 0;
-
-/**
- * System variable that stores the height of the drawing canvas. This value
- * is set by the second parameter of the createCanvas() function. For
- * example, the function call createCanvas(320, 240) sets the height
- * variable to the value 240. The value of height defaults to 100 if
- * createCanvas() is not used in a program.
- *
- * @property height
- */
-p5.prototype.height = 0;
-
-/**
- * If argument is given, sets the sketch to fullscreen or not based on the
- * value of the argument. If no argument is given, returns the current
- * fullscreen state. Note that due to browser restrictions this can only
- * be called on user input, for example, on mouse press like the example
- * below.
- *
- * @method fullscreen
- * @param {Boolean} [val] whether the sketch should be in fullscreen mode
- * or not
- * @return {Boolean} current fullscreen state
- * @example
- *
- *
- * // Clicking in the box toggles fullscreen on and off.
- * function setup() {
- * background(200);
- * }
- * function mousePressed() {
- * if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {
- * var fs = fullscreen();
- * fullscreen(!fs);
- * }
- * }
- *
- *
- *
- * @alt
- * no display.
- *
- */
-p5.prototype.fullscreen = function(val) {
- // no arguments, return fullscreen or not
- if (typeof val === 'undefined') {
- return document.fullscreenElement ||
- document.webkitFullscreenElement ||
- document.mozFullScreenElement ||
- document.msFullscreenElement;
- } else { // otherwise set to fullscreen or not
- if (val) {
- launchFullscreen(document.documentElement);
- } else {
- exitFullscreen();
- }
- }
-};
-
-/**
- * Sets the pixel scaling for high pixel density displays. By default
- * pixel density is set to match display density, call pixelDensity(1)
- * to turn this off. Calling pixelDensity() with no arguments returns
- * the current pixel density of the sketch.
- *
- *
- * @method pixelDensity
- * @param {Number} [val] whether or how much the sketch should scale
- * @returns {Number} current pixel density of the sketch
- * @example
- *
- *
- * function setup() {
- * pixelDensity(1);
- * createCanvas(100, 100);
- * background(200);
- * ellipse(width/2, height/2, 50, 50);
- * }
- *
- *
- *
- *
- * function setup() {
- * pixelDensity(3.0);
- * createCanvas(100, 100);
- * background(200);
- * ellipse(width/2, height/2, 50, 50);
- * }
- *
- *
- *
- * @alt
- * fuzzy 50x50 white ellipse with black outline in center of canvas.
- * sharp 50x50 white ellipse with black outline in center of canvas.
- */
-p5.prototype.pixelDensity = function(val) {
- if (typeof val === 'number') {
- this._pixelDensity = val;
- } else {
- return this._pixelDensity;
- }
- this.resizeCanvas(this.width, this.height, true);
-};
-
-/**
- * Returns the pixel density of the current display the sketch is running on.
- *
- * @method displayDensity
- * @returns {Number} current pixel density of the display
- * @example
- *
- *
- * function setup() {
- * var density = displayDensity();
- * pixelDensity(density);
- * createCanvas(100, 100);
- * background(200);
- * ellipse(width/2, height/2, 50, 50);
- * }
- *
- *
- *
- * @alt
- * 50x50 white ellipse with black outline in center of canvas.
- */
-p5.prototype.displayDensity = function() {
- return window.devicePixelRatio;
-};
-
-function launchFullscreen(element) {
- var enabled = document.fullscreenEnabled ||
- document.webkitFullscreenEnabled ||
- document.mozFullScreenEnabled ||
- document.msFullscreenEnabled;
- if (!enabled) {
- throw new Error('Fullscreen not enabled in this browser.');
- }
- if(element.requestFullscreen) {
- element.requestFullscreen();
- } else if(element.mozRequestFullScreen) {
- element.mozRequestFullScreen();
- } else if(element.webkitRequestFullscreen) {
- element.webkitRequestFullscreen();
- } else if(element.msRequestFullscreen) {
- element.msRequestFullscreen();
- }
-}
-
-function exitFullscreen() {
- if(document.exitFullscreen) {
- document.exitFullscreen();
- } else if(document.mozCancelFullScreen) {
- document.mozCancelFullScreen();
- } else if(document.webkitExitFullscreen) {
- document.webkitExitFullscreen();
- } else if (document.msExitFullscreen) {
- document.msExitFullscreen();
- }
-}
-
-
-/**
- * Gets the current URL.
- * @method getURL
- * @return {String} url
- * @example
- *
- *
- * var url;
- * var x = 100;
- *
- * function setup() {
- * fill(0);
- * noStroke();
- * url = getURL();
- * }
- *
- * function draw() {
- * background(200);
- * text(url, x, height/2);
- * x--;
- * }
- *
- *
- *
- * @alt
- * current url (http://p5js.org/reference/#/p5/getURL) moves right to left.
- *
- */
-p5.prototype.getURL = function() {
- return location.href;
-};
-/**
- * Gets the current URL path as an array.
- * @method getURLPath
- * @return {Array} path components
- * @example
- *
- * function setup() {
- * var urlPath = getURLPath();
- * for (var i=0; i<urlPath.length; i++) {
- * text(urlPath[i], 10, i*20+20);
- * }
- * }
- *
- *
- * @alt
- *no display
- *
- */
-p5.prototype.getURLPath = function() {
- return location.pathname.split('/').filter(function(v){return v!=='';});
-};
-/**
- * Gets the current URL params as an Object.
- * @method getURLParams
- * @return {Object} URL params
- * @example
- *
- *
- * // Example: http://p5js.org?year=2014&month=May&day=15
- *
- * function setup() {
- * var params = getURLParams();
- * text(params.day, 10, 20);
- * text(params.month, 10, 40);
- * text(params.year, 10, 60);
- * }
- *
- *
- * @alt
- * no display.
- *
- */
-p5.prototype.getURLParams = function() {
- var re = /[?&]([^&=]+)(?:[&=])([^&=]+)/gim;
- var m;
- var v={};
- while ((m = re.exec(location.search)) != null) {
- if (m.index === re.lastIndex) {
- re.lastIndex++;
- }
- v[m[1]]=m[2];
- }
- return v;
-};
-
-module.exports = p5;
-
-},{"./constants":36,"./core":37}],40:[function(_dereq_,module,exports){
-/**
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('./core');
-var doFriendlyWelcome = false; // TEMP until we get it all working LM
-
-// -- Borrowed from jQuery 1.11.3 --
-var class2type = {};
-var toString = class2type.toString;
-var names = ['Boolean', 'Number', 'String', 'Function',
- 'Array', 'Date', 'RegExp', 'Object', 'Error'];
-for (var n=0; n p5.js says: '+message+'%c'+
- // '[https://github.com/processing/p5.js/wiki/Local-server]',
- // 'background-color:' + color + ';color:#FFF;',
- // 'background-color:transparent;color:' + color +';',
- // 'background-color:' + color + ';color:#FFF;',
- // 'background-color:transparent;color:' + color +';'
- // );
- // }
- // else{
- // console.log(
- // '%c> p5.js says: '+message+'%c [http://p5js.org/reference/#p5/'+func+
- // ']', 'background-color:' + color + ';color:#FFF;',
- // 'background-color:transparent;color:' + color +';'
- // );
- // }
-}
-
-var errorCases = {
- '0': {
- fileType: 'image',
- method: 'loadImage',
- message: ' hosting the image online,'
- },
- '1': {
- fileType: 'XML file',
- method: 'loadXML'
- },
- '2': {
- fileType: 'table file',
- method: 'loadTable'
- },
- '3': {
- fileType: 'text file',
- method: 'loadStrings'
- },
- '4': {
- fileType: 'font',
- method: 'loadFont',
- message: ' hosting the font online,'
- },
-};
-p5._friendlyFileLoadError = function (errorType, filePath) {
- var errorInfo = errorCases[ errorType ];
- var message = 'It looks like there was a problem' +
- ' loading your ' + errorInfo.fileType + '.' +
- ' Try checking if the file path%c [' + filePath + '] %cis correct,' +
- (errorInfo.message || '') + ' or running a local server.';
- report(message, errorInfo.method, FILE_LOAD);
-};
-
-function friendlyWelcome() {
- // p5.js brand - magenta: #ED225D
- var astrixBgColor = 'transparent';
- var astrixTxtColor = '#ED225D';
- var welcomeBgColor = '#ED225D';
- var welcomeTextColor = 'white';
- console.log(
- '%c _ \n'+
- ' /\\| |/\\ \n'+
- ' \\ ` \' / \n'+
- ' / , . \\ \n'+
- ' \\/|_|\\/ '+
- '\n\n%c> p5.js says: Welcome! '+
- 'This is your friendly debugger. ' +
- 'To turn me off switch to using “p5.min.js”.',
- 'background-color:'+astrixBgColor+';color:' + astrixTxtColor +';',
- 'background-color:'+welcomeBgColor+';color:' + welcomeTextColor +';'
- );
-}
-
-/**
- * Prints out all the colors in the color pallete with white text.
- * For color blindness testing.
- */
-/* function testColors() {
- var str = 'A box of biscuits, a box of mixed biscuits and a biscuit mixer';
- report(str, 'print', '#ED225D'); // p5.js magenta
- report(str, 'print', '#2D7BB6'); // p5.js blue
- report(str, 'print', '#EE9900'); // p5.js orange
- report(str, 'print', '#A67F59'); // p5.js light brown
- report(str, 'print', '#704F21'); // p5.js gold
- report(str, 'print', '#1CC581'); // auto cyan
- report(str, 'print', '#FF6625'); // auto orange
- report(str, 'print', '#79EB22'); // auto green
- report(str, 'print', '#B40033'); // p5.js darkened magenta
- report(str, 'print', '#084B7F'); // p5.js darkened blue
- report(str, 'print', '#945F00'); // p5.js darkened orange
- report(str, 'print', '#6B441D'); // p5.js darkened brown
- report(str, 'print', '#2E1B00'); // p5.js darkened gold
- report(str, 'print', '#008851'); // auto dark cyan
- report(str, 'print', '#C83C00'); // auto dark orange
- report(str, 'print', '#4DB200'); // auto dark green
-} */
-
-// This is a lazily-defined list of p5 symbols that may be
-// misused by beginners at top-level code, outside of setup/draw. We'd like
-// to detect these errors and help the user by suggesting they move them
-// into setup/draw.
-//
-// For more details, see https://github.com/processing/p5.js/issues/1121.
-var misusedAtTopLevelCode = null;
-var FAQ_URL = 'https://github.com/processing/p5.js/wiki/' +
- 'Frequently-Asked-Questions' +
- '#why-cant-i-assign-variables-using-p5-functions-and-' +
- 'variables-before-setup';
-
-function defineMisusedAtTopLevelCode() {
- var uniqueNamesFound = {};
-
- var getSymbols = function(obj) {
- return Object.getOwnPropertyNames(obj).filter(function(name) {
- if (name[0] === '_') {
- return false;
- }
- if (name in uniqueNamesFound) {
- return false;
- }
-
- uniqueNamesFound[name] = true;
-
- return true;
- }).map(function(name) {
- var type;
-
- if (typeof(obj[name]) === 'function') {
- type = 'function';
- } else if (name === name.toUpperCase()) {
- type = 'constant';
- } else {
- type = 'variable';
- }
-
- return {name: name, type: type};
- });
- };
-
- misusedAtTopLevelCode = [].concat(
- getSymbols(p5.prototype),
- // At present, p5 only adds its constants to p5.prototype during
- // construction, which may not have happened at the time a
- // ReferenceError is thrown, so we'll manually add them to our list.
- getSymbols(_dereq_('./constants'))
- );
-
- // This will ultimately ensure that we report the most specific error
- // possible to the user, e.g. advising them about HALF_PI instead of PI
- // when their code misuses the former.
- misusedAtTopLevelCode.sort(function(a, b) {
- return b.name.length - a.name.length;
- });
-}
-
-function helpForMisusedAtTopLevelCode(e, log) {
- if (!log) {
- log = console.log.bind(console);
- }
-
- if (!misusedAtTopLevelCode) {
- defineMisusedAtTopLevelCode();
- }
-
- // If we find that we're logging lots of false positives, we can
- // uncomment the following code to avoid displaying anything if the
- // user's code isn't likely to be using p5's global mode. (Note that
- // setup/draw are more likely to be defined due to JS function hoisting.)
- //
- //if (!('setup' in window || 'draw' in window)) {
- // return;
- //}
-
- misusedAtTopLevelCode.some(function(symbol) {
- // Note that while just checking for the occurrence of the
- // symbol name in the error message could result in false positives,
- // a more rigorous test is difficult because different browsers
- // log different messages, and the format of those messages may
- // change over time.
- //
- // For example, if the user uses 'PI' in their code, it may result
- // in any one of the following messages:
- //
- // * 'PI' is undefined (Microsoft Edge)
- // * ReferenceError: PI is undefined (Firefox)
- // * Uncaught ReferenceError: PI is not defined (Chrome)
-
- if (e.message && e.message.match('\\W?'+symbol.name+'\\W') !== null) {
- log('%cDid you just try to use p5.js\'s ' + symbol.name +
- (symbol.type === 'function' ? '() ' : ' ') + symbol.type +
- '? If so, you may want to ' +
- 'move it into your sketch\'s setup() function.\n\n' +
- 'For more details, see: ' + FAQ_URL,
- 'color: #B40033' /* Dark magenta */);
- return true;
- }
- });
-}
-
-// Exposing this primarily for unit testing.
-p5.prototype._helpForMisusedAtTopLevelCode = helpForMisusedAtTopLevelCode;
-
-if (document.readyState !== 'complete') {
- window.addEventListener('error', helpForMisusedAtTopLevelCode, false);
-
- // Our job is only to catch ReferenceErrors that are thrown when
- // global (non-instance mode) p5 APIs are used at the top-level
- // scope of a file, so we'll unbind our error listener now to make
- // sure we don't log false positives later.
- window.addEventListener('load', function() {
- window.removeEventListener('error', helpForMisusedAtTopLevelCode, false);
- });
-}
-
-module.exports = p5;
-
-},{"./constants":36,"./core":37}],41:[function(_dereq_,module,exports){
-/**
- * @module DOM
- * @submodule DOM
- * @for p5.Element
- */
-
-var p5 = _dereq_('./core');
-
-/**
- * Base class for all elements added to a sketch, including canvas,
- * graphics buffers, and other HTML elements. Methods in blue are
- * included in the core functionality, methods in brown are added
- * with the p5.dom
- * library.
- * It is not called directly, but p5.Element
- * objects are created by calling createCanvas, createGraphics,
- * or in the p5.dom library, createDiv, createImg, createInput, etc.
- *
- * @class p5.Element
- * @constructor
- * @param {String} elt DOM node that is wrapped
- * @param {Object} [pInst] pointer to p5 instance
- */
-p5.Element = function(elt, pInst) {
- /**
- * Underlying HTML element. All normal HTML methods can be called on this.
- *
- * @property elt
- */
- this.elt = elt;
- this._pInst = pInst;
- this._events = {};
- this.width = this.elt.offsetWidth;
- this.height = this.elt.offsetHeight;
-};
-
-/**
- *
- * Attaches the element to the parent specified. A way of setting
- * the container for the element. Accepts either a string ID, DOM
- * node, or p5.Element. If no arguments given, parent node is returned.
- * For more ways to position the canvas, see the
- *
- * positioning the canvas wiki page.
- *
- * @method parent
- * @param {String|Object} parent the ID, DOM node, or p5.Element
- * of desired parent element
- * @return {p5.Element}
- * @example
- *
- * // in the html file:
- * <div id="myContainer"></div>
- * // in the js file:
- * var cnv = createCanvas(100, 100);
- * cnv.parent("myContainer");
- *
- *
- * var div0 = createDiv('this is the parent');
- * var div1 = createDiv('this is the child');
- * div1.parent(div0); // use p5.Element
- *
- *
- * var div0 = createDiv('this is the parent');
- * div0.id('apples');
- * var div1 = createDiv('this is the child');
- * div1.parent('apples'); // use id
- *
- *
- * var elt = document.getElementById('myParentDiv');
- * var div1 = createDiv('this is the child');
- * div1.parent(elt); // use element from page
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.parent = function(p) {
- if (arguments.length === 0){
- return this.elt.parentNode;
- } else {
- if (typeof p === 'string') {
- if (p[0] === '#') {
- p = p.substring(1);
- }
- p = document.getElementById(p);
- } else if (p instanceof p5.Element) {
- p = p.elt;
- }
- p.appendChild(this.elt);
- return this;
- }
-};
-
-/**
- *
- * Sets the ID of the element. If no ID argument is passed in, it instead
- * returns the current ID of the element.
- *
- * @method id
- * @param {String} [id] ID of the element
- * @return {p5.Element|String}
- * @example
- *
- * function setup() {
- * var cnv = createCanvas(100, 100);
- * // Assigns a CSS selector ID to
- * // the canvas element.
- * cnv.id("mycanvas");
- * }
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.id = function(id) {
- if (arguments.length === 0) {
- return this.elt.id;
- } else {
- this.elt.id = id;
- this.width = this.elt.offsetWidth;
- this.height = this.elt.offsetHeight;
- return this;
- }
-};
-
-/**
- *
- * Adds given class to the element. If no class argument is passed in, it
- * instead returns a string containing the current class(es) of the element.
- *
- * @method class
- * @param {String} [class] class to add
- * @return {p5.Element|String}
- */
-p5.Element.prototype.class = function(c) {
- if (arguments.length === 0) {
- return this.elt.className;
- } else {
- this.elt.className = c;
- return this;
- }
-};
-
-/**
- * The .mousePressed() function is called once after every time a
- * mouse button is pressed over the element. This can be used to
- * attach element specific event listeners.
- *
- * @method mousePressed
- * @param {Function} fxn function to be fired when mouse is
- * pressed over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mousePressed(changeGray); // attach listener for
- * // canvas click only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * // this function fires with any click anywhere
- * function mousePressed() {
- * d = d + 10;
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.mousePressed = function (fxn) {
- attachListener('mousedown', fxn, this);
- attachListener('touchstart', fxn, this);
- return this;
-};
-
-/**
- * The .mouseWheel() function is called once after every time a
- * mouse wheel is scrolled over the element. This can be used to
- * attach element specific event listeners.
- *
- * The function accepts a callback function as argument which will be executed
- * when the `wheel` event is triggered on the element, the callabck function is
- * passed one argument `event`. The `event.deltaY` property returns negative
- * values if the mouse wheel is rotated up or away from the user and positive
- * in the other direction. The `event.deltaX` does the same as `event.deltaY`
- * except it reads the horizontal wheel scroll of the mouse wheel.
- *
- * On OS X with "natural" scrolling enabled, the `event.deltaY` values are
- * reversed.
- *
- * @method mouseWheel
- * @param {Function} fxn function to be fired when mouse wheel is
- * scrolled over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseWheel(changeSize); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * // this function fires with mousewheel movement
- * // anywhere on screen
- * function mouseWheel() {
- * g = g + 10;
- * }
- *
- * // this function fires with mousewheel movement
- * // over canvas only
- * function changeSize(event) {
- * if (event.deltaY > 0) {
- * d = d + 10;
- * } else {
- * d = d - 10;
- * }
- * }
- *
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.mouseWheel = function (fxn) {
- attachListener('wheel', fxn, this);
- return this;
-};
-
-/**
- * The .mouseReleased() function is called once after every time a
- * mouse button is released over the element. This can be used to
- * attach element specific event listeners.
- *
- * @method mouseReleased
- * @param {Function} fxn function to be fired when mouse is
- * released over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseReleased(changeGray); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * // this function fires after the mouse has been
- * // released
- * function mouseReleased() {
- * d = d + 10;
- * }
- *
- * // this function fires after the mouse has been
- * // released while on canvas
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.mouseReleased = function (fxn) {
- attachListener('mouseup', fxn, this);
- attachListener('touchend', fxn, this);
- return this;
-};
-
-
-/**
- * The .mouseClicked() function is called once after a mouse button is
- * pressed and released over the element. This can be used to
- * attach element specific event listeners.
- *
- * @method mouseClicked
- * @param {Function} fxn function to be fired when mouse is
- * clicked over the element.
- * @return {p5.Element}
- * @example
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseClicked(changeGray); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * // this function fires after the mouse has been
- * // clicked anywhere
- * function mouseClicked() {
- * d = d + 10;
- * }
- *
- * // this function fires after the mouse has been
- * // clicked on canvas
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.mouseClicked = function (fxn) {
- attachListener('click', fxn, this);
- return this;
-};
-
-/**
- * The .mouseMoved() function is called once every time a
- * mouse moves over the element. This can be used to attach an
- * element specific event listener.
- *
- * @method mouseMoved
- * @param {Function} fxn function to be fired when mouse is
- * moved over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d = 30;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseMoved(changeSize); // attach listener for
- * // activity on canvas only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * fill(200);
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * // this function fires when mouse moves anywhere on
- * // page
- * function mouseMoved() {
- * g = g + 5;
- * if (g > 255) {
- * g = 0;
- * }
- * }
- *
- * // this function fires when mouse moves over canvas
- * function changeSize() {
- * d = d + 2;
- * if (d > 100) {
- * d = 0;
- * }
- * }
- *
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.mouseMoved = function (fxn) {
- attachListener('mousemove', fxn, this);
- attachListener('touchmove', fxn, this);
- return this;
-};
-
-/**
- * The .mouseOver() function is called once after every time a
- * mouse moves onto the element. This can be used to attach an
- * element specific event listener.
- *
- * @method mouseOver
- * @param {Function} fxn function to be fired when mouse is
- * moved over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseOver(changeGray);
- * d = 10;
- * }
- *
- * function draw() {
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * function changeGray() {
- * d = d + 10;
- * if (d > 100) {
- * d = 0;
- * }
- * }
- *
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.mouseOver = function (fxn) {
- attachListener('mouseover', fxn, this);
- return this;
-};
-
-
-/**
- * The .changed() function is called when the value of an
- * element is changed.
- * This can be used to attach an element specific event listener.
- *
- * @method changed
- * @param {Function} fxn function to be fired when the value of an
- * element changes.
- * @return {p5.Element}
- * @example
- *
- * var sel;
- *
- * function setup() {
- * textAlign(CENTER);
- * background(200);
- * sel = createSelect();
- * sel.position(10, 10);
- * sel.option('pear');
- * sel.option('kiwi');
- * sel.option('grape');
- * sel.changed(mySelectEvent);
- * }
- *
- * function mySelectEvent() {
- * var item = sel.value();
- * background(200);
- * text("it's a "+item+"!", 50, 50);
- * }
- *
- *
- * var checkbox;
- * var cnv;
- *
- * function setup() {
- * checkbox = createCheckbox(" fill");
- * checkbox.changed(changeFill);
- * cnv = createCanvas(100, 100);
- * cnv.position(0, 30);
- * noFill();
- * }
- *
- * function draw() {
- * background(200);
- * ellipse(50, 50, 50, 50);
- * }
- *
- * function changeFill() {
- * if (checkbox.checked()) {
- * fill(0);
- * } else {
- * noFill();
- * }
- * }
- *
- *
- * @alt
- * dropdown: pear, kiwi, grape. When selected text "its a" + selection shown.
- *
- */
-p5.Element.prototype.changed = function (fxn) {
- attachListener('change', fxn, this);
- return this;
-};
-
-/**
- * The .input() function is called when any user input is
- * detected with an element. The input event is often used
- * to detect keystrokes in a input element, or changes on a
- * slider element. This can be used to attach an element specific
- * event listener.
- *
- * @method input
- * @param {Function} fxn function to be fired on user input.
- * @return {p5.Element}
- * @example
- *
- * // Open your console to see the output
- * function setup() {
- * var inp = createInput('');
- * inp.input(myInputEvent);
- * }
- *
- * function myInputEvent() {
- * console.log('you are typing: ', this.value());
- * }
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.input = function (fxn) {
- attachListener('input', fxn, this);
- return this;
-};
-
-/**
- * The .mouseOut() function is called once after every time a
- * mouse moves off the element. This can be used to attach an
- * element specific event listener.
- *
- * @method mouseOut
- * @param {Function} fxn function to be fired when mouse is
- * moved off the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.mouseOut(changeGray);
- * d = 10;
- * }
- *
- * function draw() {
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * function changeGray() {
- * d = d + 10;
- * if (d > 100) {
- * d = 0;
- * }
- * }
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.mouseOut = function (fxn) {
- attachListener('mouseout', fxn, this);
- return this;
-};
-
-/**
- * The .touchStarted() function is called once after every time a touch is
- * registered. This can be used to attach element specific event listeners.
- *
- * @method touchStarted
- * @param {Function} fxn function to be fired when touch is
- * started over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.touchStarted(changeGray); // attach listener for
- * // canvas click only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * // this function fires with any touch anywhere
- * function touchStarted() {
- * d = d + 10;
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.touchStarted = function (fxn) {
- attachListener('touchstart', fxn, this);
- attachListener('mousedown', fxn, this);
- return this;
-};
-
-/**
- * The .touchMoved() function is called once after every time a touch move is
- * registered. This can be used to attach element specific event listeners.
- *
- * @method touchMoved
- * @param {Function} fxn function to be fired when touch is moved
- * over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.touchMoved(changeGray); // attach listener for
- * // canvas click only
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.touchMoved = function (fxn) {
- attachListener('touchmove', fxn, this);
- attachListener('mousemove', fxn, this);
- return this;
-};
-
-/**
- * The .touchEnded() function is called once after every time a touch is
- * registered. This can be used to attach element specific event listeners.
- *
- * @method touchEnded
- * @param {Function} fxn function to be fired when touch is
- * ended over the element.
- * @return {p5.Element}
- * @example
- *
- * var cnv;
- * var d;
- * var g;
- * function setup() {
- * cnv = createCanvas(100, 100);
- * cnv.touchEnded(changeGray); // attach listener for
- * // canvas click only
- * d = 10;
- * g = 100;
- * }
- *
- * function draw() {
- * background(g);
- * ellipse(width/2, height/2, d, d);
- * }
- *
- * // this function fires with any touch anywhere
- * function touchEnded() {
- * d = d + 10;
- * }
- *
- * // this function fires only when cnv is clicked
- * function changeGray() {
- * g = random(0, 255);
- * }
- *
- *
- *
- * @alt
- * no display.
- *
- */
-p5.Element.prototype.touchEnded = function (fxn) {
- attachListener('touchend', fxn, this);
- attachListener('mouseup', fxn, this);
- return this;
-};
-
-
-
-/**
- * The .dragOver() function is called once after every time a
- * file is dragged over the element. This can be used to attach an
- * element specific event listener.
- *
- * @method dragOver
- * @param {Function} fxn function to be fired when mouse is
- * dragged over the element.
- * @return {p5.Element}
- */
-p5.Element.prototype.dragOver = function (fxn) {
- attachListener('dragover', fxn, this);
- return this;
-};
-
-/**
- * The .dragLeave() function is called once after every time a
- * dragged file leaves the element area. This can be used to attach an
- * element specific event listener.
- *
- * @method dragLeave
- * @param {Function} fxn function to be fired when mouse is
- * dragged over the element.
- * @return {p5.Element}
- */
-p5.Element.prototype.dragLeave = function (fxn) {
- attachListener('dragleave', fxn, this);
- return this;
-};
-
-/**
- * The .drop() function is called for each file dropped on the element.
- * It requires a callback that is passed a p5.File object. You can
- * optionally pass two callbacks, the first one (required) is triggered
- * for each file dropped when the file is loaded. The second (optional)
- * is triggered just once when a file (or files) are dropped.
- *
- * @method drop
- * @param {Function} callback triggered when files are dropped.
- * @param {Function} callback to receive loaded file.
- * @return {p5.Element}
- * @example
- *
- * function setup() {
- * var c = createCanvas(100, 100);
- * background(200);
- * textAlign(CENTER);
- * text('drop image', width/2, height/2);
- * c.drop(gotFile);
- * }
- *
- * function gotFile(file) {
- * var img = createImg(file.data).hide();
- * // Draw the image onto the canvas
- * image(img, 0, 0, width, height);
- * }
- *
- *
- * @alt
- * Canvas turns into whatever image is dragged/dropped onto it.
- *
- */
-p5.Element.prototype.drop = function (callback, fxn) {
- // Make a file loader callback and trigger user's callback
- function makeLoader(theFile) {
- // Making a p5.File object
- var p5file = new p5.File(theFile);
- return function(e) {
- p5file.data = e.target.result;
- callback(p5file);
- };
- }
-
- // Is the file stuff supported?
- if (window.File && window.FileReader && window.FileList && window.Blob) {
-
- // If you want to be able to drop you've got to turn off
- // a lot of default behavior
- attachListener('dragover',function(evt) {
- evt.stopPropagation();
- evt.preventDefault();
- },this);
-
- // If this is a drag area we need to turn off the default behavior
- attachListener('dragleave',function(evt) {
- evt.stopPropagation();
- evt.preventDefault();
- },this);
-
- // If just one argument it's the callback for the files
- if (arguments.length > 1) {
- attachListener('drop', fxn, this);
- }
-
- // Deal with the files
- attachListener('drop', function(evt) {
-
- evt.stopPropagation();
- evt.preventDefault();
-
- // A FileList
- var files = evt.dataTransfer.files;
-
- // Load each one and trigger the callback
- for (var i = 0; i < files.length; i++) {
- var f = files[i];
- var reader = new FileReader();
- reader.onload = makeLoader(f);
-
-
- // Text or data?
- // This should likely be improved
- if (f.type.indexOf('text') > -1) {
- reader.readAsText(f);
- } else {
- reader.readAsDataURL(f);
- }
- }
- }, this);
- } else {
- console.log('The File APIs are not fully supported in this browser.');
- }
-
- return this;
-};
-
-
-
-
-function attachListener(ev, fxn, ctx) {
- // LM removing, not sure why we had this?
- // var _this = ctx;
- // var f = function (e) { fxn(e, _this); };
- var f = fxn.bind(ctx);
- ctx.elt.addEventListener(ev, f, false);
- ctx._events[ev] = f;
-}
-
-/**
- * Helper fxn for sharing pixel methods
- *
- */
-p5.Element.prototype._setProperty = function (prop, value) {
- this[prop] = value;
-};
-
-
-module.exports = p5.Element;
-
-},{"./core":37}],42:[function(_dereq_,module,exports){
-/**
- * @module Rendering
- * @submodule Rendering
- * @for p5
- */
-
-var p5 = _dereq_('./core');
-var constants = _dereq_('./constants');
-
-/**
- * Thin wrapper around a renderer, to be used for creating a
- * graphics buffer object. Use this class if you need
- * to draw into an off-screen graphics buffer. The two parameters define the
- * width and height in pixels. The fields and methods for this class are
- * extensive, but mirror the normal drawing API for p5.
- *
- * @class p5.Graphics
- * @constructor
- * @extends p5.Element
- * @param {String} elt DOM node that is wrapped
- * @param {Object} [pInst] pointer to p5 instance
- * @param {Boolean} whether we're using it as main canvas
- */
-p5.Graphics = function(w, h, renderer, pInst) {
-
- var r = renderer || constants.P2D;
-
- var c = document.createElement('canvas');
- var node = this._userNode || document.body;
- node.appendChild(c);
-
- p5.Element.call(this, c, pInst, false);
- this._styles = [];
- this.width = w;
- this.height = h;
- this._pixelDensity = pInst._pixelDensity;
-
- if (r === constants.WEBGL) {
- this._renderer = new p5.RendererGL(c, this, false);
- } else {
- this._renderer = new p5.Renderer2D(c, this, false);
- }
-
- this._renderer.resize(w, h);
- this._renderer._applyDefaults();
-
- pInst._elements.push(this);
-
- // bind methods and props of p5 to the new object
- for (var p in p5.prototype) {
- if (!this[p]) {
- if (typeof p5.prototype[p] === 'function') {
- this[p] = p5.prototype[p].bind(this);
- } else {
- this[p] = p5.prototype[p];
- }
- }
- }
-
- return this;
-};
-
-p5.Graphics.prototype = Object.create(p5.Element.prototype);
-
-module.exports = p5.Graphics;
-
-},{"./constants":36,"./core":37}],43:[function(_dereq_,module,exports){
-/**
- * @module Rendering
- * @submodule Rendering
- * @for p5
- */
-
-var p5 = _dereq_('./core');
-var constants = _dereq_('../core/constants');
-
-/**
- * Main graphics and rendering context, as well as the base API
- * implementation for p5.js "core". To be used as the superclass for
- * Renderer2D and Renderer3D classes, respecitvely.
- *
- * @class p5.Renderer
- * @constructor
- * @extends p5.Element
- * @param {String} elt DOM node that is wrapped
- * @param {Object} [pInst] pointer to p5 instance
- * @param {Boolean} whether we're using it as main canvas
- */
-p5.Renderer = function(elt, pInst, isMainCanvas) {
- p5.Element.call(this, elt, pInst);
- this.canvas = elt;
- this._pInst = pInst;
- if (isMainCanvas) {
- this._isMainCanvas = true;
- // for pixel method sharing with pimage
- this._pInst._setProperty('_curElement', this);
- this._pInst._setProperty('canvas', this.canvas);
- this._pInst._setProperty('width', this.width);
- this._pInst._setProperty('height', this.height);
- } else { // hide if offscreen buffer by default
- this.canvas.style.display = 'none';
- this._styles = []; // non-main elt styles stored in p5.Renderer
- }
-
-
- this._textSize = 12;
- this._textLeading = 15;
- this._textFont = 'sans-serif';
- this._textStyle = constants.NORMAL;
- this._textAscent = null;
- this._textDescent = null;
-
-
- this._rectMode = constants.CORNER;
- this._ellipseMode = constants.CENTER;
- this._curveTightness = 0;
- this._imageMode = constants.CORNER;
-
- this._tint = null;
- this._doStroke = true;
- this._doFill = true;
- this._strokeSet = false;
- this._fillSet = false;
- this._colorMode = constants.RGB;
- this._colorMaxes = {
- rgb: [255, 255, 255, 255],
- hsb: [360, 100, 100, 1],
- hsl: [360, 100, 100, 1]
- };
-
-};
-
-p5.Renderer.prototype = Object.create(p5.Element.prototype);
-
-
-
-
-/**
- * Resize our canvas element.
- */
-p5.Renderer.prototype.resize = function(w, h) {
- this.width = w;
- this.height = h;
- this.elt.width = w * this._pInst._pixelDensity;
- this.elt.height = h * this._pInst._pixelDensity;
- this.elt.style.width = w +'px';
- this.elt.style.height = h + 'px';
- if (this._isMainCanvas) {
- this._pInst._setProperty('width', this.width);
- this._pInst._setProperty('height', this.height);
- }
-};
-
-p5.Renderer.prototype.textLeading = function(l) {
-
- if (arguments.length && arguments[0]) {
-
- this._setProperty('_textLeading', l);
- return this;
- }
-
- return this._textLeading;
-};
-
-p5.Renderer.prototype.textSize = function(s) {
-
- if (arguments.length && arguments[0]) {
-
- this._setProperty('_textSize', s);
- this._setProperty('_textLeading', s * constants._DEFAULT_LEADMULT);
- return this._applyTextProperties();
- }
-
- return this._textSize;
-};
-
-p5.Renderer.prototype.textStyle = function(s) {
-
- if (arguments.length && arguments[0]) {
-
- if (s === constants.NORMAL ||
- s === constants.ITALIC ||
- s === constants.BOLD) {
- this._setProperty('_textStyle', s);
- }
-
- return this._applyTextProperties();
- }
-
- return this._textStyle;
-};
-
-p5.Renderer.prototype.textAscent = function() {
- if (this._textAscent === null) {
- this._updateTextMetrics();
- }
- return this._textAscent;
-};
-
-p5.Renderer.prototype.textDescent = function() {
-
- if (this._textDescent === null) {
- this._updateTextMetrics();
- }
- return this._textDescent;
-};
-
-p5.Renderer.prototype._applyDefaults = function(){
- return this;
-};
-
-/**
- * Helper fxn to check font type (system or otf)
- */
-p5.Renderer.prototype._isOpenType = function(f) {
-
- f = f || this._textFont;
- return (typeof f === 'object' && f.font && f.font.supported);
-};
-
-p5.Renderer.prototype._updateTextMetrics = function() {
-
- if (this._isOpenType()) {
-
- this._setProperty('_textAscent', this._textFont._textAscent());
- this._setProperty('_textDescent', this._textFont._textDescent());
- return this;
- }
-
- // Adapted from http://stackoverflow.com/a/25355178
- var text = document.createElement('span');
- text.style.fontFamily = this._textFont;
- text.style.fontSize = this._textSize + 'px';
- text.innerHTML = 'ABCjgq|';
-
- var block = document.createElement('div');
- block.style.display = 'inline-block';
- block.style.width = '1px';
- block.style.height = '0px';
-
- var container = document.createElement('div');
- container.appendChild(text);
- container.appendChild(block);
-
- container.style.height = '0px';
- container.style.overflow = 'hidden';
- document.body.appendChild(container);
-
- block.style.verticalAlign = 'baseline';
- var blockOffset = calculateOffset(block);
- var textOffset = calculateOffset(text);
- var ascent = blockOffset[1] - textOffset[1];
-
- block.style.verticalAlign = 'bottom';
- blockOffset = calculateOffset(block);
- textOffset = calculateOffset(text);
- var height = blockOffset[1] - textOffset[1];
- var descent = height - ascent;
-
- document.body.removeChild(container);
-
- this._setProperty('_textAscent', ascent);
- this._setProperty('_textDescent', descent);
-
- return this;
-};
-
-/**
- * Helper fxn to measure ascent and descent.
- * Adapted from http://stackoverflow.com/a/25355178
- */
-function calculateOffset(object) {
- var currentLeft = 0,
- currentTop = 0;
- if (object.offsetParent) {
- do {
- currentLeft += object.offsetLeft;
- currentTop += object.offsetTop;
- } while (object = object.offsetParent);
- } else {
- currentLeft += object.offsetLeft;
- currentTop += object.offsetTop;
- }
- return [currentLeft, currentTop];
-}
-
-module.exports = p5.Renderer;
-
-},{"../core/constants":36,"./core":37}],44:[function(_dereq_,module,exports){
-
-var p5 = _dereq_('./core');
-var canvas = _dereq_('./canvas');
-var constants = _dereq_('./constants');
-var filters = _dereq_('../image/filters');
-
-_dereq_('./p5.Renderer');
-
-/**
- * p5.Renderer2D
- * The 2D graphics canvas renderer class.
- * extends p5.Renderer
- */
-var styleEmpty = 'rgba(0,0,0,0)';
-// var alphaThreshold = 0.00125; // minimum visible
-
-p5.Renderer2D = function(elt, pInst, isMainCanvas){
- p5.Renderer.call(this, elt, pInst, isMainCanvas);
- this.drawingContext = this.canvas.getContext('2d');
- this._pInst._setProperty('drawingContext', this.drawingContext);
- return this;
-};
-
-p5.Renderer2D.prototype = Object.create(p5.Renderer.prototype);
-
-p5.Renderer2D.prototype._applyDefaults = function() {
- this.drawingContext.fillStyle = constants._DEFAULT_FILL;
- this.drawingContext.strokeStyle = constants._DEFAULT_STROKE;
- this.drawingContext.lineCap = constants.ROUND;
- this.drawingContext.font = 'normal 12px sans-serif';
-};
-
-p5.Renderer2D.prototype.resize = function(w,h) {
- p5.Renderer.prototype.resize.call(this, w,h);
- this.drawingContext.scale(this._pInst._pixelDensity,
- this._pInst._pixelDensity);
-};
-
-//////////////////////////////////////////////
-// COLOR | Setting
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype.background = function() {
- this.drawingContext.save();
- this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
- this.drawingContext.scale(this._pInst._pixelDensity,
- this._pInst._pixelDensity);
-
- if (arguments[0] instanceof p5.Image) {
- this._pInst.image(arguments[0], 0, 0, this.width, this.height);
- } else {
- var curFill = this.drawingContext.fillStyle;
- // create background rect
- var color = this._pInst.color.apply(this, arguments);
- var newFill = color.toString();
- this.drawingContext.fillStyle = newFill;
- this.drawingContext.fillRect(0, 0, this.width, this.height);
- // reset fill
- this.drawingContext.fillStyle = curFill;
- }
- this.drawingContext.restore();
-};
-
-p5.Renderer2D.prototype.clear = function() {
- this.drawingContext.clearRect(0, 0, this.width, this.height);
-};
-
-p5.Renderer2D.prototype.fill = function() {
-
- var ctx = this.drawingContext;
- var color = this._pInst.color.apply(this, arguments);
- ctx.fillStyle = color.toString();
-};
-
-p5.Renderer2D.prototype.stroke = function() {
- var ctx = this.drawingContext;
- var color = this._pInst.color.apply(this, arguments);
- ctx.strokeStyle = color.toString();
-};
-
-//////////////////////////////////////////////
-// IMAGE | Loading & Displaying
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype.image =
- function (img, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight) {
- var cnv;
- try {
- if (this._tint) {
- if (p5.MediaElement && img instanceof p5.MediaElement) {
- img.loadPixels();
- }
- if (img.canvas) {
- cnv = this._getTintedImageCanvas(img);
- }
- }
- if (!cnv) {
- cnv = img.canvas || img.elt;
- }
- this.drawingContext.drawImage(cnv, sx, sy, sWidth, sHeight, dx, dy,
- dWidth, dHeight);
- } catch (e) {
- if (e.name !== 'NS_ERROR_NOT_AVAILABLE') {
- throw e;
- }
- }
-};
-
-p5.Renderer2D.prototype._getTintedImageCanvas = function (img) {
- if (!img.canvas) {
- return img;
- }
- var pixels = filters._toPixels(img.canvas);
- var tmpCanvas = document.createElement('canvas');
- tmpCanvas.width = img.canvas.width;
- tmpCanvas.height = img.canvas.height;
- var tmpCtx = tmpCanvas.getContext('2d');
- var id = tmpCtx.createImageData(img.canvas.width, img.canvas.height);
- var newPixels = id.data;
- for (var i = 0; i < pixels.length; i += 4) {
- var r = pixels[i];
- var g = pixels[i + 1];
- var b = pixels[i + 2];
- var a = pixels[i + 3];
- newPixels[i] = r * this._tint[0] / 255;
- newPixels[i + 1] = g * this._tint[1] / 255;
- newPixels[i + 2] = b * this._tint[2] / 255;
- newPixels[i + 3] = a * this._tint[3] / 255;
- }
- tmpCtx.putImageData(id, 0, 0);
- return tmpCanvas;
-};
-
-
-//////////////////////////////////////////////
-// IMAGE | Pixels
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype.blendMode = function(mode) {
- this.drawingContext.globalCompositeOperation = mode;
-};
-p5.Renderer2D.prototype.blend = function() {
- var currBlend = this.drawingContext.globalCompositeOperation;
- var blendMode = arguments[arguments.length - 1];
-
- var copyArgs = Array.prototype.slice.call(
- arguments,
- 0,
- arguments.length - 1
- );
-
- this.drawingContext.globalCompositeOperation = blendMode;
- if (this._pInst) {
- this._pInst.copy.apply(this._pInst, copyArgs);
- } else {
- this.copy.apply(this, copyArgs);
- }
- this.drawingContext.globalCompositeOperation = currBlend;
-};
-
-p5.Renderer2D.prototype.copy = function () {
- var srcImage, sx, sy, sw, sh, dx, dy, dw, dh;
- if (arguments.length === 9) {
- srcImage = arguments[0];
- sx = arguments[1];
- sy = arguments[2];
- sw = arguments[3];
- sh = arguments[4];
- dx = arguments[5];
- dy = arguments[6];
- dw = arguments[7];
- dh = arguments[8];
- } else if (arguments.length === 8) {
- srcImage = this._pInst;
- sx = arguments[0];
- sy = arguments[1];
- sw = arguments[2];
- sh = arguments[3];
- dx = arguments[4];
- dy = arguments[5];
- dw = arguments[6];
- dh = arguments[7];
- } else {
- throw new Error('Signature not supported');
- }
- p5.Renderer2D._copyHelper(srcImage, sx, sy, sw, sh, dx, dy, dw, dh);
-};
-
-p5.Renderer2D._copyHelper =
-function (srcImage, sx, sy, sw, sh, dx, dy, dw, dh) {
- srcImage.loadPixels();
- var s = srcImage.canvas.width / srcImage.width;
- this.drawingContext.drawImage(srcImage.canvas,
- s * sx, s * sy, s * sw, s * sh, dx, dy, dw, dh);
-};
-
-p5.Renderer2D.prototype.get = function(x, y, w, h) {
- if (x === undefined && y === undefined &&
- w === undefined && h === undefined){
- x = 0;
- y = 0;
- w = this.width;
- h = this.height;
- } else if (w === undefined && h === undefined) {
- w = 1;
- h = 1;
- }
-
- // if the section does not overlap the canvas
- if(x + w < 0 || y + h < 0 || x > this.width || y > this.height){
- return [0, 0, 0, 255];
- }
-
- var ctx = this._pInst || this;
- ctx.loadPixels();
-
- var pd = ctx._pixelDensity;
-
- // round down to get integer numbers
- x = Math.floor(x);
- y = Math.floor(y);
- w = Math.floor(w);
- h = Math.floor(h);
-
- var sx = x * pd;
- var sy = y * pd;
- if (w === 1 && h === 1){
- var imageData = this.drawingContext.getImageData(sx, sy, 1, 1).data;
- //imageData = [0,0,0,0];
- return [
- imageData[0],
- imageData[1],
- imageData[2],
- imageData[3]
- ];
- } else {
- //auto constrain the width and height to
- //dimensions of the source image
- var dw = Math.min(w, ctx.width);
- var dh = Math.min(h, ctx.height);
- var sw = dw * pd;
- var sh = dh * pd;
-
- var region = new p5.Image(dw, dh);
- region.canvas.getContext('2d').drawImage(this.canvas, sx, sy, sw, sh,
- 0, 0, dw, dh);
-
- return region;
- }
-};
-
-p5.Renderer2D.prototype.loadPixels = function () {
- var pd = this._pixelDensity || this._pInst._pixelDensity;
- var w = this.width * pd;
- var h = this.height * pd;
- var imageData = this.drawingContext.getImageData(0, 0, w, h);
- // @todo this should actually set pixels per object, so diff buffers can
- // have diff pixel arrays.
- if (this._pInst) {
- this._pInst._setProperty('imageData', imageData);
- this._pInst._setProperty('pixels', imageData.data);
- } else { // if called by p5.Image
- this._setProperty('imageData', imageData);
- this._setProperty('pixels', imageData.data);
- }
-};
-
-p5.Renderer2D.prototype.set = function (x, y, imgOrCol) {
- // round down to get integer numbers
- x = Math.floor(x);
- y = Math.floor(y);
- if (imgOrCol instanceof p5.Image) {
- this.drawingContext.save();
- this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
- this.drawingContext.scale(this._pInst._pixelDensity,
- this._pInst._pixelDensity);
- this.drawingContext.drawImage(imgOrCol.canvas, x, y);
- this.loadPixels.call(this._pInst);
- this.drawingContext.restore();
- } else {
- var ctx = this._pInst || this;
- var r = 0, g = 0, b = 0, a = 0;
- var idx = 4*((y * ctx._pixelDensity) *
- (this.width * ctx._pixelDensity) + (x * ctx._pixelDensity));
- if (!ctx.imageData) {
- ctx.loadPixels.call(ctx);
- }
- if (typeof imgOrCol === 'number') {
- if (idx < ctx.pixels.length) {
- r = imgOrCol;
- g = imgOrCol;
- b = imgOrCol;
- a = 255;
- //this.updatePixels.call(this);
- }
- }
- else if (imgOrCol instanceof Array) {
- if (imgOrCol.length < 4) {
- throw new Error('pixel array must be of the form [R, G, B, A]');
- }
- if (idx < ctx.pixels.length) {
- r = imgOrCol[0];
- g = imgOrCol[1];
- b = imgOrCol[2];
- a = imgOrCol[3];
- //this.updatePixels.call(this);
- }
- } else if (imgOrCol instanceof p5.Color) {
- if (idx < ctx.pixels.length) {
- r = imgOrCol.levels[0];
- g = imgOrCol.levels[1];
- b = imgOrCol.levels[2];
- a = imgOrCol.levels[3];
- //this.updatePixels.call(this);
- }
- }
- // loop over pixelDensity * pixelDensity
- for (var i = 0; i < ctx._pixelDensity; i++) {
- for (var j = 0; j < ctx._pixelDensity; j++) {
- // loop over
- idx = 4*((y * ctx._pixelDensity + j) * this.width *
- ctx._pixelDensity + (x * ctx._pixelDensity + i));
- ctx.pixels[idx] = r;
- ctx.pixels[idx+1] = g;
- ctx.pixels[idx+2] = b;
- ctx.pixels[idx+3] = a;
- }
- }
- }
-};
-
-p5.Renderer2D.prototype.updatePixels = function (x, y, w, h) {
- var pd = this._pixelDensity || this._pInst._pixelDensity;
- if (x === undefined &&
- y === undefined &&
- w === undefined &&
- h === undefined) {
- x = 0;
- y = 0;
- w = this.width;
- h = this.height;
- }
- w *= pd;
- h *= pd;
-
- if (this._pInst) {
- this.drawingContext.putImageData(this._pInst.imageData, x, y, 0, 0, w, h);
- } else {
- this.drawingContext.putImageData(this.imageData, x, y, 0, 0, w, h);
- }
-};
-
-//////////////////////////////////////////////
-// SHAPE | 2D Primitives
-//////////////////////////////////////////////
-
-/**
- * Generate a cubic Bezier representing an arc on the unit circle of total
- * angle `size` radians, beginning `start` radians above the x-axis. Up to
- * four of these curves are combined to make a full arc.
- *
- * See www.joecridge.me/bezier.pdf for an explanation of the method.
- */
-p5.Renderer2D.prototype._acuteArcToBezier =
- function _acuteArcToBezier(start, size) {
- // Evauate constants.
- var alpha = size / 2.0,
- cos_alpha = Math.cos(alpha),
- sin_alpha = Math.sin(alpha),
- cot_alpha = 1.0 / Math.tan(alpha),
- phi = start + alpha, // This is how far the arc needs to be rotated.
- cos_phi = Math.cos(phi),
- sin_phi = Math.sin(phi),
- lambda = (4.0 - cos_alpha) / 3.0,
- mu = sin_alpha + (cos_alpha - lambda) * cot_alpha;
-
- // Return rotated waypoints.
- return {
- ax: Math.cos(start),
- ay: Math.sin(start),
- bx: lambda * cos_phi + mu * sin_phi,
- by: lambda * sin_phi - mu * cos_phi,
- cx: lambda * cos_phi - mu * sin_phi,
- cy: lambda * sin_phi + mu * cos_phi,
- dx: Math.cos(start + size),
- dy: Math.sin(start + size)
- };
-};
-
-p5.Renderer2D.prototype.arc =
- function(x, y, w, h, start, stop, mode) {
- var ctx = this.drawingContext;
- var vals = canvas.arcModeAdjust(x, y, w, h, this._ellipseMode);
- var rx = vals.w / 2.0;
- var ry = vals.h / 2.0;
- var epsilon = 0.00001; // Smallest visible angle on displays up to 4K.
- var arcToDraw = 0;
- var curves = [];
-
- // Create curves
- while(stop - start > epsilon) {
- arcToDraw = Math.min(stop - start, constants.HALF_PI);
- curves.push(this._acuteArcToBezier(start, arcToDraw));
- start += arcToDraw;
- }
-
- // Fill curves
- if (this._doFill) {
- ctx.beginPath();
- curves.forEach(function (curve, index) {
- if (index === 0) {
- ctx.moveTo(vals.x + curve.ax * rx, vals.y + curve.ay * ry);
- }
- ctx.bezierCurveTo(vals.x + curve.bx * rx, vals.y + curve.by * ry,
- vals.x + curve.cx * rx, vals.y + curve.cy * ry,
- vals.x + curve.dx * rx, vals.y + curve.dy * ry);
- });
- if (mode === constants.PIE || mode == null) {
- ctx.lineTo(vals.x, vals.y);
- }
- ctx.closePath();
- ctx.fill();
- }
-
- // Stroke curves
- if (this._doStroke) {
- ctx.beginPath();
- curves.forEach(function (curve, index) {
- if (index === 0) {
- ctx.moveTo(vals.x + curve.ax * rx, vals.y + curve.ay * ry);
- }
- ctx.bezierCurveTo(vals.x + curve.bx * rx, vals.y + curve.by * ry,
- vals.x + curve.cx * rx, vals.y + curve.cy * ry,
- vals.x + curve.dx * rx, vals.y + curve.dy * ry);
- });
- if (mode === constants.PIE) {
- ctx.lineTo(vals.x, vals.y);
- ctx.closePath();
- } else if (mode === constants.CHORD) {
- ctx.closePath();
- }
- ctx.stroke();
- }
- return this;
-};
-
-p5.Renderer2D.prototype.ellipse = function(args) {
- var ctx = this.drawingContext;
- var doFill = this._doFill, doStroke = this._doStroke;
- var x = args[0],
- y = args[1],
- w = args[2],
- h = args[3];
- if (doFill && !doStroke) {
- if(ctx.fillStyle === styleEmpty) {
- return this;
- }
- } else if (!doFill && doStroke) {
- if(ctx.strokeStyle === styleEmpty) {
- return this;
- }
- }
- var kappa = 0.5522847498,
- ox = (w / 2) * kappa, // control point offset horizontal
- oy = (h / 2) * kappa, // control point offset vertical
- xe = x + w, // x-end
- ye = y + h, // y-end
- xm = x + w / 2, // x-middle
- ym = y + h / 2; // y-middle
- ctx.beginPath();
- ctx.moveTo(x, ym);
- ctx.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
- ctx.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
- ctx.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
- ctx.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
- ctx.closePath();
- if (doFill) {
- ctx.fill();
- }
- if (doStroke) {
- ctx.stroke();
- }
-};
-
-p5.Renderer2D.prototype.line = function(x1, y1, x2, y2) {
- var ctx = this.drawingContext;
- if (!this._doStroke) {
- return this;
- } else if(ctx.strokeStyle === styleEmpty){
- return this;
- }
- // Translate the line by (0.5, 0.5) to draw it crisp
- if (ctx.lineWidth % 2 === 1) {
- ctx.translate(0.5, 0.5);
- }
- ctx.beginPath();
- ctx.moveTo(x1, y1);
- ctx.lineTo(x2, y2);
- ctx.stroke();
- if (ctx.lineWidth % 2 === 1) {
- ctx.translate(-0.5, -0.5);
- }
- return this;
-};
-
-p5.Renderer2D.prototype.point = function(x, y) {
- var ctx = this.drawingContext;
- var s = ctx.strokeStyle;
- var f = ctx.fillStyle;
- if (!this._doStroke) {
- return this;
- } else if(ctx.strokeStyle === styleEmpty){
- return this;
- }
- x = Math.round(x);
- y = Math.round(y);
- ctx.fillStyle = s;
- if (ctx.lineWidth > 1) {
- ctx.beginPath();
- ctx.arc(
- x,
- y,
- ctx.lineWidth / 2,
- 0,
- constants.TWO_PI,
- false
- );
- ctx.fill();
- } else {
- ctx.fillRect(x, y, 1, 1);
- }
- ctx.fillStyle = f;
-};
-
-p5.Renderer2D.prototype.quad =
- function(x1, y1, x2, y2, x3, y3, x4, y4) {
- var ctx = this.drawingContext;
- var doFill = this._doFill, doStroke = this._doStroke;
- if (doFill && !doStroke) {
- if(ctx.fillStyle === styleEmpty) {
- return this;
- }
- } else if (!doFill && doStroke) {
- if(ctx.strokeStyle === styleEmpty) {
- return this;
- }
- }
- ctx.beginPath();
- ctx.moveTo(x1, y1);
- ctx.lineTo(x2, y2);
- ctx.lineTo(x3, y3);
- ctx.lineTo(x4, y4);
- ctx.closePath();
- if (doFill) {
- ctx.fill();
- }
- if (doStroke) {
- ctx.stroke();
- }
- return this;
-};
-
-p5.Renderer2D.prototype.rect = function(args) {
- var x = args[0],
- y = args[1],
- w = args[2],
- h = args[3],
- tl = args[4],
- tr = args[5],
- br = args[6],
- bl = args[7];
- var ctx = this.drawingContext;
- var doFill = this._doFill, doStroke = this._doStroke;
- if (doFill && !doStroke) {
- if(ctx.fillStyle === styleEmpty) {
- return this;
- }
- } else if (!doFill && doStroke) {
- if(ctx.strokeStyle === styleEmpty) {
- return this;
- }
- }
- // Translate the line by (0.5, 0.5) to draw a crisp rectangle border
- if (this._doStroke && ctx.lineWidth % 2 === 1) {
- ctx.translate(0.5, 0.5);
- }
- ctx.beginPath();
-
- if (typeof tl === 'undefined') {
- // No rounded corners
- ctx.rect(x, y, w, h);
- } else {
- // At least one rounded corner
- // Set defaults when not specified
- if (typeof tr === 'undefined') { tr = tl; }
- if (typeof br === 'undefined') { br = tr; }
- if (typeof bl === 'undefined') { bl = br; }
-
- var hw = w / 2;
- var hh = h / 2;
-
- // Clip radii
- if (w < 2 * tl) { tl = hw; }
- if (h < 2 * tl) { tl = hh; }
- if (w < 2 * tr) { tr = hw; }
- if (h < 2 * tr) { tr = hh; }
- if (w < 2 * br) { br = hw; }
- if (h < 2 * br) { br = hh; }
- if (w < 2 * bl) { bl = hw; }
- if (h < 2 * bl) { bl = hh; }
-
- // Draw shape
- ctx.beginPath();
- ctx.moveTo(x + tl, y);
- ctx.arcTo(x + w, y, x + w, y + h, tr);
- ctx.arcTo(x + w, y + h, x, y + h, br);
- ctx.arcTo(x, y + h, x, y, bl);
- ctx.arcTo(x, y, x + w, y, tl);
- ctx.closePath();
- }
- if (this._doFill) {
- ctx.fill();
- }
- if (this._doStroke) {
- ctx.stroke();
- }
- if (this._doStroke && ctx.lineWidth % 2 === 1) {
- ctx.translate(-0.5, -0.5);
- }
- return this;
-};
-
-p5.Renderer2D.prototype.triangle = function(args) {
- var ctx = this.drawingContext;
- var doFill = this._doFill, doStroke = this._doStroke;
- var x1=args[0], y1=args[1];
- var x2=args[2], y2=args[3];
- var x3=args[4], y3=args[5];
- if (doFill && !doStroke) {
- if(ctx.fillStyle === styleEmpty) {
- return this;
- }
- } else if (!doFill && doStroke) {
- if(ctx.strokeStyle === styleEmpty) {
- return this;
- }
- }
- ctx.beginPath();
- ctx.moveTo(x1, y1);
- ctx.lineTo(x2, y2);
- ctx.lineTo(x3, y3);
- ctx.closePath();
- if (doFill) {
- ctx.fill();
- }
- if (doStroke) {
- ctx.stroke();
- }
-};
-
-p5.Renderer2D.prototype.endShape =
-function (mode, vertices, isCurve, isBezier,
- isQuadratic, isContour, shapeKind) {
- if (vertices.length === 0) {
- return this;
- }
- if (!this._doStroke && !this._doFill) {
- return this;
- }
- var closeShape = mode === constants.CLOSE;
- var v;
- if (closeShape && !isContour) {
- vertices.push(vertices[0]);
- }
- var i, j;
- var numVerts = vertices.length;
- if (isCurve && (shapeKind === constants.POLYGON || shapeKind === null)) {
- if (numVerts > 3) {
- var b = [], s = 1 - this._curveTightness;
- this.drawingContext.beginPath();
- this.drawingContext.moveTo(vertices[1][0], vertices[1][1]);
- for (i = 1; i + 2 < numVerts; i++) {
- v = vertices[i];
- b[0] = [
- v[0],
- v[1]
- ];
- b[1] = [
- v[0] + (s * vertices[i + 1][0] - s * vertices[i - 1][0]) / 6,
- v[1] + (s * vertices[i + 1][1] - s * vertices[i - 1][1]) / 6
- ];
- b[2] = [
- vertices[i + 1][0] +
- (s * vertices[i][0]-s * vertices[i + 2][0]) / 6,
- vertices[i + 1][1]+(s * vertices[i][1] - s*vertices[i + 2][1]) / 6
- ];
- b[3] = [
- vertices[i + 1][0],
- vertices[i + 1][1]
- ];
- this.drawingContext.bezierCurveTo(b[1][0],b[1][1],
- b[2][0],b[2][1],b[3][0],b[3][1]);
- }
- if (closeShape) {
- this.drawingContext.lineTo(vertices[i + 1][0], vertices[i + 1][1]);
- }
- this._doFillStrokeClose();
- }
- } else if (isBezier&&(shapeKind===constants.POLYGON ||shapeKind === null)) {
- this.drawingContext.beginPath();
- for (i = 0; i < numVerts; i++) {
- if (vertices[i].isVert) {
- if (vertices[i].moveTo) {
- this.drawingContext.moveTo(vertices[i][0], vertices[i][1]);
- } else {
- this.drawingContext.lineTo(vertices[i][0], vertices[i][1]);
- }
- } else {
- this.drawingContext.bezierCurveTo(vertices[i][0], vertices[i][1],
- vertices[i][2], vertices[i][3], vertices[i][4], vertices[i][5]);
- }
- }
- this._doFillStrokeClose();
- } else if (isQuadratic &&
- (shapeKind === constants.POLYGON || shapeKind === null)) {
- this.drawingContext.beginPath();
- for (i = 0; i < numVerts; i++) {
- if (vertices[i].isVert) {
- if (vertices[i].moveTo) {
- this.drawingContext.moveTo([0], vertices[i][1]);
- } else {
- this.drawingContext.lineTo(vertices[i][0], vertices[i][1]);
- }
- } else {
- this.drawingContext.quadraticCurveTo(vertices[i][0], vertices[i][1],
- vertices[i][2], vertices[i][3]);
- }
- }
- this._doFillStrokeClose();
- } else {
- if (shapeKind === constants.POINTS) {
- for (i = 0; i < numVerts; i++) {
- v = vertices[i];
- if (this._doStroke) {
- this._pInst.stroke(v[6]);
- }
- this._pInst.point(v[0], v[1]);
- }
- } else if (shapeKind === constants.LINES) {
- for (i = 0; i + 1 < numVerts; i += 2) {
- v = vertices[i];
- if (this._doStroke) {
- this._pInst.stroke(vertices[i + 1][6]);
- }
- this._pInst.line(v[0], v[1], vertices[i + 1][0], vertices[i + 1][1]);
- }
- } else if (shapeKind === constants.TRIANGLES) {
- for (i = 0; i + 2 < numVerts; i += 3) {
- v = vertices[i];
- this.drawingContext.beginPath();
- this.drawingContext.moveTo(v[0], v[1]);
- this.drawingContext.lineTo(vertices[i + 1][0], vertices[i + 1][1]);
- this.drawingContext.lineTo(vertices[i + 2][0], vertices[i + 2][1]);
- this.drawingContext.lineTo(v[0], v[1]);
- if (this._doFill) {
- this._pInst.fill(vertices[i + 2][5]);
- this.drawingContext.fill();
- }
- if (this._doStroke) {
- this._pInst.stroke(vertices[i + 2][6]);
- this.drawingContext.stroke();
- }
- this.drawingContext.closePath();
- }
- } else if (shapeKind === constants.TRIANGLE_STRIP) {
- for (i = 0; i + 1 < numVerts; i++) {
- v = vertices[i];
- this.drawingContext.beginPath();
- this.drawingContext.moveTo(vertices[i + 1][0], vertices[i + 1][1]);
- this.drawingContext.lineTo(v[0], v[1]);
- if (this._doStroke) {
- this._pInst.stroke(vertices[i + 1][6]);
- }
- if (this._doFill) {
- this._pInst.fill(vertices[i + 1][5]);
- }
- if (i + 2 < numVerts) {
- this.drawingContext.lineTo(vertices[i + 2][0], vertices[i + 2][1]);
- if (this._doStroke) {
- this._pInst.stroke(vertices[i + 2][6]);
- }
- if (this._doFill) {
- this._pInst.fill(vertices[i + 2][5]);
- }
- }
- this._doFillStrokeClose();
- }
- } else if (shapeKind === constants.TRIANGLE_FAN) {
- if (numVerts > 2) {
- this.drawingContext.beginPath();
- this.drawingContext.moveTo(vertices[0][0], vertices[0][1]);
- this.drawingContext.lineTo(vertices[1][0], vertices[1][1]);
- this.drawingContext.lineTo(vertices[2][0], vertices[2][1]);
- if (this._doFill) {
- this._pInst.fill(vertices[2][5]);
- }
- if (this._doStroke) {
- this._pInst.stroke(vertices[2][6]);
- }
- this._doFillStrokeClose();
- for (i = 3; i < numVerts; i++) {
- v = vertices[i];
- this.drawingContext.beginPath();
- this.drawingContext.moveTo(vertices[0][0], vertices[0][1]);
- this.drawingContext.lineTo(vertices[i - 1][0], vertices[i - 1][1]);
- this.drawingContext.lineTo(v[0], v[1]);
- if (this._doFill) {
- this._pInst.fill(v[5]);
- }
- if (this._doStroke) {
- this._pInst.stroke(v[6]);
- }
- this._doFillStrokeClose();
- }
- }
- } else if (shapeKind === constants.QUADS) {
- for (i = 0; i + 3 < numVerts; i += 4) {
- v = vertices[i];
- this.drawingContext.beginPath();
- this.drawingContext.moveTo(v[0], v[1]);
- for (j = 1; j < 4; j++) {
- this.drawingContext.lineTo(vertices[i + j][0], vertices[i + j][1]);
- }
- this.drawingContext.lineTo(v[0], v[1]);
- if (this._doFill) {
- this._pInst.fill(vertices[i + 3][5]);
- }
- if (this._doStroke) {
- this._pInst.stroke(vertices[i + 3][6]);
- }
- this._doFillStrokeClose();
- }
- } else if (shapeKind === constants.QUAD_STRIP) {
- if (numVerts > 3) {
- for (i = 0; i + 1 < numVerts; i += 2) {
- v = vertices[i];
- this.drawingContext.beginPath();
- if (i + 3 < numVerts) {
- this.drawingContext.moveTo(vertices[i + 2][0], vertices[i+2][1]);
- this.drawingContext.lineTo(v[0], v[1]);
- this.drawingContext.lineTo(vertices[i + 1][0], vertices[i+1][1]);
- this.drawingContext.lineTo(vertices[i + 3][0], vertices[i+3][1]);
- if (this._doFill) {
- this._pInst.fill(vertices[i + 3][5]);
- }
- if (this._doStroke) {
- this._pInst.stroke(vertices[i + 3][6]);
- }
- } else {
- this.drawingContext.moveTo(v[0], v[1]);
- this.drawingContext.lineTo(vertices[i + 1][0], vertices[i+1][1]);
- }
- this._doFillStrokeClose();
- }
- }
- } else {
- this.drawingContext.beginPath();
- this.drawingContext.moveTo(vertices[0][0], vertices[0][1]);
- for (i = 1; i < numVerts; i++) {
- v = vertices[i];
- if (v.isVert) {
- if (v.moveTo) {
- this.drawingContext.moveTo(v[0], v[1]);
- } else {
- this.drawingContext.lineTo(v[0], v[1]);
- }
- }
- }
- this._doFillStrokeClose();
- }
- }
- isCurve = false;
- isBezier = false;
- isQuadratic = false;
- isContour = false;
- if (closeShape) {
- vertices.pop();
- }
- return this;
-};
-//////////////////////////////////////////////
-// SHAPE | Attributes
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype.noSmooth = function() {
- if ('imageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.imageSmoothingEnabled = false;
- }
- else if ('mozImageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.mozImageSmoothingEnabled = false;
- }
- else if ('webkitImageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.webkitImageSmoothingEnabled = false;
- }
- else if ('msImageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.msImageSmoothingEnabled = false;
- }
- return this;
-};
-
-p5.Renderer2D.prototype.smooth = function() {
- if ('imageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.imageSmoothingEnabled = true;
- }
- else if ('mozImageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.mozImageSmoothingEnabled = true;
- }
- else if ('webkitImageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.webkitImageSmoothingEnabled = true;
- }
- else if ('msImageSmoothingEnabled' in this.drawingContext) {
- this.drawingContext.msImageSmoothingEnabled = true;
- }
- return this;
-};
-
-p5.Renderer2D.prototype.strokeCap = function(cap) {
- if (cap === constants.ROUND ||
- cap === constants.SQUARE ||
- cap === constants.PROJECT) {
- this.drawingContext.lineCap = cap;
- }
- return this;
-};
-
-p5.Renderer2D.prototype.strokeJoin = function(join) {
- if (join === constants.ROUND ||
- join === constants.BEVEL ||
- join === constants.MITER) {
- this.drawingContext.lineJoin = join;
- }
- return this;
-};
-
-p5.Renderer2D.prototype.strokeWeight = function(w) {
- if (typeof w === 'undefined' || w === 0) {
- // hack because lineWidth 0 doesn't work
- this.drawingContext.lineWidth = 0.0001;
- } else {
- this.drawingContext.lineWidth = w;
- }
- return this;
-};
-
-p5.Renderer2D.prototype._getFill = function(){
- return this.drawingContext.fillStyle;
-};
-
-p5.Renderer2D.prototype._getStroke = function(){
- return this.drawingContext.strokeStyle;
-};
-
-//////////////////////////////////////////////
-// SHAPE | Curves
-//////////////////////////////////////////////
-p5.Renderer2D.prototype.bezier = function (x1, y1, x2, y2, x3, y3, x4, y4) {
- this._pInst.beginShape();
- this._pInst.vertex(x1, y1);
- this._pInst.bezierVertex(x2, y2, x3, y3, x4, y4);
- this._pInst.endShape();
- return this;
-};
-
-p5.Renderer2D.prototype.curve = function (x1, y1, x2, y2, x3, y3, x4, y4) {
- this._pInst.beginShape();
- this._pInst.curveVertex(x1, y1);
- this._pInst.curveVertex(x2, y2);
- this._pInst.curveVertex(x3, y3);
- this._pInst.curveVertex(x4, y4);
- this._pInst.endShape();
- return this;
-};
-
-//////////////////////////////////////////////
-// SHAPE | Vertex
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype._doFillStrokeClose = function () {
- if (this._doFill) {
- this.drawingContext.fill();
- }
- if (this._doStroke) {
- this.drawingContext.stroke();
- }
- this.drawingContext.closePath();
-};
-
-//////////////////////////////////////////////
-// TRANSFORM
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype.applyMatrix =
-function(n00, n01, n02, n10, n11, n12) {
- this.drawingContext.transform(n00, n01, n02, n10, n11, n12);
-};
-
-p5.Renderer2D.prototype.resetMatrix = function() {
- this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
- this.drawingContext.scale(this._pInst._pixelDensity,
- this._pInst._pixelDensity);
- return this;
-};
-
-p5.Renderer2D.prototype.rotate = function(r) {
- this.drawingContext.rotate(r);
-};
-
-p5.Renderer2D.prototype.scale = function(x,y) {
- this.drawingContext.scale(x, y);
- return this;
-};
-
-p5.Renderer2D.prototype.shearX = function(angle) {
- if (this._pInst._angleMode === constants.DEGREES) {
- // undoing here, because it gets redone in tan()
- angle = this._pInst.degrees(angle);
- }
- this.drawingContext.transform(1, 0, this._pInst.tan(angle), 1, 0, 0);
- return this;
-};
-
-p5.Renderer2D.prototype.shearY = function(angle) {
- if (this._pInst._angleMode === constants.DEGREES) {
- // undoing here, because it gets redone in tan()
- angle = this._pInst.degrees(angle);
- }
- this.drawingContext.transform(1, this._pInst.tan(angle), 0, 1, 0, 0);
- return this;
-};
-
-p5.Renderer2D.prototype.translate = function(x, y) {
- this.drawingContext.translate(x, y);
- return this;
-};
-
-//////////////////////////////////////////////
-// TYPOGRAPHY
-//
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype.text = function (str, x, y, maxWidth, maxHeight) {
-
- var p = this._pInst, cars, n, ii, jj, line, testLine,
- testWidth, words, totalHeight, baselineHacked,
- finalMaxHeight = Number.MAX_VALUE;
-
- // baselineHacked: (HACK)
- // A temporary fix to conform to Processing's implementation
- // of BASELINE vertical alignment in a bounding box
-
- if (!(this._doFill || this._doStroke)) {
- return;
- }
-
- if (typeof str !== 'string') {
- str = str.toString();
- }
-
- str = str.replace(/(\t)/g, ' ');
- cars = str.split('\n');
-
- if (typeof maxWidth !== 'undefined') {
-
- totalHeight = 0;
- for (ii = 0; ii < cars.length; ii++) {
- line = '';
- words = cars[ii].split(' ');
- for (n = 0; n < words.length; n++) {
- testLine = line + words[n] + ' ';
- testWidth = this.textWidth(testLine);
- if (testWidth > maxWidth) {
- line = words[n] + ' ';
- totalHeight += p.textLeading();
- } else {
- line = testLine;
- }
- }
- }
-
- if (this._rectMode === constants.CENTER) {
-
- x -= maxWidth / 2;
- y -= maxHeight / 2;
- }
-
- switch (this.drawingContext.textAlign) {
-
- case constants.CENTER:
- x += maxWidth / 2;
- break;
- case constants.RIGHT:
- x += maxWidth;
- break;
- }
-
- if (typeof maxHeight !== 'undefined') {
-
- switch (this.drawingContext.textBaseline) {
- case constants.BOTTOM:
- y += (maxHeight - totalHeight);
- break;
- case constants._CTX_MIDDLE: // CENTER?
- y += (maxHeight - totalHeight) / 2;
- break;
- case constants.BASELINE:
- baselineHacked = true;
- this.drawingContext.textBaseline = constants.TOP;
- break;
- }
-
- // remember the max-allowed y-position for any line (fix to #928)
- finalMaxHeight = (y + maxHeight) - p.textAscent();
- }
-
- for (ii = 0; ii < cars.length; ii++) {
-
- line = '';
- words = cars[ii].split(' ');
- for (n = 0; n < words.length; n++) {
- testLine = line + words[n] + ' ';
- testWidth = this.textWidth(testLine);
- if (testWidth > maxWidth && line.length > 0) {
- this._renderText(p, line, x, y, finalMaxHeight);
- line = words[n] + ' ';
- y += p.textLeading();
- } else {
- line = testLine;
- }
- }
-
- this._renderText(p, line, x, y, finalMaxHeight);
- y += p.textLeading();
- }
- }
- else {
- // Offset to account for vertically centering multiple lines of text - no
- // need to adjust anything for vertical align top or baseline
- var offset = 0,
- vAlign = p.textAlign().vertical;
- if (vAlign === constants.CENTER) {
- offset = ((cars.length - 1) * p.textLeading()) / 2;
- } else if (vAlign === constants.BOTTOM) {
- offset = (cars.length - 1) * p.textLeading();
- }
-
- for (jj = 0; jj < cars.length; jj++) {
-
- this._renderText(p, cars[jj], x, y-offset, finalMaxHeight);
- y += p.textLeading();
- }
- }
-
- if (baselineHacked) {
- this.drawingContext.textBaseline = constants.BASELINE;
- }
-
- return p;
-};
-
-p5.Renderer2D.prototype._renderText = function(p, line, x, y, maxY) {
-
- if (y >= maxY) {
- return; // don't render lines beyond our maxY position
- }
-
- p.push(); // fix to #803
-
- if (!this._isOpenType()) { // a system/browser font
-
- // no stroke unless specified by user
- if (this._doStroke && this._strokeSet) {
-
- this.drawingContext.strokeText(line, x, y);
- }
-
- if (this._doFill) {
-
- // if fill hasn't been set by user, use default text fill
- this.drawingContext.fillStyle = this._fillSet ?
- this.drawingContext.fillStyle : constants._DEFAULT_TEXT_FILL;
-
- this.drawingContext.fillText(line, x, y);
- }
- }
- else { // an opentype font, let it handle the rendering
-
- this._textFont._renderPath(line, x, y, { renderer: this });
- }
-
- p.pop();
-
- return p;
-};
-
-p5.Renderer2D.prototype.textWidth = function(s) {
-
- if (this._isOpenType()) {
-
- return this._textFont._textWidth(s, this._textSize);
- }
-
- return this.drawingContext.measureText(s).width;
-};
-
-p5.Renderer2D.prototype.textAlign = function(h, v) {
-
- if (arguments.length) {
-
- if (h === constants.LEFT ||
- h === constants.RIGHT ||
- h === constants.CENTER) {
-
- this.drawingContext.textAlign = h;
- }
-
- if (v === constants.TOP ||
- v === constants.BOTTOM ||
- v === constants.CENTER ||
- v === constants.BASELINE) {
-
- if (v === constants.CENTER) {
- this.drawingContext.textBaseline = constants._CTX_MIDDLE;
- } else {
- this.drawingContext.textBaseline = v;
- }
- }
-
- return this._pInst;
-
- } else {
-
- var valign = this.drawingContext.textBaseline;
-
- if (valign === constants._CTX_MIDDLE) {
-
- valign = constants.CENTER;
- }
-
- return {
-
- horizontal: this.drawingContext.textAlign,
- vertical: valign
- };
- }
-};
-
-p5.Renderer2D.prototype._applyTextProperties = function() {
-
- var font, p = this._pInst;
-
- this._setProperty('_textAscent', null);
- this._setProperty('_textDescent', null);
-
- font = this._textFont;
-
- if (this._isOpenType()) {
-
- font = this._textFont.font.familyName;
- this._setProperty('_textStyle', this._textFont.font.styleName);
- }
-
- this.drawingContext.font = this._textStyle + ' ' +
- this._textSize + 'px ' + font;
-
- return p;
-};
-
-
-//////////////////////////////////////////////
-// STRUCTURE
-//////////////////////////////////////////////
-
-p5.Renderer2D.prototype.push = function() {
- this.drawingContext.save();
-};
-
-p5.Renderer2D.prototype.pop = function() {
- this.drawingContext.restore();
-};
-
-module.exports = p5.Renderer2D;
-
-},{"../image/filters":54,"./canvas":35,"./constants":36,"./core":37,"./p5.Renderer":43}],45:[function(_dereq_,module,exports){
-/**
- * @module Rendering
- * @submodule Rendering
- * @for p5
- */
-
-var p5 = _dereq_('./core');
-var constants = _dereq_('./constants');
-_dereq_('./p5.Graphics');
-_dereq_('./p5.Renderer2D');
-_dereq_('../webgl/p5.RendererGL');
-var defaultId = 'defaultCanvas0'; // this gets set again in createCanvas
-
-/**
- * Creates a canvas element in the document, and sets the dimensions of it
- * in pixels. This method should be called only once at the start of setup.
- * Calling createCanvas more than once in a sketch will result in very
- * unpredicable behavior. If you want more than one drawing canvas
- * you could use createGraphics (hidden by default but it can be shown).
- *
- * The system variables width and height are set by the parameters passed
- * to this function. If createCanvas() is not used, the window will be
- * given a default size of 100x100 pixels.
- *
- * For more ways to position the canvas, see the
- *
- * positioning the canvas wiki page.
- *
- * @method createCanvas
- * @param {Number} w width of the canvas
- * @param {Number} h height of the canvas
- * @param {Constant} [renderer] P2D or WEBGL
- * @return {Object} canvas generated
- * @example
- *
- *
- * function setup() {
- * createCanvas(100, 50);
- * background(153);
- * line(0, 0, width, height);
- * }
- *
- *
- *
- * @alt
- * Black line extending from top-left of canvas to bottom right.
- *
- */
-
-p5.prototype.createCanvas = function(w, h, renderer) {
- //optional: renderer, otherwise defaults to p2d
- var r = renderer || constants.P2D;
- var isDefault, c;
-
- //4th arg (isDefault) used when called onLoad,
- //otherwise hidden to the public api
- if(arguments[3]){
- isDefault =
- (typeof arguments[3] === 'boolean') ? arguments[3] : false;
- }
-
- if(r === constants.WEBGL){
- c = document.getElementById(defaultId);
- if(c){ //if defaultCanvas already exists
- c.parentNode.removeChild(c); //replace the existing defaultCanvas
- }
- c = document.createElement('canvas');
- c.id = defaultId;
- }
- else {
- if (isDefault) {
- c = document.createElement('canvas');
- var i = 0;
- while (document.getElementById('defaultCanvas'+i)) {
- i++;
- }
- defaultId = 'defaultCanvas'+i;
- c.id = defaultId;
- } else { // resize the default canvas if new one is created
- c = this.canvas;
- }
- }
-
- // set to invisible if still in setup (to prevent flashing with manipulate)
- if (!this._setupDone) {
- c.dataset.hidden = true; // tag to show later
- c.style.visibility='hidden';
- }
-
- if (this._userNode) { // user input node case
- this._userNode.appendChild(c);
- } else {
- document.body.appendChild(c);
- }
-
-
-
- // Init our graphics renderer
- //webgl mode
- if (r === constants.WEBGL) {
- this._setProperty('_renderer', new p5.RendererGL(c, this, true));
- this._isdefaultGraphics = true;
- }
- //P2D mode
- else {
- if (!this._isdefaultGraphics) {
- this._setProperty('_renderer', new p5.Renderer2D(c, this, true));
- this._isdefaultGraphics = true;
- }
- }
- this._renderer.resize(w, h);
- this._renderer._applyDefaults();
- if (isDefault) { // only push once
- this._elements.push(this._renderer);
- }
- return this._renderer;
-};
-
-/**
- * Resizes the canvas to given width and height. The canvas will be cleared
- * and draw will be called immediately, allowing the sketch to re-render itself
- * in the resized canvas.
- * @method resizeCanvas
- * @example
- *
- * function setup() {
- * createCanvas(windowWidth, windowHeight);
- * }
- *
- * function draw() {
- * background(0, 100, 200);
- * }
- *
- * function windowResized() {
- * resizeCanvas(windowWidth, windowHeight);
- * }
- *
- *
- * @alt
- * No image displayed.
- *
- */
-p5.prototype.resizeCanvas = function (w, h, noRedraw) {
- if (this._renderer) {
-
- // save canvas properties
- var props = {};
- for (var key in this.drawingContext) {
- var val = this.drawingContext[key];
- if (typeof val !== 'object' && typeof val !== 'function') {
- props[key] = val;
- }
- }
- this._renderer.resize(w, h);
- // reset canvas properties
- for (var savedKey in props) {
- this.drawingContext[savedKey] = props[savedKey];
- }
- if (!noRedraw) {
- this.redraw();
- }
- }
-};
-
-
-/**
- * Removes the default canvas for a p5 sketch that doesn't
- * require a canvas
- * @method noCanvas
- * @example
- *
- *
- * function setup() {
- * noCanvas();
- * }
- *
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.prototype.noCanvas = function() {
- if (this.canvas) {
- this.canvas.parentNode.removeChild(this.canvas);
- }
-};
-
-/**
- * Creates and returns a new p5.Renderer object. Use this class if you need
- * to draw into an off-screen graphics buffer. The two parameters define the
- * width and height in pixels.
- *
- * @method createGraphics
- * @param {Number} w width of the offscreen graphics buffer
- * @param {Number} h height of the offscreen graphics buffer
- * @param {Constant} [renderer] P2D or WEBGL
- * undefined defaults to p2d
- * @return {Object} offscreen graphics buffer
- * @example
- *
- *
- * var pg;
- * function setup() {
- * createCanvas(100, 100);
- * pg = createGraphics(100, 100);
- * }
- * function draw() {
- * background(200);
- * pg.background(100);
- * pg.noStroke();
- * pg.ellipse(pg.width/2, pg.height/2, 50, 50);
- * image(pg, 50, 50);
- * image(pg, 0, 0, 50, 50);
- * }
- *
- *
- *
- * @alt
- * 4 grey squares alternating light and dark grey. White quarter circle mid-left.
- *
- */
-p5.prototype.createGraphics = function(w, h, renderer){
- return new p5.Graphics(w, h, renderer, this);
-};
-
-/**
- * Blends the pixels in the display window according to the defined mode.
- * There is a choice of the following modes to blend the source pixels (A)
- * with the ones of pixels already in the display window (B):
- *
- * BLEND
- linear interpolation of colours: C =
- * A*factor + B. This is the default blending mode.
- * ADD
- sum of A and B
- * DARKEST
- only the darkest colour succeeds: C =
- * min(A*factor, B).
- * LIGHTEST
- only the lightest colour succeeds: C =
- * max(A*factor, B).
- * DIFFERENCE
- subtract colors from underlying image.
- * EXCLUSION
- similar to DIFFERENCE
, but less
- * extreme.
- * MULTIPLY
- multiply the colors, result will always be
- * darker.
- * SCREEN
- opposite multiply, uses inverse values of the
- * colors.
- * REPLACE
- the pixels entirely replace the others and
- * don't utilize alpha (transparency) values.
- * OVERLAY
- mix of MULTIPLY
and SCREEN
- *
. Multiplies dark values, and screens light values.
- * HARD_LIGHT
- SCREEN
when greater than 50%
- * gray, MULTIPLY
when lower.
- * SOFT_LIGHT
- mix of DARKEST
and
- * LIGHTEST
. Works like OVERLAY
, but not as harsh.
- *
- * DODGE
- lightens light tones and increases contrast,
- * ignores darks.
- * BURN
- darker areas are applied, increasing contrast,
- * ignores lights.
- *
- *
- * @method blendMode
- * @param {Constant} mode blend mode to set for canvas
- * @example
- *
- *
- * blendMode(LIGHTEST);
- * strokeWeight(30);
- * stroke(80, 150, 255);
- * line(25, 25, 75, 75);
- * stroke(255, 50, 50);
- * line(75, 25, 25, 75);
- *
- *
- *
- *
- * blendMode(MULTIPLY);
- * strokeWeight(30);
- * stroke(80, 150, 255);
- * line(25, 25, 75, 75);
- * stroke(255, 50, 50);
- * line(75, 25, 25, 75);
- *
- *
- * @alt
- * translucent image thick red & blue diagonal rounded lines intersecting center
- * Thick red & blue diagonal rounded lines intersecting center. dark at overlap
- *
- */
-p5.prototype.blendMode = function(mode) {
- if (mode === constants.BLEND || mode === constants.DARKEST ||
- mode === constants.LIGHTEST || mode === constants.DIFFERENCE ||
- mode === constants.MULTIPLY || mode === constants.EXCLUSION ||
- mode === constants.SCREEN || mode === constants.REPLACE ||
- mode === constants.OVERLAY || mode === constants.HARD_LIGHT ||
- mode === constants.SOFT_LIGHT || mode === constants.DODGE ||
- mode === constants.BURN || mode === constants.ADD ||
- mode === constants.NORMAL) {
- this._renderer.blendMode(mode);
- } else {
- throw new Error('Mode '+mode+' not recognized.');
- }
-};
-
-module.exports = p5;
-
-},{"../webgl/p5.RendererGL":86,"./constants":36,"./core":37,"./p5.Graphics":42,"./p5.Renderer2D":44}],46:[function(_dereq_,module,exports){
-
-// requestAnim shim layer by Paul Irish
-window.requestAnimationFrame = (function(){
- return window.requestAnimationFrame ||
- window.webkitRequestAnimationFrame ||
- window.mozRequestAnimationFrame ||
- window.oRequestAnimationFrame ||
- window.msRequestAnimationFrame ||
- function(callback, element){
- // should '60' here be framerate?
- window.setTimeout(callback, 1000 / 60);
- };
-})();
-
-// use window.performance() to get max fast and accurate time in milliseconds
-window.performance = window.performance || {};
-window.performance.now = (function(){
- var load_date = Date.now();
- return window.performance.now ||
- window.performance.mozNow ||
- window.performance.msNow ||
- window.performance.oNow ||
- window.performance.webkitNow ||
- function () {
- return Date.now() - load_date;
- };
-})();
-
-/*
-// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
-// http://my.opera.com/emoller/blog/2011/12/20/
-// requestanimationframe-for-smart-er-animating
-// requestAnimationFrame polyfill by Erik Möller
-// fixes from Paul Irish and Tino Zijdel
-(function() {
- var lastTime = 0;
- var vendors = ['ms', 'moz', 'webkit', 'o'];
- for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
- window.requestAnimationFrame =
- window[vendors[x]+'RequestAnimationFrame'];
- window.cancelAnimationFrame =
- window[vendors[x]+'CancelAnimationFrame'] ||
- window[vendors[x]+'CancelRequestAnimationFrame'];
- }
-
- if (!window.requestAnimationFrame) {
- window.requestAnimationFrame = function(callback, element) {
- var currTime = new Date().getTime();
- var timeToCall = Math.max(0, 16 - (currTime - lastTime));
- var id = window.setTimeout(function()
- { callback(currTime + timeToCall); }, timeToCall);
- lastTime = currTime + timeToCall;
- return id;
- };
- }
-
- if (!window.cancelAnimationFrame) {
- window.cancelAnimationFrame = function(id) {
- clearTimeout(id);
- };
- }
-}());
-*/
-
-/**
- * shim for Uint8ClampedArray.slice
- * (allows arrayCopy to work with pixels[])
- * with thanks to http://halfpapstudios.com/blog/tag/html5-canvas/
- * Enumerable set to false to protect for...in from
- * Uint8ClampedArray.prototype pollution.
- */
-(function () {
- 'use strict';
- if (typeof Uint8ClampedArray !== 'undefined' &&
- !Uint8ClampedArray.prototype.slice) {
- Object.defineProperty(Uint8ClampedArray.prototype, 'slice', {
- value: Array.prototype.slice,
- writable: true, configurable: true, enumerable: false
- });
- }
-}());
-
-},{}],47:[function(_dereq_,module,exports){
-/**
- * @module Structure
- * @submodule Structure
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('./core');
-
-p5.prototype.exit = function() {
- throw 'exit() not implemented, see remove()';
-};
-/**
- * Stops p5.js from continuously executing the code within draw().
- * If loop() is called, the code in draw() begins to run continuously again.
- * If using noLoop() in setup(), it should be the last line inside the block.
- *
- * When noLoop() is used, it's not possible to manipulate or access the
- * screen inside event handling functions such as mousePressed() or
- * keyPressed(). Instead, use those functions to call redraw() or loop(),
- * which will run draw(), which can update the screen properly. This means
- * that when noLoop() has been called, no drawing can happen, and functions
- * like saveFrame() or loadPixels() may not be used.
- *
- * Note that if the sketch is resized, redraw() will be called to update
- * the sketch, even after noLoop() has been specified. Otherwise, the sketch
- * would enter an odd state until loop() was called.
- *
- * @method noLoop
- * @example
- *
- * function setup() {
- * createCanvas(100, 100);
- * background(200);
- * noLoop();
- * }
-
- * function draw() {
- * line(10, 10, 90, 90);
- * }
- *
- *
- *
- * var x = 0;
- * function setup() {
- * createCanvas(100, 100);
- * }
- *
- * function draw() {
- * background(204);
- * x = x + 0.1;
- * if (x > width) {
- * x = 0;
- * }
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * noLoop();
- * }
- *
- * function mouseReleased() {
- * loop();
- * }
- *
- *
- * @alt
- * 113 pixel long line extending from top-left to bottom right of canvas.
- * horizontal line moves slowly from left. Loops but stops on mouse press.
- *
- */
-p5.prototype.noLoop = function() {
- this._loop = false;
-};
-/**
- * By default, p5.js loops through draw() continuously, executing the code
- * within it. However, the draw() loop may be stopped by calling noLoop().
- * In that case, the draw() loop can be resumed with loop().
- *
- * @method loop
- * @example
- *
- * var x = 0;
- * function setup() {
- * createCanvas(100, 100);
- * noLoop();
- * }
- *
- * function draw() {
- * background(204);
- * x = x + 0.1;
- * if (x > width) {
- * x = 0;
- * }
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * loop();
- * }
- *
- * function mouseReleased() {
- * noLoop();
- * }
- *
- *
- * @alt
- * horizontal line moves slowly from left. Loops but stops on mouse press.
- *
- */
-
-p5.prototype.loop = function() {
- this._loop = true;
- this._draw();
-};
-
-/**
- * The push() function saves the current drawing style settings and
- * transformations, while pop() restores these settings. Note that these
- * functions are always used together. They allow you to change the style
- * and transformation settings and later return to what you had. When a new
- * state is started with push(), it builds on the current style and transform
- * information. The push() and pop() functions can be embedded to provide
- * more control. (See the second example for a demonstration.)
- *
- * push() stores information related to the current transformation state
- * and style settings controlled by the following functions: fill(),
- * stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
- * imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
- * textFont(), textMode(), textSize(), textLeading().
- *
- * @method push
- * @example
- *
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * strokeWeight(10);
- * fill(204, 153, 0);
- * translate(50, 0);
- * ellipse(0, 50, 33, 33); // Middle circle
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- *
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * strokeWeight(10);
- * fill(204, 153, 0);
- * ellipse(33, 50, 33, 33); // Left-middle circle
- *
- * push(); // Start another new drawing state
- * stroke(0, 102, 153);
- * ellipse(66, 50, 33, 33); // Right-middle circle
- * pop(); // Restore previous state
- *
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- *
- * @alt
- * Gold ellipse + thick black outline @center 2 white ellipses on left and right.
- * 2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.
- *
- */
-p5.prototype.push = function () {
- this._renderer.push();
- this._styles.push({
- _doStroke: this._renderer._doStroke,
- _strokeSet: this._renderer._strokeSet,
- _doFill: this._renderer._doFill,
- _fillSet: this._renderer._fillSet,
- _tint: this._renderer._tint,
- _imageMode: this._renderer._imageMode,
- _rectMode: this._renderer._rectMode,
- _ellipseMode: this._renderer._ellipseMode,
- _colorMode: this._renderer._colorMode,
- _textFont: this._renderer._textFont,
- _textLeading: this._renderer._textLeading,
- _textSize: this._renderer._textSize,
- _textStyle: this._renderer._textStyle
- });
-};
-
-/**
- * The push() function saves the current drawing style settings and
- * transformations, while pop() restores these settings. Note that these
- * functions are always used together. They allow you to change the style
- * and transformation settings and later return to what you had. When a new
- * state is started with push(), it builds on the current style and transform
- * information. The push() and pop() functions can be embedded to provide
- * more control. (See the second example for a demonstration.)
- *
- * push() stores information related to the current transformation state
- * and style settings controlled by the following functions: fill(),
- * stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
- * imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
- * textFont(), textMode(), textSize(), textLeading().
- *
- * @method pop
- * @example
- *
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * translate(50, 0);
- * strokeWeight(10);
- * fill(204, 153, 0);
- * ellipse(0, 50, 33, 33); // Middle circle
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- *
- *
- * ellipse(0, 50, 33, 33); // Left circle
- *
- * push(); // Start a new drawing state
- * strokeWeight(10);
- * fill(204, 153, 0);
- * ellipse(33, 50, 33, 33); // Left-middle circle
- *
- * push(); // Start another new drawing state
- * stroke(0, 102, 153);
- * ellipse(66, 50, 33, 33); // Right-middle circle
- * pop(); // Restore previous state
- *
- * pop(); // Restore original state
- *
- * ellipse(100, 50, 33, 33); // Right circle
- *
- *
- *
- * @alt
- * Gold ellipse + thick black outline @center 2 white ellipses on left and right.
- * 2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.
- *
- */
-p5.prototype.pop = function () {
- this._renderer.pop();
- var lastS = this._styles.pop();
- for(var prop in lastS){
- this._renderer[prop] = lastS[prop];
- }
-};
-
-p5.prototype.pushStyle = function() {
- throw new Error('pushStyle() not used, see push()');
-};
-
-p5.prototype.popStyle = function() {
- throw new Error('popStyle() not used, see pop()');
-};
-
-/**
- *
- * Executes the code within draw() one time. This functions allows the
- * program to update the display window only when necessary, for example
- * when an event registered by mousePressed() or keyPressed() occurs.
- *
- * In structuring a program, it only makes sense to call redraw() within
- * events such as mousePressed(). This is because redraw() does not run
- * draw() immediately (it only sets a flag that indicates an update is
- * needed).
- *
- * The redraw() function does not work properly when called inside draw().
- * To enable/disable animations, use loop() and noLoop().
- *
- * In addition you can set the number of redraws per method call. Just
- * add an integer as single parameter for the number of redraws.
- *
- * @method redraw
- * @param {Integer} [n] Redraw for n-times. The default value is 1.
- * @example
- *
- * var x = 0;
- *
- * function setup() {
- * createCanvas(100, 100);
- * noLoop();
- * }
- *
- * function draw() {
- * background(204);
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * x += 1;
- * redraw();
- * }
- *
- *
- *
- * var x = 0;
- *
- * function setup() {
- * createCanvas(100, 100);
- * noLoop();
- * }
- *
- * function draw() {
- * background(204);
- * x += 1;
- * line(x, 0, x, height);
- * }
- *
- * function mousePressed() {
- * redraw(5);
- * }
- *
- *
- * @alt
- * black line on far left of canvas
- * black line on far left of canvas
- *
- */
-p5.prototype.redraw = function () {
- this.resetMatrix();
- if(this._renderer.isP3D){
- this._renderer._update();
- }
-
- var numberOfRedraws = 1;
- if (arguments.length === 1) {
- try {
- if (parseInt(arguments[0]) > 1) {
- numberOfRedraws = parseInt(arguments[0]);
- }
- } catch (error) {
- // Do nothing, because the default value didn't be changed.
- }
- }
- var userSetup = this.setup || window.setup;
- var userDraw = this.draw || window.draw;
- if (typeof userDraw === 'function') {
- if (typeof userSetup === 'undefined') {
- this.scale(this._pixelDensity, this._pixelDensity);
- }
- var self = this;
- var callMethod = function (f) {
- f.call(self);
- };
- for (var idxRedraw = 0; idxRedraw < numberOfRedraws; idxRedraw++) {
- this._registeredMethods.pre.forEach(callMethod);
- userDraw();
- this._registeredMethods.post.forEach(callMethod);
- }
- }
-};
-
-p5.prototype.size = function() {
- var s = 'size() is not a valid p5 function, to set the size of the ';
- s += 'drawing canvas, please use createCanvas() instead';
- throw s;
-};
-
-
-module.exports = p5;
-
-},{"./core":37}],48:[function(_dereq_,module,exports){
-/**
- * @module Transform
- * @submodule Transform
- * @for p5
- * @requires core
- * @requires constants
- */
-
-
-'use strict';
-
-var p5 = _dereq_('./core');
-var constants = _dereq_('./constants');
-
-/**
- * Multiplies the current matrix by the one specified through the parameters.
- * This is very slow because it will try to calculate the inverse of the
- * transform, so avoid it whenever possible.
- *
- * @method applyMatrix
- * @param {Number} n00 numbers which define the 3x2 matrix to be multiplied
- * @param {Number} n01 numbers which define the 3x2 matrix to be multiplied
- * @param {Number} n02 numbers which define the 3x2 matrix to be multiplied
- * @param {Number} n10 numbers which define the 3x2 matrix to be multiplied
- * @param {Number} n11 numbers which define the 3x2 matrix to be multiplied
- * @param {Number} n12 numbers which define the 3x2 matrix to be multiplied
- * @return {p5} the p5 object
- * @example
- *
- *
- * // Example in the works.
- *
- *
- *
- * @alt
- * no image diplayed
- *
- */
-p5.prototype.applyMatrix = function(n00, n01, n02, n10, n11, n12) {
- this._renderer.applyMatrix(n00, n01, n02, n10, n11, n12);
- return this;
-};
-
-p5.prototype.popMatrix = function() {
- throw new Error('popMatrix() not used, see pop()');
-};
-
-p5.prototype.printMatrix = function() {
- throw new Error('printMatrix() not implemented');
-};
-
-p5.prototype.pushMatrix = function() {
- throw new Error('pushMatrix() not used, see push()');
-};
-
-/**
- * Replaces the current matrix with the identity matrix.
- *
- * @method resetMatrix
- * @return {p5} the p5 object
- * @example
- *
- *
- * // Example in the works.
- *
- *
- *
- * @alt
- * no image diplayed
- *
- */
-p5.prototype.resetMatrix = function() {
- this._renderer.resetMatrix();
- return this;
-};
-
-/**
- * Rotates a shape the amount specified by the angle parameter. This
- * function accounts for angleMode, so angles can be entered in either
- * RADIANS or DEGREES.
- *
- * Objects are always rotated around their relative position to the
- * origin and positive numbers rotate objects in a clockwise direction.
- * Transformations apply to everything that happens after and subsequent
- * calls to the function accumulates the effect. For example, calling
- * rotate(HALF_PI) and then rotate(HALF_PI) is the same as rotate(PI).
- * All tranformations are reset when draw() begins again.
- *
- * Technically, rotate() multiplies the current transformation matrix
- * by a rotation matrix. This function can be further controlled by
- * the push() and pop().
- *
- * @method rotate
- * @param {Number} angle the angle of rotation, specified in radians
- * or degrees, depending on current angleMode
- * @return {p5} the p5 object
- * @example
- *
- *
- * translate(width/2, height/2);
- * rotate(PI/3.0);
- * rect(-26, -26, 52, 52);
- *
- *
- *
- * @alt
- * white 52x52 rect with black outline at center rotated counter 45 degrees
- *
- */
-/**
- * @method rotate
- * @param {Number} rad angle in radians
- * @param {p5.Vector | Array} axis axis to rotate around
- * @return {p5.RendererGL} [description]
- */
-p5.prototype.rotate = function() {
- var args = new Array(arguments.length);
- var r;
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if (this._angleMode === constants.DEGREES) {
- r = this.radians(args[0]);
- } else if (this._angleMode === constants.RADIANS){
- r = args[0];
- }
- //in webgl mode
- if(args.length > 1){
- this._renderer.rotate(r, args[1]);
- }
- else {
- this._renderer.rotate(r);
- }
- return this;
-};
-
-/**
- * Rotates around X axis.
- * @method rotateX
- * @param {Number} rad angles in radians
- * @return {[type]} [description]
- */
-p5.prototype.rotateX = function(rad) {
- if (this._renderer.isP3D) {
- this._renderer.rotateX(rad);
- } else {
- throw 'not supported in p2d. Please use webgl mode';
- }
- return this;
-};
-
-/**
- * Rotates around Y axis.
- * @method rotateY
- * @param {Number} rad angles in radians
- * @return {[type]} [description]
- */
-p5.prototype.rotateY = function(rad) {
- if (this._renderer.isP3D) {
- this._renderer.rotateY(rad);
- } else {
- throw 'not supported in p2d. Please use webgl mode';
- }
- return this;
-};
-
-/**
- * Rotates around Z axis. Webgl mode only.
- * @method rotateZ
- * @param {Number} rad angles in radians
- * @return {[type]} [description]
- */
-p5.prototype.rotateZ = function(rad) {
- if (this._renderer.isP3D) {
- this._renderer.rotateZ(rad);
- } else {
- throw 'not supported in p2d. Please use webgl mode';
- }
- return this;
-};
-
-/**
- * Increases or decreases the size of a shape by expanding and contracting
- * vertices. Objects always scale from their relative origin to the
- * coordinate system. Scale values are specified as decimal percentages.
- * For example, the function call scale(2.0) increases the dimension of a
- * shape by 200%.
- *
- * Transformations apply to everything that happens after and subsequent
- * calls to the function multiply the effect. For example, calling scale(2.0)
- * and then scale(1.5) is the same as scale(3.0). If scale() is called
- * within draw(), the transformation is reset when the loop begins again.
- *
- * Using this function with the z parameter is only available in WEBGL mode.
- * This function can be further controlled with push() and pop().
- *
- * @method scale
- * @param {Number | p5.Vector | Array} s
- * percent to scale the object, or percentage to
- * scale the object in the x-axis if multiple arguments
- * are given
- * @param {Number} [y] percent to scale the object in the y-axis
- * @param {Number} [z] percent to scale the object in the z-axis (webgl only)
- * @return {p5} the p5 object
- * @example
- *
- *
- * translate(width/2, height/2);
- * rotate(PI/3.0);
- * rect(-26, -26, 52, 52);
- *
- *
- *
- *
- *
- * rect(30, 20, 50, 50);
- * scale(0.5, 1.3);
- * rect(30, 20, 50, 50);
- *
- *
- *
- * @alt
- * white 52x52 rect with black outline at center rotated counter 45 degrees
- * 2 white rects with black outline- 1 50x50 at center. other 25x65 bottom left
- *
- */
-p5.prototype.scale = function() {
- var x,y,z;
- var args = new Array(arguments.length);
- for(var i = 0; i < args.length; i++) {
- args[i] = arguments[i];
- }
- if(args[0] instanceof p5.Vector){
- x = args[0].x;
- y = args[0].y;
- z = args[0].z;
- }
- else if(args[0] instanceof Array){
- x = args[0][0];
- y = args[0][1];
- z = args[0][2] || 1;
- }
- else {
- if(args.length === 1){
- x = y = z = args[0];
- }
- else {
- x = args[0];
- y = args[1];
- z = args[2] || 1;
- }
- }
-
- if(this._renderer.isP3D){
- this._renderer.scale.call(this._renderer, x,y,z);
- }
- else {
- this._renderer.scale.call(this._renderer, x,y);
- }
- return this;
-};
-
-/**
- * Shears a shape around the x-axis the amount specified by the angle
- * parameter. Angles should be specified in the current angleMode.
- * Objects are always sheared around their relative position to the origin
- * and positive numbers shear objects in a clockwise direction.
- *
- * Transformations apply to everything that happens after and subsequent
- * calls to the function accumulates the effect. For example, calling
- * shearX(PI/2) and then shearX(PI/2) is the same as shearX(PI).
- * If shearX() is called within the draw(), the transformation is reset when
- * the loop begins again.
- *
- * Technically, shearX() multiplies the current transformation matrix by a
- * rotation matrix. This function can be further controlled by the
- * push() and pop() functions.
- *
- * @method shearX
- * @param {Number} angle angle of shear specified in radians or degrees,
- * depending on current angleMode
- * @return {p5} the p5 object
- * @example
- *
- *
- * translate(width/4, height/4);
- * shearX(PI/4.0);
- * rect(0, 0, 30, 30);
- *
- *
- *
- * @alt
- * white irregular quadrilateral with black outline at top middle.
- *
- */
-p5.prototype.shearX = function(angle) {
- if (this._angleMode === constants.DEGREES) {
- angle = this.radians(angle);
- }
- this._renderer.shearX(angle);
- return this;
-};
-
-/**
- * Shears a shape around the y-axis the amount specified by the angle
- * parameter. Angles should be specified in the current angleMode. Objects
- * are always sheared around their relative position to the origin and
- * positive numbers shear objects in a clockwise direction.
- *
- * Transformations apply to everything that happens after and subsequent
- * calls to the function accumulates the effect. For example, calling
- * shearY(PI/2) and then shearY(PI/2) is the same as shearY(PI). If
- * shearY() is called within the draw(), the transformation is reset when
- * the loop begins again.
- *
- * Technically, shearY() multiplies the current transformation matrix by a
- * rotation matrix. This function can be further controlled by the
- * push() and pop() functions.
- *
- * @method shearY
- * @param {Number} angle angle of shear specified in radians or degrees,
- * depending on current angleMode
- * @return {p5} the p5 object
- * @example
- *
- *
- * translate(width/4, height/4);
- * shearY(PI/4.0);
- * rect(0, 0, 30, 30);
- *
- *
- *
- * @alt
- * white irregular quadrilateral with black outline at middle bottom.
- *
- */
-p5.prototype.shearY = function(angle) {
- if (this._angleMode === constants.DEGREES) {
- angle = this.radians(angle);
- }
- this._renderer.shearY(angle);
- return this;
-};
-
-/**
- * Specifies an amount to displace objects within the display window.
- * The x parameter specifies left/right translation, the y parameter
- * specifies up/down translation.
- *
- * Transformations are cumulative and apply to everything that happens after
- * and subsequent calls to the function accumulates the effect. For example,
- * calling translate(50, 0) and then translate(20, 0) is the same as
- * translate(70, 0). If translate() is called within draw(), the
- * transformation is reset when the loop begins again. This function can be
- * further controlled by using push() and pop().
- *
- * @method translate
- * @param {Number} x left/right translation
- * @param {Number} y up/down translation
- * @param {Number} [z] forward/backward translation (webgl only)
- * @return {p5} the p5 object
- * @example
- *
- *
- * translate(30, 20);
- * rect(0, 0, 55, 55);
- *
- *
- *
- *
- *
- * rect(0, 0, 55, 55); // Draw rect at original 0,0
- * translate(30, 20);
- * rect(0, 0, 55, 55); // Draw rect at new 0,0
- * translate(14, 14);
- * rect(0, 0, 55, 55); // Draw rect at new 0,0
- *
- *
- *
- * @alt
- * white 55x55 rect with black outline at center right.
- * 3 white 55x55 rects with black outlines at top-l, center-r and bottom-r.
- *
- */
-p5.prototype.translate = function(x, y, z) {
- if (this._renderer.isP3D) {
- this._renderer.translate(x, y, z);
- } else {
- this._renderer.translate(x, y);
- }
- return this;
-};
-
-module.exports = p5;
-
-},{"./constants":36,"./core":37}],49:[function(_dereq_,module,exports){
-/**
- * @module Shape
- * @submodule Vertex
- * @for p5
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('./core');
-var constants = _dereq_('./constants');
-var shapeKind = null;
-var vertices = [];
-var contourVertices = [];
-var isBezier = false;
-var isCurve = false;
-var isQuadratic = false;
-var isContour = false;
-var isFirstContour = true;
-
-/**
- * Use the beginContour() and endContour() functions to create negative
- * shapes within shapes such as the center of the letter 'O'. beginContour()
- * begins recording vertices for the shape and endContour() stops recording.
- * The vertices that define a negative shape must "wind" in the opposite
- * direction from the exterior shape. First draw vertices for the exterior
- * clockwise order, then for internal shapes, draw vertices
- * shape in counter-clockwise.
- *
- * These functions can only be used within a beginShape()/endShape() pair and
- * transformations such as translate(), rotate(), and scale() do not work
- * within a beginContour()/endContour() pair. It is also not possible to use
- * other shapes, such as ellipse() or rect() within.
- *
- * @method beginContour
- * @return {Object} the p5 object
- * @example
- *
- *
- * translate(50, 50);
- * stroke(255, 0, 0);
- * beginShape();
- * // Exterior part of shape, clockwise winding
- * vertex(-40, -40);
- * vertex(40, -40);
- * vertex(40, 40);
- * vertex(-40, 40);
- * // Interior part of shape, counter-clockwise winding
- * beginContour();
- * vertex(-20, -20);
- * vertex(-20, 20);
- * vertex(20, 20);
- * vertex(20, -20);
- * endContour();
- * endShape(CLOSE);
- *
- *
- *
- * @alt
- * white rect and smaller grey rect with red outlines in center of canvas.
- *
- */
-p5.prototype.beginContour = function() {
- contourVertices = [];
- isContour = true;
- return this;
-};
-
-/**
- * Using the beginShape() and endShape() functions allow creating more
- * complex forms. beginShape() begins recording vertices for a shape and
- * endShape() stops recording. The value of the kind parameter tells it which
- * types of shapes to create from the provided vertices. With no mode
- * specified, the shape can be any irregular polygon.
- *
- * The parameters available for beginShape() are POINTS, LINES, TRIANGLES,
- * TRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the
- * beginShape() function, a series of vertex() commands must follow. To stop
- * drawing the shape, call endShape(). Each shape will be outlined with the
- * current stroke color and filled with the fill color.
- *
- * Transformations such as translate(), rotate(), and scale() do not work
- * within beginShape(). It is also not possible to use other shapes, such as
- * ellipse() or rect() within beginShape().
- *
- * @method beginShape
- * @param {Constant} kind either POINTS, LINES, TRIANGLES, TRIANGLE_FAN
- * TRIANGLE_STRIP, QUADS, or QUAD_STRIP
- * @return {Object} the p5 object
- * @example
- *
- *
- * beginShape();
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape(CLOSE);
- *
- *
- *
- *
- *
- * // currently not working
- * beginShape(POINTS);
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- *
- *
- *
- * beginShape(LINES);
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- *
- *
- *
- * noFill();
- * beginShape();
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- *
- *
- *
- * noFill();
- * beginShape();
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape(CLOSE);
- *
- *
- *
- *
- *
- * beginShape(TRIANGLES);
- * vertex(30, 75);
- * vertex(40, 20);
- * vertex(50, 75);
- * vertex(60, 20);
- * vertex(70, 75);
- * vertex(80, 20);
- * endShape();
- *
- *
- *
- *
- *
- * beginShape(TRIANGLE_STRIP);
- * vertex(30, 75);
- * vertex(40, 20);
- * vertex(50, 75);
- * vertex(60, 20);
- * vertex(70, 75);
- * vertex(80, 20);
- * vertex(90, 75);
- * endShape();
- *
- *
- *
- *
- *
- * beginShape(TRIANGLE_FAN);
- * vertex(57.5, 50);
- * vertex(57.5, 15);
- * vertex(92, 50);
- * vertex(57.5, 85);
- * vertex(22, 50);
- * vertex(57.5, 15);
- * endShape();
- *
- *
- *
- *
- *
- * beginShape(QUADS);
- * vertex(30, 20);
- * vertex(30, 75);
- * vertex(50, 75);
- * vertex(50, 20);
- * vertex(65, 20);
- * vertex(65, 75);
- * vertex(85, 75);
- * vertex(85, 20);
- * endShape();
- *
- *
- *
- *
- *
- * beginShape(QUAD_STRIP);
- * vertex(30, 20);
- * vertex(30, 75);
- * vertex(50, 20);
- * vertex(50, 75);
- * vertex(65, 20);
- * vertex(65, 75);
- * vertex(85, 20);
- * vertex(85, 75);
- * endShape();
- *
- *
- *
- *
- *
- * beginShape();
- * vertex(20, 20);
- * vertex(40, 20);
- * vertex(40, 40);
- * vertex(60, 40);
- * vertex(60, 60);
- * vertex(20, 60);
- * endShape(CLOSE);
- *
- *
- * @alt
- * white square-shape with black outline in middle-right of canvas.
- * 4 black points in a square shape in middle-right of canvas.
- * 2 horizontal black lines. In the top-right and bottom-right of canvas.
- * 3 line shape with horizontal on top, vertical in middle and horizontal bottom.
- * square line shape in middle-right of canvas.
- * 2 white triangle shapes mid-right canvas. left one pointing up and right down.
- * 5 horizontal interlocking and alternating white triangles in mid-right canvas.
- * 4 interlocking white triangles in 45 degree rotated square-shape.
- * 2 white rectangle shapes in mid-right canvas. Both 20x55.
- * 3 side-by-side white rectangles center rect is smaller in mid-right canvas.
- * Thick white l-shape with black outline mid-top-left of canvas.
- *
- */
-p5.prototype.beginShape = function(kind) {
- if (kind === constants.POINTS ||
- kind === constants.LINES ||
- kind === constants.TRIANGLES ||
- kind === constants.TRIANGLE_FAN ||
- kind === constants.TRIANGLE_STRIP ||
- kind === constants.QUADS ||
- kind === constants.QUAD_STRIP) {
- shapeKind = kind;
- } else {
- shapeKind = null;
- }
- if(this._renderer.isP3D){
- this._renderer.beginShape(kind);
- } else {
- vertices = [];
- contourVertices = [];
- }
- return this;
-};
-
-/**
- * Specifies vertex coordinates for Bezier curves. Each call to
- * bezierVertex() defines the position of two control points and
- * one anchor point of a Bezier curve, adding a new segment to a
- * line or shape.
- *
- * The first time bezierVertex() is used within a
- * beginShape() call, it must be prefaced with a call to vertex()
- * to set the first anchor point. This function must be used between
- * beginShape() and endShape() and only when there is no MODE
- * parameter specified to beginShape().
- *
- * @method bezierVertex
- * @param {Number} x2 x-coordinate for the first control point
- * @param {Number} y2 y-coordinate for the first control point
- * @param {Number} x3 x-coordinate for the second control point
- * @param {Number} y3 y-coordinate for the second control point
- * @param {Number} x4 x-coordinate for the anchor point
- * @param {Number} y4 y-coordinate for the anchor point
- * @return {Object} the p5 object
- * @example
- *
- *
- * noFill();
- * beginShape();
- * vertex(30, 20);
- * bezierVertex(80, 0, 80, 75, 30, 75);
- * endShape();
- *
- *
- *
- *
- *
- * beginShape();
- * vertex(30, 20);
- * bezierVertex(80, 0, 80, 75, 30, 75);
- * bezierVertex(50, 80, 60, 25, 30, 20);
- * endShape();
- *
- *
- *
- * @alt
- * crescent-shaped line in middle of canvas. Points facing left.
- * white crescent shape in middle of canvas. Points facing left.
- *
- */
-p5.prototype.bezierVertex = function(x2, y2, x3, y3, x4, y4) {
- if (vertices.length === 0) {
- throw 'vertex() must be used once before calling bezierVertex()';
- } else {
- isBezier = true;
- var vert = [];
- for (var i = 0; i < arguments.length; i++) {
- vert[i] = arguments[i];
- }
- vert.isVert = false;
- if (isContour) {
- contourVertices.push(vert);
- } else {
- vertices.push(vert);
- }
- }
- return this;
-};
-
-/**
- * Specifies vertex coordinates for curves. This function may only
- * be used between beginShape() and endShape() and only when there
- * is no MODE parameter specified to beginShape().
- *
- * The first and last points in a series of curveVertex() lines will be used to
- * guide the beginning and end of a the curve. A minimum of four
- * points is required to draw a tiny curve between the second and
- * third points. Adding a fifth point with curveVertex() will draw
- * the curve between the second, third, and fourth points. The
- * curveVertex() function is an implementation of Catmull-Rom
- * splines.
- *
- * @method curveVertex
- * @param {Number} x x-coordinate of the vertex
- * @param {Number} y y-coordinate of the vertex
- * @return {Object} the p5 object
- * @example
- *
- *
- * noFill();
- * beginShape();
- * curveVertex(84, 91);
- * curveVertex(84, 91);
- * curveVertex(68, 19);
- * curveVertex(21, 17);
- * curveVertex(32, 100);
- * curveVertex(32, 100);
- * endShape();
- *
- *
- *
- * @alt
- * Upside-down u-shape line, mid canvas. left point extends beyond canvas view.
- *
- */
-p5.prototype.curveVertex = function(x,y) {
- isCurve = true;
- this.vertex(x, y);
- return this;
-};
-
-/**
- * Use the beginContour() and endContour() functions to create negative
- * shapes within shapes such as the center of the letter 'O'. beginContour()
- * begins recording vertices for the shape and endContour() stops recording.
- * The vertices that define a negative shape must "wind" in the opposite
- * direction from the exterior shape. First draw vertices for the exterior
- * clockwise order, then for internal shapes, draw vertices
- * shape in counter-clockwise.
- *
- * These functions can only be used within a beginShape()/endShape() pair and
- * transformations such as translate(), rotate(), and scale() do not work
- * within a beginContour()/endContour() pair. It is also not possible to use
- * other shapes, such as ellipse() or rect() within.
- *
- * @method endContour
- * @return {Object} the p5 object
- * @example
- *
- *
- * translate(50, 50);
- * stroke(255, 0, 0);
- * beginShape();
- * // Exterior part of shape, clockwise winding
- * vertex(-40, -40);
- * vertex(40, -40);
- * vertex(40, 40);
- * vertex(-40, 40);
- * // Interior part of shape, counter-clockwise winding
- * beginContour();
- * vertex(-20, -20);
- * vertex(-20, 20);
- * vertex(20, 20);
- * vertex(20, -20);
- * endContour();
- * endShape(CLOSE);
- *
- *
- *
- * @alt
- * white rect and smaller grey rect with red outlines in center of canvas.
- *
- */
-p5.prototype.endContour = function() {
- var vert = contourVertices[0].slice(); // copy all data
- vert.isVert = contourVertices[0].isVert;
- vert.moveTo = false;
- contourVertices.push(vert);
-
- // prevent stray lines with multiple contours
- if (isFirstContour) {
- vertices.push(vertices[0]);
- isFirstContour = false;
- }
-
- for (var i = 0; i < contourVertices.length; i++) {
- vertices.push(contourVertices[i]);
- }
- return this;
-};
-
-/**
- * The endShape() function is the companion to beginShape() and may only be
- * called after beginShape(). When endshape() is called, all of image data
- * defined since the previous call to beginShape() is written into the image
- * buffer. The constant CLOSE as the value for the MODE parameter to close
- * the shape (to connect the beginning and the end).
- *
- * @method endShape
- * @param {Constant} mode use CLOSE to close the shape
- * @return {Object} the p5 object
- * @example
- *
- *
- * noFill();
- *
- * beginShape();
- * vertex(20, 20);
- * vertex(45, 20);
- * vertex(45, 80);
- * endShape(CLOSE);
- *
- * beginShape();
- * vertex(50, 20);
- * vertex(75, 20);
- * vertex(75, 80);
- * endShape();
- *
- *
- *
- * @alt
- * Triangle line shape with smallest interior angle on bottom and upside-down L.
- *
- */
-p5.prototype.endShape = function(mode) {
- if(this._renderer.isP3D){
- this._renderer.endShape(mode, isCurve, isBezier,
- isQuadratic, isContour, shapeKind);
- }else{
- if (vertices.length === 0) { return this; }
- if (!this._renderer._doStroke && !this._renderer._doFill) { return this; }
-
- var closeShape = mode === constants.CLOSE;
-
- // if the shape is closed, the first element is also the last element
- if (closeShape && !isContour) {
- vertices.push(vertices[0]);
- }
-
- this._renderer.endShape(mode, vertices, isCurve, isBezier,
- isQuadratic, isContour, shapeKind);
-
- // Reset some settings
- isCurve = false;
- isBezier = false;
- isQuadratic = false;
- isContour = false;
- isFirstContour = true;
-
- // If the shape is closed, the first element was added as last element.
- // We must remove it again to prevent the list of vertices from growing
- // over successive calls to endShape(CLOSE)
- if (closeShape) {
- vertices.pop();
- }
- }
- return this;
-};
-
-/**
- * Specifies vertex coordinates for quadratic Bezier curves. Each call to
- * quadraticVertex() defines the position of one control points and one
- * anchor point of a Bezier curve, adding a new segment to a line or shape.
- * The first time quadraticVertex() is used within a beginShape() call, it
- * must be prefaced with a call to vertex() to set the first anchor point.
- * This function must be used between beginShape() and endShape() and only
- * when there is no MODE parameter specified to beginShape().
- *
- * @method quadraticVertex
- * @param {Number} cx x-coordinate for the control point
- * @param {Number} cy y-coordinate for the control point
- * @param {Number} x3 x-coordinate for the anchor point
- * @param {Number} y3 y-coordinate for the anchor point
- * @return {Object} the p5 object
- * @example
- *
- *
- * noFill();
- * strokeWeight(4);
- * beginShape();
- * vertex(20, 20);
- * quadraticVertex(80, 20, 50, 50);
- * endShape();
- *
- *
- *
- *
- *
- * noFill();
- * strokeWeight(4);
- * beginShape();
- * vertex(20, 20);
- * quadraticVertex(80, 20, 50, 50);
- * quadraticVertex(20, 80, 80, 80);
- * vertex(80, 60);
- * endShape();
- *
- *
- *
- * @alt
- * arched-shaped black line with 4 pixel thick stroke weight.
- * backwards s-shaped black line with 4 pixel thick stroke weight.
- *
- */
-p5.prototype.quadraticVertex = function(cx, cy, x3, y3) {
- //if we're drawing a contour, put the points into an
- // array for inside drawing
- if(this._contourInited) {
- var pt = {};
- pt.x = cx;
- pt.y = cy;
- pt.x3 = x3;
- pt.y3 = y3;
- pt.type = constants.QUADRATIC;
- this._contourVertices.push(pt);
-
- return this;
- }
- if (vertices.length > 0) {
- isQuadratic = true;
- var vert = [];
- for (var i = 0; i < arguments.length; i++) {
- vert[i] = arguments[i];
- }
- vert.isVert = false;
- if (isContour) {
- contourVertices.push(vert);
- } else {
- vertices.push(vert);
- }
- } else {
- throw 'vertex() must be used once before calling quadraticVertex()';
- }
- return this;
-};
-
-/**
- * All shapes are constructed by connecting a series of vertices. vertex()
- * is used to specify the vertex coordinates for points, lines, triangles,
- * quads, and polygons. It is used exclusively within the beginShape() and
- * endShape() functions.
- *
- * @method vertex
- * @param {Number} x x-coordinate of the vertex
- * @param {Number} y y-coordinate of the vertex
- * @return {Object} the p5 object
- * @example
- *
- *
- * beginShape(POINTS);
- * vertex(30, 20);
- * vertex(85, 20);
- * vertex(85, 75);
- * vertex(30, 75);
- * endShape();
- *
- *
- *
- * @alt
- * 4 black points in a square shape in middle-right of canvas.
- *
- */
-p5.prototype.vertex = function(x, y, moveTo) {
- if(this._renderer.isP3D){
- this._renderer.vertex(x, y, moveTo);
- }else{
- var vert = [];
- vert.isVert = true;
- vert[0] = x;
- vert[1] = y;
- vert[2] = 0;
- vert[3] = 0;
- vert[4] = 0;
- vert[5] = this._renderer._getFill();
- vert[6] = this._renderer._getStroke();
-
- if (moveTo) {
- vert.moveTo = moveTo;
- }
- if (isContour) {
- if (contourVertices.length === 0) {
- vert.moveTo = true;
- }
- contourVertices.push(vert);
- } else {
- vertices.push(vert);
- }
- }
- return this;
-};
-
-module.exports = p5;
-
-},{"./constants":36,"./core":37}],50:[function(_dereq_,module,exports){
-/**
- * @module Events
- * @submodule Acceleration
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * The system variable deviceOrientation always contains the orientation of
- * the device. The value of this variable will either be set 'landscape'
- * or 'portrait'. If no data is available it will be set to 'undefined'.
- *
- * @property deviceOrientation
- */
-p5.prototype.deviceOrientation = undefined;
-
-/**
- * The system variable accelerationX always contains the acceleration of the
- * device along the x axis. Value is represented as meters per second squared.
- *
- * @property accelerationX
- */
-p5.prototype.accelerationX = 0;
-
-/**
- * The system variable accelerationY always contains the acceleration of the
- * device along the y axis. Value is represented as meters per second squared.
- *
- * @property accelerationY
- */
-p5.prototype.accelerationY = 0;
-
-/**
- * The system variable accelerationZ always contains the acceleration of the
- * device along the z axis. Value is represented as meters per second squared.
- *
- * @property accelerationZ
- */
-p5.prototype.accelerationZ = 0;
-
-/**
- * The system variable pAccelerationX always contains the acceleration of the
- * device along the x axis in the frame previous to the current frame. Value
- * is represented as meters per second squared.
- *
- * @property pAccelerationX
- */
-p5.prototype.pAccelerationX = 0;
-
-/**
- * The system variable pAccelerationY always contains the acceleration of the
- * device along the y axis in the frame previous to the current frame. Value
- * is represented as meters per second squared.
- *
- * @property pAccelerationY
- */
-p5.prototype.pAccelerationY = 0;
-
-/**
- * The system variable pAccelerationZ always contains the acceleration of the
- * device along the z axis in the frame previous to the current frame. Value
- * is represented as meters per second squared.
- *
- * @property pAccelerationZ
- */
-p5.prototype.pAccelerationZ = 0;
-
-/**
- * _updatePAccelerations updates the pAcceleration values
- *
- * @private
- */
-p5.prototype._updatePAccelerations = function(){
- this._setProperty('pAccelerationX', this.accelerationX);
- this._setProperty('pAccelerationY', this.accelerationY);
- this._setProperty('pAccelerationZ', this.accelerationZ);
-};
-
-/**
- * The system variable rotationX always contains the rotation of the
- * device along the x axis. Value is represented as 0 to +/-180 degrees.
- *
- * Note: The order the rotations are called is important, ie. if used
- * together, it must be called in the order Z-X-Y or there might be
- * unexpected behaviour.
- *
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * //rotateZ(radians(rotationZ));
- * rotateX(radians(rotationX));
- * //rotateY(radians(rotationY));
- * box(200, 200, 200);
- * }
- *
- *
- *
- * @property rotationX
- *
- * @alt
- * red horizontal line right, green vertical line bottom. black background.
- *
- */
-p5.prototype.rotationX = 0;
-
-/**
- * The system variable rotationY always contains the rotation of the
- * device along the y axis. Value is represented as 0 to +/-90 degrees.
- *
- * Note: The order the rotations are called is important, ie. if used
- * together, it must be called in the order Z-X-Y or there might be
- * unexpected behaviour.
- *
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * //rotateZ(radians(rotationZ));
- * //rotateX(radians(rotationX));
- * rotateY(radians(rotationY));
- * box(200, 200, 200);
- * }
- *
- *
- *
- * @property rotationY
- *
- * @alt
- * red horizontal line right, green vertical line bottom. black background.
- */
-p5.prototype.rotationY = 0;
-
-/**
- * The system variable rotationZ always contains the rotation of the
- * device along the z axis. Value is represented as 0 to 359 degrees.
- *
- * Unlike rotationX and rotationY, this variable is available for devices
- * with a built-in compass only.
- *
- * Note: The order the rotations are called is important, ie. if used
- * together, it must be called in the order Z-X-Y or there might be
- * unexpected behaviour.
- *
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * rotateZ(radians(rotationZ));
- * //rotateX(radians(rotationX));
- * //rotateY(radians(rotationY));
- * box(200, 200, 200);
- * }
- *
- *
- *
- * @property rotationZ
- *
- * @alt
- * red horizontal line right, green vertical line bottom. black background.
- */
-p5.prototype.rotationZ = 0;
-
-/**
- * The system variable pRotationX always contains the rotation of the
- * device along the x axis in the frame previous to the current frame. Value
- * is represented as 0 to +/-180 degrees.
- *
- * pRotationX can also be used with rotationX to determine the rotate
- * direction of the device along the X-axis.
- * @example
- *
- *
- * // A simple if statement looking at whether
- * // rotationX - pRotationX < 0 is true or not will be
- * // sufficient for determining the rotate direction
- * // in most cases.
- *
- * // Some extra logic is needed to account for cases where
- * // the angles wrap around.
- * var rotateDirection = 'clockwise';
- *
- * // Simple range conversion to make things simpler.
- * // This is not absolutely neccessary but the logic
- * // will be different in that case.
- *
- * var rX = rotationX + 180;
- * var pRX = pRotationX + 180;
- *
- * if ((rX - pRX > 0 && rX - pRX < 270)|| rX - pRX < -270){
- * rotateDirection = 'clockwise';
- * } else if (rX - pRX < 0 || rX - pRX > 270){
- * rotateDirection = 'counter-clockwise';
- * }
- *
- *
- *
- * @alt
- * no image to display.
- *
- *
- * @property pRotationX
- */
-p5.prototype.pRotationX = 0;
-
-/**
- * The system variable pRotationY always contains the rotation of the
- * device along the y axis in the frame previous to the current frame. Value
- * is represented as 0 to +/-90 degrees.
- *
- * pRotationY can also be used with rotationY to determine the rotate
- * direction of the device along the Y-axis.
- * @example
- *
- *
- * // A simple if statement looking at whether
- * // rotationY - pRotationY < 0 is true or not will be
- * // sufficient for determining the rotate direction
- * // in most cases.
- *
- * // Some extra logic is needed to account for cases where
- * // the angles wrap around.
- * var rotateDirection = 'clockwise';
- *
- * // Simple range conversion to make things simpler.
- * // This is not absolutely neccessary but the logic
- * // will be different in that case.
- *
- * var rY = rotationY + 180;
- * var pRY = pRotationY + 180;
- *
- * if ((rY - pRY > 0 && rY - pRY < 270)|| rY - pRY < -270){
- * rotateDirection = 'clockwise';
- * } else if (rY - pRY < 0 || rY - pRY > 270){
- * rotateDirection = 'counter-clockwise';
- * }
- *
- *
- *
- * @alt
- * no image to display.
- *
- *
- * @property pRotationY
- */
-p5.prototype.pRotationY = 0;
-
-/**
- * The system variable pRotationZ always contains the rotation of the
- * device along the z axis in the frame previous to the current frame. Value
- * is represented as 0 to 359 degrees.
- *
- * pRotationZ can also be used with rotationZ to determine the rotate
- * direction of the device along the Z-axis.
- * @example
- *
- *
- * // A simple if statement looking at whether
- * // rotationZ - pRotationZ < 0 is true or not will be
- * // sufficient for determining the rotate direction
- * // in most cases.
- *
- * // Some extra logic is needed to account for cases where
- * // the angles wrap around.
- * var rotateDirection = 'clockwise';
- *
- * if ((rotationZ - pRotationZ > 0 &&
- * rotationZ - pRotationZ < 270)||
- * rotationZ - pRotationZ < -270){
- *
- * rotateDirection = 'clockwise';
- *
- * } else if (rotationZ - pRotationZ < 0 ||
- * rotationZ - pRotationZ > 270){
- *
- * rotateDirection = 'counter-clockwise';
- *
- * }
- *
- *
- *
- * @alt
- * no image to display.
- *
- *
- * @property pRotationZ
- */
-p5.prototype.pRotationZ = 0;
-
-var startAngleX = 0;
-var startAngleY = 0;
-var startAngleZ = 0;
-
-var rotateDirectionX = 'clockwise';
-var rotateDirectionY = 'clockwise';
-var rotateDirectionZ = 'clockwise';
-
-var pRotateDirectionX;
-var pRotateDirectionY;
-var pRotateDirectionZ;
-
-p5.prototype._updatePRotations = function(){
- this._setProperty('pRotationX', this.rotationX);
- this._setProperty('pRotationY', this.rotationY);
- this._setProperty('pRotationZ', this.rotationZ);
-};
-
-p5.prototype.turnAxis = undefined;
-
-var move_threshold = 0.5;
-var shake_threshold = 30;
-
-/**
- * The setMoveThreshold() function is used to set the movement threshold for
- * the deviceMoved() function. The default threshold is set to 0.5.
- *
- * @method setMoveThreshold
- * @param {number} value The threshold value
- */
-p5.prototype.setMoveThreshold = function(val){
- if(typeof val === 'number'){
- move_threshold = val;
- }
-};
-
-/**
- * The setShakeThreshold() function is used to set the movement threshold for
- * the deviceShaken() function. The default threshold is set to 30.
- *
- * @method setShakeThreshold
- * @param {number} value The threshold value
- */
-p5.prototype.setShakeThreshold = function(val){
- if(typeof val === 'number'){
- shake_threshold = val;
- }
-};
-
-/**
- * The deviceMoved() function is called when the device is moved by more than
- * the threshold value along X, Y or Z axis. The default threshold is set to
- * 0.5.
- * @method deviceMoved
- * @example
- *
- *
- * // Run this example on a mobile device
- * // Move the device around
- * // to change the value.
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceMoved() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- *
- * @alt
- * 50x50 black rect in center of canvas. turns white on mobile when device moves
- *
- */
-
-/**
- * The deviceTurned() function is called when the device rotates by
- * more than 90 degrees continuously.
- *
- * The axis that triggers the deviceTurned() method is stored in the turnAxis
- * variable. The deviceTurned() method can be locked to trigger on any axis:
- * X, Y or Z by comparing the turnAxis variable to 'X', 'Y' or 'Z'.
- *
- * @method deviceTurned
- * @example
- *
- *
- * // Run this example on a mobile device
- * // Rotate the device by 90 degrees
- * // to change the value.
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceTurned() {
- * if (value == 0){
- * value = 255
- * } else if (value == 255) {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- * // Run this example on a mobile device
- * // Rotate the device by 90 degrees in the
- * // X-axis to change the value.
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceTurned() {
- * if (turnAxis == 'X'){
- * if (value == 0){
- * value = 255
- * } else if (value == 255) {
- * value = 0;
- * }
- * }
- * }
- *
- *
- *
- * @alt
- * 50x50 black rect in center of canvas. turns white on mobile when device turns
- * 50x50 black rect in center of canvas. turns white on mobile when x-axis turns
- *
- */
-
-/**
- * The deviceShaken() function is called when the device total acceleration
- * changes of accelerationX and accelerationY values is more than
- * the threshold value. The default threshold is set to 30.
- * @method deviceShaken
- * @example
- *
- *
- * // Run this example on a mobile device
- * // Shake the device to change the value.
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function deviceShaken() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- *
- * @alt
- * 50x50 black rect in center of canvas. turns white on mobile when device shakes
- *
- */
-
-p5.prototype._ondeviceorientation = function (e) {
- this._updatePRotations();
- this._setProperty('rotationX', e.beta);
- this._setProperty('rotationY', e.gamma);
- this._setProperty('rotationZ', e.alpha);
- this._handleMotion();
-};
-p5.prototype._ondevicemotion = function (e) {
- this._updatePAccelerations();
- this._setProperty('accelerationX', e.acceleration.x * 2);
- this._setProperty('accelerationY', e.acceleration.y * 2);
- this._setProperty('accelerationZ', e.acceleration.z * 2);
- this._handleMotion();
-};
-p5.prototype._handleMotion = function() {
- if (window.orientation === 90 || window.orientation === -90) {
- this._setProperty('deviceOrientation', 'landscape');
- } else if (window.orientation === 0) {
- this._setProperty('deviceOrientation', 'portrait');
- } else if (window.orientation === undefined) {
- this._setProperty('deviceOrientation', 'undefined');
- }
- var deviceMoved = this.deviceMoved || window.deviceMoved;
- if (typeof deviceMoved === 'function') {
- if (Math.abs(this.accelerationX - this.pAccelerationX) > move_threshold ||
- Math.abs(this.accelerationY - this.pAccelerationY) > move_threshold ||
- Math.abs(this.accelerationZ - this.pAccelerationZ) > move_threshold) {
- deviceMoved();
- }
- }
- var deviceTurned = this.deviceTurned || window.deviceTurned;
- if (typeof deviceTurned === 'function') {
- // The angles given by rotationX etc is from range -180 to 180.
- // The following will convert them to 0 to 360 for ease of calculation
- // of cases when the angles wrapped around.
- // _startAngleX will be converted back at the end and updated.
- var wRX = this.rotationX + 180;
- var wPRX = this.pRotationX + 180;
- var wSAX = startAngleX + 180;
- if ((wRX - wPRX > 0 && wRX - wPRX < 270)|| wRX - wPRX < -270){
- rotateDirectionX = 'clockwise';
- } else if (wRX - wPRX < 0 || wRX - wPRX > 270){
- rotateDirectionX = 'counter-clockwise';
- }
- if (rotateDirectionX !== pRotateDirectionX){
- wSAX = wRX;
- }
- if (Math.abs(wRX - wSAX) > 90 && Math.abs(wRX - wSAX) < 270){
- wSAX = wRX;
- this._setProperty('turnAxis', 'X');
- deviceTurned();
- }
- pRotateDirectionX = rotateDirectionX;
- startAngleX = wSAX - 180;
-
- // Y-axis is identical to X-axis except for changing some names.
- var wRY = this.rotationY + 180;
- var wPRY = this.pRotationY + 180;
- var wSAY = startAngleY + 180;
- if ((wRY - wPRY > 0 && wRY - wPRY < 270)|| wRY - wPRY < -270){
- rotateDirectionY = 'clockwise';
- } else if (wRY - wPRY < 0 || wRY - this.pRotationY > 270){
- rotateDirectionY = 'counter-clockwise';
- }
- if (rotateDirectionY !== pRotateDirectionY){
- wSAY = wRY;
- }
- if (Math.abs(wRY - wSAY) > 90 && Math.abs(wRY - wSAY) < 270){
- wSAY = wRY;
- this._setProperty('turnAxis', 'Y');
- deviceTurned();
- }
- pRotateDirectionY = rotateDirectionY;
- startAngleY = wSAY - 180;
-
- // Z-axis is already in the range 0 to 360
- // so no conversion is needed.
- if ((this.rotationZ - this.pRotationZ > 0 &&
- this.rotationZ - this.pRotationZ < 270)||
- this.rotationZ - this.pRotationZ < -270){
- rotateDirectionZ = 'clockwise';
- } else if (this.rotationZ - this.pRotationZ < 0 ||
- this.rotationZ - this.pRotationZ > 270){
- rotateDirectionZ = 'counter-clockwise';
- }
- if (rotateDirectionZ !== pRotateDirectionZ){
- startAngleZ = this.rotationZ;
- }
- if (Math.abs(this.rotationZ - startAngleZ) > 90 &&
- Math.abs(this.rotationZ - startAngleZ) < 270){
- startAngleZ = this.rotationZ;
- this._setProperty('turnAxis', 'Z');
- deviceTurned();
- }
- pRotateDirectionZ = rotateDirectionZ;
- this._setProperty('turnAxis', undefined);
- }
- var deviceShaken = this.deviceShaken || window.deviceShaken;
- if (typeof deviceShaken === 'function') {
- var accelerationChangeX;
- var accelerationChangeY;
- // Add accelerationChangeZ if acceleration change on Z is needed
- if (this.pAccelerationX !== null) {
- accelerationChangeX = Math.abs(this.accelerationX - this.pAccelerationX);
- accelerationChangeY = Math.abs(this.accelerationY - this.pAccelerationY);
- }
- if (accelerationChangeX + accelerationChangeY > shake_threshold) {
- deviceShaken();
- }
- }
-};
-
-
-module.exports = p5;
-
-},{"../core/core":37}],51:[function(_dereq_,module,exports){
-/**
- * @module Events
- * @submodule Keyboard
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * Holds the key codes of currently pressed keys.
- * @private
- */
-var downKeys = {};
-
-/**
- * The boolean system variable keyIsPressed is true if any key is pressed
- * and false if no keys are pressed.
- *
- * @property keyIsPressed
- * @example
- *
- *
- * var value = 0;
- * function draw() {
- * if (keyIsPressed === true) {
- * fill(0);
- * } else {
- * fill(255);
- * }
- * rect(25, 25, 50, 50);
- * }
- *
- *
- *
- * @alt
- * 50x50 white rect that turns black on keypress.
- *
- */
-p5.prototype.isKeyPressed = false;
-p5.prototype.keyIsPressed = false; // khan
-
-/**
- * The system variable key always contains the value of the most recent
- * key on the keyboard that was typed. To get the proper capitalization, it
- * is best to use it within keyTyped(). For non-ASCII keys, use the keyCode
- * variable.
- *
- * @property key
- * @example
- *
- * // Click any key to display it!
- * // (Not Guaranteed to be Case Sensitive)
- * function setup() {
- * fill(245, 123, 158);
- * textSize(50);
- * }
- *
- * function draw() {
- * background(200);
- * text(key, 33,65); // Display last key pressed.
- * }
- *
- *
- * @alt
- * canvas displays any key value that is pressed in pink font.
- *
- */
-p5.prototype.key = '';
-
-/**
- * The variable keyCode is used to detect special keys such as BACKSPACE,
- * DELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL, OPTION, ALT, UP_ARROW,
- * DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.
- * You can also check for custom keys by looking up the keyCode of any key
- * on a site like this: keycode.info.
- *
- * @property keyCode
- * @example
- *
- * var fillVal = 126;
- * function draw() {
- * fill(fillVal);
- * rect(25, 25, 50, 50);
- * }
- *
- * function keyPressed() {
- * if (keyCode == UP_ARROW) {
- * fillVal = 255;
- * } else if (keyCode == DOWN_ARROW) {
- * fillVal = 0;
- * }
- * return false; // prevent default
- * }
- *
- *
- * @alt
- * Grey rect center. turns white when up arrow pressed and black when down
- *
- */
-p5.prototype.keyCode = 0;
-
-/**
- * The keyPressed() function is called once every time a key is pressed. The
- * keyCode for the key that was pressed is stored in the keyCode variable.
- *
- * For non-ASCII keys, use the keyCode variable. You can check if the keyCode
- * equals BACKSPACE, DELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL,
- * OPTION, ALT, UP_ARROW, DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.
- *
- * For ASCII keys that was pressed is stored in the key variable. However, it
- * does not distinguish between uppercase and lowercase. For this reason, it
- * is recommended to use keyTyped() to read the key variable, in which the
- * case of the variable will be distinguished.
- *
- * Because of how operating systems handle key repeats, holding down a key
- * may cause multiple calls to keyTyped() (and keyReleased() as well). The
- * rate of repeat is set by the operating system and how each computer is
- * configured.
- * Browsers may have different default
- * behaviors attached to various key events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
- *
- * @method keyPressed
- * @example
- *
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyPressed() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyPressed() {
- * if (keyCode === LEFT_ARROW) {
- * value = 255;
- * } else if (keyCode === RIGHT_ARROW) {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- * function keyPressed(){
- * // Do something
- * return false; // prevent any default behaviour
- * }
- *
- *
- * @alt
- * black rect center. turns white when key pressed and black when released
- * black rect center. turns white when left arrow pressed and black when right.
- *
- *
- */
-p5.prototype._onkeydown = function (e) {
- if (downKeys[e.which]) { // prevent multiple firings
- return;
- }
- this._setProperty('isKeyPressed', true);
- this._setProperty('keyIsPressed', true);
- this._setProperty('keyCode', e.which);
- downKeys[e.which] = true;
- var key = String.fromCharCode(e.which);
- if (!key) {
- key = e.which;
- }
- this._setProperty('key', key);
- var keyPressed = this.keyPressed || window.keyPressed;
- if (typeof keyPressed === 'function' && !e.charCode) {
- var executeDefault = keyPressed(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-/**
- * The keyReleased() function is called once every time a key is released.
- * See key and keyCode for more information.
- * Browsers may have different default
- * behaviors attached to various key events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
- *
- * @method keyReleased
- * @example
- *
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyReleased() {
- * if (value === 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * return false; // prevent any default behavior
- * }
- *
- *
- *
- * @alt
- * black rect center. turns white when key pressed and black when pressed again
- *
- */
-p5.prototype._onkeyup = function (e) {
- var keyReleased = this.keyReleased || window.keyReleased;
- this._setProperty('isKeyPressed', false);
- this._setProperty('keyIsPressed', false);
- this._setProperty('_lastKeyCodeTyped', null);
- downKeys[e.which] = false;
- //delete this._downKeys[e.which];
- var key = String.fromCharCode(e.which);
- if (!key) {
- key = e.which;
- }
- this._setProperty('key', key);
- this._setProperty('keyCode', e.which);
- if (typeof keyReleased === 'function') {
- var executeDefault = keyReleased(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-
-/**
- * The keyTyped() function is called once every time a key is pressed, but
- * action keys such as Ctrl, Shift, and Alt are ignored. The most recent
- * key pressed will be stored in the key variable.
- *
- * Because of how operating systems handle key repeats, holding down a key
- * will cause multiple calls to keyTyped() (and keyReleased() as well). The
- * rate of repeat is set by the operating system and how each computer is
- * configured.
- * Browsers may have different default behaviors attached to various key
- * events. To prevent any default behavior for this event, add "return false"
- * to the end of the method.
- *
- * @method keyTyped
- * @example
- *
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function keyTyped() {
- * if (key === 'a') {
- * value = 255;
- * } else if (key === 'b') {
- * value = 0;
- * }
- * // uncomment to prevent any default behavior
- * // return false;
- * }
- *
- *
- *
- * @alt
- * black rect center. turns white when 'a' key typed and black when 'b' pressed
- *
- */
-p5.prototype._onkeypress = function (e) {
- if (e.which === this._lastKeyCodeTyped) { // prevent multiple firings
- return;
- }
- this._setProperty('keyCode', e.which);
- this._setProperty('_lastKeyCodeTyped', e.which); // track last keyCode
- this._setProperty('key', String.fromCharCode(e.which));
- var keyTyped = this.keyTyped || window.keyTyped;
- if (typeof keyTyped === 'function') {
- var executeDefault = keyTyped(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-/**
- * The onblur function is called when the user is no longer focused
- * on the p5 element. Because the keyup events will not fire if the user is
- * not focused on the element we must assume all keys currently down have
- * been released.
- */
-p5.prototype._onblur = function (e) {
- downKeys = {};
-};
-
-/**
- * The keyIsDown() function checks if the key is currently down, i.e. pressed.
- * It can be used if you have an object that moves, and you want several keys
- * to be able to affect its behaviour simultaneously, such as moving a
- * sprite diagonally. You can put in any number representing the keyCode of
- * the key, or use any of the variable keyCode names listed
- * here.
- *
- * @method keyIsDown
- * @param {Number} code The key to check for.
- * @return {Boolean} whether key is down or not
- * @example
- *
- * var x = 100;
- * var y = 100;
- *
- * function setup() {
- * createCanvas(512, 512);
- * }
- *
- * function draw() {
- * if (keyIsDown(LEFT_ARROW))
- * x-=5;
- *
- * if (keyIsDown(RIGHT_ARROW))
- * x+=5;
- *
- * if (keyIsDown(UP_ARROW))
- * y-=5;
- *
- * if (keyIsDown(DOWN_ARROW))
- * y+=5;
- *
- * clear();
- * fill(255, 0, 0);
- * ellipse(x, y, 50, 50);
- * }
- *
- *
- * @alt
- * 50x50 red ellipse moves left, right, up and down with arrow presses.
- *
- */
-p5.prototype.keyIsDown = function(code) {
- return downKeys[code];
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],52:[function(_dereq_,module,exports){
-/**
- * @module Events
- * @submodule Mouse
- * @for p5
- * @requires core
- * @requires constants
- */
-
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var constants = _dereq_('../core/constants');
-
-/*
- * This is a flag which is false until the first time
- * we receive a mouse event. The pmouseX and pmouseY
- * values will match the mouseX and mouseY values until
- * this interaction takes place.
- */
-p5.prototype._hasMouseInteracted = false;
-
-/**
- * The system variable mouseX always contains the current horizontal
- * position of the mouse, relative to (0, 0) of the canvas. If touch is
- * used instead of mouse input, mouseX will hold the x value of the most
- * recent touch point.
- *
- * @property mouseX
- *
- * @example
- *
- *
- * // Move the mouse across the canvas
- * function draw() {
- * background(244, 248, 252);
- * line(mouseX, 0, mouseX, 100);
- * }
- *
- *
- *
- * @alt
- * horizontal black line moves left and right with mouse x-position
- *
- */
-p5.prototype.mouseX = 0;
-
-/**
- * The system variable mouseY always contains the current vertical position
- * of the mouse, relative to (0, 0) of the canvas. If touch is
- * used instead of mouse input, mouseY will hold the y value of the most
- * recent touch point.
- *
- * @property mouseY
- *
- * @example
- *
- *
- * // Move the mouse across the canvas
- * function draw() {
- * background(244, 248, 252);
- * line(0, mouseY, 100, mouseY);
- *}
- *
- *
- *
- * @alt
- * vertical black line moves up and down with mouse y-position
- *
- */
-p5.prototype.mouseY = 0;
-
-/**
- * The system variable pmouseX always contains the horizontal position of
- * the mouse or finger in the frame previous to the current frame, relative to
- * (0, 0) of the canvas.
- *
- * @property pmouseX
- *
- * @example
- *
- *
- * // Move the mouse across the canvas to leave a trail
- * function setup() {
- * //slow down the frameRate to make it more visible
- * frameRate(10);
- * }
- *
- * function draw() {
- * background(244, 248, 252);
- * line(mouseX, mouseY, pmouseX, pmouseY);
- * print(pmouseX + " -> " + mouseX);
- * }
- *
- *
- *
- *
- * @alt
- * line trail is created from cursor movements. faster movement make longer line.
- *
- */
-p5.prototype.pmouseX = 0;
-
-/**
- * The system variable pmouseY always contains the vertical position of the
- * mouse or finger in the frame previous to the current frame, relative to
- * (0, 0) of the canvas.
- *
- * @property pmouseY
- *
- * @example
- *
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- * //draw a square only if the mouse is not moving
- * if(mouseY == pmouseY && mouseX == pmouseX)
- * rect(20,20,60,60);
- *
- * print(pmouseY + " -> " + mouseY);
- * }
- *
- *
- *
- *
- * @alt
- * 60x60 black rect center, fuschia background. rect flickers on mouse movement
- *
- */
-p5.prototype.pmouseY = 0;
-
-/**
- * The system variable winMouseX always contains the current horizontal
- * position of the mouse, relative to (0, 0) of the window.
- *
- * @property winMouseX
- *
- * @example
- *
- *
- * var myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * }
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * //move the canvas to the horizontal mouse position
- * //relative to the window
- * myCanvas.position(winMouseX+1, windowHeight/2);
- *
- * //the y of the square is relative to the canvas
- * rect(20,mouseY,60,60);
- * }
- *
- *
- *
- *
- * @alt
- * 60x60 black rect y moves with mouse y and fuschia canvas moves with mouse x
- *
- */
-p5.prototype.winMouseX = 0;
-
-/**
- * The system variable winMouseY always contains the current vertical
- * position of the mouse, relative to (0, 0) of the window.
- *
- * @property winMouseY
- *
- * @example
- *
- *
- *var myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * }
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * //move the canvas to the vertical mouse position
- * //relative to the window
- * myCanvas.position(windowWidth/2, winMouseY+1);
- *
- * //the x of the square is relative to the canvas
- * rect(mouseX,20,60,60);
- * }
- *
- *
- *
- *
- * @alt
- * 60x60 black rect x moves with mouse x and fuschia canvas y moves with mouse y
- *
- */
-p5.prototype.winMouseY = 0;
-
-/**
- * The system variable pwinMouseX always contains the horizontal position
- * of the mouse in the frame previous to the current frame, relative to
- * (0, 0) of the window.
- *
- * @property pwinMouseX
- *
- * @example
- *
- *
- *
- * var myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * noStroke();
- * fill(237, 34, 93);
- * }
- *
- * function draw() {
- * clear();
- * //the difference between previous and
- * //current x position is the horizontal mouse speed
- * var speed = abs(winMouseX-pwinMouseX);
- * //change the size of the circle
- * //according to the horizontal speed
- * ellipse(50, 50, 10+speed*5, 10+speed*5);
- * //move the canvas to the mouse position
- * myCanvas.position( winMouseX+1, winMouseY+1);
- * }
- *
- *
- *
- *
- * @alt
- * fuschia ellipse moves with mouse x and y. Grows and shrinks with mouse speed
- *
- */
-p5.prototype.pwinMouseX = 0;
-
-/**
- * The system variable pwinMouseY always contains the vertical position of
- * the mouse in the frame previous to the current frame, relative to (0, 0)
- * of the window.
- *
- * @property pwinMouseY
- *
- *
- * @example
- *
- *
- *
- * var myCanvas;
- *
- * function setup() {
- * //use a variable to store a pointer to the canvas
- * myCanvas = createCanvas(100, 100);
- * noStroke();
- * fill(237, 34, 93);
- * }
- *
- * function draw() {
- * clear();
- * //the difference between previous and
- * //current y position is the vertical mouse speed
- * var speed = abs(winMouseY-pwinMouseY);
- * //change the size of the circle
- * //according to the vertical speed
- * ellipse(50, 50, 10+speed*5, 10+speed*5);
- * //move the canvas to the mouse position
- * myCanvas.position( winMouseX+1, winMouseY+1);
- * }
- *
- *
- *
- *
- * @alt
- * fuschia ellipse moves with mouse x and y. Grows and shrinks with mouse speed
- *
- */
-p5.prototype.pwinMouseY = 0;
-
-/**
- * Processing automatically tracks if the mouse button is pressed and which
- * button is pressed. The value of the system variable mouseButton is either
- * LEFT, RIGHT, or CENTER depending on which button was pressed last.
- * Warning: different browsers may track mouseButton differently.
- *
- * @property mouseButton
- *
- * @example
- *
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * if (mouseIsPressed) {
- * if (mouseButton == LEFT)
- * ellipse(50, 50, 50, 50);
- * if (mouseButton == RIGHT)
- * rect(25, 25, 50, 50);
- * if (mouseButton == CENTER)
- * triangle(23, 75, 50, 20, 78, 75);
- * }
- *
- * print(mouseButton);
- * }
- *
- *
- *
- * @alt
- * 50x50 black ellipse appears on center of fuschia canvas on mouse click/press.
- *
- */
-p5.prototype.mouseButton = 0;
-
-/**
- * The boolean system variable mouseIsPressed is true if the mouse is pressed
- * and false if not.
- *
- * @property mouseIsPressed
- *
- * @example
- *
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- *
- * if (mouseIsPressed)
- * ellipse(50, 50, 50, 50);
- * else
- * rect(25, 25, 50, 50);
- *
- * print(mouseIsPressed);
- * }
- *
- *
- *
- * @alt
- * black 50x50 rect becomes ellipse with mouse click/press. fuschia background.
- *
- */
-p5.prototype.mouseIsPressed = false;
-p5.prototype.isMousePressed = false; // both are supported
-
-p5.prototype._updateNextMouseCoords = function(e) {
- if(this._curElement !== null) {
- var mousePos = getMousePos(this._curElement.elt, this.width, this.height, e);
- this._setProperty('mouseX', mousePos.x);
- this._setProperty('mouseY', mousePos.y);
- this._setProperty('winMouseX', mousePos.winX);
- this._setProperty('winMouseY', mousePos.winY);
- }
- if (!this._hasMouseInteracted) {
- // For first draw, make previous and next equal
- this._updateMouseCoords();
- this._setProperty('_hasMouseInteracted', true);
- }
-};
-
-p5.prototype._updateMouseCoords = function() {
- this._setProperty('pmouseX', this.mouseX);
- this._setProperty('pmouseY', this.mouseY);
- this._setProperty('pwinMouseX', this.winMouseX);
- this._setProperty('pwinMouseY', this.winMouseY);
-};
-
-function getMousePos(canvas, w, h, evt) {
- if (evt && !evt.clientX) { // use touches if touch and not mouse
- if (evt.touches) {
- evt = evt.touches[0];
- } else if (evt.changedTouches) {
- evt = evt.changedTouches[0];
- }
- }
- var rect = canvas.getBoundingClientRect();
- var sx = canvas.scrollWidth / w;
- var sy = canvas.scrollHeight / h;
- return {
- x: (evt.clientX - rect.left) / sx,
- y: (evt.clientY - rect.top) / sy,
- winX: evt.clientX,
- winY: evt.clientY,
- id: evt.identifier
- };
-}
-
-p5.prototype._setMouseButton = function(e) {
- if (e.button === 1) {
- this._setProperty('mouseButton', constants.CENTER);
- } else if (e.button === 2) {
- this._setProperty('mouseButton', constants.RIGHT);
- } else {
- this._setProperty('mouseButton', constants.LEFT);
- }
-};
-
-/**
- * The mouseMoved() function is called every time the mouse moves and a mouse
- * button is not pressed.
- * Browsers may have different default
- * behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
- *
- * @method mouseMoved
- * @example
- *
- *
- * // Move the mouse across the page
- * // to change its value
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mouseMoved() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function mouseMoved() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * black 50x50 rect becomes lighter with mouse movements until white then resets
- * no image displayed
- *
- */
-
-/**
- * The mouseDragged() function is called once every time the mouse moves and
- * a mouse button is pressed. If no mouseDragged() function is defined, the
- * touchMoved() function will be called instead if it is defined.
- * Browsers may have different default
- * behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
- *
- * @method mouseDragged
- * @example
- *
- *
- * // Drag the mouse across the page
- * // to change its value
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mouseDragged() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function mouseDragged() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * black 50x50 rect turns lighter with mouse click and drag until white, resets
- * no image displayed
- *
- */
-p5.prototype._onmousemove = function(e){
- var context = this._isGlobal ? window : this;
- var executeDefault;
- this._updateNextMouseCoords(e);
- if (!this.isMousePressed) {
- if (typeof context.mouseMoved === 'function') {
- executeDefault = context.mouseMoved(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
- }
- else {
- if (typeof context.mouseDragged === 'function') {
- executeDefault = context.mouseDragged(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- } else if (typeof context.touchMoved === 'function') {
- executeDefault = context.touchMoved(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
- }
-};
-
-/**
- * The mousePressed() function is called once after every time a mouse button
- * is pressed. The mouseButton variable (see the related reference entry)
- * can be used to determine which button has been pressed. If no
- * mousePressed() function is defined, the touchStarted() function will be
- * called instead if it is defined.
- * Browsers may have different default
- * behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
- *
- * @method mousePressed
- * @example
- *
- *
- * // Click within the image to change
- * // the value of the rectangle
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mousePressed() {
- * if (value == 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function mousePressed() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * black 50x50 rect turns white with mouse click/press.
- * no image displayed
- *
- */
-p5.prototype._onmousedown = function(e) {
- var context = this._isGlobal ? window : this;
- var executeDefault;
- this._setProperty('isMousePressed', true);
- this._setProperty('mouseIsPressed', true);
- this._setMouseButton(e);
- this._updateNextMouseCoords(e);
- if (typeof context.mousePressed === 'function') {
- executeDefault = context.mousePressed(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- } else if (typeof context.touchStarted === 'function') {
- executeDefault = context.touchStarted(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-
-/**
- * The mouseReleased() function is called every time a mouse button is
- * released. If no mouseReleased() function is defined, the touchEnded()
- * function will be called instead if it is defined.
- * Browsers may have different default
- * behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
- *
- *
- * @method mouseReleased
- * @example
- *
- *
- * // Click within the image to change
- * // the value of the rectangle
- * // after the mouse has been clicked
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mouseReleased() {
- * if (value == 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function mouseReleased() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * black 50x50 rect turns white with mouse click/press.
- * no image displayed
- *
- */
-p5.prototype._onmouseup = function(e) {
- var context = this._isGlobal ? window : this;
- var executeDefault;
- this._setProperty('isMousePressed', false);
- this._setProperty('mouseIsPressed', false);
- if (typeof context.mouseReleased === 'function') {
- executeDefault = context.mouseReleased(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- } else if (typeof context.touchEnded === 'function') {
- executeDefault = context.touchEnded(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-
-p5.prototype._ondragend = p5.prototype._onmouseup;
-p5.prototype._ondragover = p5.prototype._onmousemove;
-
-/**
- * The mouseClicked() function is called once after a mouse button has been
- * pressed and then released.
- * Browsers may have different default
- * behaviors attached to various mouse events. To prevent any default
- * behavior for this event, add "return false" to the end of the method.
- *
- * @method mouseClicked
- * @example
- *
- *
- * // Click within the image to change
- * // the value of the rectangle
- * // after the mouse has been clicked
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function mouseClicked() {
- * if (value == 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function mouseClicked() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * black 50x50 rect turns white with mouse click/press.
- * no image displayed
- *
- */
-p5.prototype._onclick = function(e) {
- var context = this._isGlobal ? window : this;
- if (typeof context.mouseClicked === 'function') {
- var executeDefault = context.mouseClicked(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-
-/**
- * The function mouseWheel() is executed every time a vertical mouse wheel
- * event is detected either triggered by an actual mouse wheel or by a
- * touchpad.
- * The event.delta property returns the amount the mouse wheel
- * have scrolled. The values can be positive or negative depending on the
- * scroll direction (on OS X with "natural" scrolling enabled, the signs
- * are inverted).
- * Browsers may have different default behaviors attached to various
- * mouse events. To prevent any default behavior for this event, add
- * "return false" to the end of the method.
- * Due to the current support of the "wheel" event on Safari, the function
- * may only work as expected if "return false" is included while using Safari.
- *
- * @method mouseWheel
- *
- * @example
- *
- *
- * var pos = 25;
- *
- * function draw() {
- * background(237, 34, 93);
- * fill(0);
- * rect(25, pos, 50, 50);
- * }
- *
- * function mouseWheel(event) {
- * print(event.delta);
- * //move the square according to the vertical scroll amount
- * pos += event.delta;
- * //uncomment to block page scrolling
- * //return false;
- * }
- *
- *
- *
- * @alt
- * black 50x50 rect moves up and down with vertical scroll. fuschia background
- *
- */
-p5.prototype._onwheel = function(e) {
- var context = this._isGlobal ? window : this;
- if (typeof context.mouseWheel === 'function') {
- e.delta = e.deltaY;
- var executeDefault = context.mouseWheel(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-
-module.exports = p5;
-
-},{"../core/constants":36,"../core/core":37}],53:[function(_dereq_,module,exports){
-/**
- * @module Events
- * @submodule Touch
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * The system variable touches[] contains an array of the positions of all
- * current touch points, relative to (0, 0) of the canvas, and IDs identifying a
- * unique touch as it moves. Each element in the array is an object with x, y,
- * and id properties.
- *
- * @property touches[]
- */
-p5.prototype.touches = [];
-
-p5.prototype._updateTouchCoords = function(e) {
- if (this._curElement !== null) {
- var touches = [];
- for(var i = 0; i < e.touches.length; i++){
- touches[i] = getTouchInfo(this._curElement.elt,
- this.width, this.height, e, i);
- }
- this._setProperty('touches', touches);
- }
-};
-
-
-function getTouchInfo(canvas, w, h, e, i) {
- i = i || 0;
- var rect = canvas.getBoundingClientRect();
- var sx = canvas.scrollWidth / w;
- var sy = canvas.scrollHeight / h;
- var touch = e.touches[i] || e.changedTouches[i];
- return {
- x: (touch.clientX - rect.left) / sx,
- y: (touch.clientY - rect.top) / sy,
- winX: touch.clientX,
- winY: touch.clientY,
- id: touch.identifier
- };
-}
-
-/**
- * The touchStarted() function is called once after every time a touch is
- * registered. If no touchStarted() function is defined, the mousePressed()
- * function will be called instead if it is defined.
- * Browsers may have different default behaviors attached to various touch
- * events. To prevent any default behavior for this event, add "return false"
- * to the end of the method.
- *
- * @method touchStarted
- * @example
- *
- *
- * // Touch within the image to change
- * // the value of the rectangle
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function touchStarted() {
- * if (value == 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function touchStarted() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * 50x50 black rect turns white with touch event.
- * no image displayed
- */
-p5.prototype._ontouchstart = function(e) {
- var context = this._isGlobal ? window : this;
- var executeDefault;
- this._updateTouchCoords(e);
- this._updateNextMouseCoords(e);
- if(typeof context.touchStarted === 'function') {
- executeDefault = context.touchStarted(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- } else if (typeof context.mousePressed === 'function') {
- executeDefault = context.mousePressed(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- //this._setMouseButton(e);
- }
-};
-
-/**
- * The touchMoved() function is called every time a touch move is registered.
- * If no touchMoved() function is defined, the mouseDragged() function will
- * be called instead if it is defined.
- * Browsers may have different default behaviors attached to various touch
- * events. To prevent any default behavior for this event, add "return false"
- * to the end of the method.
- *
- * @method touchMoved
- * @example
- *
- *
- * // Move your finger across the page
- * // to change its value
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function touchMoved() {
- * value = value + 5;
- * if (value > 255) {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function touchMoved() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * 50x50 black rect turns lighter with touch until white. resets
- * no image displayed
- *
- */
-p5.prototype._ontouchmove = function(e) {
- var context = this._isGlobal ? window : this;
- var executeDefault;
- this._updateTouchCoords(e);
- this._updateNextMouseCoords(e);
- if (typeof context.touchMoved === 'function') {
- executeDefault = context.touchMoved(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- } else if (typeof context.mouseDragged === 'function') {
- executeDefault = context.mouseDragged(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-
-/**
- * The touchEnded() function is called every time a touch ends. If no
- * touchEnded() function is defined, the mouseReleased() function will be
- * called instead if it is defined.
- * Browsers may have different default behaviors attached to various touch
- * events. To prevent any default behavior for this event, add "return false"
- * to the end of the method.
- *
- * @method touchEnded
- * @example
- *
- *
- * // Release touch within the image to
- * // change the value of the rectangle
- *
- * var value = 0;
- * function draw() {
- * fill(value);
- * rect(25, 25, 50, 50);
- * }
- * function touchEnded() {
- * if (value == 0) {
- * value = 255;
- * } else {
- * value = 0;
- * }
- * }
- *
- *
- *
- *
- *
- * function touchEnded() {
- * ellipse(mouseX, mouseY, 5, 5);
- * // prevent default
- * return false;
- * }
- *
- *
- *
- * @alt
- * 50x50 black rect turns white with touch.
- * no image displayed
- *
- */
-p5.prototype._ontouchend = function(e) {
- this._updateTouchCoords(e);
- this._updateNextMouseCoords(e);
- if (this.touches.length === 0) {
- this._setProperty('touchIsDown', false);
- }
- var context = this._isGlobal ? window : this;
- var executeDefault;
- if (typeof context.touchEnded === 'function') {
- executeDefault = context.touchEnded(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- } else if (typeof context.mouseReleased === 'function') {
- executeDefault = context.mouseReleased(e);
- if(executeDefault === false) {
- e.preventDefault();
- }
- }
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],54:[function(_dereq_,module,exports){
-/*global ImageData:false */
-
-/**
- * This module defines the filters for use with image buffers.
- *
- * This module is basically a collection of functions stored in an object
- * as opposed to modules. The functions are destructive, modifying
- * the passed in canvas rather than creating a copy.
- *
- * Generally speaking users of this module will use the Filters.apply method
- * on a canvas to create an effect.
- *
- * A number of functions are borrowed/adapted from
- * http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
- * or the java processing implementation.
- */
-
-'use strict';
-
-var Filters = {};
-
-
-/*
- * Helper functions
- */
-
-
-/**
- * Returns the pixel buffer for a canvas
- *
- * @private
- *
- * @param {Canvas|ImageData} canvas the canvas to get pixels from
- * @return {Uint8ClampedArray} a one-dimensional array containing
- * the data in thc RGBA order, with integer
- * values between 0 and 255
- */
-Filters._toPixels = function (canvas) {
- if (canvas instanceof ImageData) {
- return canvas.data;
- } else {
- return canvas.getContext('2d').getImageData(
- 0,
- 0,
- canvas.width,
- canvas.height
- ).data;
- }
-};
-
-/**
- * Returns a 32 bit number containing ARGB data at ith pixel in the
- * 1D array containing pixels data.
- *
- * @private
- *
- * @param {Uint8ClampedArray} data array returned by _toPixels()
- * @param {Integer} i index of a 1D Image Array
- * @return {Integer} 32 bit integer value representing
- * ARGB value.
- */
-Filters._getARGB = function (data, i) {
- var offset = i * 4;
- return (data[offset+3] << 24) & 0xff000000 |
- (data[offset] << 16) & 0x00ff0000 |
- (data[offset+1] << 8) & 0x0000ff00 |
- data[offset+2] & 0x000000ff;
-};
-
-/**
- * Modifies pixels RGBA values to values contained in the data object.
- *
- * @private
- *
- * @param {Uint8ClampedArray} pixels array returned by _toPixels()
- * @param {Int32Array} data source 1D array where each value
- * represents ARGB values
- */
-Filters._setPixels = function (pixels, data) {
- var offset = 0;
- for( var i = 0, al = pixels.length; i < al; i++) {
- offset = i*4;
- pixels[offset + 0] = (data[i] & 0x00ff0000)>>>16;
- pixels[offset + 1] = (data[i] & 0x0000ff00)>>>8;
- pixels[offset + 2] = (data[i] & 0x000000ff);
- pixels[offset + 3] = (data[i] & 0xff000000)>>>24;
- }
-};
-
-/**
- * Returns the ImageData object for a canvas
- * https://developer.mozilla.org/en-US/docs/Web/API/ImageData
- *
- * @private
- *
- * @param {Canvas|ImageData} canvas canvas to get image data from
- * @return {ImageData} Holder of pixel data (and width and
- * height) for a canvas
- */
-Filters._toImageData = function (canvas) {
- if (canvas instanceof ImageData) {
- return canvas;
- } else {
- return canvas.getContext('2d').getImageData(
- 0,
- 0,
- canvas.width,
- canvas.height
- );
- }
-};
-
-/**
- * Returns a blank ImageData object.
- *
- * @private
- *
- * @param {Integer} width
- * @param {Integer} height
- * @return {ImageData}
- */
-Filters._createImageData = function (width, height) {
- Filters._tmpCanvas = document.createElement('canvas');
- Filters._tmpCtx = Filters._tmpCanvas.getContext('2d');
- return this._tmpCtx.createImageData(width, height);
-};
-
-
-/**
- * Applys a filter function to a canvas.
- *
- * The difference between this and the actual filter functions defined below
- * is that the filter functions generally modify the pixel buffer but do
- * not actually put that data back to the canvas (where it would actually
- * update what is visible). By contrast this method does make the changes
- * actually visible in the canvas.
- *
- * The apply method is the method that callers of this module would generally
- * use. It has been separated from the actual filters to support an advanced
- * use case of creating a filter chain that executes without actually updating
- * the canvas in between everystep.
- *
- * @param {[type]} func [description]
- * @param {[type]} canvas [description]
- * @param {[type]} level [description]
- * @return {[type]} [description]
- */
-Filters.apply = function (canvas, func, filterParam) {
- var ctx = canvas.getContext('2d');
- var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
-
- //Filters can either return a new ImageData object, or just modify
- //the one they received.
- var newImageData = func(imageData, filterParam);
- if (newImageData instanceof ImageData) {
- ctx.putImageData(newImageData, 0, 0, 0, 0, canvas.width, canvas.height);
- } else {
- ctx.putImageData(imageData, 0, 0, 0, 0, canvas.width, canvas.height);
- }
-};
-
-
-/*
- * Filters
- */
-
-
-/**
- * Converts the image to black and white pixels depending if they are above or
- * below the threshold defined by the level parameter. The parameter must be
- * between 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.
- *
- * Borrowed from http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
- *
- * @param {Canvas} canvas
- * @param {Float} level
- */
-Filters.threshold = function (canvas, level) {
- var pixels = Filters._toPixels(canvas);
-
- if (level === undefined) {
- level = 0.5;
- }
- var thresh = Math.floor(level * 255);
-
- for (var i = 0; i < pixels.length; i += 4) {
- var r = pixels[i];
- var g = pixels[i + 1];
- var b = pixels[i + 2];
- var gray = (0.2126 * r + 0.7152 * g + 0.0722 * b);
- var val;
- if (gray >= thresh) {
- val = 255;
- } else {
- val = 0;
- }
- pixels[i] = pixels[i + 1] = pixels[i + 2] = val;
- }
-
-};
-
-
-/**
- * Converts any colors in the image to grayscale equivalents.
- * No parameter is used.
- *
- * Borrowed from http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
- *
- * @param {Canvas} canvas
- */
-Filters.gray = function (canvas) {
- var pixels = Filters._toPixels(canvas);
-
- for (var i = 0; i < pixels.length; i += 4) {
- var r = pixels[i];
- var g = pixels[i + 1];
- var b = pixels[i + 2];
-
- // CIE luminance for RGB
- var gray = (0.2126 * r + 0.7152 * g + 0.0722 * b);
- pixels[i] = pixels[i + 1] = pixels[i + 2] = gray;
- }
-};
-
-/**
- * Sets the alpha channel to entirely opaque. No parameter is used.
- *
- * @param {Canvas} canvas
- */
-Filters.opaque = function (canvas) {
- var pixels = Filters._toPixels(canvas);
-
- for (var i = 0; i < pixels.length; i += 4) {
- pixels[i + 3] = 255;
- }
-
- return pixels;
-};
-
-/**
- * Sets each pixel to its inverse value. No parameter is used.
- * @param {Invert}
- */
-Filters.invert = function (canvas) {
- var pixels = Filters._toPixels(canvas);
-
- for (var i = 0; i < pixels.length; i += 4) {
- pixels[i] = 255 - pixels[i];
- pixels[i + 1] = 255 - pixels[i + 1];
- pixels[i + 2] = 255 - pixels[i + 2];
- }
-
-};
-
-
-/**
- * Limits each channel of the image to the number of colors specified as
- * the parameter. The parameter can be set to values between 2 and 255, but
- * results are most noticeable in the lower ranges.
- *
- * Adapted from java based processing implementation
- *
- * @param {Canvas} canvas
- * @param {Integer} level
- */
-Filters.posterize = function (canvas, level) {
- var pixels = Filters._toPixels(canvas);
-
- if ((level < 2) || (level > 255)) {
- throw new Error(
- 'Level must be greater than 2 and less than 255 for posterize'
- );
- }
-
- var levels1 = level - 1;
- for (var i = 0; i < pixels.length; i+=4) {
- var rlevel = pixels[i];
- var glevel = pixels[i + 1];
- var blevel = pixels[i + 2];
-
- pixels[i] = (((rlevel * level) >> 8) * 255) / levels1;
- pixels[i + 1] = (((glevel * level) >> 8) * 255) / levels1;
- pixels[i + 2] = (((blevel * level) >> 8) * 255) / levels1;
- }
-};
-
-/**
- * reduces the bright areas in an image
- * @param {Canvas} canvas
- *
- */
-Filters.dilate = function (canvas) {
- var pixels = Filters._toPixels(canvas);
- var currIdx = 0;
- var maxIdx = pixels.length ? pixels.length/4 : 0;
- var out = new Int32Array(maxIdx);
- var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
- var idxRight, idxLeft, idxUp, idxDown,
- colRight, colLeft, colUp, colDown,
- lumRight, lumLeft, lumUp, lumDown;
-
- while(currIdx < maxIdx) {
- currRowIdx = currIdx;
- maxRowIdx = currIdx + canvas.width;
- while (currIdx < maxRowIdx) {
- colOrig = colOut = Filters._getARGB(pixels, currIdx);
- idxLeft = currIdx - 1;
- idxRight = currIdx + 1;
- idxUp = currIdx - canvas.width;
- idxDown = currIdx + canvas.width;
-
- if (idxLeft < currRowIdx) {
- idxLeft = currIdx;
- }
- if (idxRight >= maxRowIdx) {
- idxRight = currIdx;
- }
- if (idxUp < 0){
- idxUp = 0;
- }
- if (idxDown >= maxIdx) {
- idxDown = currIdx;
- }
- colUp = Filters._getARGB(pixels, idxUp);
- colLeft = Filters._getARGB(pixels, idxLeft);
- colDown = Filters._getARGB(pixels, idxDown);
- colRight = Filters._getARGB(pixels, idxRight);
-
- //compute luminance
- currLum = 77*(colOrig>>16&0xff) +
- 151*(colOrig>>8&0xff) +
- 28*(colOrig&0xff);
- lumLeft = 77*(colLeft>>16&0xff) +
- 151*(colLeft>>8&0xff) +
- 28*(colLeft&0xff);
- lumRight = 77*(colRight>>16&0xff) +
- 151*(colRight>>8&0xff) +
- 28*(colRight&0xff);
- lumUp = 77*(colUp>>16&0xff) +
- 151*(colUp>>8&0xff) +
- 28*(colUp&0xff);
- lumDown = 77*(colDown>>16&0xff) +
- 151*(colDown>>8&0xff) +
- 28*(colDown&0xff);
-
- if (lumLeft > currLum) {
- colOut = colLeft;
- currLum = lumLeft;
- }
- if (lumRight > currLum) {
- colOut = colRight;
- currLum = lumRight;
- }
- if (lumUp > currLum) {
- colOut = colUp;
- currLum = lumUp;
- }
- if (lumDown > currLum) {
- colOut = colDown;
- currLum = lumDown;
- }
- out[currIdx++]=colOut;
- }
- }
- Filters._setPixels(pixels, out);
-};
-
-/**
- * increases the bright areas in an image
- * @param {Canvas} canvas
- *
- */
-Filters.erode = function(canvas) {
- var pixels = Filters._toPixels(canvas);
- var currIdx = 0;
- var maxIdx = pixels.length ? pixels.length/4 : 0;
- var out = new Int32Array(maxIdx);
- var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
- var idxRight, idxLeft, idxUp, idxDown,
- colRight, colLeft, colUp, colDown,
- lumRight, lumLeft, lumUp, lumDown;
-
- while(currIdx < maxIdx) {
- currRowIdx = currIdx;
- maxRowIdx = currIdx + canvas.width;
- while (currIdx < maxRowIdx) {
- colOrig = colOut = Filters._getARGB(pixels, currIdx);
- idxLeft = currIdx - 1;
- idxRight = currIdx + 1;
- idxUp = currIdx - canvas.width;
- idxDown = currIdx + canvas.width;
-
- if (idxLeft < currRowIdx) {
- idxLeft = currIdx;
- }
- if (idxRight >= maxRowIdx) {
- idxRight = currIdx;
- }
- if (idxUp < 0) {
- idxUp = 0;
- }
- if (idxDown >= maxIdx) {
- idxDown = currIdx;
- }
- colUp = Filters._getARGB(pixels, idxUp);
- colLeft = Filters._getARGB(pixels, idxLeft);
- colDown = Filters._getARGB(pixels, idxDown);
- colRight = Filters._getARGB(pixels, idxRight);
-
- //compute luminance
- currLum = 77*(colOrig>>16&0xff) +
- 151*(colOrig>>8&0xff) +
- 28*(colOrig&0xff);
- lumLeft = 77*(colLeft>>16&0xff) +
- 151*(colLeft>>8&0xff) +
- 28*(colLeft&0xff);
- lumRight = 77*(colRight>>16&0xff) +
- 151*(colRight>>8&0xff) +
- 28*(colRight&0xff);
- lumUp = 77*(colUp>>16&0xff) +
- 151*(colUp>>8&0xff) +
- 28*(colUp&0xff);
- lumDown = 77*(colDown>>16&0xff) +
- 151*(colDown>>8&0xff) +
- 28*(colDown&0xff);
-
- if (lumLeft < currLum) {
- colOut = colLeft;
- currLum = lumLeft;
- }
- if (lumRight < currLum) {
- colOut = colRight;
- currLum = lumRight;
- }
- if (lumUp < currLum) {
- colOut = colUp;
- currLum = lumUp;
- }
- if (lumDown < currLum) {
- colOut = colDown;
- currLum = lumDown;
- }
-
- out[currIdx++]=colOut;
- }
- }
- Filters._setPixels(pixels, out);
-};
-
-// BLUR
-
-// internal kernel stuff for the gaussian blur filter
-var blurRadius;
-var blurKernelSize;
-var blurKernel;
-var blurMult;
-
-/*
- * Port of https://github.com/processing/processing/blob/
- * master/core/src/processing/core/PImage.java#L1250
- *
- * Optimized code for building the blur kernel.
- * further optimized blur code (approx. 15% for radius=20)
- * bigger speed gains for larger radii (~30%)
- * added support for various image types (ALPHA, RGB, ARGB)
- * [toxi 050728]
- */
-function buildBlurKernel(r) {
- var radius = (r * 3.5)|0;
- radius = (radius < 1) ? 1 : ((radius < 248) ? radius : 248);
-
- if (blurRadius !== radius) {
- blurRadius = radius;
- blurKernelSize = 1 + blurRadius<<1;
- blurKernel = new Int32Array(blurKernelSize);
- blurMult = new Array(blurKernelSize);
- for(var l = 0; l < blurKernelSize; l++){
- blurMult[l] = new Int32Array(256);
- }
-
- var bk,bki;
- var bm,bmi;
-
- for (var i = 1, radiusi = radius - 1; i < radius; i++) {
- blurKernel[radius+i] = blurKernel[radiusi] = bki = radiusi * radiusi;
- bm = blurMult[radius+i];
- bmi = blurMult[radiusi--];
- for (var j = 0; j < 256; j++){
- bm[j] = bmi[j] = bki * j;
- }
- }
- bk = blurKernel[radius] = radius * radius;
- bm = blurMult[radius];
-
- for (var k = 0; k < 256; k++){
- bm[k] = bk * k;
- }
- }
-
-}
-
-// Port of https://github.com/processing/processing/blob/
-// master/core/src/processing/core/PImage.java#L1433
-function blurARGB(canvas, radius) {
- var pixels = Filters._toPixels(canvas);
- var width = canvas.width;
- var height = canvas.height;
- var numPackedPixels = width * height;
- var argb = new Int32Array(numPackedPixels);
- for (var j = 0; j < numPackedPixels; j++) {
- argb[j] = Filters._getARGB(pixels, j);
- }
- var sum, cr, cg, cb, ca;
- var read, ri, ym, ymi, bk0;
- var a2 = new Int32Array(numPackedPixels);
- var r2 = new Int32Array(numPackedPixels);
- var g2 = new Int32Array(numPackedPixels);
- var b2 = new Int32Array(numPackedPixels);
- var yi = 0;
- buildBlurKernel(radius);
- var x, y, i;
- var bm;
- for (y = 0; y < height; y++) {
- for (x = 0; x < width; x++) {
- cb = cg = cr = ca = sum = 0;
- read = x - blurRadius;
- if (read < 0) {
- bk0 = -read;
- read = 0;
- } else {
- if (read >= width) {
- break;
- }
- bk0 = 0;
- }
- for (i = bk0; i < blurKernelSize; i++) {
- if (read >= width) {
- break;
- }
- var c = argb[read + yi];
- bm = blurMult[i];
- ca += bm[(c & -16777216) >>> 24];
- cr += bm[(c & 16711680) >> 16];
- cg += bm[(c & 65280) >> 8];
- cb += bm[c & 255];
- sum += blurKernel[i];
- read++;
- }
- ri = yi + x;
- a2[ri] = ca / sum;
- r2[ri] = cr / sum;
- g2[ri] = cg / sum;
- b2[ri] = cb / sum;
- }
- yi += width;
- }
- yi = 0;
- ym = -blurRadius;
- ymi = ym * width;
- for (y = 0; y < height; y++) {
- for (x = 0; x < width; x++) {
- cb = cg = cr = ca = sum = 0;
- if (ym < 0) {
- bk0 = ri = -ym;
- read = x;
- } else {
- if (ym >= height) {
- break;
- }
- bk0 = 0;
- ri = ym;
- read = x + ymi;
- }
- for (i = bk0; i < blurKernelSize; i++) {
- if (ri >= height) {
- break;
- }
- bm = blurMult[i];
- ca += bm[a2[read]];
- cr += bm[r2[read]];
- cg += bm[g2[read]];
- cb += bm[b2[read]];
- sum += blurKernel[i];
- ri++;
- read += width;
- }
- argb[x + yi] = (ca/sum)<<24 | (cr/sum)<<16 | (cg/sum)<<8 | (cb/sum);
- }
- yi += width;
- ymi += width;
- ym++;
- }
- Filters._setPixels(pixels, argb);
-}
-
-Filters.blur = function(canvas, radius){
- blurARGB(canvas, radius);
-};
-
-
-module.exports = Filters;
-
-},{}],55:[function(_dereq_,module,exports){
-/**
- * @module Image
- * @submodule Image
- * @for p5
- * @requires core
- */
-
-/**
- * This module defines the p5 methods for the p5.Image class
- * for drawing images to the main display canvas.
- */
-'use strict';
-
-
-var p5 = _dereq_('../core/core');
-
-/* global frames:true */// This is not global, but JSHint is not aware that
-// this module is implicitly enclosed with Browserify: this overrides the
-// redefined-global error and permits using the name "frames" for the array
-// of saved animation frames.
-var frames = [];
-
-
-/**
- * Creates a new p5.Image (the datatype for storing images). This provides a
- * fresh buffer of pixels to play with. Set the size of the buffer with the
- * width and height parameters.
- *
- * .pixels gives access to an array containing the values for all the pixels
- * in the display window.
- * These values are numbers. This array is the size (including an appropriate
- * factor for the pixelDensity) of the display window x4,
- * representing the R, G, B, A values in order for each pixel, moving from
- * left to right across each row, then down each column. See .pixels for
- * more info. It may also be simpler to use set() or get().
- *
- * Before accessing the pixels of an image, the data must loaded with the
- * loadPixels() function. After the array data has been modified, the
- * updatePixels() function must be run to update the changes.
- *
- * @method createImage
- * @param {Integer} width width in pixels
- * @param {Integer} height height in pixels
- * @return {p5.Image} the p5.Image object
- * @example
- *
- *
- * img = createImage(66, 66);
- * img.loadPixels();
- * for (i = 0; i < img.width; i++) {
- * for (j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- *
- *
- *
- * img = createImage(66, 66);
- * img.loadPixels();
- * for (i = 0; i < img.width; i++) {
- * for (j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102, i % img.width * 2));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- * image(img, 34, 34);
- *
- *
- *
- *
- *
- * var pink = color(255, 102, 204);
- * img = createImage(66, 66);
- * img.loadPixels();
- * var d = pixelDensity;
- * var halfImage = 4 * (width * d) * (height/2 * d);
- * for (var i = 0; i < halfImage; i+=4) {
- * img.pixels[i] = red(pink);
- * img.pixels[i+1] = green(pink);
- * img.pixels[i+2] = blue(pink);
- * img.pixels[i+3] = alpha(pink);
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- *
- * @alt
- * 66x66 dark turquoise rect in center of canvas.
- * 2 gradated dark turquoise rects fade left. 1 center 1 bottom right of canvas
- * no image displayed
- *
- */
-p5.prototype.createImage = function(width, height) {
- return new p5.Image(width, height);
-};
-
-/**
- * Save the current canvas as an image. In Safari, this will open the
- * image in the window and the user must provide their own
- * filename on save-as. Other browsers will either save the
- * file immediately, or prompt the user with a dialogue window.
- *
- * @method saveCanvas
- * @param {[selectedCanvas]} canvas a variable representing a
- * specific html5 canvas (optional)
- * @param {[String]} filename
- * @param {[String]} extension 'jpg' or 'png'
- * @example
- *
- * function setup() {
- * var c = createCanvas(100, 100);
- * background(255, 0, 0);
- * saveCanvas(c, 'myCanvas', 'jpg');
- * }
- *
- *
- * // note that this example has the same result as above
- * // if no canvas is specified, defaults to main canvas
- * function setup() {
- * createCanvas(100, 100);
- * background(255, 0, 0);
- * saveCanvas('myCanvas', 'jpg');
- * }
- *
- *
- * // all of the following are valid
- * saveCanvas(c, 'myCanvas', 'jpg');
- * saveCanvas(c, 'myCanvas');
- * saveCanvas(c);
- * saveCanvas('myCanvas', 'png');
- * saveCanvas('myCanvas');
- * saveCanvas();
- *
- *
- * @alt
- * no image displayed
- * no image displayed
- * no image displayed
- *
- */
-p5.prototype.saveCanvas = function() {
-
- var cnv, filename, extension;
- if (arguments.length === 3) {
- cnv = arguments[0];
- filename = arguments[1];
- extension = arguments[2];
- } else if (arguments.length === 2) {
- if (typeof arguments[0] === 'object') {
- cnv = arguments[0];
- filename = arguments[1];
- } else {
- filename = arguments[0];
- extension = arguments[1];
- }
- } else if (arguments.length === 1) {
- if (typeof arguments[0] === 'object') {
- cnv = arguments[0];
- } else {
- filename = arguments[0];
- }
- }
-
- if (cnv instanceof p5.Element) {
- cnv = cnv.elt;
- }
- if (!(cnv instanceof HTMLCanvasElement)) {
- cnv = null;
- }
-
- if (!extension) {
- extension = p5.prototype._checkFileExtension(filename, extension)[1];
- if (extension === '') {
- extension = 'png';
- }
- }
-
- if (!cnv) {
- if (this._curElement && this._curElement.elt) {
- cnv = this._curElement.elt;
- }
- }
-
- if ( p5.prototype._isSafari() ) {
- var aText = 'Hello, Safari user!\n';
- aText += 'Now capturing a screenshot...\n';
- aText += 'To save this image,\n';
- aText += 'go to File --> Save As.\n';
- alert(aText);
- window.location.href = cnv.toDataURL();
- } else {
- var mimeType;
- if (typeof(extension) === 'undefined') {
- extension = 'png';
- mimeType = 'image/png';
- }
- else {
- switch(extension){
- case 'png':
- mimeType = 'image/png';
- break;
- case 'jpeg':
- mimeType = 'image/jpeg';
- break;
- case 'jpg':
- mimeType = 'image/jpeg';
- break;
- default:
- mimeType = 'image/png';
- break;
- }
- }
- var downloadMime = 'image/octet-stream';
- var imageData = cnv.toDataURL(mimeType);
- imageData = imageData.replace(mimeType, downloadMime);
-
- p5.prototype.downloadFile(imageData, filename, extension);
- }
-};
-
-/**
- * Capture a sequence of frames that can be used to create a movie.
- * Accepts a callback. For example, you may wish to send the frames
- * to a server where they can be stored or converted into a movie.
- * If no callback is provided, the browser will pop up save dialogues in an
- * attempt to download all of the images that have just been created. With the
- * callback provided the image data isn't saved by default but instead passed
- * as an argument to the callback function as an array of objects, with the
- * size of array equal to the total number of frames.
- *
- * @method saveFrames
- * @param {String} filename
- * @param {String} extension 'jpg' or 'png'
- * @param {Number} duration Duration in seconds to save the frames for.
- * @param {Number} framerate Framerate to save the frames in.
- * @param {Function} [callback] A callback function that will be executed
- to handle the image data. This function
- should accept an array as argument. The
- array will contain the specified number of
- frames of objects. Each object has three
- properties: imageData - an
- image/octet-stream, filename and extension.
- * @example
- *
- * function draw() {
- * background(mouseX);
- * }
- *
- * function mousePressed() {
- * saveFrames("out", "png", 1, 25, function(data){
- * print(data);
- * });
- * }
- *
- *
- * @alt
- * canvas background goes from light to dark with mouse x.
- *
- */
-p5.prototype.saveFrames = function(fName, ext, _duration, _fps, callback) {
- var duration = _duration || 3;
- duration = p5.prototype.constrain(duration, 0, 15);
- duration = duration * 1000;
- var fps = _fps || 15;
- fps = p5.prototype.constrain(fps, 0, 22);
- var count = 0;
-
- var makeFrame = p5.prototype._makeFrame;
- var cnv = this._curElement.elt;
- var frameFactory = setInterval(function(){
- makeFrame(fName + count, ext, cnv);
- count++;
- },1000/fps);
-
- setTimeout(function(){
- clearInterval(frameFactory);
- if (callback) {
- callback(frames);
- }
- else {
- for (var i = 0; i < frames.length; i++) {
- var f = frames[i];
- p5.prototype.downloadFile(f.imageData, f.filename, f.ext);
- }
- }
- frames = []; // clear frames
- }, duration + 0.01);
-};
-
-p5.prototype._makeFrame = function(filename, extension, _cnv) {
- var cnv;
- if (this) {
- cnv = this._curElement.elt;
- } else {
- cnv = _cnv;
- }
- var mimeType;
- if (!extension) {
- extension = 'png';
- mimeType = 'image/png';
- }
- else {
- switch(extension.toLowerCase()){
- case 'png':
- mimeType = 'image/png';
- break;
- case 'jpeg':
- mimeType = 'image/jpeg';
- break;
- case 'jpg':
- mimeType = 'image/jpeg';
- break;
- default:
- mimeType = 'image/png';
- break;
- }
- }
- var downloadMime = 'image/octet-stream';
- var imageData = cnv.toDataURL(mimeType);
- imageData = imageData.replace(mimeType, downloadMime);
-
- var thisFrame = {};
- thisFrame.imageData = imageData;
- thisFrame.filename = filename;
- thisFrame.ext = extension;
- frames.push(thisFrame);
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],56:[function(_dereq_,module,exports){
-/**
- * @module Image
- * @submodule Loading & Displaying
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var Filters = _dereq_('./filters');
-var canvas = _dereq_('../core/canvas');
-var constants = _dereq_('../core/constants');
-
-_dereq_('../core/error_helpers');
-
-/**
- * Loads an image from a path and creates a p5.Image from it.
- *
- * The image may not be immediately available for rendering
- * If you want to ensure that the image is ready before doing
- * anything with it, place the loadImage() call in preload().
- * You may also supply a callback function to handle the image when it's ready.
- *
- * The path to the image should be relative to the HTML file
- * that links in your sketch. Loading an from a URL or other
- * remote location may be blocked due to your browser's built-in
- * security.
- *
- * @method loadImage
- * @param {String} path Path of the image to be loaded
- * @param {Function(p5.Image)} [successCallback] Function to be called once
- * the image is loaded. Will be passed the
- * p5.Image.
- * @param {Function(Event)} [failureCallback] called with event error if
- * the image fails to load.
- * @return {p5.Image} the p5.Image object
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/laDefense.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * }
- *
- *
- *
- *
- * function setup() {
- * // here we use a callback to display the image after loading
- * loadImage("assets/laDefense.jpg", function(img) {
- * image(img, 0, 0);
- * });
- * }
- *
- *
- *
- * @alt
- * image of the underside of a white umbrella and grided ceililng above
- * image of the underside of a white umbrella and grided ceililng above
- *
- */
-p5.prototype.loadImage = function(path, successCallback, failureCallback) {
- var img = new Image();
- var pImg = new p5.Image(1, 1, this);
- var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
-
- img.onload = function() {
- pImg.width = pImg.canvas.width = img.width;
- pImg.height = pImg.canvas.height = img.height;
-
- // Draw the image into the backing canvas of the p5.Image
- pImg.drawingContext.drawImage(img, 0, 0);
-
- if (typeof successCallback === 'function') {
- successCallback(pImg);
- }
- if (decrementPreload && (successCallback !== decrementPreload)) {
- decrementPreload();
- }
- };
- img.onerror = function(e) {
- p5._friendlyFileLoadError(0,img.src);
- // don't get failure callback mixed up with decrementPreload
- if ((typeof failureCallback === 'function') &&
- (failureCallback !== decrementPreload)) {
- failureCallback(e);
- }
- };
-
- //set crossOrigin in case image is served which CORS headers
- //this will let us draw to canvas without tainting it.
- //see https://developer.mozilla.org/en-US/docs/HTML/CORS_Enabled_Image
- // When using data-uris the file will be loaded locally
- // so we don't need to worry about crossOrigin with base64 file types
- if(path.indexOf('data:image/') !== 0) {
- img.crossOrigin = 'Anonymous';
- }
-
- //start loading the image
- img.src = path;
-
- return pImg;
-};
-
-/**
- * Validates clipping params. Per drawImage spec sWidth and sHight cannot be
- * negative or greater than image intrinsic width and height
- * @private
- * @param {Number} sVal
- * @param {Number} iVal
- * @returns {Number}
- * @private
- */
-function _sAssign(sVal, iVal) {
- if (sVal > 0 && sVal < iVal) {
- return sVal;
- }
- else {
- return iVal;
- }
-}
-
-/**
- * Draw an image to the main canvas of the p5js sketch
- *
- * @method image
- * @param {p5.Image} img the image to display
- * @param {Number} x the x-coordinate at which to place the top-left
- * corner of the source image
- * @param {Number} y the y-coordinate at which to place the top-left
- * corner of the source image
- * @param {Number} width the width to draw the image
- * @param {Number} height the height to draw the image
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/laDefense.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * image(img, 0, 0, 100, 100);
- * image(img, 0, 0, 100, 100, 0, 0, 100, 100);
- * }
- *
- *
- *
- *
- * function setup() {
- * // here we use a callback to display the image after loading
- * loadImage("assets/laDefense.jpg", function(img) {
- * image(img, 0, 0);
- * });
- * }
- *
- *
- *
- * @alt
- * image of the underside of a white umbrella and grided ceiling above
- * image of the underside of a white umbrella and grided ceiling above
- *
- */
-/**
- * @method image
- * @param {p5.Image} img
- * @param {Number} dx the -xcoordinate in the destination canvas at
- * which to place the top-left corner of the
- * source image
- * @param {Number} dy the y-coordinate in the destination canvas at
- * which to place the top-left corner of the
- * source image
- * @param {Number} dWidth the width to draw the image in the destination
- * canvas
- * @param {Number} dHeight the height to draw the image in the destination
- * canvas
- * @param {Number} sx the x-coordinate of the top left corner of the
- * sub-rectangle of the source image to draw into
- * the destination canvas
- * @param {Number} sy the y-coordinate of the top left corner of the
- * sub-rectangle of the source image to draw into
- * the destination canvas
- * @param {Number} [sWidth] the width of the sub-rectangle of the
- * source image to draw into the destination
- * canvas
- * @param {Number} [sHeight] the height of the sub-rectangle of the
- * source image to draw into the destination context
- */
-p5.prototype.image =
- function(img, dx, dy, dWidth, dHeight, sx, sy, sWidth, sHeight) {
- // set defaults per spec: https://goo.gl/3ykfOq
-
- var defW = img.width;
- var defH = img.height;
-
- if (img.elt && img.elt.videoWidth && !img.canvas) { // video no canvas
- var actualW = img.elt.videoWidth;
- var actualH = img.elt.videoHeight;
- defW = img.elt.videoWidth;
- defH = img.elt.width*actualH/actualW;
- }
-
- var _dx = dx;
- var _dy = dy;
- var _dw = dWidth || defW;
- var _dh = dHeight || defH;
- var _sx = sx || 0;
- var _sy = sy || 0;
- var _sw = sWidth || defW;
- var _sh = sHeight || defH;
-
- _sw = _sAssign(_sw, defW);
- _sh = _sAssign(_sh, defH);
-
-
- // This part needs cleanup and unit tests
- // see issues https://github.com/processing/p5.js/issues/1741
- // and https://github.com/processing/p5.js/issues/1673
- var pd = 1;
-
- if (img.elt && img.elt.videoWidth && img.elt.style.width && !img.canvas) {
- pd = img.elt.videoWidth / parseInt(img.elt.style.width, 10);
- }
- else if (img.elt && img.elt.width && img.elt.style.width) {
- pd = img.elt.width / parseInt(img.elt.style.width, 10);
- }
-
- _sx *= pd;
- _sy *= pd;
- _sh *= pd;
- _sw *= pd;
-
- var vals = canvas.modeAdjust(_dx, _dy, _dw, _dh,
- this._renderer._imageMode);
-
- // tint the image if there is a tint
- this._renderer.image(img, _sx, _sy, _sw, _sh, vals.x, vals.y, vals.w,
- vals.h);
-};
-
-
-/**
- * Sets the fill value for displaying images. Images can be tinted to
- * specified colors or made transparent by including an alpha value.
- *
- * To apply transparency to an image without affecting its color, use
- * white as the tint color and specify an alpha value. For instance,
- * tint(255, 128) will make an image 50% transparent (assuming the default
- * alpha range of 0-255, which can be changed with colorMode()).
- *
- * The value for the gray parameter must be less than or equal to the current
- * maximum value as specified by colorMode(). The default maximum value is
- * 255.
- *
- * @method tint
- * @param {Number|Array} v1 gray value, red or hue value (depending on the
- * current color mode), or color Array
- * @param {Number|Array} [v2] green or saturation value (depending on the
- * current color mode)
- * @param {Number|Array} [v3] blue or brightness value (depending on the
- * current color mode)
- * @param {Number|Array} [a] opacity of the background
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/laDefense.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * tint(0, 153, 204); // Tint blue
- * image(img, 50, 0);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/laDefense.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * tint(0, 153, 204, 126); // Tint blue and set transparency
- * image(img, 50, 0);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/laDefense.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * tint(255, 126); // Apply transparency without changing color
- * image(img, 50, 0);
- * }
- *
- *
- *
- * @alt
- * 2 side by side images of umbrella and ceiling, one image with blue tint
- * Images of umbrella and ceiling, one half of image with blue tint
- * 2 side by side images of umbrella and ceiling, one image translucent
- *
- */
-p5.prototype.tint = function () {
- var c = this.color.apply(this, arguments);
- this._renderer._tint = c.levels;
-};
-
-/**
- * Removes the current fill value for displaying images and reverts to
- * displaying images with their original hues.
- *
- * @method noTint
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * tint(0, 153, 204); // Tint blue
- * image(img, 0, 0);
- * noTint(); // Disable tint
- * image(img, 50, 0);
- * }
- *
- *
- *
- * @alt
- * 2 side by side images of bricks, left image with blue tint
- *
- */
-p5.prototype.noTint = function() {
- this._renderer._tint = null;
-};
-
-/**
- * Apply the current tint color to the input image, return the resulting
- * canvas.
- *
- * @param {p5.Image} The image to be tinted
- * @return {canvas} The resulting tinted canvas
- *
- */
-p5.prototype._getTintedImageCanvas = function(img) {
- if (!img.canvas) {
- return img;
- }
- var pixels = Filters._toPixels(img.canvas);
- var tmpCanvas = document.createElement('canvas');
- tmpCanvas.width = img.canvas.width;
- tmpCanvas.height = img.canvas.height;
- var tmpCtx = tmpCanvas.getContext('2d');
- var id = tmpCtx.createImageData(img.canvas.width, img.canvas.height);
- var newPixels = id.data;
-
- for(var i = 0; i < pixels.length; i += 4) {
- var r = pixels[i];
- var g = pixels[i+1];
- var b = pixels[i+2];
- var a = pixels[i+3];
-
- newPixels[i] = r*this._renderer._tint[0]/255;
- newPixels[i+1] = g*this._renderer._tint[1]/255;
- newPixels[i+2] = b*this._renderer._tint[2]/255;
- newPixels[i+3] = a*this._renderer._tint[3]/255;
- }
-
- tmpCtx.putImageData(id, 0, 0);
- return tmpCanvas;
-};
-
-/**
- * Set image mode. Modifies the location from which images are drawn by
- * changing the way in which parameters given to image() are interpreted.
- * The default mode is imageMode(CORNER), which interprets the second and
- * third parameters of image() as the upper-left corner of the image. If
- * two additional parameters are specified, they are used to set the image's
- * width and height.
- *
- * imageMode(CORNERS) interprets the second and third parameters of image()
- * as the location of one corner, and the fourth and fifth parameters as the
- * opposite corner.
- *
- * imageMode(CENTER) interprets the second and third parameters of image()
- * as the image's center point. If two additional parameters are specified,
- * they are used to set the image's width and height.
- *
- * @method imageMode
- * @param {Constant} mode either CORNER, CORNERS, or CENTER
- * @example
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * imageMode(CORNER);
- * image(img, 10, 10, 50, 50);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * imageMode(CORNERS);
- * image(img, 10, 10, 90, 40);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * imageMode(CENTER);
- * image(img, 50, 50, 80, 80);
- * }
- *
- *
- *
- * @alt
- * small square image of bricks
- * horizontal rectangle image of bricks
- * large square image of bricks
- *
- */
-p5.prototype.imageMode = function(m) {
- if (m === constants.CORNER ||
- m === constants.CORNERS ||
- m === constants.CENTER) {
- this._renderer._imageMode = m;
- }
-};
-
-
-module.exports = p5;
-
-},{"../core/canvas":35,"../core/constants":36,"../core/core":37,"../core/error_helpers":40,"./filters":54}],57:[function(_dereq_,module,exports){
-/**
- * @module Image
- * @submodule Image
- * @requires core
- * @requires constants
- * @requires filters
- */
-
-/**
- * This module defines the p5.Image class and P5 methods for
- * drawing images to the main display canvas.
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var Filters = _dereq_('./filters');
-
-/*
- * Class methods
- */
-
-/**
- * Creates a new p5.Image. A p5.Image is a canvas backed representation of an
- * image.
- *
- * p5 can display .gif, .jpg and .png images. Images may be displayed
- * in 2D and 3D space. Before an image is used, it must be loaded with the
- * loadImage() function. The p5.Image class contains fields for the width and
- * height of the image, as well as an array called pixels[] that contains the
- * values for every pixel in the image.
- *
- * The methods described below allow easy access to the image's pixels and
- * alpha channel and simplify the process of compositing.
- *
- * Before using the pixels[] array, be sure to use the loadPixels() method on
- * the image to make sure that the pixel data is properly loaded.
- *
- * @class p5.Image
- * @constructor
- * @param {Number} width
- * @param {Number} height
- * @param {Object} pInst An instance of a p5 sketch.
- */
-p5.Image = function(width, height){
- /**
- * Image width.
- * @property width
- * @example
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * createCanvas(100, 100);
- * image(img, 0, 0);
- * for (var i=0; i < img.width; i++) {
- * var c = img.get(i, img.height/2);
- * stroke(c);
- * line(i, height/2, i, height);
- * }
- * }
- *
- *
- * @alt
- * rocky mountains in top and horizontal lines in corresponding colors in bottom.
- *
- */
- this.width = width;
- /**
- * Image height.
- * @property height
- * @example
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * createCanvas(100, 100);
- * image(img, 0, 0);
- * for (var i=0; i < img.height; i++) {
- * var c = img.get(img.width/2, i);
- * stroke(c);
- * line(0, i, width/2, i);
- * }
- * }
- *
- *
- * @alt
- * rocky mountains on right and vertical lines in corresponding colors on left.
- *
- */
- this.height = height;
- this.canvas = document.createElement('canvas');
- this.canvas.width = this.width;
- this.canvas.height = this.height;
- this.drawingContext = this.canvas.getContext('2d');
- this._pixelDensity = 1;
- //used for webgl texturing only
- this.isTexture = false;
- /**
- * Array containing the values for all the pixels in the display window.
- * These values are numbers. This array is the size (include an appropriate
- * factor for pixelDensity) of the display window x4,
- * representing the R, G, B, A values in order for each pixel, moving from
- * left to right across each row, then down each column. Retina and other
- * high denisty displays may have more pixels[] (by a factor of
- * pixelDensity^2).
- * For example, if the image is 100x100 pixels, there will be 40,000. With
- * pixelDensity = 2, there will be 160,000. The first four values
- * (indices 0-3) in the array will be the R, G, B, A values of the pixel at
- * (0, 0). The second four values (indices 4-7) will contain the R, G, B, A
- * values of the pixel at (1, 0). More generally, to set values for a pixel
- * at (x, y):
- * ```javascript
- * var d = pixelDensity;
- * for (var i = 0; i < d; i++) {
- * for (var j = 0; j < d; j++) {
- * // loop over
- * idx = 4 * ((y * d + j) * width * d + (x * d + i));
- * pixels[idx] = r;
- * pixels[idx+1] = g;
- * pixels[idx+2] = b;
- * pixels[idx+3] = a;
- * }
- * }
- * ```
- *
- * Before accessing this array, the data must loaded with the loadPixels()
- * function. After the array data has been modified, the updatePixels()
- * function must be run to update the changes.
- * @property pixels[]
- * @example
- *
- *
- * img = createImage(66, 66);
- * img.loadPixels();
- * for (i = 0; i < img.width; i++) {
- * for (j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- *
- *
- * var pink = color(255, 102, 204);
- * img = createImage(66, 66);
- * img.loadPixels();
- * for (var i = 0; i < 4*(width*height/2); i+=4) {
- * img.pixels[i] = red(pink);
- * img.pixels[i+1] = green(pink);
- * img.pixels[i+2] = blue(pink);
- * img.pixels[i+3] = alpha(pink);
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- *
- *
- *
- * @alt
- * 66x66 turquoise rect in center of canvas
- * 66x66 pink rect in center of canvas
- *
- */
- this.pixels = [];
-};
-
-/**
- * Helper fxn for sharing pixel methods
- *
- */
-p5.Image.prototype._setProperty = function (prop, value) {
- this[prop] = value;
-};
-
-/**
- * Loads the pixels data for this image into the [pixels] attribute.
- *
- * @method loadPixels
- * @example
- *
- * var myImage;
- * var halfImage;
- *
- * function preload() {
- * myImage = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * myImage.loadPixels();
- * halfImage = 4 * width * height/2;
- * for(var i = 0; i < halfImage; i++){
- * myImage.pixels[i+halfImage] = myImage.pixels[i];
- * }
- * myImage.updatePixels();
- * }
- *
- * function draw() {
- * image(myImage, 0, 0);
- * }
- *
- *
- * @alt
- * 2 images of rocky mountains vertically stacked
- *
- */
-p5.Image.prototype.loadPixels = function(){
- p5.Renderer2D.prototype.loadPixels.call(this);
-};
-
-/**
- * Updates the backing canvas for this image with the contents of
- * the [pixels] array.
- *
- * @method updatePixels
- * @param {Integer|undefined} x x-offset of the target update area for the
- * underlying canvas
- * @param {Integer|undefined} y y-offset of the target update area for the
- * underlying canvas
- * @param {Integer|undefined} w height of the target update area for the
- * underlying canvas
- * @param {Integer|undefined} h height of the target update area for the
- * underlying canvas
- * @example
- *
- * var myImage;
- * var halfImage;
- *
- * function preload() {
- * myImage = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * myImage.loadPixels();
- * halfImage = 4 * width * height/2;
- * for(var i = 0; i < halfImage; i++){
- * myImage.pixels[i+halfImage] = myImage.pixels[i];
- * }
- * myImage.updatePixels();
- * }
- *
- * function draw() {
- * image(myImage, 0, 0);
- * }
- *
- *
- * @alt
- * 2 images of rocky mountains vertically stacked
- *
- */
-p5.Image.prototype.updatePixels = function(x, y, w, h){
- p5.Renderer2D.prototype.updatePixels.call(this, x, y, w, h);
-};
-
-/**
- * Get a region of pixels from an image.
- *
- * If no params are passed, those whole image is returned,
- * if x and y are the only params passed a single pixel is extracted
- * if all params are passed a rectangle region is extracted and a p5.Image
- * is returned.
- *
- * Returns undefined if the region is outside the bounds of the image
- *
- * @method get
- * @param {Number} [x] x-coordinate of the pixel
- * @param {Number} [y] y-coordinate of the pixel
- * @param {Number} [w] width
- * @param {Number} [h] height
- * @return {Array/Color | p5.Image} color of pixel at x,y in array format
- * [R, G, B, A] or p5.Image
- * @example
- *
- * var myImage;
- * var c;
- *
- * function preload() {
- * myImage = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * background(myImage);
- * noStroke();
- * c = myImage.get(60, 90);
- * fill(c);
- * rect(25, 25, 50, 50);
- * }
- *
- * //get() returns color here
- *
- *
- * @alt
- * image of rocky mountains with 50x50 green rect in front
- *
- */
-p5.Image.prototype.get = function(x, y, w, h){
- return p5.Renderer2D.prototype.get.call(this, x, y, w, h);
-};
-
-/**
- * Set the color of a single pixel or write an image into
- * this p5.Image.
- *
- * Note that for a large number of pixels this will
- * be slower than directly manipulating the pixels array
- * and then calling updatePixels().
- *
- * @method set
- * @param {Number} x x-coordinate of the pixel
- * @param {Number} y y-coordinate of the pixel
- * @param {Number|Array|Object} a grayscale value | pixel array |
- * a p5.Color | image to copy
- * @example
- *
- *
- * img = createImage(66, 66);
- * img.loadPixels();
- * for (i = 0; i < img.width; i++) {
- * for (j = 0; j < img.height; j++) {
- * img.set(i, j, color(0, 90, 102, i % img.width * 2));
- * }
- * }
- * img.updatePixels();
- * image(img, 17, 17);
- * image(img, 34, 34);
- *
- *
- *
- * @alt
- * 2 gradated dark turquoise rects fade left. 1 center 1 bottom right of canvas
- *
- */
-p5.Image.prototype.set = function(x, y, imgOrCol){
- p5.Renderer2D.prototype.set.call(this, x, y, imgOrCol);
-};
-
-/**
- * Resize the image to a new width and height. To make the image scale
- * proportionally, use 0 as the value for the wide or high parameter.
- * For instance, to make the width of an image 150 pixels, and change
- * the height using the same proportion, use resize(150, 0).
- *
- * @method resize
- * @param {Number} width the resized image width
- * @param {Number} height the resized image height
- * @example
- *
- * var img;
- *
- * function setup() {
- * img = loadImage("assets/rockies.jpg");
- * }
-
- * function draw() {
- * image(img, 0, 0);
- * }
- *
- * function mousePressed() {
- * img.resize(50, 100);
- * }
- *
- *
- * @alt
- * image of rocky mountains. zoomed in
- *
- */
-p5.Image.prototype.resize = function(width, height){
-
- // Copy contents to a temporary canvas, resize the original
- // and then copy back.
- //
- // There is a faster approach that involves just one copy and swapping the
- // this.canvas reference. We could switch to that approach if (as i think
- // is the case) there an expectation that the user would not hold a
- // reference to the backing canvas of a p5.Image. But since we do not
- // enforce that at the moment, I am leaving in the slower, but safer
- // implementation.
-
- // auto-resize
- if (width === 0 && height === 0) {
- width = this.canvas.width;
- height = this.canvas.height;
- } else if (width === 0) {
- width = this.canvas.width * height / this.canvas.height;
- } else if (height === 0) {
- height = this.canvas.height * width / this.canvas.width;
- }
-
- width = Math.floor(width);
- height = Math.floor(height);
-
- var tempCanvas = document.createElement('canvas');
- tempCanvas.width = width;
- tempCanvas.height = height;
- tempCanvas.getContext('2d').drawImage(this.canvas,
- 0, 0, this.canvas.width, this.canvas.height,
- 0, 0, tempCanvas.width, tempCanvas.height
- );
-
-
- // Resize the original canvas, which will clear its contents
- this.canvas.width = this.width = width;
- this.canvas.height = this.height = height;
-
- //Copy the image back
-
- this.drawingContext.drawImage(tempCanvas,
- 0, 0, width, height,
- 0, 0, width, height
- );
-
- if(this.pixels.length > 0){
- this.loadPixels();
- }
-};
-
-/**
- * Copies a region of pixels from one image to another. If no
- * srcImage is specified this is used as the source. If the source
- * and destination regions aren't the same size, it will
- * automatically resize source pixels to fit the specified
- * target region.
- *
- * @method copy
- * @param {p5.Image|undefined} srcImage source image
- * @param {Integer} sx X coordinate of the source's upper left corner
- * @param {Integer} sy Y coordinate of the source's upper left corner
- * @param {Integer} sw source image width
- * @param {Integer} sh source image height
- * @param {Integer} dx X coordinate of the destination's upper left corner
- * @param {Integer} dy Y coordinate of the destination's upper left corner
- * @param {Integer} dw destination image width
- * @param {Integer} dh destination image height
- * @example
- *
- * var photo;
- * var bricks;
- * var x;
- * var y;
- *
- * function preload() {
- * photo = loadImage("assets/rockies.jpg");
- * bricks = loadImage("assets/bricks.jpg");
- * }
- *
- * function setup() {
- * x = bricks.width/2;
- * y = bricks.height/2;
- * photo.copy(bricks, 0, 0, x, y, 0, 0, x, y);
- * image(photo, 0, 0);
- * }
- *
- *
- * @alt
- * image of rocky mountains and smaller image on top of bricks at top left
- *
- */
-p5.Image.prototype.copy = function () {
- p5.prototype.copy.apply(this, arguments);
-};
-
-/**
- * Masks part of an image from displaying by loading another
- * image and using it's blue channel as an alpha channel for
- * this image.
- *
- * @method mask
- * @param {p5.Image} srcImage source image
- * @example
- *
- * var photo, maskImage;
- * function preload() {
- * photo = loadImage("assets/rockies.jpg");
- * maskImage = loadImage("assets/mask2.png");
- * }
- *
- * function setup() {
- * createCanvas(100, 100);
- * photo.mask(maskImage);
- * image(photo, 0, 0);
- * }
- *
- *
- * @alt
- * image of rocky mountains with white at right
- *
- *
- * http://blogs.adobe.com/webplatform/2013/01/28/blending-features-in-canvas/
- *
- */
-// TODO: - Accept an array of alpha values.
-// - Use other channels of an image. p5 uses the
-// blue channel (which feels kind of arbitrary). Note: at the
-// moment this method does not match native processings original
-// functionality exactly.
-p5.Image.prototype.mask = function(p5Image) {
- if(p5Image === undefined){
- p5Image = this;
- }
- var currBlend = this.drawingContext.globalCompositeOperation;
-
- var scaleFactor = 1;
- if (p5Image instanceof p5.Renderer) {
- scaleFactor = p5Image._pInst._pixelDensity;
- }
-
- var copyArgs = [
- p5Image,
- 0,
- 0,
- scaleFactor*p5Image.width,
- scaleFactor*p5Image.height,
- 0,
- 0,
- this.width,
- this.height
- ];
-
- this.drawingContext.globalCompositeOperation = 'destination-in';
- p5.Image.prototype.copy.apply(this, copyArgs);
- this.drawingContext.globalCompositeOperation = currBlend;
-};
-
-/**
- * Applies an image filter to a p5.Image
- *
- * @method filter
- * @param {String} operation one of threshold, gray, invert, posterize and
- * opaque see Filters.js for docs on each available
- * filter
- * @param {Number|undefined} value
- * @example
- *
- * var photo1;
- * var photo2;
- *
- * function preload() {
- * photo1 = loadImage("assets/rockies.jpg");
- * photo2 = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * photo2.filter("gray");
- * image(photo1, 0, 0);
- * image(photo2, width/2, 0);
- * }
- *
- *
- * @alt
- * 2 images of rocky mountains left one in color, right in black and white
- *
- */
-p5.Image.prototype.filter = function(operation, value) {
- Filters.apply(this.canvas, Filters[operation.toLowerCase()], value);
-};
-
-/**
- * Copies a region of pixels from one image to another, using a specified
- * blend mode to do the operation.
- *
- * @method blend
- * @param {p5.Image|undefined} srcImage source image
- * @param {Integer} sx X coordinate of the source's upper left corner
- * @param {Integer} sy Y coordinate of the source's upper left corner
- * @param {Integer} sw source image width
- * @param {Integer} sh source image height
- * @param {Integer} dx X coordinate of the destination's upper left corner
- * @param {Integer} dy Y coordinate of the destination's upper left corner
- * @param {Integer} dw destination image width
- * @param {Integer} dh destination image height
- * @param {Integer} blendMode the blend mode
- *
- * Available blend modes are: normal | multiply | screen | overlay |
- * darken | lighten | color-dodge | color-burn | hard-light |
- * soft-light | difference | exclusion | hue | saturation |
- * color | luminosity
- *
- *
- * http://blogs.adobe.com/webplatform/2013/01/28/blending-features-in-canvas/
- * @example
- *
- * var mountains;
- * var bricks;
- *
- * function preload() {
- * mountains = loadImage("assets/rockies.jpg");
- * bricks = loadImage("assets/bricks_third.jpg");
- * }
- *
- * function setup() {
- * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
- * image(mountains, 0, 0);
- * image(bricks, 0, 0);
- * }
- *
- *
- * var mountains;
- * var bricks;
- *
- * function preload() {
- * mountains = loadImage("assets/rockies.jpg");
- * bricks = loadImage("assets/bricks_third.jpg");
- * }
- *
- * function setup() {
- * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
- * image(mountains, 0, 0);
- * image(bricks, 0, 0);
- * }
- *
- *
- * var mountains;
- * var bricks;
- *
- * function preload() {
- * mountains = loadImage("assets/rockies.jpg");
- * bricks = loadImage("assets/bricks_third.jpg");
- * }
- *
- * function setup() {
- * mountains.blend(bricks, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
- * image(mountains, 0, 0);
- * image(bricks, 0, 0);
- * }
- *
- *
- * @alt
- * image of rocky mountains. Brick images on left and right. Right overexposed
- * image of rockies. Brickwall images on left and right. Right mortar transparent
- * image of rockies. Brickwall images on left and right. Right translucent
- *
- */
-p5.Image.prototype.blend = function() {
- p5.prototype.blend.apply(this, arguments);
-};
-
-/**
- * Saves the image to a file and force the browser to download it.
- * Accepts two strings for filename and file extension
- * Supports png (default) and jpg.
- *
- * @method save
- * @param {String} filename give your file a name
- * @param {String} extension 'png' or 'jpg'
- * @example
- *
- * var photo;
- *
- * function preload() {
- * photo = loadImage("assets/rockies.jpg");
- * }
- *
- * function draw() {
- * image(photo, 0, 0);
- * }
- *
- * function keyTyped() {
- * if (key == 's') {
- * photo.save("photo", "png");
- * }
- * }
- *
- *
- * @alt
- * image of rocky mountains.
- *
- */
-p5.Image.prototype.save = function(filename, extension) {
- var mimeType;
- if (!extension) {
- extension = 'png';
- mimeType = 'image/png';
- }
- else {
- // en.wikipedia.org/wiki/Comparison_of_web_browsers#Image_format_support
- switch(extension.toLowerCase()){
- case 'png':
- mimeType = 'image/png';
- break;
- case 'jpeg':
- mimeType = 'image/jpeg';
- break;
- case 'jpg':
- mimeType = 'image/jpeg';
- break;
- default:
- mimeType = 'image/png';
- break;
- }
- }
- var downloadMime = 'image/octet-stream';
- var imageData = this.canvas.toDataURL(mimeType);
- imageData = imageData.replace(mimeType, downloadMime);
-
- //Make the browser download the file
- p5.prototype.downloadFile(imageData, filename, extension);
-};
-
-module.exports = p5.Image;
-},{"../core/core":37,"./filters":54}],58:[function(_dereq_,module,exports){
-/**
- * @module Image
- * @submodule Pixels
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var Filters = _dereq_('./filters');
-_dereq_('../color/p5.Color');
-
-/**
- * Uint8ClampedArray
- * containing the values for all the pixels in the display window.
- * These values are numbers. This array is the size (include an appropriate
- * factor for pixelDensity) of the display window x4,
- * representing the R, G, B, A values in order for each pixel, moving from
- * left to right across each row, then down each column. Retina and other
- * high denisty displays will have more pixels[] (by a factor of
- * pixelDensity^2).
- * For example, if the image is 100x100 pixels, there will be 40,000. On a
- * retina display, there will be 160,000.
- *
- * The first four values (indices 0-3) in the array will be the R, G, B, A
- * values of the pixel at (0, 0). The second four values (indices 4-7) will
- * contain the R, G, B, A values of the pixel at (1, 0). More generally, to
- * set values for a pixel at (x, y):
- * ```javascript
- * var d = pixelDensity;
- * for (var i = 0; i < d; i++) {
- * for (var j = 0; j < d; j++) {
- * // loop over
- * idx = 4 * ((y * d + j) * width * d + (x * d + i));
- * pixels[idx] = r;
- * pixels[idx+1] = g;
- * pixels[idx+2] = b;
- * pixels[idx+3] = a;
- * }
- * }
- * ```
- * While the above method is complex, it is flexible enough to work with
- * any pixelDensity. Note that set() will automatically take care of
- * setting all the appropriate values in pixels[] for a given (x, y) at
- * any pixelDensity, but the performance may not be as fast when lots of
- * modifications are made to the pixel array.
- *
- * Before accessing this array, the data must loaded with the loadPixels()
- * function. After the array data has been modified, the updatePixels()
- * function must be run to update the changes.
- *
- * Note that this is not a standard javascript array. This means that
- * standard javascript functions such as slice()
or
- * arrayCopy()
do not
- * work.
- *
- * @property pixels[]
- * @example
- *
- *
- * var pink = color(255, 102, 204);
- * loadPixels();
- * var d = pixelDensity();
- * var halfImage = 4 * (width * d) * (height/2 * d);
- * for (var i = 0; i < halfImage; i+=4) {
- * pixels[i] = red(pink);
- * pixels[i+1] = green(pink);
- * pixels[i+2] = blue(pink);
- * pixels[i+3] = alpha(pink);
- * }
- * updatePixels();
- *
- *
- *
- * @alt
- * top half of canvas pink, bottom grey
- *
- */
-p5.prototype.pixels = [];
-
-/**
- * Copies a region of pixels from one image to another, using a specified
- * blend mode to do the operation.
- * Available blend modes are: BLEND | DARKEST | LIGHTEST | DIFFERENCE |
- * MULTIPLY| EXCLUSION | SCREEN | REPLACE | OVERLAY | HARD_LIGHT |
- * SOFT_LIGHT | DODGE | BURN | ADD | NORMAL
- *
- *
- * @method blend
- * @param {p5.Image|undefined} srcImage source image
- * @param {Integer} sx X coordinate of the source's upper left corner
- * @param {Integer} sy Y coordinate of the source's upper left corner
- * @param {Integer} sw source image width
- * @param {Integer} sh source image height
- * @param {Integer} dx X coordinate of the destination's upper left corner
- * @param {Integer} dy Y coordinate of the destination's upper left corner
- * @param {Integer} dw destination image width
- * @param {Integer} dh destination image height
- * @param {Integer} blendMode the blend mode
- *
- * @example
- *
- * var img0;
- * var img1;
- *
- * function preload() {
- * img0 = loadImage("assets/rockies.jpg");
- * img1 = loadImage("assets/bricks_third.jpg");
- * }
- *
- * function setup() {
- * background(img0);
- * image(img1, 0, 0);
- * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
- * }
- *
- *
- * var img0;
- * var img1;
- *
- * function preload() {
- * img0 = loadImage("assets/rockies.jpg");
- * img1 = loadImage("assets/bricks_third.jpg");
- * }
- *
- * function setup() {
- * background(img0);
- * image(img1, 0, 0);
- * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
- * }
- *
- *
- * var img0;
- * var img1;
- *
- * function preload() {
- * img0 = loadImage("assets/rockies.jpg");
- * img1 = loadImage("assets/bricks_third.jpg");
- * }
- *
- * function setup() {
- * background(img0);
- * image(img1, 0, 0);
- * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
- * }
- *
- *
- * @alt
- * image of rocky mountains. Brick images on left and right. Right overexposed
- * image of rockies. Brickwall images on left and right. Right mortar transparent
- * image of rockies. Brickwall images on left and right. Right translucent
- *
- *
- */
-p5.prototype.blend = function() {
- if (this._renderer) {
- this._renderer.blend.apply(this._renderer, arguments);
- } else {
- p5.Renderer2D.prototype.blend.apply(this, arguments);
- }
-};
-
-/**
- * Copies a region of the canvas to another region of the canvas
- * and copies a region of pixels from an image used as the srcImg parameter
- * into the canvas srcImage is specified this is used as the source. If
- * the source and destination regions aren't the same size, it will
- * automatically resize source pixels to fit the specified
- * target region.
- *
- * @method copy
- * @param {p5.Image|undefined} srcImage source image
- * @param {Integer} sx X coordinate of the source's upper left corner
- * @param {Integer} sy Y coordinate of the source's upper left corner
- * @param {Integer} sw source image width
- * @param {Integer} sh source image height
- * @param {Integer} dx X coordinate of the destination's upper left corner
- * @param {Integer} dy Y coordinate of the destination's upper left corner
- * @param {Integer} dw destination image width
- * @param {Integer} dh destination image height
- *
- * @example
- *
- * var img;
- *
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * background(img);
- * copy(img, 7, 22, 10, 10, 35, 25, 50, 50);
- * stroke(255);
- * noFill();
- * // Rectangle shows area being copied
- * rect(7, 22, 10, 10);
- * }
- *
- *
- * @alt
- * image of rocky mountains. Brick images on left and right. Right overexposed
- * image of rockies. Brickwall images on left and right. Right mortar transparent
- * image of rockies. Brickwall images on left and right. Right translucent
- *
- */
-p5.prototype.copy = function () {
- p5.Renderer2D._copyHelper.apply(this, arguments);
-};
-
-/**
- * Applies a filter to the canvas.
- *
- *
- * The presets options are:
- *
- *
- * THRESHOLD
- * Converts the image to black and white pixels depending if they are above or
- * below the threshold defined by the level parameter. The parameter must be
- * between 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.
- *
- *
- * GRAY
- * Converts any colors in the image to grayscale equivalents. No parameter
- * is used.
- *
- *
- * OPAQUE
- * Sets the alpha channel to entirely opaque. No parameter is used.
- *
- *
- * INVERT
- * Sets each pixel to its inverse value. No parameter is used.
- *
- *
- * POSTERIZE
- * Limits each channel of the image to the number of colors specified as the
- * parameter. The parameter can be set to values between 2 and 255, but
- * results are most noticeable in the lower ranges.
- *
- *
- * BLUR
- * Executes a Guassian blur with the level parameter specifying the extent
- * of the blurring. If no parameter is used, the blur is equivalent to
- * Guassian blur of radius 1. Larger values increase the blur.
- *
- *
- * ERODE
- * Reduces the light areas. No parameter is used.
- *
- *
- * DILATE
- * Increases the light areas. No parameter is used.
- *
- * @method filter
- * @param {Constant} filterType
- * @param {Number} filterParam an optional parameter unique
- * to each filter, see above
- *
- *
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(THRESHOLD);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(GRAY);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(OPAQUE);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(INVERT);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(POSTERIZE,3);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(DILATE);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(BLUR,3);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/bricks.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * filter(ERODE);
- * }
- *
- *
- *
- * @alt
- * black and white image of a brick wall.
- * greyscale image of a brickwall
- * image of a brickwall
- * jade colored image of a brickwall
- * red and pink image of a brickwall
- * image of a brickwall
- * blurry image of a brickwall
- * image of a brickwall
- * image of a brickwall with less detail
- *
- */
-p5.prototype.filter = function(operation, value) {
- if(this.canvas !== undefined) {
- Filters.apply(this.canvas, Filters[operation.toLowerCase()], value);
- }
- else {
- Filters.apply(this.elt, Filters[operation.toLowerCase()], value);
- }
-};
-
-/**
- * Returns an array of [R,G,B,A] values for any pixel or grabs a section of
- * an image. If no parameters are specified, the entire image is returned.
- * Use the x and y parameters to get the value of one pixel. Get a section of
- * the display window by specifying additional w and h parameters. When
- * getting an image, the x and y parameters define the coordinates for the
- * upper-left corner of the image, regardless of the current imageMode().
- *
- * If the pixel requested is outside of the image window, [0,0,0,255] is
- * returned. To get the numbers scaled according to the current color ranges
- * and taking into account colorMode, use getColor instead of get.
- *
- * Getting the color of a single pixel with get(x, y) is easy, but not as fast
- * as grabbing the data directly from pixels[]. The equivalent statement to
- * get(x, y) using pixels[] with pixel density d is
- *
- * var off = (y * width + x) * d * 4;
- * [pixels[off],
- * pixels[off+1],
- * pixels[off+2],
- * pixels[off+3]]
- *
- * See the reference for pixels[] for more information.
- *
- * @method get
- * @param {Number} [x] x-coordinate of the pixel
- * @param {Number} [y] y-coordinate of the pixel
- * @param {Number} [w] width
- * @param {Number} [h] height
- * @return {Array|p5.Image} values of pixel at x,y in array format
- * [R, G, B, A] or p5.Image
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * var c = get();
- * image(c, width/2, 0);
- * }
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- * function setup() {
- * image(img, 0, 0);
- * var c = get(50, 90);
- * fill(c);
- * noStroke();
- * rect(25, 25, 50, 50);
- * }
- *
- *
- *
- * @alt
- * 2 images of the rocky mountains, side-by-side
- * Image of the rocky mountains with 50x50 green rect in center of canvas
- *
- */
-p5.prototype.get = function(x, y, w, h){
- return this._renderer.get(x, y, w, h);
-};
-
-/**
- * Loads the pixel data for the display window into the pixels[] array. This
- * function must always be called before reading from or writing to pixels[].
- *
- * @method loadPixels
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * image(img, 0, 0);
- * var d = pixelDensity();
- * var halfImage = 4 * (img.width * d) *
- (img.height/2 * d);
- * loadPixels();
- * for (var i = 0; i < halfImage; i++) {
- * pixels[i+halfImage] = pixels[i];
- * }
- * updatePixels();
- * }
- *
- *
- *
- * @alt
- * two images of the rocky mountains. one on top, one on bottom of canvas.
- *
- */
-p5.prototype.loadPixels = function() {
- this._renderer.loadPixels();
-};
-
-/**
- * Changes the color of any pixel, or writes an image directly to the
- * display window.
- * The x and y parameters specify the pixel to change and the c parameter
- * specifies the color value. This can be a p5.Color object, or [R, G, B, A]
- * pixel array. It can also be a single grayscale value.
- * When setting an image, the x and y parameters define the coordinates for
- * the upper-left corner of the image, regardless of the current imageMode().
- *
- *
- * After using set(), you must call updatePixels() for your changes to
- * appear. This should be called once all pixels have been set.
- *
- * Setting the color of a single pixel with set(x, y) is easy, but not as
- * fast as putting the data directly into pixels[]. Setting the pixels[]
- * values directly may be complicated when working with a retina display,
- * but will perform better when lots of pixels need to be set directly on
- * every loop.
- * See the reference for pixels[] for more information.
- *
- * @method set
- * @param {Number} x x-coordinate of the pixel
- * @param {Number} y y-coordinate of the pixel
- * @param {Number|Array|Object} c insert a grayscale value | a pixel array |
- * a p5.Color object | a p5.Image to copy
- * @example
- *
- *
- * var black = color(0);
- * set(30, 20, black);
- * set(85, 20, black);
- * set(85, 75, black);
- * set(30, 75, black);
- * updatePixels();
- *
- *
- *
- *
- *
- * for (var i = 30; i < width-15; i++) {
- * for (var j = 20; j < height-25; j++) {
- * var c = color(204-j, 153-i, 0);
- * set(i, j, c);
- * }
- * }
- * updatePixels();
- *
- *
- *
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * set(0, 0, img);
- * updatePixels();
- * line(0, 0, width, height);
- * line(0, height, width, 0);
- * }
- *
- *
- *
- * @alt
- * 4 black points in the shape of a square middle-right of canvas.
- * square with orangey-brown gradient lightening at bottom right.
- * image of the rocky mountains. with lines like an 'x' through the center.
- */
-p5.prototype.set = function (x, y, imgOrCol) {
- this._renderer.set(x, y, imgOrCol);
-};
-/**
- * Updates the display window with the data in the pixels[] array.
- * Use in conjunction with loadPixels(). If you're only reading pixels from
- * the array, there's no need to call updatePixels() — updating is only
- * necessary to apply changes. updatePixels() should be called anytime the
- * pixels array is manipulated or set() is called.
- *
- * @method updatePixels
- * @param {Number} [x] x-coordinate of the upper-left corner of region
- * to update
- * @param {Number} [y] y-coordinate of the upper-left corner of region
- * to update
- * @param {Number} [w] width of region to update
- * @param {Number} [w] height of region to update
- * @example
- *
- *
- * var img;
- * function preload() {
- * img = loadImage("assets/rockies.jpg");
- * }
- *
- * function setup() {
- * image(img, 0, 0);
- * var halfImage = 4 * (img.width * pixelDensity()) *
- * (img.height * pixelDensity()/2);
- * loadPixels();
- * for (var i = 0; i < halfImage; i++) {
- * pixels[i+halfImage] = pixels[i];
- * }
- * updatePixels();
- * }
- *
- *
- * @alt
- * two images of the rocky mountains. one on top, one on bottom of canvas.
- */
-p5.prototype.updatePixels = function (x, y, w, h) {
- // graceful fail - if loadPixels() or set() has not been called, pixel
- // array will be empty, ignore call to updatePixels()
- if (this.pixels.length === 0) {
- return;
- }
- this._renderer.updatePixels(x, y, w, h);
-};
-
-module.exports = p5;
-
-},{"../color/p5.Color":31,"../core/core":37,"./filters":54}],59:[function(_dereq_,module,exports){
-/**
- * @module IO
- * @submodule Input
- * @for p5
- * @requires core
- * @requires reqwest
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var reqwest = _dereq_('reqwest');
-var opentype = _dereq_('opentype.js');
-_dereq_('../core/error_helpers');
-
-/**
- * Checks if we are in preload and returns the last arg which will be the
- * _decrementPreload function if called from a loadX() function. Should
- * only be used in loadX() functions.
- * @private
- */
-p5._getDecrementPreload = function () {
- var decrementPreload = arguments[arguments.length - 1];
-
- // when in preload decrementPreload will always be the last arg as it is set
- // with args.push() before invocation in _wrapPreload
- if ((window.preload || (this && this.preload)) &&
- typeof decrementPreload === 'function') {
- return decrementPreload;
- } else {
- return null;
- }
-};
-
-/**
- * Loads an opentype font file (.otf, .ttf) from a file or a URL,
- * and returns a PFont Object. This method is asynchronous,
- * meaning it may not finish before the next line in your sketch
- * is executed.
- *
- * The path to the font should be relative to the HTML file
- * that links in your sketch. Loading an from a URL or other
- * remote location may be blocked due to your browser's built-in
- * security.
- *
- * @method loadFont
- * @param {String} path name of the file or url to load
- * @param {Function} [callback] function to be executed after
- * loadFont()
- * completes
- * @return {Object} p5.Font object
- * @example
- *
- * Calling loadFont() inside preload() guarantees that the load
- * operation will have completed before setup() and draw() are called.
- *
- *
- * var myFont;
- * function preload() {
- * myFont = loadFont('assets/AvenirNextLTPro-Demi.otf');
- * }
- *
- * function setup() {
- * fill('#ED225D');
- * textFont(myFont);
- * textSize(36);
- * text('p5*js', 10, 50);
- * }
- *
- *
- * Outside of preload(), you may supply a callback function to handle the
- * object:
- *
- *
- * function setup() {
- * loadFont('assets/AvenirNextLTPro-Demi.otf', drawText);
- * }
- *
- * function drawText(font) {
- * fill('#ED225D');
- * textFont(font, 36);
- * text('p5*js', 10, 50);
- * }
- *
- *
- *
- * You can also use the string name of the font to style other HTML
- * elements.
- *
- *
- * var myFont;
- *
- * function preload() {
- * myFont = loadFont('assets/Avenir.otf');
- * }
- *
- * function setup() {
- * var myDiv = createDiv('hello there');
- * myDiv.style('font-family', 'Avenir');
- * }
- *
- *
- * @alt
- * p5*js in p5's theme dark pink
- * p5*js in p5's theme dark pink
- *
- */
-p5.prototype.loadFont = function (path, onSuccess, onError) {
-
- var p5Font = new p5.Font(this);
- var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
-
- opentype.load(path, function (err, font) {
-
- if (err) {
-
- if ((typeof onError !== 'undefined') && (onError !== decrementPreload)) {
- return onError(err);
- }
- p5._friendlyFileLoadError(4, path);
- console.error(err, path);
- return;
- }
-
- p5Font.font = font;
-
- if (typeof onSuccess !== 'undefined') {
- onSuccess(p5Font);
- }
-
- if (decrementPreload && (onSuccess !== decrementPreload)) {
- decrementPreload();
- }
-
- // check that we have an acceptable font type
- var validFontTypes = [ 'ttf', 'otf', 'woff', 'woff2' ],
- fileNoPath = path.split('\\').pop().split('/').pop(),
- lastDotIdx = fileNoPath.lastIndexOf('.'), fontFamily, newStyle,
- fileExt = lastDotIdx < 1 ? null : fileNoPath.substr(lastDotIdx + 1);
-
- // if so, add it to the DOM (name-only) for use with p5.dom
- if (validFontTypes.indexOf(fileExt) > -1) {
-
- fontFamily = fileNoPath.substr(0, lastDotIdx);
- newStyle = document.createElement('style');
- newStyle.appendChild(document.createTextNode('\n@font-face {' +
- '\nfont-family: ' + fontFamily + ';\nsrc: url(' + path + ');\n}\n'));
- document.head.appendChild(newStyle);
- }
-
- });
-
- return p5Font;
-};
-
-//BufferedReader
-p5.prototype.createInput = function () {
- // TODO
- throw 'not yet implemented';
-};
-
-p5.prototype.createReader = function () {
- // TODO
- throw 'not yet implemented';
-};
-
-p5.prototype.loadBytes = function () {
- // TODO
- throw 'not yet implemented';
-};
-
-/**
- * Loads a JSON file from a file or a URL, and returns an Object or Array.
- * This method is asynchronous, meaning it may not finish before the next
- * line in your sketch is executed.
- *
- * @method loadJSON
- * @param {String} path name of the file or url to load
- * @param {Function} [callback] function to be executed after
- * loadJSON() completes, data is passed
- * in as first argument
- * @param {Function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- * @param {String} [datatype] "json" or "jsonp"
- * @return {Object|Array} JSON data
- * @example
- *
- * Calling loadJSON() inside preload() guarantees to complete the
- * operation before setup() and draw() are called.
- *
- *
- * var weather;
- * function preload() {
- * var url = 'http://api.openweathermap.org/data/2.5/weather?q=London,UK'+
- * '&APPID=7bbbb47522848e8b9c26ba35c226c734';
- * weather = loadJSON(url);
- * }
- *
- * function setup() {
- * noLoop();
- * }
- *
- * function draw() {
- * background(200);
- * // get the humidity value out of the loaded JSON
- * var humidity = weather.main.humidity;
- * fill(0, humidity); // use the humidity value to set the alpha
- * ellipse(width/2, height/2, 50, 50);
- * }
- *
- *
- *
- * Outside of preload(), you may supply a callback function to handle the
- * object:
- *
- * function setup() {
- * noLoop();
- * var url = 'http://api.openweathermap.org/data/2.5/weather?q=NewYork'+
- * '&APPID=7bbbb47522848e8b9c26ba35c226c734';
- * loadJSON(url, drawWeather);
- * }
- *
- * function draw() {
- * background(200);
- * }
- *
- * function drawWeather(weather) {
- * // get the humidity value out of the loaded JSON
- * var humidity = weather.main.humidity;
- * fill(0, humidity); // use the humidity value to set the alpha
- * ellipse(width/2, height/2, 50, 50);
- * }
- *
- *
- * @alt
- * 50x50 ellipse that changes from black to white depending on the current humidity
- * 50x50 ellipse that changes from black to white depending on the current humidity
- *
- */
-p5.prototype.loadJSON = function () {
- var path = arguments[0];
- var callback = arguments[1];
- var errorCallback;
- var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
-
- var ret = {}; // object needed for preload
- // assume jsonp for URLs
- var t = 'json'; //= path.indexOf('http') === -1 ? 'json' : 'jsonp';
-
- // check for explicit data type argument
- for (var i = 2; i < arguments.length; i++) {
- var arg = arguments[i];
- if (typeof arg === 'string') {
- if (arg === 'jsonp' || arg === 'json') {
- t = arg;
- }
- } else if (typeof arg === 'function') {
- errorCallback = arg;
- }
- }
-
- reqwest({
- url: path,
- type: t,
- crossOrigin: true,
- error: function (resp) {
- // pass to error callback if defined
- if (errorCallback) {
- errorCallback(resp);
- } else { // otherwise log error msg
- console.log(resp.statusText);
- }
- },
- success: function (resp) {
- for (var k in resp) {
- ret[k] = resp[k];
- }
- if (typeof callback !== 'undefined') {
- callback(resp);
- }
- if (decrementPreload && (callback !== decrementPreload)) {
- decrementPreload();
- }
- }
- });
-
- return ret;
-};
-
-/**
- * Reads the contents of a file and creates a String array of its individual
- * lines. If the name of the file is used as the parameter, as in the above
- * example, the file must be located in the sketch directory/folder.
- *
- * Alternatively, the file maybe be loaded from anywhere on the local
- * computer using an absolute path (something that starts with / on Unix and
- * Linux, or a drive letter on Windows), or the filename parameter can be a
- * URL for a file found on a network.
- *
- * This method is asynchronous, meaning it may not finish before the next
- * line in your sketch is executed.
- *
- * @method loadStrings
- * @param {String} filename name of the file or url to load
- * @param {Function} [callback] function to be executed after loadStrings()
- * completes, Array is passed in as first
- * argument
- * @param {Function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- * @return {Array} Array of Strings
- * @example
- *
- * Calling loadStrings() inside preload() guarantees to complete the
- * operation before setup() and draw() are called.
- *
- *
- * var result;
- * function preload() {
- * result = loadStrings('assets/test.txt');
- * }
-
- * function setup() {
- * background(200);
- * var ind = floor(random(result.length));
- * text(result[ind], 10, 10, 80, 80);
- * }
- *
- *
- * Outside of preload(), you may supply a callback function to handle the
- * object:
- *
- *
- * function setup() {
- * loadStrings('assets/test.txt', pickString);
- * }
- *
- * function pickString(result) {
- * background(200);
- * var ind = floor(random(result.length));
- * text(result[ind], 10, 10, 80, 80);
- * }
- *
- *
- * @alt
- * randomly generated text from a file, for example "i smell like butter"
- * randomly generated text from a file, for example "i have three feet"
- *
- */
-p5.prototype.loadStrings = function (path, callback, errorCallback) {
- var ret = [];
- var req = new XMLHttpRequest();
- var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
-
- req.addEventListener('error', function (resp) {
- if (errorCallback) {
- errorCallback(resp);
- } else {
- console.log(resp.responseText);
- }
- });
-
- req.open('GET', path, true);
- req.onreadystatechange = function () {
- if (req.readyState === 4) {
- if (req.status === 200) {
- var arr = req.responseText.match(/[^\r\n]+/g);
- for (var k in arr) {
- ret[k] = arr[k];
- }
- if (typeof callback !== 'undefined') {
- callback(ret);
- }
- if (decrementPreload && (callback !== decrementPreload)) {
- decrementPreload();
- }
- } else {
- if (errorCallback) {
- errorCallback(req);
- } else {
- console.log(req.statusText);
- }
- //p5._friendlyFileLoadError(3, path);
- }
- }
- };
- req.send(null);
- return ret;
-};
-
-/**
- * Reads the contents of a file or URL and creates a p5.Table object with
- * its values. If a file is specified, it must be located in the sketch's
- * "data" folder. The filename parameter can also be a URL to a file found
- * online. By default, the file is assumed to be comma-separated (in CSV
- * format). Table only looks for a header row if the 'header' option is
- * included.
- *
- * Possible options include:
- *
- * - csv - parse the table as comma-separated values
- * - tsv - parse the table as tab-separated values
- * - header - this table has a header (title) row
- *
- *
- *
- * When passing in multiple options, pass them in as separate parameters,
- * seperated by commas. For example:
- *
- *
- * loadTable("my_csv_file.csv", "csv", "header")
- *
- *
- *
- * All files loaded and saved use UTF-8 encoding.
- *
- * This method is asynchronous, meaning it may not finish before the next
- * line in your sketch is executed. Calling loadTable() inside preload()
- * guarantees to complete the operation before setup() and draw() are called.
- *
Outside of preload(), you may supply a callback function to handle the
- * object:
- *
- *
- * @method loadTable
- * @param {String} filename name of the file or URL to load
- * @param {String|Strings} [options] "header" "csv" "tsv"
- * @param {Function} [callback] function to be executed after
- * loadTable() completes. On success, the
- * Table object is passed in as the
- * first argument; otherwise, false
- * is passed in.
- * @return {Object} Table object containing data
- *
- * @example
- *
- *
- * // Given the following CSV file called "mammals.csv"
- * // located in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * //the file can be remote
- * //table = loadTable("http://p5js.org/reference/assets/mammals.csv",
- * // "csv", "header");
- * }
- *
- * function setup() {
- * //count the columns
- * print(table.getRowCount() + " total rows in table");
- * print(table.getColumnCount() + " total columns in table");
- *
- * print(table.getColumn("name"));
- * //["Goat", "Leopard", "Zebra"]
- *
- * //cycle through the table
- * for (var r = 0; r < table.getRowCount(); r++)
- * for (var c = 0; c < table.getColumnCount(); c++) {
- * print(table.getString(r, c));
- * }
- * }
- *
- *
- *
- * @alt
- * randomly generated text from a file, for example "i smell like butter"
- * randomly generated text from a file, for example "i have three feet"
- *
- */
-p5.prototype.loadTable = function (path) {
- var callback = null;
- var options = [];
- var header = false;
- var sep = ',';
- var separatorSet = false;
- var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
-
- for (var i = 1; i < arguments.length; i++) {
- if ((typeof (arguments[i]) === 'function') &&
- (arguments[i] !== decrementPreload)) {
- callback = arguments[i];
- } else if (typeof (arguments[i]) === 'string') {
- options.push(arguments[i]);
- if (arguments[i] === 'header') {
- header = true;
- }
- if (arguments[i] === 'csv') {
- if (separatorSet) {
- throw new Error('Cannot set multiple separator types.');
- } else {
- sep = ',';
- separatorSet = true;
- }
- } else if (arguments[i] === 'tsv') {
- if (separatorSet) {
- throw new Error('Cannot set multiple separator types.');
- } else {
- sep = '\t';
- separatorSet = true;
- }
- }
- }
- }
-
- var t = new p5.Table();
- reqwest({
- url: path,
- crossOrigin: true,
- type: 'csv'
- })
- .then(function (resp) {
- resp = resp.responseText;
-
- var state = {};
-
- // define constants
- var PRE_TOKEN = 0,
- MID_TOKEN = 1,
- POST_TOKEN = 2,
- POST_RECORD = 4;
-
- var QUOTE = '\"',
- CR = '\r',
- LF = '\n';
-
- var records = [];
- var offset = 0;
- var currentRecord = null;
- var currentChar;
-
- var recordBegin = function () {
- state.escaped = false;
- currentRecord = [];
- tokenBegin();
- };
-
- var recordEnd = function () {
- state.currentState = POST_RECORD;
- records.push(currentRecord);
- currentRecord = null;
- };
-
- var tokenBegin = function () {
- state.currentState = PRE_TOKEN;
- state.token = '';
- };
-
- var tokenEnd = function () {
- currentRecord.push(state.token);
- tokenBegin();
- };
-
- while (true) {
- currentChar = resp[offset++];
-
- // EOF
- if (currentChar == null) {
- if (state.escaped) {
- throw new Error('Unclosed quote in file.');
- }
- if (currentRecord) {
- tokenEnd();
- recordEnd();
- break;
- }
- }
- if (currentRecord === null) {
- recordBegin();
- }
-
- // Handle opening quote
- if (state.currentState === PRE_TOKEN) {
- if (currentChar === QUOTE) {
- state.escaped = true;
- state.currentState = MID_TOKEN;
- continue;
- }
- state.currentState = MID_TOKEN;
- }
-
- // mid-token and escaped, look for sequences and end quote
- if (state.currentState === MID_TOKEN && state.escaped) {
- if (currentChar === QUOTE) {
- if (resp[offset] === QUOTE) {
- state.token += QUOTE;
- offset++;
- } else {
- state.escaped = false;
- state.currentState = POST_TOKEN;
- }
- } else {
- state.token += currentChar;
- }
- continue;
- }
-
- // fall-through: mid-token or post-token, not escaped
- if (currentChar === CR) {
- if (resp[offset] === LF) {
- offset++;
- }
- tokenEnd();
- recordEnd();
- } else if (currentChar === LF) {
- tokenEnd();
- recordEnd();
- } else if (currentChar === sep) {
- tokenEnd();
- } else if (state.currentState === MID_TOKEN) {
- state.token += currentChar;
- }
- }
-
- // set up column names
- if (header) {
- t.columns = records.shift();
- } else {
- for (i = 0; i < records[0].length; i++) {
- t.columns[i] = 'null';
- }
- }
- var row;
- for (i = 0; i < records.length; i++) {
- //Handles row of 'undefined' at end of some CSVs
- if (i === records.length - 1 && records[i].length === 1) {
- if (records[i][0] === 'undefined') {
- break;
- }
- }
- row = new p5.TableRow();
- row.arr = records[i];
- row.obj = makeObject(records[i], t.columns);
- t.addRow(row);
- }
- if (callback !== null) {
- callback(t);
- }
- if (decrementPreload && (callback !== decrementPreload)) {
- decrementPreload();
- }
- })
- .fail(function (err, msg) {
- p5._friendlyFileLoadError(2, path);
- // don't get error callback mixed up with decrementPreload
- if ((typeof callback === 'function') &&
- (callback !== decrementPreload)) {
- callback(false);
- }
- });
-
- return t;
-};
-
-// helper function to turn a row into a JSON object
-function makeObject(row, headers) {
- var ret = {};
- headers = headers || [];
- if (typeof (headers) === 'undefined') {
- for (var j = 0; j < row.length; j++) {
- headers[j.toString()] = j;
- }
- }
- for (var i = 0; i < headers.length; i++) {
- var key = headers[i];
- var val = row[i];
- ret[key] = val;
- }
- return ret;
-}
-
-/*global parseXML */
-p5.prototype.parseXML = function (two) {
- var one = new p5.XML();
- var i;
- if (two.children.length) {
- for ( i = 0; i < two.children.length; i++ ) {
- var node = parseXML(two.children[i]);
- one.addChild(node);
- }
- one.setName(two.nodeName);
- one._setCont(two.textContent);
- one._setAttributes(two);
- for (var j = 0; j < one.children.length; j++) {
- one.children[j].parent = one;
- }
- return one;
- }
- else {
- one.setName(two.nodeName);
- one._setCont(two.textContent);
- one._setAttributes(two);
- return one;
- }
-};
-
-/**
- * Reads the contents of a file and creates an XML object with its values.
- * If the name of the file is used as the parameter, as in the above example,
- * the file must be located in the sketch directory/folder.
- *
- * Alternatively, the file maybe be loaded from anywhere on the local
- * computer using an absolute path (something that starts with / on Unix and
- * Linux, or a drive letter on Windows), or the filename parameter can be a
- * URL for a file found on a network.
- *
- * This method is asynchronous, meaning it may not finish before the next
- * line in your sketch is executed. Calling loadXML() inside preload()
- * guarantees to complete the operation before setup() and draw() are called.
- *
- * Outside of preload(), you may supply a callback function to handle the
- * object:
- *
- * @method loadXML
- * @param {String} filename name of the file or URL to load
- * @param {Function} [callback] function to be executed after loadXML()
- * completes, XML object is passed in as
- * first argument
- * @param {Function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- * @return {Object} XML object containing data
- */
-p5.prototype.loadXML = function (path, callback, errorCallback) {
- var ret = {};
- var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
- reqwest({
- url: path,
- type: 'xml',
- crossOrigin: true,
- error: function (resp) {
- // pass to error callback if defined
- if (errorCallback) {
- errorCallback(resp);
- } else { // otherwise log error msg
- console.log(resp.statusText);
- }
- //p5._friendlyFileLoadError(1,path);
- }
- })
- .then(function (resp) {
- var xml = parseXML(resp.documentElement);
- for(var key in xml) {
- ret[key] = xml[key];
- }
- if (typeof callback !== 'undefined') {
- callback(ret);
- }
- if (decrementPreload && (callback !== decrementPreload)) {
- decrementPreload();
- }
- });
- return ret;
-};
-
-// name clash with window.open
-// p5.prototype.open = function() {
-// // TODO
-
-// };
-
-p5.prototype.selectFolder = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-p5.prototype.selectInput = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-/**
- * Method for executing an HTTP GET request. If data type is not specified,
- * p5 will try to guess based on the URL, defaulting to text.
- *
- * @method httpGet
- * @param {String} path name of the file or url to load
- * @param {Object} [data] param data passed sent with request
- * @param {String} [datatype] "json", "jsonp", "xml", or "text"
- * @param {Function} [callback] function to be executed after
- * httpGet() completes, data is passed in
- * as first argument
- * @param {Function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- */
-p5.prototype.httpGet = function () {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- args.push('GET');
- p5.prototype.httpDo.apply(this, args);
-};
-
-/**
- * Method for executing an HTTP POST request. If data type is not specified,
- * p5 will try to guess based on the URL, defaulting to text.
- *
- * @method httpPost
- * @param {String} path name of the file or url to load
- * @param {Object} [data] param data passed sent with request
- * @param {String} [datatype] "json", "jsonp", "xml", or "text"
- * @param {Function} [callback] function to be executed after
- * httpGet() completes, data is passed in
- * as first argument
- * @param {Function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- */
-p5.prototype.httpPost = function () {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- args.push('POST');
- p5.prototype.httpDo.apply(this, args);
-};
-
-/**
- * Method for executing an HTTP request. If data type is not specified,
- * p5 will try to guess based on the URL, defaulting to text.
- * You may also pass a single object specifying all parameters for the
- * request following the examples inside the reqwest() calls here:
- *
- * https://github.com/ded/reqwest#api
- *
- * @method httpDo
- * @param {String} path name of the file or url to load
- * @param {String} [method] either "GET", "POST", or "PUT",
- * defaults to "GET"
- * @param {Object} [data] param data passed sent with request
- * @param {String} [datatype] "json", "jsonp", "xml", or "text"
- * @param {Function} [callback] function to be executed after
- * httpGet() completes, data is passed in
- * as first argument
- * @param {Function} [errorCallback] function to be executed if
- * there is an error, response is passed
- * in as first argument
- */
-p5.prototype.httpDo = function () {
- if (typeof arguments[0] === 'object') {
- reqwest(arguments[0]);
- } else {
- var method = 'GET';
- var path = arguments[0];
- var data = {};
- var type = '';
- var callback;
- var errorCallback;
-
- for (var i = 1; i < arguments.length; i++) {
- var a = arguments[i];
- if (typeof a === 'string') {
- if (a === 'GET' || a === 'POST' || a === 'PUT' || a === 'DELETE') {
- method = a;
- } else {
- type = a;
- }
- } else if (typeof a === 'object') {
- data = a;
- } else if (typeof a === 'function') {
- if (!callback) {
- callback = a;
- } else {
- errorCallback = a;
- }
- }
- }
-
- // do some sort of smart type checking
- if (type === '') {
- if (path.indexOf('json') !== -1) {
- type = 'json';
- } else if (path.indexOf('xml') !== -1) {
- type = 'xml';
- } else {
- type = 'text';
- }
- }
-
- reqwest({
- url: path,
- method: method,
- data: data,
- type: type,
- crossOrigin: true,
- success: function (resp) {
- if (typeof callback !== 'undefined') {
- if (type === 'text') {
- callback(resp.response);
- } else {
- callback(resp);
- }
- }
- },
- error: function (resp) {
- if (errorCallback) {
- errorCallback(resp);
- } else {
- console.log(resp.statusText);
- }
- }
- });
- }
-};
-
-/**
- * @module IO
- * @submodule Output
- * @for p5
- */
-
-window.URL = window.URL || window.webkitURL;
-
-// private array of p5.PrintWriter objects
-p5.prototype._pWriters = [];
-
-p5.prototype.beginRaw = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-p5.prototype.beginRecord = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-p5.prototype.createOutput = function () {
- // TODO
-
- throw 'not yet implemented';
-};
-
-p5.prototype.createWriter = function (name, extension) {
- var newPW;
- // check that it doesn't already exist
- for (var i in p5.prototype._pWriters) {
- if (p5.prototype._pWriters[i].name === name) {
- // if a p5.PrintWriter w/ this name already exists...
- // return p5.prototype._pWriters[i]; // return it w/ contents intact.
- // or, could return a new, empty one with a unique name:
- newPW = new p5.PrintWriter(name + window.millis(), extension);
- p5.prototype._pWriters.push(newPW);
- return newPW;
- }
- }
- newPW = new p5.PrintWriter(name, extension);
- p5.prototype._pWriters.push(newPW);
- return newPW;
-};
-
-p5.prototype.endRaw = function () {
- // TODO
-
- throw 'not yet implemented';
-};
-
-p5.prototype.endRecord = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-p5.PrintWriter = function (filename, extension) {
- var self = this;
- this.name = filename;
- this.content = '';
- this.print = function (data) {
- this.content += data;
- };
- this.print = function (data) {
- this.content += data + '\n';
- };
- this.flush = function () {
- this.content = '';
- };
- this.close = function () {
- // convert String to Array for the writeFile Blob
- var arr = [];
- arr.push(this.content);
- p5.prototype.writeFile(arr, filename, extension);
- // remove from _pWriters array and delete self
- for (var i in p5.prototype._pWriters) {
- if (p5.prototype._pWriters[i].name === this.name) {
- // remove from _pWriters array
- p5.prototype._pWriters.splice(i, 1);
- }
- }
- self.flush();
- self = {};
- };
-};
-
-p5.prototype.saveBytes = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-// object, filename, options --> saveJSON, saveStrings, saveTable
-// filename, [extension] [canvas] --> saveImage
-
-/**
- * Save an image, text, json, csv, wav, or html. Prompts download to
- * the client's computer. Note that it is not recommended to call save()
- * within draw if it's looping, as the save() function will open a new save
- * dialog every frame.
- * The default behavior is to save the canvas as an image. You can
- * optionally specify a filename.
- * For example:
- *
- * save();
- * save('myCanvas.jpg'); // save a specific canvas with a filename
- *
- *
- * Alternately, the first parameter can be a pointer to a canvas
- * p5.Element, an Array of Strings,
- * an Array of JSON, a JSON object, a p5.Table, a p5.Image, or a
- * p5.SoundFile (requires p5.sound). The second parameter is a filename
- * (including extension). The third parameter is for options specific
- * to this type of object. This method will save a file that fits the
- * given paramaters. For example:
- *
- *
- *
- * save('myCanvas.jpg'); // Saves canvas as an image
- *
- * var cnv = createCanvas(100, 100);
- * save(cnv, 'myCanvas.jpg'); // Saves canvas as an image
- *
- * var gb = createGraphics(100, 100);
- * save(gb, 'myGraphics.jpg'); // Saves p5.Renderer object as an image
- *
- * save(myTable, 'myTable.html'); // Saves table as html file
- * save(myTable, 'myTable.csv',); // Comma Separated Values
- * save(myTable, 'myTable.tsv'); // Tab Separated Values
- *
- * save(myJSON, 'my.json'); // Saves pretty JSON
- * save(myJSON, 'my.json', true); // Optimizes JSON filesize
- *
- * save(img, 'my.png'); // Saves pImage as a png image
- *
- * save(arrayOfStrings, 'my.txt'); // Saves strings to a text file with line
- * // breaks after each item in the array
- *
- *
- * @method save
- * @param {[Object|String]} objectOrFilename If filename is provided, will
- * save canvas as an image with
- * either png or jpg extension
- * depending on the filename.
- * If object is provided, will
- * save depending on the object
- * and filename (see examples
- * above).
- * @param {[String]} filename If an object is provided as the first
- * parameter, then the second parameter
- * indicates the filename,
- * and should include an appropriate
- * file extension (see examples above).
- * @param {[Boolean/String]} options Additional options depend on
- * filetype. For example, when saving JSON,
- * true
indicates that the
- * output will be optimized for filesize,
- * rather than readability.
- */
-p5.prototype.save = function (object, _filename, _options) {
- // parse the arguments and figure out which things we are saving
- var args = arguments;
- // =================================================
- // OPTION 1: saveCanvas...
-
- // if no arguments are provided, save canvas
- var cnv = this._curElement.elt;
- if (args.length === 0) {
- p5.prototype.saveCanvas(cnv);
- return;
- }
- // otherwise, parse the arguments
-
- // if first param is a p5Graphics, then saveCanvas
- else if (args[0] instanceof p5.Renderer ||
- args[0] instanceof p5.Graphics) {
- p5.prototype.saveCanvas(args[0].elt, args[1], args[2]);
- return;
- }
-
- // if 1st param is String and only one arg, assume it is canvas filename
- else if (args.length === 1 && typeof (args[0]) === 'string') {
- p5.prototype.saveCanvas(cnv, args[0]);
- }
-
- // =================================================
- // OPTION 2: extension clarifies saveStrings vs. saveJSON
- else {
- var extension = _checkFileExtension(args[1], args[2])[1];
- switch (extension) {
- case 'json':
- p5.prototype.saveJSON(args[0], args[1], args[2]);
- return;
- case 'txt':
- p5.prototype.saveStrings(args[0], args[1], args[2]);
- return;
- // =================================================
- // OPTION 3: decide based on object...
- default:
- if (args[0] instanceof Array) {
- p5.prototype.saveStrings(args[0], args[1], args[2]);
- } else if (args[0] instanceof p5.Table) {
- p5.prototype.saveTable(args[0], args[1], args[2], args[3]);
- } else if (args[0] instanceof p5.Image) {
- p5.prototype.saveCanvas(args[0].canvas, args[1]);
- } else if (args[0] instanceof p5.SoundFile) {
- p5.prototype.saveSound(args[0], args[1], args[2], args[3]);
- }
- }
- }
-};
-
-/**
- * Writes the contents of an Array or a JSON object to a .json file.
- * The file saving process and location of the saved file will
- * vary between web browsers.
- *
- * @method saveJSON
- * @param {Array|Object} json
- * @param {String} filename
- * @param {Boolean} [optimize] If true, removes line breaks
- * and spaces from the output
- * file to optimize filesize
- * (but not readability).
- * @example
- *
- * var json;
- *
- * function setup() {
- *
- * json = {}; // new JSON Object
- *
- * json.id = 0;
- * json.species = 'Panthera leo';
- * json.name = 'Lion';
- *
- * // To save, un-comment the line below, then click 'run'
- * // saveJSON(json, 'lion.json');
- * }
- *
- * // Saves the following to a file called "lion.json":
- * // {
- * // "id": 0,
- * // "species": "Panthera leo",
- * // "name": "Lion"
- * // }
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.prototype.saveJSON = function (json, filename, opt) {
- var stringify;
- if (opt) {
- stringify = JSON.stringify(json);
- } else {
- stringify = JSON.stringify(json, undefined, 2);
- }
- console.log(stringify);
- this.saveStrings(stringify.split('\n'), filename, 'json');
-};
-
-p5.prototype.saveJSONObject = p5.prototype.saveJSON;
-p5.prototype.saveJSONArray = p5.prototype.saveJSON;
-
-p5.prototype.saveStream = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-/**
- * Writes an array of Strings to a text file, one line per String.
- * The file saving process and location of the saved file will
- * vary between web browsers.
- *
- * @method saveStrings
- * @param {Array} list string array to be written
- * @param {String} filename filename for output
- * @example
- *
- * var words = 'apple bear cat dog';
- *
- * // .split() outputs an Array
- * var list = split(words, ' ');
- *
- * // To save the file, un-comment next line and click 'run'
- * // saveStrings(list, 'nouns.txt');
- *
- * // Saves the following to a file called 'nouns.txt':
- * //
- * // apple
- * // bear
- * // cat
- * // dog
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.prototype.saveStrings = function (list, filename, extension) {
- var ext = extension || 'txt';
- var pWriter = this.createWriter(filename, ext);
- for (var i = 0; i < list.length; i++) {
- if (i < list.length - 1) {
- pWriter.print(list[i]);
- } else {
- pWriter.print(list[i]);
- }
- }
- pWriter.close();
- pWriter.flush();
-};
-
-p5.prototype.saveXML = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-p5.prototype.selectOutput = function () {
- // TODO
- throw 'not yet implemented';
-
-};
-
-// =======
-// HELPERS
-// =======
-
-function escapeHelper(content) {
- return content
- .replace(/&/g, '&')
- .replace(//g, '>')
- .replace(/"/g, '"')
- .replace(/'/g, ''');
-}
-
-/**
- * Writes the contents of a Table object to a file. Defaults to a
- * text file with comma-separated-values ('csv') but can also
- * use tab separation ('tsv'), or generate an HTML table ('html').
- * The file saving process and location of the saved file will
- * vary between web browsers.
- *
- * @method saveTable
- * @param {p5.Table} Table the Table object to save to a file
- * @param {String} filename the filename to which the Table should be saved
- * @param {String} [options] can be one of "tsv", "csv", or "html"
- * @example
- *
- * var table;
- *
- * function setup() {
- * table = new p5.Table();
- *
- * table.addColumn('id');
- * table.addColumn('species');
- * table.addColumn('name');
- *
- * var newRow = table.addRow();
- * newRow.setNum('id', table.getRowCount() - 1);
- * newRow.setString('species', 'Panthera leo');
- * newRow.setString('name', 'Lion');
- *
- * // To save, un-comment next line then click 'run'
- * // saveTable(table, 'new.csv');
- * }
- *
- * // Saves the following to a file called 'new.csv':
- * // id,species,name
- * // 0,Panthera leo,Lion
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.prototype.saveTable = function (table, filename, options) {
- var pWriter = this.createWriter(filename, options);
-
- var header = table.columns;
-
- var sep = ','; // default to CSV
- if (options === 'tsv') {
- sep = '\t';
- }
- if (options !== 'html') {
- // make header if it has values
- if (header[0] !== '0') {
- for (var h = 0; h < header.length; h++) {
- if (h < header.length - 1) {
- pWriter.print(header[h] + sep);
- } else {
- pWriter.print(header[h]);
- }
- }
- }
-
- // make rows
- for (var i = 0; i < table.rows.length; i++) {
- var j;
- for (j = 0; j < table.rows[i].arr.length; j++) {
- if (j < table.rows[i].arr.length - 1) {
- pWriter.print(table.rows[i].arr[j] + sep);
- } else if (i < table.rows.length - 1) {
- pWriter.print(table.rows[i].arr[j]);
- } else {
- pWriter.print(table.rows[i].arr[j]); // no line break
- }
- }
- }
- }
-
- // otherwise, make HTML
- else {
- pWriter.print('');
- pWriter.print('');
- var str = ' ';
- pWriter.print(str);
- pWriter.print('');
-
- pWriter.print('');
- pWriter.print(' ');
-
- // make header if it has values
- if (header[0] !== '0') {
- pWriter.print(' ');
- for (var k = 0; k < header.length; k++) {
- var e = escapeHelper(header[k]);
- pWriter.print(' ' + e);
- pWriter.print(' | ');
- }
- pWriter.print('
');
- }
-
- // make rows
- for (var row = 0; row < table.rows.length; row++) {
- pWriter.print(' ');
- for (var col = 0; col < table.columns.length; col++) {
- var entry = table.rows[row].getString(col);
- var htmlEntry = escapeHelper(entry);
- pWriter.print(' ' + htmlEntry);
- pWriter.print(' | ');
- }
- pWriter.print('
');
- }
- pWriter.print('
');
- pWriter.print('');
- pWriter.print('');
- }
- // close and flush the pWriter
- pWriter.close();
- pWriter.flush();
-}; // end saveTable()
-
-/**
- * Generate a blob of file data as a url to prepare for download.
- * Accepts an array of data, a filename, and an extension (optional).
- * This is a private function because it does not do any formatting,
- * but it is used by saveStrings, saveJSON, saveTable etc.
- *
- * @param {Array} dataToDownload
- * @param {String} filename
- * @param {[String]} extension
- * @private
- */
-p5.prototype.writeFile = function (dataToDownload, filename, extension) {
- var type = 'application\/octet-stream';
- if (p5.prototype._isSafari()) {
- type = 'text\/plain';
- }
- var blob = new Blob(dataToDownload, {
- 'type': type
- });
- var href = window.URL.createObjectURL(blob);
- p5.prototype.downloadFile(href, filename, extension);
-};
-
-/**
- * Forces download. Accepts a url to filedata/blob, a filename,
- * and an extension (optional).
- * This is a private function because it does not do any formatting,
- * but it is used by saveStrings, saveJSON, saveTable etc.
- *
- * @param {String} href i.e. an href generated by createObjectURL
- * @param {[String]} filename
- * @param {[String]} extension
- */
-p5.prototype.downloadFile = function (href, fName, extension) {
- var fx = _checkFileExtension(fName, extension);
- var filename = fx[0];
- var ext = fx[1];
-
- var a = document.createElement('a');
- a.href = href;
- a.download = filename;
-
- // Firefox requires the link to be added to the DOM before click()
- a.onclick = destroyClickedElement;
- a.style.display = 'none';
- document.body.appendChild(a);
-
- // Safari will open this file in the same page as a confusing Blob.
- if (p5.prototype._isSafari()) {
- var aText = 'Hello, Safari user! To download this file...\n';
- aText += '1. Go to File --> Save As.\n';
- aText += '2. Choose "Page Source" as the Format.\n';
- aText += '3. Name it with this extension: .\"' + ext + '\"';
- alert(aText);
- }
- a.click();
- href = null;
-};
-
-/**
- * Returns a file extension, or another string
- * if the provided parameter has no extension.
- *
- * @param {String} filename
- * @return {Array} [fileName, fileExtension]
- *
- * @private
- */
-function _checkFileExtension(filename, extension) {
- if (!extension || extension === true || extension === 'true') {
- extension = '';
- }
- if (!filename) {
- filename = 'untitled';
- }
- var ext = '';
- // make sure the file will have a name, see if filename needs extension
- if (filename && filename.indexOf('.') > -1) {
- ext = filename.split('.').pop();
- }
- // append extension if it doesn't exist
- if (extension) {
- if (ext !== extension) {
- ext = extension;
- filename = filename + '.' + ext;
- }
- }
- return [filename, ext];
-}
-p5.prototype._checkFileExtension = _checkFileExtension;
-
-/**
- * Returns true if the browser is Safari, false if not.
- * Safari makes trouble for downloading files.
- *
- * @return {Boolean} [description]
- * @private
- */
-p5.prototype._isSafari = function () {
- var x = Object.prototype.toString.call(window.HTMLElement);
- return x.indexOf('Constructor') > 0;
-};
-
-/**
- * Helper function, a callback for download that deletes
- * an invisible anchor element from the DOM once the file
- * has been automatically downloaded.
- *
- * @private
- */
-function destroyClickedElement(event) {
- document.body.removeChild(event.target);
-}
-
-module.exports = p5;
-
-},{"../core/core":37,"../core/error_helpers":40,"opentype.js":8,"reqwest":27}],60:[function(_dereq_,module,exports){
-/**
- * @module IO
- * @submodule Table
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-
-/**
- * Table Options
- * Generic class for handling tabular data, typically from a
- * CSV, TSV, or other sort of spreadsheet file.
- * CSV files are
- *
- * comma separated values, often with the data in quotes. TSV
- * files use tabs as separators, and usually don't bother with the
- * quotes.
- * File names should end with .csv if they're comma separated.
- * A rough "spec" for CSV can be found
- * here.
- * To load files, use the loadTable method.
- * To save tables to your computer, use the save method
- * or the saveTable method.
- *
- * Possible options include:
- *
- * - csv - parse the table as comma-separated values
- *
- tsv - parse the table as tab-separated values
- *
- header - this table has a header (title) row
- *
- */
-
-/**
- * Table objects store data with multiple rows and columns, much
- * like in a traditional spreadsheet. Tables can be generated from
- * scratch, dynamically, or using data from an existing file.
- *
- * @class p5.Table
- * @constructor
- * @param {Array} [rows] An array of p5.TableRow objects
- * @return {p5.Table} p5.Table generated
- */
-p5.Table = function (rows) {
- /**
- * @property columns
- * @type {Array}
- */
- this.columns = [];
-
- /**
- * @property rows
- * @type {Array}
- */
- this.rows = [];
-};
-
-/**
- * Use addRow() to add a new row of data to a p5.Table object. By default,
- * an empty row is created. Typically, you would store a reference to
- * the new row in a TableRow object (see newRow in the example above),
- * and then set individual values using set().
- *
- * If a p5.TableRow object is included as a parameter, then that row is
- * duplicated and added to the table.
- *
- * @method addRow
- * @param {p5.TableRow} [row] row to be added to the table
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * //add a row
- * var newRow = table.addRow();
- * newRow.setString("id", table.getRowCount() - 1);
- * newRow.setString("species", "Canis Lupus");
- * newRow.setString("name", "Wolf");
- *
- * //print the results
- * for (var r = 0; r < table.getRowCount(); r++)
- * for (var c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.Table.prototype.addRow = function(row) {
- // make sure it is a valid TableRow
- var r = row || new p5.TableRow();
-
- if (typeof(r.arr) === 'undefined' || typeof(r.obj) === 'undefined') {
- //r = new p5.prototype.TableRow(r);
- throw 'invalid TableRow: ' + r;
- }
- r.table = this;
- this.rows.push(r);
- return r;
-};
-
-/**
- * Removes a row from the table object.
- *
- * @method removeRow
- * @param {Number} id ID number of the row to remove
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * //remove the first row
- * var r = table.removeRow(0);
- *
- * //print the results
- * for (var r = 0; r < table.getRowCount(); r++)
- * for (var c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.Table.prototype.removeRow = function(id) {
- this.rows[id].table = null; // remove reference to table
- var chunk = this.rows.splice(id+1, this.rows.length);
- this.rows.pop();
- this.rows = this.rows.concat(chunk);
-};
-
-
-/**
- * Returns a reference to the specified p5.TableRow. The reference
- * can then be used to get and set values of the selected row.
- *
- * @method getRow
- * @param {Number} rowID ID number of the row to get
- * @return {TableRow} p5.TableRow object
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * var row = table.getRow(1);
- * //print it column by column
- * //note: a row is an object, not an array
- * for (var c = 0; c < table.getColumnCount(); c++)
- * print(row.getString(c));
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.getRow = function(r) {
- return this.rows[r];
-};
-
-/**
- * Gets all rows from the table. Returns an array of p5.TableRows.
- *
- * @method getRows
- * @return {Array} Array of p5.TableRows
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * var rows = table.getRows();
- *
- * //warning: rows is an array of objects
- * for (var r = 0; r < rows.length; r++)
- * rows[r].set("name", "Unicorn");
- *
- * //print the results
- * for (var r = 0; r < table.getRowCount(); r++)
- * for (var c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.Table.prototype.getRows = function() {
- return this.rows;
-};
-
-/**
- * Finds the first row in the Table that contains the value
- * provided, and returns a reference to that row. Even if
- * multiple rows are possible matches, only the first matching
- * row is returned. The column to search may be specified by
- * either its ID or title.
- *
- * @method findRow
- * @param {String} value The value to match
- * @param {Number|String} column ID number or title of the
- * column to search
- * @return {TableRow}
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * //find the animal named zebra
- * var row = table.findRow("Zebra", "name");
- * //find the corresponding species
- * print(row.getString("species"));
- * }
- *
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.Table.prototype.findRow = function(value, column) {
- // try the Object
- if (typeof(column) === 'string') {
- for (var i = 0; i < this.rows.length; i++){
- if (this.rows[i].obj[column] === value) {
- return this.rows[i];
- }
- }
- }
- // try the Array
- else {
- for (var j = 0; j < this.rows.length; j++){
- if (this.rows[j].arr[column] === value) {
- return this.rows[j];
- }
- }
- }
- // otherwise...
- return null;
-};
-
-/**
- * Finds the rows in the Table that contain the value
- * provided, and returns references to those rows. Returns an
- * Array, so for must be used to iterate through all the rows,
- * as shown in the example above. The column to search may be
- * specified by either its ID or title.
- *
- * @method findRows
- * @param {String} value The value to match
- * @param {Number|String} column ID number or title of the
- * column to search
- * @return {Array} An Array of TableRow objects
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * //add another goat
- * var newRow = table.addRow();
- * newRow.setString("id", table.getRowCount() - 1);
- * newRow.setString("species", "Scape Goat");
- * newRow.setString("name", "Goat");
- *
- * //find the rows containing animals named Goat
- * var rows = table.findRows("Goat", "name");
- * print(rows.length + " Goats found");
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.findRows = function(value, column) {
- var ret = [];
- if (typeof(column) === 'string') {
- for (var i = 0; i < this.rows.length; i++){
- if (this.rows[i].obj[column] === value) {
- ret.push( this.rows[i] );
- }
- }
- }
- // try the Array
- else {
- for (var j = 0; j < this.rows.length; j++){
- if (this.rows[j].arr[column] === value) {
- ret.push( this.rows[j] );
- }
- }
- }
- return ret;
-};
-
-/**
- * Finds the first row in the Table that matches the regular
- * expression provided, and returns a reference to that row.
- * Even if multiple rows are possible matches, only the first
- * matching row is returned. The column to search may be
- * specified by either its ID or title.
- *
- * @method matchRow
- * @param {String} regexp The regular expression to match
- * @param {String|Number} column The column ID (number) or
- * title (string)
- * @return {TableRow} TableRow object
- */
-p5.Table.prototype.matchRow = function(regexp, column) {
- if (typeof(column) === 'number') {
- for (var j = 0; j < this.rows.length; j++) {
- if ( this.rows[j].arr[column].match(regexp) ) {
- return this.rows[j];
- }
- }
- }
-
- else {
- for (var i = 0; i < this.rows.length; i++) {
- if ( this.rows[i].obj[column].match(regexp) ) {
- return this.rows[i];
- }
- }
- }
- return null;
-};
-
-/**
- * Finds the rows in the Table that match the regular expression provided,
- * and returns references to those rows. Returns an array, so for must be
- * used to iterate through all the rows, as shown in the example. The
- * column to search may be specified by either its ID or title.
- *
- * @method matchRows
- * @param {String} regexp The regular expression to match
- * @param {String|Number} [column] The column ID (number) or
- * title (string)
- * @return {Array} An Array of TableRow objects
- * @example
- * var table;
- *
- * function setup() {
- *
- * table = new p5.Table();
- *
- * table.addColumn('name');
- * table.addColumn('type');
- *
- * var newRow = table.addRow();
- * newRow.setString('name', 'Lion');
- * newRow.setString('type', 'Mammal');
- *
- * newRow = table.addRow();
- * newRow.setString('name', 'Snake');
- * newRow.setString('type', 'Reptile');
- *
- * newRow = table.addRow();
- * newRow.setString('name', 'Mosquito');
- * newRow.setString('type', 'Insect');
- *
- * newRow = table.addRow();
- * newRow.setString('name', 'Lizard');
- * newRow.setString('type', 'Reptile');
- *
- * var rows = table.matchRows('R.*', 'type');
- * for (var i = 0; i < rows.length; i++) {
- * print(rows[i].getString('name') + ': ' + rows[i].getString('type'));
- * }
- * }
- * // Sketch prints:
- * // Snake: Reptile
- * // Lizard: Reptile
- */
-p5.Table.prototype.matchRows = function(regexp, column) {
- var ret = [];
- if (typeof(column) === 'number') {
- for (var j = 0; j < this.rows.length; j++) {
- if ( this.rows[j].arr[column].match(regexp) ) {
- ret.push( this.rows[j] );
- }
- }
- }
-
- else {
- for (var i = 0; i < this.rows.length; i++) {
- if ( this.rows[i].obj[column].match(regexp) ) {
- ret.push( this.rows[i] );
- }
- }
- }
- return ret;
-};
-
-
-/**
- * Retrieves all values in the specified column, and returns them
- * as an array. The column may be specified by either its ID or title.
- *
- * @method getColumn
- * @param {String|Number} column String or Number of the column to return
- * @return {Array} Array of column values
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * //getColumn returns an array that can be printed directly
- * print(table.getColumn("species"));
- * //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.getColumn = function(value) {
- var ret = [];
- if (typeof(value) === 'string'){
- for (var i = 0; i < this.rows.length; i++){
- ret.push (this.rows[i].obj[value]);
- }
- } else {
- for (var j = 0; j < this.rows.length; j++){
- ret.push (this.rows[j].arr[value]);
- }
- }
- return ret;
-};
-
-/**
- * Removes all rows from a Table. While all rows are removed,
- * columns and column titles are maintained.
- *
- * @method clearRows
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * table.clearRows();
- * print(table.getRowCount() + " total rows in table");
- * print(table.getColumnCount() + " total columns in table");
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.clearRows = function() {
- delete this.rows;
- this.rows = [];
-};
-
-/**
- * Use addColumn() to add a new column to a Table object.
- * Typically, you will want to specify a title, so the column
- * may be easily referenced later by name. (If no title is
- * specified, the new column's title will be null.)
- *
- * @method addColumn
- * @param {String} [title] title of the given column
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * table.addColumn("carnivore");
- * table.set(0, "carnivore", "no");
- * table.set(1, "carnivore", "yes");
- * table.set(2, "carnivore", "no");
- *
- * //print the results
- * for (var r = 0; r < table.getRowCount(); r++)
- * for (var c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.addColumn = function(title) {
- var t = title || null;
- this.columns.push(t);
-};
-
-/**
- * Returns the total number of columns in a Table.
- *
- * @return {Number} Number of columns in this table
- */
-p5.Table.prototype.getColumnCount = function() {
- return this.columns.length;
-};
-
-/**
- * Returns the total number of rows in a Table.
- *
- * @method getRowCount
- * @return {Number} Number of rows in this table
-
- */
-p5.Table.prototype.getRowCount = function() {
- return this.rows.length;
-};
-
-/**
- * Removes any of the specified characters (or "tokens").
- *
- * If no column is specified, then the values in all columns and
- * rows are processed. A specific column may be referenced by
- * either its ID or title.
- *
- * @method removeTokens
- * @param {String} chars String listing characters to be removed
- * @param {String|Number} [column] Column ID (number)
- * or name (string)
- */
-p5.Table.prototype.removeTokens = function(chars, column) {
- var escape= function(s) {
- return s.replace(/[-\/\\^$*+?.()|[\]{}]/g, '\\$&');
- };
- var charArray = [];
- for (var i = 0; i < chars.length; i++) {
- charArray.push( escape( chars.charAt(i) ) );
- }
- var regex = new RegExp(charArray.join('|'), 'g');
-
- if (typeof(column) === 'undefined'){
- for (var c = 0; c < this.columns.length; c++) {
- for (var d = 0; d < this.rows.length; d++) {
- var s = this.rows[d].arr[c];
- s = s.replace(regex, '');
- this.rows[d].arr[c] = s;
- this.rows[d].obj[this.columns[c]] = s;
- }
- }
- }
- else if (typeof(column) === 'string'){
- for (var j = 0; j < this.rows.length; j++) {
- var val = this.rows[j].obj[column];
- val = val.replace(regex, '');
- this.rows[j].obj[column] = val;
- var pos = this.columns.indexOf(column);
- this.rows[j].arr[pos] = val;
- }
- }
- else {
- for (var k = 0; k < this.rows.length; k++) {
- var str = this.rows[k].arr[column];
- str = str.replace(regex, '');
- this.rows[k].arr[column] = str;
- this.rows[k].obj[this.columns[column]] = str;
- }
- }
-};
-
-/**
- * Trims leading and trailing whitespace, such as spaces and tabs,
- * from String table values. If no column is specified, then the
- * values in all columns and rows are trimmed. A specific column
- * may be referenced by either its ID or title.
- *
- * @method trim
- * @param {String|Number} column Column ID (number)
- * or name (string)
- */
-p5.Table.prototype.trim = function(column) {
- var regex = new RegExp( (' '), 'g');
-
- if (typeof(column) === 'undefined'){
- for (var c = 0; c < this.columns.length; c++) {
- for (var d = 0; d < this.rows.length; d++) {
- var s = this.rows[d].arr[c];
- s = s.replace(regex, '');
- this.rows[d].arr[c] = s;
- this.rows[d].obj[this.columns[c]] = s;
- }
- }
- }
- else if (typeof(column) === 'string'){
- for (var j = 0; j < this.rows.length; j++) {
- var val = this.rows[j].obj[column];
- val = val.replace(regex, '');
- this.rows[j].obj[column] = val;
- var pos = this.columns.indexOf(column);
- this.rows[j].arr[pos] = val;
- }
- }
- else {
- for (var k = 0; k < this.rows.length; k++) {
- var str = this.rows[k].arr[column];
- str = str.replace(regex, '');
- this.rows[k].arr[column] = str;
- this.rows[k].obj[this.columns[column]] = str;
- }
- }
-};
-
-/**
- * Use removeColumn() to remove an existing column from a Table
- * object. The column to be removed may be identified by either
- * its title (a String) or its index value (an int).
- * removeColumn(0) would remove the first column, removeColumn(1)
- * would remove the second column, and so on.
- *
- * @method removeColumn
- * @param {String|Number} column columnName (string) or ID (number)
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * table.removeColumn("id");
- * print(table.getColumnCount());
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.removeColumn = function(c) {
- var cString;
- var cNumber;
- if (typeof(c) === 'string') {
- // find the position of c in the columns
- cString = c;
- cNumber = this.columns.indexOf(c);
- console.log('string');
- }
- else{
- cNumber = c;
- cString = this.columns[c];
- }
-
- var chunk = this.columns.splice(cNumber+1, this.columns.length);
- this.columns.pop();
- this.columns = this.columns.concat(chunk);
-
- for (var i = 0; i < this.rows.length; i++){
- var tempR = this.rows[i].arr;
- var chip = tempR.splice(cNumber+1, tempR.length);
- tempR.pop();
- this.rows[i].arr = tempR.concat(chip);
- delete this.rows[i].obj[cString];
- }
-
-};
-
-
-/**
- * Stores a value in the Table's specified row and column.
- * The row is specified by its ID, while the column may be specified
- * by either its ID or title.
- *
- * @method set
- * @param {String|Number} column column ID (Number)
- * or title (String)
- * @param {String|Number} value value to assign
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * table.set(0, "species", "Canis Lupus");
- * table.set(0, "name", "Wolf");
- *
- * //print the results
- * for (var r = 0; r < table.getRowCount(); r++)
- * for (var c = 0; c < table.getColumnCount(); c++)
- * print(table.getString(r, c));
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.set = function(row, column, value) {
- this.rows[row].set(column, value);
-};
-
-/**
- * Stores a Float value in the Table's specified row and column.
- * The row is specified by its ID, while the column may be specified
- * by either its ID or title.
- *
- * @method setNum
- * @param {Number} row row ID
- * @param {String|Number} column column ID (Number)
- * or title (String)
- * @param {Number} value value to assign
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * table.setNum(1, "id", 1);
- *
- * print(table.getColumn(0));
- * //["0", 1, "2"]
- * }
- *
- *
- *
- *@alt
- * no image displayed
- */
-p5.Table.prototype.setNum = function(row, column, value){
- this.rows[row].setNum(column, value);
-};
-
-
-/**
- * Stores a String value in the Table's specified row and column.
- * The row is specified by its ID, while the column may be specified
- * by either its ID or title.
- *
- * @method setString
- * @param {Number} row row ID
- * @param {String|Number} column column ID (Number)
- * or title (String)
- * @param {String} value value to assign
- */
-p5.Table.prototype.setString = function(row, column, value){
- this.rows[row].setString(column, value);
-};
-
-/**
- * Retrieves a value from the Table's specified row and column.
- * The row is specified by its ID, while the column may be specified by
- * either its ID or title.
- *
- * @method get
- * @param {Number} row row ID
- * @param {String|Number} column columnName (string) or
- * ID (number)
- * @return {String|Number}
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * print(table.get(0, 1));
- * //Capra hircus
- * print(table.get(0, "species"));
- * //Capra hircus
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.get = function(row, column) {
- return this.rows[row].get(column);
-};
-
-/**
- * Retrieves a Float value from the Table's specified row and column.
- * The row is specified by its ID, while the column may be specified by
- * either its ID or title.
- *
- * @method getNum
- * @param {Number} row row ID
- * @param {String|Number} column columnName (string) or
- * ID (number)
- * @return {Number}
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * print(table.getNum(1, 0) + 100);
- * //id 1 + 100 = 101
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.getNum = function(row, column) {
- return this.rows[row].getNum(column);
-};
-
-/**
- * Retrieves a String value from the Table's specified row and column.
- * The row is specified by its ID, while the column may be specified by
- * either its ID or title.
- *
- * @method getString
- * @param {Number} row row ID
- * @param {String|Number} column columnName (string) or
- * ID (number)
- * @return {String}
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * var tableArray = table.getArray();
- *
- * //output each row as array
- * for (var i = 0; i < tableArray.length; i++)
- * print(tableArray[i]);
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.getString = function(row, column) {
- return this.rows[row].getString(column);
-};
-
-/**
- * Retrieves all table data and returns as an object. If a column name is
- * passed in, each row object will be stored with that attribute as its
- * title.
- *
- * @method getObject
- * @param {String} headerColumn Name of the column which should be used to
- * title each row object (optional)
- * @return {Object}
- *
- * @example
- *
- *
- * // Given the CSV file "mammals.csv"
- * // in the project's "assets" folder:
- * //
- * // id,species,name
- * // 0,Capra hircus,Goat
- * // 1,Panthera pardus,Leopard
- * // 2,Equus zebra,Zebra
- *
- * var table;
- *
- * function preload() {
- * //my table is comma separated value "csv"
- * //and has a header specifying the columns labels
- * table = loadTable("assets/mammals.csv", "csv", "header");
- * }
- *
- * function setup() {
- * var tableObject = table.getObject();
- *
- * print(tableObject);
- * //outputs an object
- * }
- *
- *
- *
- *@alt
- * no image displayed
- *
- */
-p5.Table.prototype.getObject = function (headerColumn) {
- var tableObject = {};
- var obj, cPos, index;
-
- for(var i = 0; i < this.rows.length; i++) {
- obj = this.rows[i].obj;
-
- if (typeof(headerColumn) === 'string'){
- cPos = this.columns.indexOf(headerColumn); // index of columnID
- if (cPos >= 0) {
- index = obj[headerColumn];
- tableObject[index] = obj;
- } else {
- throw 'This table has no column named "' + headerColumn +'"';
- }
- } else {
- tableObject[i] = this.rows[i].obj;
- }
- }
- return tableObject;
-};
-
-/**
- * Retrieves all table data and returns it as a multidimensional array.
- *
- * @method getArray
- * @return {Array}
- */
-p5.Table.prototype.getArray = function () {
- var tableArray = [];
- for(var i = 0; i < this.rows.length; i++) {
- tableArray.push(this.rows[i].arr);
- }
- return tableArray;
-};
-
-module.exports = p5.Table;
-
-},{"../core/core":37}],61:[function(_dereq_,module,exports){
-/**
- * @module IO
- * @submodule Table
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * A TableRow object represents a single row of data values,
- * stored in columns, from a table.
- *
- * A Table Row contains both an ordered array, and an unordered
- * JSON object.
- *
- * @class p5.TableRow
- * @constructor
- * @param {String} [str] optional: populate the row with a
- * string of values, separated by the
- * separator
- * @param {String} [separator] comma separated values (csv) by default
- */
-p5.TableRow = function (str, separator) {
- var arr = [];
- var obj = {};
- if (str){
- separator = separator || ',';
- arr = str.split(separator);
- }
- for (var i = 0; i < arr.length; i++){
- var key = i;
- var val = arr[i];
- obj[key] = val;
- }
- this.arr = arr;
- this.obj = obj;
- this.table = null;
-};
-
-/**
- * Stores a value in the TableRow's specified column.
- * The column may be specified by either its ID or title.
- *
- * @method set
- * @param {String|Number} column Column ID (Number)
- * or Title (String)
- * @param {String|Number} value The value to be stored
- */
-p5.TableRow.prototype.set = function(column, value) {
- // if typeof column is string, use .obj
- if (typeof(column) === 'string'){
- var cPos = this.table.columns.indexOf(column); // index of columnID
- if (cPos >= 0) {
- this.obj[column] = value;
- this.arr[cPos] = value;
- }
- else {
- throw 'This table has no column named "' + column +'"';
- }
- }
-
- // if typeof column is number, use .arr
- else {
- if (column < this.table.columns.length) {
- this.arr[column] = value;
- var cTitle = this.table.columns[column];
- this.obj[cTitle] = value;
- }
- else {
- throw 'Column #' + column + ' is out of the range of this table';
- }
- }
-};
-
-
-/**
- * Stores a Float value in the TableRow's specified column.
- * The column may be specified by either its ID or title.
- *
- * @method setNum
- * @param {String|Number} column Column ID (Number)
- * or Title (String)
- * @param {Number} value The value to be stored
- * as a Float
- */
-p5.TableRow.prototype.setNum = function(column, value){
- var floatVal = parseFloat(value, 10);
- this.set(column, floatVal);
-};
-
-
-/**
- * Stores a String value in the TableRow's specified column.
- * The column may be specified by either its ID or title.
- *
- * @method setString
- * @param {String|Number} column Column ID (Number)
- * or Title (String)
- * @param {String} value The value to be stored
- * as a String
- */
-p5.TableRow.prototype.setString = function(column, value){
- var stringVal = value.toString();
- this.set(column, stringVal);
-};
-
-/**
- * Retrieves a value from the TableRow's specified column.
- * The column may be specified by either its ID or title.
- *
- * @method get
- * @param {String|Number} column columnName (string) or
- * ID (number)
- * @return {String|Number}
- */
-p5.TableRow.prototype.get = function(column) {
- if (typeof(column) === 'string'){
- return this.obj[column];
- } else {
- return this.arr[column];
- }
-};
-
-/**
- * Retrieves a Float value from the TableRow's specified
- * column. The column may be specified by either its ID or
- * title.
- *
- * @method getNum
- * @param {String|Number} column columnName (string) or
- * ID (number)
- * @return {Number} Float Floating point number
- */
-p5.TableRow.prototype.getNum = function(column) {
- var ret;
- if (typeof(column) === 'string'){
- ret = parseFloat(this.obj[column], 10);
- } else {
- ret = parseFloat(this.arr[column], 10);
- }
-
- if (ret.toString() === 'NaN') {
- throw 'Error: ' + this.obj[column]+ ' is NaN (Not a Number)';
- }
- return ret;
-};
-
-/**
- * Retrieves an String value from the TableRow's specified
- * column. The column may be specified by either its ID or
- * title.
- *
- * @method getString
- * @param {String|Number} column columnName (string) or
- * ID (number)
- * @return {String} String
- */
-p5.TableRow.prototype.getString = function(column) {
- if (typeof(column) === 'string'){
- return this.obj[column].toString();
- } else {
- return this.arr[column].toString();
- }
-};
-
-module.exports = p5.TableRow;
-
-},{"../core/core":37}],62:[function(_dereq_,module,exports){
-/**
- * @module IO
- * @submodule XML
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * XML is a representation of an XML object, able to parse XML code. Use
- * loadXML() to load external XML files and create XML objects.
- *
- * @class p5.XML
- * @constructor
- * @return {p5.XML} p5.XML object generated
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var children = xml.getChildren("animal");
- *
- * for (var i = 0; i < children.length; i++) {
- * var id = children[i].getNumber("id");
- * var coloring = children[i].getString("species");
- * var name = children[i].getContent();
- * print(id + ", " + coloring + ", " + name);
- * }
- * }
- *
- * // Sketch prints:
- * // 0, Capra hircus, Goat
- * // 1, Panthera pardus, Leopard
- * // 2, Equus zebra, Zebra
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.XML = function () {
- this.name = null; //done
- this.attributes = {}; //done
- this.children = [];
- this.parent = null;
- this.content = null; //done
-};
-
-
-/**
- * Gets a copy of the element's parent. Returns the parent as another
- * p5.XML object.
- *
- * @method getParent
- * @return {Object} element parent
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var children = xml.getChildren("animal");
- * var parent = children[1].getParent();
- * print(parent.getName());
- * }
- *
- * // Sketch prints:
- * // mammals
- *
- */
-p5.XML.prototype.getParent = function() {
- return this.parent;
-};
-
-/**
- * Gets the element's full name, which is returned as a String.
- *
- * @method getName
- * @return {String} the name of the node
- * @example<animal
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * print(xml.getName());
- * }
- *
- * // Sketch prints:
- * // mammals
- *
- */
-p5.XML.prototype.getName = function() {
- return this.name;
-};
-
-/**
- * Sets the element's name, which is specified as a String.
- *
- * @method setName
- * @param {String} the new name of the node
- * @example<animal
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * print(xml.getName());
- * xml.setName("fish");
- * print(xml.getName());
- * }
- *
- * // Sketch prints:
- * // mammals
- * // fish
- *
- */
-p5.XML.prototype.setName = function(name) {
- this.name = name;
-};
-
-/**
- * Checks whether or not the element has any children, and returns the result
- * as a boolean.
- *
- * @method hasChildren
- * @return {boolean}
- * @example<animal
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * print(xml.hasChildren());
- * }
- *
- * // Sketch prints:
- * // true
- *
- */
-p5.XML.prototype.hasChildren = function() {
- return this.children.length > 0;
-};
-
-/**
- * Get the names of all of the element's children, and returns the names as an
- * array of Strings. This is the same as looping through and calling getName()
- * on each child element individually.
- *
- * @method listChildren
- * @return {Array} names of the children of the element
- * @example<animal
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * print(xml.listChildren());
- * }
- *
- * // Sketch prints:
- * // ["animal", "animal", "animal"]
- *
- */
-p5.XML.prototype.listChildren = function() {
- return this.children.map(function(c) { return c.name; });
-};
-
-/**
- * Returns all of the element's children as an array of p5.XML objects. When
- * the name parameter is specified, then it will return all children that match
- * that name.
- *
- * @method getChildren
- * @param {String} [name] element name
- * @return {Array} children of the element
- * @example<animal
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var animals = xml.getChildren("animal");
- *
- * for (var i = 0; i < animals.length; i++) {
- * print(animals[i].getContent());
- * }
- * }
- *
- * // Sketch prints:
- * // "Goat"
- * // "Leopard"
- * // "Zebra"
- *
- */
-p5.XML.prototype.getChildren = function(param) {
- if (param) {
- return this.children.filter(function(c) { return c.name === param; });
- }
- else {
- return this.children;
- }
-};
-
-/**
- * Returns the first of the element's children that matches the name parameter
- * or the child of the given index.It returns undefined if no matching
- * child is found.
- *
- * @method getChild
- * @param {String|Number} name element name or index
- * @return {p5.XML}
- * @example<animal
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Goat"
- *
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var secondChild = xml.getChild(1);
- * print(secondChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Leopard"
- *
- */
-p5.XML.prototype.getChild = function(param) {
- if(typeof param === 'string') {
- return this.children.find(function(c) {
- return c.name === param;
- });
- }
- else {
- return this.children[param];
- }
-};
-
-/**
- * Appends a new child to the element. The child can be specified with
- * either a String, which will be used as the new tag's name, or as a
- * reference to an existing p5.XML object.
- * A reference to the newly created child is returned as an p5.XML object.
- *
- * @method addChild
- * @param {Object} a p5.XML Object which will be the child to be added
- */
-p5.XML.prototype.addChild = function(node) {
- if (node instanceof p5.XML) {
- this.children.push(node);
- } else {
- // PEND
- }
-};
-
-/**
- * Removes the element specified by name or index.
- *
- * @method removeChild
- * @param {String|Number} name element name or index
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * xml.removeChild("animal");
- * var children = xml.getChildren();
- * for (var i=0; i
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * xml.removeChild(1);
- * var children = xml.getChildren();
- * for (var i=0; i
- */
-p5.XML.prototype.removeChild = function(param) {
- var ind = -1;
- if(typeof param === 'string') {
- for (var i=0; i
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.getAttributeCount());
- * }
- *
- * // Sketch prints:
- * // 2
- *
- */
-p5.XML.prototype.getAttributeCount = function() {
- return Object.keys(this.attributes).length;
-};
-
-/**
- * Gets all of the specified element's attributes, and returns them as an
- * array of Strings.
- *
- * @method listAttributes
- * @return {Array} an array of strings containing the names of attributes
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.listAttributes());
- * }
- *
- * // Sketch prints:
- * // ["id", "species"]
- *
- */
-p5.XML.prototype.listAttributes = function() {
- return Object.keys(this.attributes);
-};
-
-/**
- * Checks whether or not an element has the specified attribute.
- *
- * @method hasAttribute
- * @param {String} the attribute to be checked
- * @return {boolean} true if attribute found else false
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.hasAttribute("species"));
- * print(firstChild.hasAttribute("color"));
- * }
- *
- * // Sketch prints:
- * // true
- * // false
- *
- */
-p5.XML.prototype.hasAttribute = function(name) {
- return this.attributes[name] ? true : false;
-};
-
-/**
- * Returns an attribute value of the element as an Number. If the defaultValue
- * parameter is specified and the attribute doesn't exist, then defaultValue
- * is returned. If no defaultValue is specified and the attribute doesn't
- * exist, the value 0 is returned.
- *
- * @method getNumber
- * @param {String} name the non-null full name of the attribute
- * @param {Number} [defaultValue] the default value of the attribute
- * @return {Number}
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.getNumber("id"));
- * }
- *
- * // Sketch prints:
- * // 0
- *
- */
-p5.XML.prototype.getNumber = function(name, defaultValue) {
- return Number(this.attributes[name]) || defaultValue || 0;
-};
-
-/**
- * Returns an attribute value of the element as an String. If the defaultValue
- * parameter is specified and the attribute doesn't exist, then defaultValue
- * is returned. If no defaultValue is specified and the attribute doesn't
- * exist, null is returned.
- *
- * @method getString
- * @param {String} name the non-null full name of the attribute
- * @param {Number} [defaultValue] the default value of the attribute
- * @return {Number}
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.getString("species"));
- * }
- *
- * // Sketch prints:
- * // "Capra hircus"
- *
- */
-p5.XML.prototype.getString = function(name, defaultValue) {
- return String(this.attributes[name]) || defaultValue || null;
-};
-
-/**
- * Sets the content of an element's attribute. The first parameter specifies
- * the attribute name, while the second specifies the new content.
- *
- * @method setAttribute
- * @param {String} name the full name of the attribute
- * @param {Number} value the value of the attribute
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.getString("species"));
- * firstChild.setAttribute("species", "Jamides zebra");
- * print(firstChild.getString("species"));
- * }
- *
- * // Sketch prints:
- * // "Capra hircus"
- * // "Jamides zebra"
- *
- */
-p5.XML.prototype.setAttribute = function(name, value) {
- if (this.attributes[name]) {
- this.attributes[name] = value;
- }
-};
-
-/**
- * Returns the content of an element. If there is no such content,
- * defaultValue is returned if specified, otherwise null is returned.
- *
- * @method getContent
- * @param {String} [defaultValue] value returned if no content is found
- * @return {String}
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Goat"
- *
- */
-p5.XML.prototype.getContent = function(defaultValue) {
- return this.content || defaultValue || null;
-};
-
-/**
- * Sets the element's content.
- *
- * @method setContent
- * @param {String} text the new content
- * @example
- *
- * // The following short XML file called "mammals.xml" is parsed
- * // in the code below.
- * //
- * //
- * // <mammals>
- * // <animal id="0" species="Capra hircus">Goat</animal>
- * // <animal id="1" species="Panthera pardus">Leopard</animal>
- * // <animal id="2" species="Equus zebra">Zebra</animal>
- * // </mammals>
- *
- * var xml;
- *
- * function preload() {
- * xml = loadXML("assets/mammals.xml");
- * }
- *
- * function setup() {
- * var firstChild = xml.getChild("animal");
- * print(firstChild.getContent());
- * firstChild.setContent("Mountain Goat");
- * print(firstChild.getContent());
- * }
- *
- * // Sketch prints:
- * // "Goat"
- * // "Mountain Goat"
- *
- */
-p5.XML.prototype.setContent = function( content ) {
- if(!this.children.length) {
- this.content = content;
- }
-};
-
-/* HELPERS */
-/**
- * This method is called while the parsing of XML (when loadXML() is
- * called). The difference between this method and the setContent()
- * method defined later is that this one is used to set the content
- * when the node in question has more nodes under it and so on and
- * not directly text content. While in the other one is used when
- * the node in question directly has text inside it.
- *
- */
-p5.XML.prototype._setCont = function(content) {
- var str;
- str = content;
- str = str.replace(/\s\s+/g, ',');
- //str = str.split(',');
- this.content = str;
-};
-
-/**
- * This method is called while the parsing of XML (when loadXML() is
- * called). The XML node is passed and its attributes are stored in the
- * p5.XML's attribute Object.
- *
- */
-p5.XML.prototype._setAttributes = function(node) {
- var i, att = {};
- for( i = 0; i < node.attributes.length; i++) {
- att[node.attributes[i].nodeName] = node.attributes[i].nodeValue;
- }
- this.attributes = att;
-};
-
-module.exports = p5.XML;
-},{"../core/core":37}],63:[function(_dereq_,module,exports){
-/**
- * @module Math
- * @submodule Calculation
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * Calculates the absolute value (magnitude) of a number. Maps to Math.abs().
- * The absolute value of a number is always positive.
- *
- * @method abs
- * @param {Number} n number to compute
- * @return {Number} absolute value of given number
- * @example
- *
- * function setup() {
- * var x = -3;
- * var y = abs(x);
- *
- * print(x); // -3
- * print(y); // 3
- * }
- *
- *
- * @alt
- * no image displayed
- *
- */
-p5.prototype.abs = Math.abs;
-
-/**
- * Calculates the closest int value that is greater than or equal to the
- * value of the parameter. Maps to Math.ceil(). For example, ceil(9.03)
- * returns the value 10.
- *
- * @method ceil
- * @param {Number} n number to round up
- * @return {Number} rounded up number
- * @example
- *
- * function draw() {
- * background(200);
- * // map, mouseX between 0 and 5.
- * var ax = map(mouseX, 0, 100, 0, 5);
- * var ay = 66;
- *
- * //Get the ceiling of the mapped number.
- * var bx = ceil(map(mouseX, 0, 100, 0,5));
- * var by = 33;
- *
- * // Multiply the mapped numbers by 20 to more easily
- * // see the changes.
- * stroke(0);
- * fill(0);
- * line(0, ay, ax * 20, ay);
- * line(0, by, bx * 20, by);
- *
- * // Reformat the float returned by map and draw it.
- * noStroke();
- * text(nfc(ax, 2,2), ax, ay - 5);
- * text(nfc(bx,1,1), bx, by - 5);
- * }
- *
- *
- * @alt
- * 2 horizontal lines & number sets. increase with mouse x. bottom to 2 decimals
- *
- */
-p5.prototype.ceil = Math.ceil;
-
-/**
- * Constrains a value between a minimum and maximum value.
- *
- * @method constrain
- * @param {Number} n number to constrain
- * @param {Number} low minimum limit
- * @param {Number} high maximum limit
- * @return {Number} constrained number
- * @example
- *
- * function draw() {
- * background(200);
- *
- * var leftWall = 25;
- * var rightWall = 75;
- *
- * // xm is just the mouseX, while
- * // xc is the mouseX, but constrained
- * // between the leftWall and rightWall!
- * var xm = mouseX;
- * var xc = constrain(mouseX, leftWall, rightWall);
- *
- * // Draw the walls.
- * stroke(150);
- * line(leftWall, 0, leftWall, height);
- * line(rightWall, 0, rightWall, height);
- *
- * // Draw xm and xc as circles.
- * noStroke();
- * fill(150);
- * ellipse(xm, 33, 9,9); // Not Constrained
- * fill(0);
- * ellipse(xc, 66, 9,9); // Constrained
- * }
- *
- *
- * @alt
- * 2 vertical lines. 2 ellipses move with mouse X 1 does not move passed lines
- *
- */
-p5.prototype.constrain = function(n, low, high) {
- return Math.max(Math.min(n, high), low);
-};
-
-/**
- * Calculates the distance between two points.
- *
- * @method dist
- * @param {Number} x1 x-coordinate of the first point
- * @param {Number} y1 y-coordinate of the first point
- * @param {Number} [z1] z-coordinate of the first point
- * @param {Number} x2 x-coordinate of the second point
- * @param {Number} y2 y-coordinate of the second point
- * @param {Number} [z2] z-coordinate of the second point
- * @return {Number} distance between the two points
- * @example
- *
- * // Move your mouse inside the canvas to see the
- * // change in distance between two points!
- * function draw() {
- * background(200);
- * fill(0);
- *
- * var x1 = 10;
- * var y1 = 90;
- * var x2 = mouseX;
- * var y2 = mouseY;
- *
- * line(x1, y1, x2, y2);
- * ellipse(x1, y1, 7, 7);
- * ellipse(x2, y2, 7, 7);
- *
- * // d is the length of the line
- * // the distance from point 1 to point 2.
- * var d = int(dist(x1, y1, x2, y2));
- *
- * // Let's write d along the line we are drawing!
- * push();
- * translate( (x1+x2)/2, (y1+y2)/2 );
- * rotate( atan2(y2-y1,x2-x1) );
- * text(nfc(d,1,1), 0, -5);
- * pop();
- * // Fancy!
- * }
- *
- *
- * @alt
- * 2 ellipses joined by line. 1 ellipse moves with mouse X&Y. Distance displayed.
- *
- */
-p5.prototype.dist = function(x1, y1, z1, x2, y2, z2) {
- if (arguments.length === 4) {
- // In the case of 2d: z1 means x2 and x2 means y2
- return hypot(z1-x1, x2-y1);
- } else if (arguments.length === 6) {
- return hypot(x2-x1, y2-y1, z2-z1);
- }
-};
-
-/**
- * Returns Euler's number e (2.71828...) raised to the power of the n
- * parameter. Maps to Math.exp().
- *
- * @method exp
- * @param {Number} n exponent to raise
- * @return {Number} e^n
- * @example
- *
- * function draw() {
- * background(200);
- *
- * // Compute the exp() function with a value between 0 and 2
- * var xValue = map(mouseX, 0, width, 0, 2);
- * var yValue = exp(xValue);
- *
- * var y = map(yValue, 0, 8, height, 0);
- *
- * var legend = "exp (" + nfc(xValue, 3) +")\n= " + nf(yValue, 1, 4);
- * stroke(150);
- * line(mouseX, y, mouseX, height);
- * fill(0);
- * text(legend, 5, 15);
- * noStroke();
- * ellipse (mouseX,y, 7, 7);
- *
- * // Draw the exp(x) curve,
- * // over the domain of x from 0 to 2
- * noFill();
- * stroke(0);
- * beginShape();
- * for (var x = 0; x < width; x++) {
- * xValue = map(x, 0, width, 0, 2);
- * yValue = exp(xValue);
- * y = map(yValue, 0, 8, height, 0);
- * vertex(x, y);
- * }
- *
- * endShape();
- * line(0, 0, 0, height);
- * line(0, height-1, width, height-1);
- * }
- *
- *
- * @alt
- * ellipse moves along a curve with mouse x. e^n displayed.
- *
- */
-p5.prototype.exp = Math.exp;
-
-/**
- * Calculates the closest int value that is less than or equal to the
- * value of the parameter. Maps to Math.floor().
- *
- * @method floor
- * @param {Number} n number to round down
- * @return {Number} rounded down number
- * @example
- *
- * function draw() {
- * background(200);
- * //map, mouseX between 0 and 5.
- * var ax = map(mouseX, 0, 100, 0, 5);
- * var ay = 66;
- *
- * //Get the floor of the mapped number.
- * var bx = floor(map(mouseX, 0, 100, 0,5));
- * var by = 33;
- *
- * // Multiply the mapped numbers by 20 to more easily
- * // see the changes.
- * stroke(0);
- * fill(0);
- * line(0, ay, ax * 20, ay);
- * line(0, by, bx * 20, by);
- *
- * // Reformat the float returned by map and draw it.
- * noStroke();
- * text(nfc(ax, 2,2), ax, ay - 5);
- * text(nfc(bx,1,1), bx, by - 5);
- * }
- *
- *
- * @alt
- * 2 horizontal lines & number sets. increase with mouse x. bottom to 2 decimals
- *
- */
-p5.prototype.floor = Math.floor;
-
-/**
- * Calculates a number between two numbers at a specific increment. The amt
- * parameter is the amount to interpolate between the two values where 0.0
- * equal to the first point, 0.1 is very near the first point, 0.5 is
- * half-way in between, etc. The lerp function is convenient for creating
- * motion along a straight path and for drawing dotted lines.
- *
- * @method lerp
- * @param {Number} start first value
- * @param {Number} stop second value
- * @param {Number} amt number between 0.0 and 1.0
- * @return {Number} lerped value
- * @example
- *
- * function setup() {
- * background(200);
- * var a = 20;
- * var b = 80;
- * var c = lerp(a,b, .2);
- * var d = lerp(a,b, .5);
- * var e = lerp(a,b, .8);
- *
- * var y = 50
- *
- * strokeWeight(5);
- * stroke(0); // Draw the original points in black
- * point(a, y);
- * point(b, y);
- *
- * stroke(100); // Draw the lerp points in gray
- * point(c, y);
- * point(d, y);
- * point(e, y);
- * }
- *
- *
- * @alt
- * 5 points horizontally staggered mid-canvas. mid 3 are grey, outer black
- *
- */
-p5.prototype.lerp = function(start, stop, amt) {
- return amt*(stop-start)+start;
-};
-
-/**
- * Calculates the natural logarithm (the base-e logarithm) of a number. This
- * function expects the n parameter to be a value greater than 0.0. Maps to
- * Math.log().
- *
- * @method log
- * @param {Number} n number greater than 0
- * @return {Number} natural logarithm of n
- * @example
- *
- * function draw() {
- * background(200);
- * var maxX = 2.8;
- * var maxY = 1.5;
- *
- * // Compute the natural log of a value between 0 and maxX
- * var xValue = map(mouseX, 0, width, 0, maxX);
- * if (xValue > 0) { // Cannot take the log of a negative number.
- * var yValue = log(xValue);
- * var y = map(yValue, -maxY, maxY, height, 0);
- *
- * // Display the calculation occurring.
- * var legend = "log(" + nf(xValue, 1, 2) + ")\n= " + nf(yValue, 1, 3);
- * stroke(150);
- * line(mouseX, y, mouseX, height);
- * fill(0);
- * text (legend, 5, 15);
- * noStroke();
- * ellipse (mouseX, y, 7, 7);
- * }
- *
- * // Draw the log(x) curve,
- * // over the domain of x from 0 to maxX
- * noFill();
- * stroke(0);
- * beginShape();
- * for(var x=0; x < width; x++) {
- * xValue = map(x, 0, width, 0, maxX);
- * yValue = log(xValue);
- * y = map(yValue, -maxY, maxY, height, 0);
- * vertex(x, y);
- * }
- * endShape();
- * line(0,0,0,height);
- * line(0,height/2,width, height/2);
- * }
- *
- *
- * @alt
- * ellipse moves along a curve with mouse x. natural logarithm of n displayed.
- *
- */
-p5.prototype.log = Math.log;
-
-/**
- * Calculates the magnitude (or length) of a vector. A vector is a direction
- * in space commonly used in computer graphics and linear algebra. Because it
- * has no "start" position, the magnitude of a vector can be thought of as
- * the distance from the coordinate 0,0 to its x,y value. Therefore, mag() is
- * a shortcut for writing dist(0, 0, x, y).
- *
- * @method mag
- * @param {Number} a first value
- * @param {Number} b second value
- * @return {Number} magnitude of vector from (0,0) to (a,b)
- * @example
- *
- * function setup() {
- * var x1 = 20;
- * var x2 = 80;
- * var y1 = 30;
- * var y2 = 70;
- *
- * line(0, 0, x1, y1);
- * print(mag(x1, y1)); // Prints "36.05551275463989"
- * line(0, 0, x2, y1);
- * print(mag(x2, y1)); // Prints "85.44003745317531"
- * line(0, 0, x1, y2);
- * print(mag(x1, y2)); // Prints "72.80109889280519"
- * line(0, 0, x2, y2);
- * print(mag(x2, y2)); // Prints "106.3014581273465"
- * }
- *
- *
- * @alt
- * 4 lines of different length radiate from top left of canvas.
- *
- */
-p5.prototype.mag = function(x, y) {
- return hypot(x, y);
-};
-
-/**
- * Re-maps a number from one range to another.
- *
- * In the first example above, the number 25 is converted from a value in the
- * range of 0 to 100 into a value that ranges from the left edge of the
- * window (0) to the right edge (width).
- *
- * @method map
- * @param {Number} value the incoming value to be converted
- * @param {Number} start1 lower bound of the value's current range
- * @param {Number} stop1 upper bound of the value's current range
- * @param {Number} start2 lower bound of the value's target range
- * @param {Number} stop2 upper bound of the value's target range
- * @return {Number} remapped number
- * @example
- *
- * var value = 25;
- * var m = map(value, 0, 100, 0, width);
- * ellipse(m, 50, 10, 10);
- *
- *
- *
- * function setup() {
- * noStroke();
- * }
- *
- * function draw() {
- * background(204);
- * var x1 = map(mouseX, 0, width, 25, 75);
- * ellipse(x1, 25, 25, 25);
- * var x2 = map(mouseX, 0, width, 0, 100);
- * ellipse(x2, 75, 25, 25);
- * }
- *
- *
- * @alt
- * 10 by 10 white ellipse with in mid left canvas
- * 2 25 by 25 white ellipses move with mouse x. Bottom has more range from X
- *
- */
-p5.prototype.map = function(n, start1, stop1, start2, stop2) {
- return ((n-start1)/(stop1-start1))*(stop2-start2)+start2;
-};
-
-/**
- * Determines the largest value in a sequence of numbers, and then returns
- * that value. max() accepts any number of Number parameters, or an Array
- * of any length.
- *
- * @method max
- * @param {Number|Array} n0 Numbers to compare
- * @return {Number} maximum Number
- * @example
- *
- * function setup() {
- * // Change the elements in the array and run the sketch
- * // to show how max() works!
- * numArray = new Array(2,1,5,4,8,9);
- * fill(0);
- * noStroke();
- * text("Array Elements", 0, 10);
- * // Draw all numbers in the array
- * var spacing = 15;
- * var elemsY = 25;
- * for(var i = 0; i < numArray.length; i++) {
- * text(numArray[i], i * spacing, elemsY);
- * }
- * maxX = 33;
- * maxY = 80;
- * // Draw the Maximum value in the array.
- * textSize(32);
- * text(max(numArray), maxX, maxY);
- * }
- *
- *
- * @alt
- * Small text at top reads: Array Elements 2 1 5 4 8 9. Large text at center: 9
- *
- */
-p5.prototype.max = function() {
- if (arguments[0] instanceof Array) {
- return Math.max.apply(null,arguments[0]);
- } else {
- return Math.max.apply(null,arguments);
- }
-};
-
-/**
- * Determines the smallest value in a sequence of numbers, and then returns
- * that value. min() accepts any number of Number parameters, or an Array
- * of any length.
- *
- * @method min
- * @param {Number|Array} n0 Numbers to compare
- * @return {Number} minimum Number
- * @example
- *
- * function setup() {
- * // Change the elements in the array and run the sketch
- * // to show how min() works!
- * numArray = new Array(2,1,5,4,8,9);
- * fill(0);
- * noStroke();
- * text("Array Elements", 0, 10);
- * // Draw all numbers in the array
- * var spacing = 15;
- * var elemsY = 25;
- * for(var i = 0; i < numArray.length; i++) {
- * text(numArray[i], i * spacing, elemsY);
- * }
- * maxX = 33;
- * maxY = 80;
- * // Draw the Minimum value in the array.
- * textSize(32);
- * text(min(numArray), maxX, maxY);
- * }
- *
- *
- * @alt
- * Small text at top reads: Array Elements 2 1 5 4 8 9. Large text at center: 1
- *
- */
-p5.prototype.min = function() {
- if (arguments[0] instanceof Array) {
- return Math.min.apply(null,arguments[0]);
- } else {
- return Math.min.apply(null,arguments);
- }
-};
-
-/**
- * Normalizes a number from another range into a value between 0 and 1.
- * Identical to map(value, low, high, 0, 1).
- * Numbers outside of the range are not clamped to 0 and 1, because
- * out-of-range values are often intentional and useful. (See the second
- * example above.)
- *
- * @method norm
- * @param {Number} value incoming value to be normalized
- * @param {Number} start lower bound of the value's current range
- * @param {Number} stop upper bound of the value's current range
- * @return {Number} normalized number
- * @example
- *
- * function draw() {
- * background(200);
- * currentNum = mouseX;
- * lowerBound = 0;
- * upperBound = width; //100;
- * normalized = norm(currentNum, lowerBound, upperBound);
- * lineY = 70
- * line(0, lineY, width, lineY);
- * //Draw an ellipse mapped to the non-normalized value.
- * noStroke();
- * fill(50)
- * var s = 7; // ellipse size
- * ellipse(currentNum, lineY, s, s);
- *
- * // Draw the guide
- * guideY = lineY + 15;
- * text("0", 0, guideY);
- * textAlign(RIGHT);
- * text("100", width, guideY);
- *
- * // Draw the normalized value
- * textAlign(LEFT);
- * fill(0);
- * textSize(32);
- * normalY = 40;
- * normalX = 20;
- * text(normalized, normalX, normalY);
- * }
- *
- *
- * @alt
- * ellipse moves with mouse. 0 shown left & 100 right and updating values center
- *
- */
-p5.prototype.norm = function(n, start, stop) {
- return this.map(n, start, stop, 0, 1);
-};
-
-/**
- * Facilitates exponential expressions. The pow() function is an efficient
- * way of multiplying numbers by themselves (or their reciprocals) in large
- * quantities. For example, pow(3, 5) is equivalent to the expression
- * 3*3*3*3*3 and pow(3, -5) is equivalent to 1 / 3*3*3*3*3. Maps to
- * Math.pow().
- *
- * @method pow
- * @param {Number} n base of the exponential expression
- * @param {Number} e power by which to raise the base
- * @return {Number} n^e
- * @example
- *
- * function setup() {
- * //Exponentially increase the size of an ellipse.
- * eSize = 3; // Original Size
- * eLoc = 10; // Original Location
- *
- * ellipse(eLoc, eLoc, eSize, eSize);
- *
- * ellipse(eLoc*2, eLoc*2, pow(eSize, 2), pow(eSize, 2));
- *
- * ellipse(eLoc*4, eLoc*4, pow(eSize, 3), pow(eSize, 3));
- *
- * ellipse(eLoc*8, eLoc*8, pow(eSize, 4), pow(eSize, 4));
- * }
- *
- *
- * @alt
- * small to large ellipses radiating from top left of canvas
- *
- */
-p5.prototype.pow = Math.pow;
-
-/**
- * Calculates the integer closest to the n parameter. For example,
- * round(133.8) returns the value 134. Maps to Math.round().
- *
- * @method round
- * @param {Number} n number to round
- * @return {Number} rounded number
- * @example
- *
- * function draw() {
- * background(200);
- * //map, mouseX between 0 and 5.
- * var ax = map(mouseX, 0, 100, 0, 5);
- * var ay = 66;
- *
- * // Round the mapped number.
- * var bx = round(map(mouseX, 0, 100, 0,5));
- * var by = 33;
- *
- * // Multiply the mapped numbers by 20 to more easily
- * // see the changes.
- * stroke(0);
- * fill(0);
- * line(0, ay, ax * 20, ay);
- * line(0, by, bx * 20, by);
- *
- * // Reformat the float returned by map and draw it.
- * noStroke();
- * text(nfc(ax, 2,2), ax, ay - 5);
- * text(nfc(bx,1,1), bx, by - 5);
- * }
- *
- *
- * @alt
- * horizontal center line squared values displayed on top and regular on bottom.
- *
- */
-p5.prototype.round = Math.round;
-
-/**
- * Squares a number (multiplies a number by itself). The result is always a
- * positive number, as multiplying two negative numbers always yields a
- * positive result. For example, -1 * -1 = 1.
- *
- * @method sq
- * @param {Number} n number to square
- * @return {Number} squared number
- * @example
- *
- * function draw() {
- * background(200);
- * eSize = 7;
- * x1 = map(mouseX, 0, width, 0, 10);
- * y1 = 80;
- * x2 = sq(x1);
- * y2 = 20;
- *
- * // Draw the non-squared.
- * line(0, y1, width, y1);
- * ellipse(x1, y1, eSize, eSize);
- *
- * // Draw the squared.
- * line(0, y2, width, y2);
- * ellipse(x2, y2, eSize, eSize);
- *
- * // Draw dividing line.
- * stroke(100)
- * line(0, height/2, width, height/2);
- *
- * // Draw text.
- * var spacing = 15;
- * noStroke();
- * fill(0);
- * text("x = " + x1, 0, y1 + spacing);
- * text("sq(x) = " + x2, 0, y2 + spacing);
- * }
- *
- *
- * @alt
- * horizontal center line squared values displayed on top and regular on bottom.
- *
- */
-p5.prototype.sq = function(n) { return n*n; };
-
-/**
- * Calculates the square root of a number. The square root of a number is
- * always positive, even though there may be a valid negative root. The
- * square root s of number a is such that s*s = a. It is the opposite of
- * squaring. Maps to Math.sqrt().
- *
- * @method sqrt
- * @param {Number} n non-negative number to square root
- * @return {Number} square root of number
- * @example
- *
- * function draw() {
- * background(200);
- * eSize = 7;
- * x1 = mouseX;
- * y1 = 80;
- * x2 = sqrt(x1);
- * y2 = 20;
- *
- * // Draw the non-squared.
- * line(0, y1, width, y1);
- * ellipse(x1, y1, eSize, eSize);
- *
- * // Draw the squared.
- * line(0, y2, width, y2);
- * ellipse(x2, y2, eSize, eSize);
- *
- * // Draw dividing line.
- * stroke(100)
- * line(0, height/2, width, height/2);
- *
- * // Draw text.
- * noStroke();
- * fill(0);
- * var spacing = 15;
- * text("x = " + x1, 0, y1 + spacing);
- * text("sqrt(x) = " + x2, 0, y2 + spacing);
- * }
- *
- *
- * @alt
- * horizontal center line squareroot values displayed on top and regular on bottom.
- *
- */
-p5.prototype.sqrt = Math.sqrt;
-
-// Calculate the length of the hypotenuse of a right triangle
-// This won't under- or overflow in intermediate steps
-// https://en.wikipedia.org/wiki/Hypot
-function hypot(x, y, z) {
- // Use the native implementation if it's available
- if (typeof Math.hypot === 'function') {
- return Math.hypot.apply(null, arguments);
- }
-
- // Otherwise use the V8 implementation
- // https://github.com/v8/v8/blob/8cd3cf297287e581a49e487067f5cbd991b27123/src/js/math.js#L217
- var length = arguments.length;
- var args = [];
- var max = 0;
- for (var i = 0; i < length; i++) {
- var n = arguments[i];
- n = +n;
- if (n === Infinity || n === -Infinity) {
- return Infinity;
- }
- n = Math.abs(n);
- if (n > max) {
- max = n;
- }
- args[i] = n;
- }
-
- if (max === 0) {
- max = 1;
- }
- var sum = 0;
- var compensation = 0;
- for (var j = 0; j < length; j++) {
- var m = args[j] / max;
- var summand = m * m - compensation;
- var preliminary = sum + summand;
- compensation = (preliminary - sum) - summand;
- sum = preliminary;
- }
- return Math.sqrt(sum) * max;
-}
-
-module.exports = p5;
-
-},{"../core/core":37}],64:[function(_dereq_,module,exports){
-/**
- * @module Math
- * @submodule Math
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-
-/**
- * Creates a new p5.Vector (the datatype for storing vectors). This provides a
- * two or three dimensional vector, specifically a Euclidean (also known as
- * geometric) vector. A vector is an entity that has both magnitude and
- * direction.
- *
- * @method createVector
- * @param {Number} [x] x component of the vector
- * @param {Number} [y] y component of the vector
- * @param {Number} [z] z component of the vector
- */
-p5.prototype.createVector = function (x, y, z) {
- if (this instanceof p5) {
- return new p5.Vector(this, arguments);
- } else {
- return new p5.Vector(x, y, z);
- }
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],65:[function(_dereq_,module,exports){
-//////////////////////////////////////////////////////////////
-
-// http://mrl.nyu.edu/~perlin/noise/
-// Adapting from PApplet.java
-// which was adapted from toxi
-// which was adapted from the german demo group farbrausch
-// as used in their demo "art": http://www.farb-rausch.de/fr010src.zip
-
-// someday we might consider using "improved noise"
-// http://mrl.nyu.edu/~perlin/paper445.pdf
-// See: https://github.com/shiffman/The-Nature-of-Code-Examples-p5.js/
-// blob/master/introduction/Noise1D/noise.js
-
-/**
- * @module Math
- * @submodule Noise
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-var PERLIN_YWRAPB = 4;
-var PERLIN_YWRAP = 1<random() function.
- * It was invented by Ken Perlin in the 1980s and been used since in
- * graphical applications to produce procedural textures, natural motion,
- * shapes, terrains etc.
The main difference to the
- * random() function is that Perlin noise is defined in an infinite
- * n-dimensional space where each pair of coordinates corresponds to a
- * fixed semi-random value (fixed only for the lifespan of the program; see
- * the noiseSeed() function). p5.js can compute 1D, 2D and 3D noise,
- * depending on the number of coordinates given. The resulting value will
- * always be between 0.0 and 1.0. The noise value can be animated by moving
- * through the noise space as demonstrated in the example above. The 2nd
- * and 3rd dimension can also be interpreted as time.
The actual
- * noise is structured similar to an audio signal, in respect to the
- * function's use of frequencies. Similar to the concept of harmonics in
- * physics, perlin noise is computed over several octaves which are added
- * together for the final result.
Another way to adjust the
- * character of the resulting sequence is the scale of the input
- * coordinates. As the function works within an infinite space the value of
- * the coordinates doesn't matter as such, only the distance between
- * successive coordinates does (eg. when using noise() within a
- * loop). As a general rule the smaller the difference between coordinates,
- * the smoother the resulting noise sequence will be. Steps of 0.005-0.03
- * work best for most applications, but this will differ depending on use.
- *
- *
- * @method noise
- * @param {Number} x x-coordinate in noise space
- * @param {Number} y y-coordinate in noise space
- * @param {Number} z z-coordinate in noise space
- * @return {Number} Perlin noise value (between 0 and 1) at specified
- * coordinates
- * @example
- *
- * var xoff = 0.0;
- *
- * function draw() {
- * background(204);
- * xoff = xoff + .01;
- * var n = noise(xoff) * width;
- * line(n, 0, n, height);
- * }
- *
- *
- *
- * var noiseScale=0.02;
- *
- * function draw() {
- * background(0);
- * for (var x=0; x < width; x++) {
- * var noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale);
- * stroke(noiseVal*255);
- * line(x, mouseY+noiseVal*80, x, height);
- * }
- * }
- *
- *
- *
- * @alt
- * vertical line moves left to right with updating noise values.
- * horizontal wave pattern effected by mouse x-position & updating noise values.
- *
- */
-
-p5.prototype.noise = function(x,y,z) {
- y = y || 0;
- z = z || 0;
-
- if (perlin == null) {
- perlin = new Array(PERLIN_SIZE + 1);
- for (var i = 0; i < PERLIN_SIZE + 1; i++) {
- perlin[i] = Math.random();
- }
- }
-
- if (x<0) { x=-x; }
- if (y<0) { y=-y; }
- if (z<0) { z=-z; }
-
- var xi=Math.floor(x), yi=Math.floor(y), zi=Math.floor(z);
- var xf = x - xi;
- var yf = y - yi;
- var zf = z - zi;
- var rxf, ryf;
-
- var r=0;
- var ampl=0.5;
-
- var n1,n2,n3;
-
- for (var o=0; o=1.0) { xi++; xf--; }
- if (yf>=1.0) { yi++; yf--; }
- if (zf>=1.0) { zi++; zf--; }
- }
- return r;
-};
-
-
-/**
- *
- * Adjusts the character and level of detail produced by the Perlin noise
- * function. Similar to harmonics in physics, noise is computed over
- * several octaves. Lower octaves contribute more to the output signal and
- * as such define the overall intensity of the noise, whereas higher octaves
- * create finer grained details in the noise sequence.
- *
- * By default, noise is computed over 4 octaves with each octave contributing
- * exactly half than its predecessor, starting at 50% strength for the 1st
- * octave. This falloff amount can be changed by adding an additional function
- * parameter. Eg. a falloff factor of 0.75 means each octave will now have
- * 75% impact (25% less) of the previous lower octave. Any value between
- * 0.0 and 1.0 is valid, however note that values greater than 0.5 might
- * result in greater than 1.0 values returned by noise().
- *
- * By changing these parameters, the signal created by the noise()
- * function can be adapted to fit very specific needs and characteristics.
- *
- * @method noiseDetail
- * @param {Number} lod number of octaves to be used by the noise
- * @param {Number} falloff falloff factor for each octave
- * @example
- *
- *
- *
- * var noiseVal;
- * var noiseScale=0.02;
- *
- * function setup() {
- * createCanvas(100,100);
- * }
- *
- * function draw() {
- * background(0);
- * for (var y = 0; y < height; y++) {
- * for (var x = 0; x < width/2; x++) {
- * noiseDetail(2,0.2);
- * noiseVal = noise((mouseX+x) * noiseScale,
- * (mouseY+y) * noiseScale);
- * stroke(noiseVal*255);
- * point(x,y);
- * noiseDetail(8,0.65);
- * noiseVal = noise((mouseX + x + width/2) * noiseScale,
- * (mouseY + y) * noiseScale);
- * stroke(noiseVal*255);
- * point(x + width/2, y);
- * }
- * }
- * }
- *
- *
- *
- * @alt
- * 2 vertical grey smokey patterns affected my mouse x-position and noise.
- *
- */
-p5.prototype.noiseDetail = function(lod, falloff) {
- if (lod>0) { perlin_octaves=lod; }
- if (falloff>0) { perlin_amp_falloff=falloff; }
-};
-
-/**
- * Sets the seed value for noise(). By default, noise()
- * produces different results each time the program is run. Set the
- * value parameter to a constant to return the same pseudo-random
- * numbers each time the software is run.
- *
- * @method noiseSeed
- * @param {Number} seed the seed value
- * @example
- *
- * var xoff = 0.0;
- *
- * function setup() {
- * noiseSeed(99);
- * stroke(0, 10);
- * }
- *
- * function draw() {
- * xoff = xoff + .01;
- * var n = noise(xoff) * width;
- * line(n, 0, n, height);
- * }
- *
- *
- *
- * @alt
- * vertical grey lines drawing in pattern affected by noise.
- *
- */
-p5.prototype.noiseSeed = function(seed) {
- // Linear Congruential Generator
- // Variant of a Lehman Generator
- var lcg = (function() {
- // Set to values from http://en.wikipedia.org/wiki/Numerical_Recipes
- // m is basically chosen to be large (as it is the max period)
- // and for its relationships to a and c
- var m = 4294967296,
- // a - 1 should be divisible by m's prime factors
- a = 1664525,
- // c and m should be co-prime
- c = 1013904223,
- seed, z;
- return {
- setSeed : function(val) {
- // pick a random seed if val is undefined or null
- // the >>> 0 casts the seed to an unsigned 32-bit integer
- z = seed = (val == null ? Math.random() * m : val) >>> 0;
- },
- getSeed : function() {
- return seed;
- },
- rand : function() {
- // define the recurrence relationship
- z = (a * z + c) % m;
- // return a float in [0, 1)
- // if z = m then z / m = 0 therefore (z % m) / m < 1 always
- return z / m;
- }
- };
- }());
-
- lcg.setSeed(seed);
- perlin = new Array(PERLIN_SIZE + 1);
- for (var i = 0; i < PERLIN_SIZE + 1; i++) {
- perlin[i] = lcg.rand();
- }
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],66:[function(_dereq_,module,exports){
-/**
- * @module Math
- * @submodule Math
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var polarGeometry = _dereq_('./polargeometry');
-var constants = _dereq_('../core/constants');
-
-/**
- * A class to describe a two or three dimensional vector, specifically
- * a Euclidean (also known as geometric) vector. A vector is an entity
- * that has both magnitude and direction. The datatype, however, stores
- * the components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude
- * and direction can be accessed via the methods mag() and heading().
- *
- * In many of the p5.js examples, you will see p5.Vector used to describe a
- * position, velocity, or acceleration. For example, if you consider a rectangle
- * moving across the screen, at any given instant it has a position (a vector
- * that points from the origin to its location), a velocity (the rate at which
- * the object's position changes per time unit, expressed as a vector), and
- * acceleration (the rate at which the object's velocity changes per time
- * unit, expressed as a vector).
- *
- * Since vectors represent groupings of values, we cannot simply use
- * traditional addition/multiplication/etc. Instead, we'll need to do some
- * "vector" math, which is made easy by the methods inside the p5.Vector class.
- *
- * @class p5.Vector
- * @constructor
- * @param {Number} [x] x component of the vector
- * @param {Number} [y] y component of the vector
- * @param {Number} [z] z component of the vector
- * @example
- *
- *
- * var v1 = createVector(40, 50);
- * var v2 = createVector(40, 50);
- *
- * ellipse(v1.x, v1.y, 50, 50);
- * ellipse(v2.x, v2.y, 50, 50);
- * v1.add(v2);
- * ellipse(v1.x, v1.y, 50, 50);
- *
- *
- *
- * @alt
- * 2 white ellipses. One center-left the other bottom right and off canvas
- *
- */
-p5.Vector = function() {
- var x,y,z;
- // This is how it comes in with createVector()
- if(arguments[0] instanceof p5) {
- // save reference to p5 if passed in
- this.p5 = arguments[0];
- x = arguments[1][0] || 0;
- y = arguments[1][1] || 0;
- z = arguments[1][2] || 0;
- // This is what we'll get with new p5.Vector()
- } else {
- x = arguments[0] || 0;
- y = arguments[1] || 0;
- z = arguments[2] || 0;
- }
- /**
- * The x component of the vector
- * @property x
- * @type {Number}
- */
- this.x = x;
- /**
- * The y component of the vector
- * @property y
- * @type {Number}
- */
- this.y = y;
- /**
- * The z component of the vector
- * @property z
- * @type {Number}
- */
- this.z = z;
-};
-
-/**
- * Returns a string representation of a vector v by calling String(v)
- * or v.toString(). This method is useful for logging vectors in the
- * console.
- * @method toString
- * @example
- *
- * function setup() {
- * var v = createVector(20,30);
- * print(String(v)); // prints "p5.Vector Object : [20, 30, 0]"
- * }
- *
- *
- */
-p5.Vector.prototype.toString = function p5VectorToString() {
- return 'p5.Vector Object : ['+ this.x +', '+ this.y +', '+ this.z + ']';
-};
-
-/**
- * Sets the x, y, and z component of the vector using two or three separate
- * variables, the data from a p5.Vector, or the values from a float array.
- * @method set
- *
- * @param {Number|p5.Vector|Array} [x] the x component of the vector or a
- * p5.Vector or an Array
- * @param {Number} [y] the y component of the vector
- * @param {Number} [z] the z component of the vector
- * @example
- *
- *
- * function setup() {
- * var v = createVector(1, 2, 3);
- * v.set(4,5,6); // Sets vector to [4, 5, 6]
- *
- * var v1 = createVector(0, 0, 0);
- * var arr = [1, 2, 3];
- * v1.set(arr); // Sets vector to [1, 2, 3]
- * }
- *
- *
- */
-p5.Vector.prototype.set = function (x, y, z) {
- if (x instanceof p5.Vector) {
- this.x = x.x || 0;
- this.y = x.y || 0;
- this.z = x.z || 0;
- return this;
- }
- if (x instanceof Array) {
- this.x = x[0] || 0;
- this.y = x[1] || 0;
- this.z = x[2] || 0;
- return this;
- }
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- return this;
-};
-
-/**
- * Gets a copy of the vector, returns a p5.Vector object.
- *
- * @method copy
- * @return {p5.Vector} the copy of the p5.Vector object
- * @example
- *
- *
- * var v1 = createVector(1, 2, 3);
- * var v2 = v1.copy();
- * print(v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
- * // Prints "true"
- *
- *
- */
-p5.Vector.prototype.copy = function () {
- if (this.p5) {
- return new p5.Vector(this.p5,[this.x, this.y, this.z]);
- } else {
- return new p5.Vector(this.x,this.y,this.z);
- }
-};
-
-/**
- * Adds x, y, and z components to a vector, adds one vector to another, or
- * adds two independent vectors together. The version of the method that adds
- * two vectors together is a static method and returns a p5.Vector, the others
- * acts directly on the vector. See the examples for more context.
- *
- * @method add
- * @chainable
- * @param {Number|p5.Vector|Array} x the x component of the vector to be
- * added or a p5.Vector or an Array
- * @param {Number} [y] the y component of the vector to be
- * added
- * @param {Number} [z] the z component of the vector to be
- * added
- * @return {p5.Vector} the p5.Vector object.
- * @example
- *
- *
- * var v = createVector(1, 2, 3);
- * v.add(4,5,6);
- * // v's components are set to [5, 7, 9]
- *
- *
- *
- *
- * // Static method
- * var v1 = createVector(1, 2, 3);
- * var v2 = createVector(2, 3, 4);
- *
- * var v3 = p5.Vector.add(v1, v2);
- * // v3 has components [3, 5, 7]
- *
- *
- */
-p5.Vector.prototype.add = function (x, y, z) {
- if (x instanceof p5.Vector) {
- this.x += x.x || 0;
- this.y += x.y || 0;
- this.z += x.z || 0;
- return this;
- }
- if (x instanceof Array) {
- this.x += x[0] || 0;
- this.y += x[1] || 0;
- this.z += x[2] || 0;
- return this;
- }
- this.x += x || 0;
- this.y += y || 0;
- this.z += z || 0;
- return this;
-};
-
-/**
- * Subtracts x, y, and z components from a vector, subtracts one vector from
- * another, or subtracts two independent vectors. The version of the method
- * that subtracts two vectors is a static method and returns a p5.Vector, the
- * other acts directly on the vector. See the examples for more context.
- *
- * @method sub
- * @chainable
- * @param {Number|p5.Vector|Array} x the x component of the vector or a
- * p5.Vector or an Array
- * @param {Number} [y] the y component of the vector
- * @param {Number} [z] the z component of the vector
- * @return {p5.Vector} p5.Vector object.
- * @example
- *
- *
- * var v = createVector(4, 5, 6);
- * v.sub(1, 1, 1);
- * // v's components are set to [3, 4, 5]
- *
- *
- *
- *
- *
- * // Static method
- * var v1 = createVector(2, 3, 4);
- * var v2 = createVector(1, 2, 3);
- *
- * var v3 = p5.Vector.sub(v1, v2);
- * // v3 has components [1, 1, 1]
- *
- *
- */
-p5.Vector.prototype.sub = function (x, y, z) {
- if (x instanceof p5.Vector) {
- this.x -= x.x || 0;
- this.y -= x.y || 0;
- this.z -= x.z || 0;
- return this;
- }
- if (x instanceof Array) {
- this.x -= x[0] || 0;
- this.y -= x[1] || 0;
- this.z -= x[2] || 0;
- return this;
- }
- this.x -= x || 0;
- this.y -= y || 0;
- this.z -= z || 0;
- return this;
-};
-
-/**
- * Multiply the vector by a scalar. The static version of this method
- * creates a new p5.Vector while the non static version acts on the vector
- * directly. See the examples for more context.
- *
- * @method mult
- * @chainable
- * @param {Number} n the number to multiply with the vector
- * @return {p5.Vector} a reference to the p5.Vector object (allow chaining)
- * @example
- *
- *
- * var v = createVector(1, 2, 3);
- * v.mult(2);
- * // v's components are set to [2, 4, 6]
- *
- *
- *
- *
- *
- * // Static method
- * var v1 = createVector(1, 2, 3);
- * var v2 = p5.Vector.mult(v1, 2);
- * // v2 has components [2, 4, 6]
- *
- *
- */
-p5.Vector.prototype.mult = function (n) {
- this.x *= n || 0;
- this.y *= n || 0;
- this.z *= n || 0;
- return this;
-};
-
-/**
- * Divide the vector by a scalar. The static version of this method creates a
- * new p5.Vector while the non static version acts on the vector directly.
- * See the examples for more context.
- *
- * @method div
- * @chainable
- * @param {number} n the number to divide the vector by
- * @return {p5.Vector} a reference to the p5.Vector object (allow chaining)
- * @example
- *
- *
- * var v = createVector(6, 4, 2);
- * v.div(2); //v's components are set to [3, 2, 1]
- *
- *
- *
- *
- *
- * // Static method
- * var v1 = createVector(6, 4, 2);
- * var v2 = p5.Vector.div(v, 2);
- * // v2 has components [3, 2, 1]
- *
- *
- */
-p5.Vector.prototype.div = function (n) {
- this.x /= n;
- this.y /= n;
- this.z /= n;
- return this;
-};
-
-/**
- * Calculates the magnitude (length) of the vector and returns the result as
- * a float (this is simply the equation sqrt(x*x + y*y + z*z).)
- *
- * @method mag
- * @return {Number} magnitude of the vector
- * @example
- *
- *
- * var v = createVector(20.0, 30.0, 40.0);
- * var m = v.mag();
- * print(m); // Prints "53.85164807134504"
- *
- *
- */
-p5.Vector.prototype.mag = function () {
- return Math.sqrt(this.magSq());
-};
-
-/**
- * Calculates the squared magnitude of the vector and returns the result
- * as a float (this is simply the equation (x*x + y*y + z*z).)
- * Faster if the real length is not required in the
- * case of comparing vectors, etc.
- *
- * @method magSq
- * @return {number} squared magnitude of the vector
- * @example
- *
- *
- * // Static method
- * var v1 = createVector(6, 4, 2);
- * print(v1.magSq()); // Prints "56"
- *
- *
- */
-p5.Vector.prototype.magSq = function () {
- var x = this.x, y = this.y, z = this.z;
- return (x * x + y * y + z * z);
-};
-
-/**
- * Calculates the dot product of two vectors. The version of the method
- * that computes the dot product of two independent vectors is a static
- * method. See the examples for more context.
- *
- *
- * @method dot
- * @param {Number|p5.Vector} x x component of the vector or a p5.Vector
- * @param {Number} [y] y component of the vector
- * @param {Number} [z] z component of the vector
- * @return {Number} the dot product
- *
- * @example
- *
- *
- * var v1 = createVector(1, 2, 3);
- * var v2 = createVector(2, 3, 4);
- *
- * print(v1.dot(v2)); // Prints "20"
- *
- *
- *
- *
- *
- * //Static method
- * var v1 = createVector(1, 2, 3);
- * var v2 = createVector(3, 2, 1);
- * print (p5.Vector.dot(v1, v2)); // Prints "10"
- *
- *
- */
-p5.Vector.prototype.dot = function (x, y, z) {
- if (x instanceof p5.Vector) {
- return this.dot(x.x, x.y, x.z);
- }
- return this.x * (x || 0) +
- this.y * (y || 0) +
- this.z * (z || 0);
-};
-
-/**
- * Calculates and returns a vector composed of the cross product between
- * two vectors. Both the static and non static methods return a new p5.Vector.
- * See the examples for more context.
- *
- * @method cross
- * @param {p5.Vector} v p5.Vector to be crossed
- * @return {p5.Vector} p5.Vector composed of cross product
- * @example
- *
- *
- * var v1 = createVector(1, 2, 3);
- * var v2 = createVector(1, 2, 3);
- *
- * v1.cross(v2); // v's components are [0, 0, 0]
- *
- *
- *
- *
- *
- * // Static method
- * var v1 = createVector(1, 0, 0);
- * var v2 = createVector(0, 1, 0);
- *
- * var crossProduct = p5.Vector.cross(v1, v2);
- * // crossProduct has components [0, 0, 1]
- *
- *
- */
-p5.Vector.prototype.cross = function (v) {
- var x = this.y * v.z - this.z * v.y;
- var y = this.z * v.x - this.x * v.z;
- var z = this.x * v.y - this.y * v.x;
- if (this.p5) {
- return new p5.Vector(this.p5,[x,y,z]);
- } else {
- return new p5.Vector(x,y,z);
- }
-};
-
-/**
- * Calculates the Euclidean distance between two points (considering a
- * point as a vector object).
- *
- * @method dist
- * @param {p5.Vector} v the x, y, and z coordinates of a p5.Vector
- * @return {Number} the distance
- * @example
- *
- *
- * var v1 = createVector(1, 0, 0);
- * var v2 = createVector(0, 1, 0);
- *
- * var distance = v1.dist(v2); // distance is 1.4142...
- *
- *
- *
- *
- * // Static method
- * var v1 = createVector(1, 0, 0);
- * var v2 = createVector(0, 1, 0);
- *
- * var distance = p5.Vector.dist(v1,v2);
- * // distance is 1.4142...
- *
- *
- */
-p5.Vector.prototype.dist = function (v) {
- var d = v.copy().sub(this);
- return d.mag();
-};
-
-/**
- * Normalize the vector to length 1 (make it a unit vector).
- *
- * @method normalize
- * @return {p5.Vector} normalized p5.Vector
- * @example
- *
- *
- * var v = createVector(10, 20, 2);
- * // v has components [10.0, 20.0, 2.0]
- * v.normalize();
- * // v's components are set to
- * // [0.4454354, 0.8908708, 0.089087084]
- *
- *
- *
- */
-p5.Vector.prototype.normalize = function () {
- return this.mag() === 0 ? this : this.div(this.mag());
-};
-
-/**
- * Limit the magnitude of this vector to the value used for the max
- * parameter.
- *
- * @method limit
- * @param {Number} max the maximum magnitude for the vector
- * @return {p5.Vector} the modified p5.Vector
- * @example
- *
- *
- * var v = createVector(10, 20, 2);
- * // v has components [10.0, 20.0, 2.0]
- * v.limit(5);
- * // v's components are set to
- * // [2.2271771, 4.4543543, 0.4454354]
- *
- *
- */
-p5.Vector.prototype.limit = function (max) {
- var mSq = this.magSq();
- if(mSq > max*max) {
- this.div(Math.sqrt(mSq)); //normalize it
- this.mult(max);
- }
- return this;
-};
-
-/**
- * Set the magnitude of this vector to the value used for the len
- * parameter.
- *
- * @method setMag
- * @param {number} len the new length for this vector
- * @return {p5.Vector} the modified p5.Vector
- * @example
- *
- *
- * var v = createVector(10, 20, 2);
- * // v has components [10.0, 20.0, 2.0]
- * v.setMag(10);
- * // v's components are set to [6.0, 8.0, 0.0]
- *
- *
- */
-p5.Vector.prototype.setMag = function (n) {
- return this.normalize().mult(n);
-};
-
-/**
- * Calculate the angle of rotation for this vector (only 2D vectors)
- *
- * @method heading
- * @return {Number} the angle of rotation
- * @example
- *
- * function setup() {
- * var v1 = createVector(30,50);
- * print(v1.heading()); // 1.0303768265243125
- *
- * var v1 = createVector(40,50);
- * print(v1.heading()); // 0.8960553845713439
- *
- * var v1 = createVector(30,70);
- * print(v1.heading()); // 1.1659045405098132
- * }
- *
- */
-p5.Vector.prototype.heading = function () {
- var h = Math.atan2(this.y, this.x);
- if (this.p5) {
- if (this.p5._angleMode === constants.RADIANS) {
- return h;
- } else {
- return polarGeometry.radiansToDegrees(h);
- }
- } else {
- return h;
- }
-};
-
-/**
- * Rotate the vector by an angle (only 2D vectors), magnitude remains the
- * same
- *
- * @method rotate
- * @param {number} angle the angle of rotation
- * @return {p5.Vector} the modified p5.Vector
- * @example
- *
- *
- * var v = createVector(10.0, 20.0);
- * // v has components [10.0, 20.0, 0.0]
- * v.rotate(HALF_PI);
- * // v's components are set to [-20.0, 9.999999, 0.0]
- *
- *
- */
-p5.Vector.prototype.rotate = function (a) {
- var newHeading = this.heading() + a;
- if (this.p5) {
- if (this.p5._angleMode === constants.DEGREES) {
- newHeading = polarGeometry.degreesToRadians(newHeading);
- }
- }
- var mag = this.mag();
- this.x = Math.cos(newHeading) * mag;
- this.y = Math.sin(newHeading) * mag;
- return this;
-};
-
-/**
- * Linear interpolate the vector to another vector
- *
- * @method lerp
- * @param {p5.Vector} x the x component or the p5.Vector to lerp to
- * @param {p5.Vector} [y] y the y component
- * @param {p5.Vector} [z] z the z component
- * @param {Number} amt the amount of interpolation; some value between 0.0
- * (old vector) and 1.0 (new vector). 0.1 is very near
- * the new vector. 0.5 is halfway in between.
- * @return {p5.Vector} the modified p5.Vector
- * @example
- *
- *
- * var v = createVector(1, 1, 0);
- *
- * v.lerp(3, 3, 0, 0.5); // v now has components [2,2,0]
- *
- *
- *
- *
- *
- * var v1 = createVector(0, 0, 0);
- * var v2 = createVector(100, 100, 0);
- *
- * var v3 = p5.Vector.lerp(v1, v2, 0.5);
- * // v3 has components [50,50,0]
- *
- *
- */
-p5.Vector.prototype.lerp = function (x, y, z, amt) {
- if (x instanceof p5.Vector) {
- return this.lerp(x.x, x.y, x.z, y);
- }
- this.x += (x - this.x) * amt || 0;
- this.y += (y - this.y) * amt || 0;
- this.z += (z - this.z) * amt || 0;
- return this;
-};
-
-/**
- * Return a representation of this vector as a float array. This is only
- * for temporary use. If used in any other fashion, the contents should be
- * copied by using the p5.Vector.copy() method to copy into your own
- * array.
- *
- * @method array
- * @return {Array} an Array with the 3 values
- * @example
- *
- * function setup() {
- * var v = createVector(20,30);
- * print(v.array()); // Prints : Array [20, 30, 0]
- * }
- *
- *
- *
- * var v = createVector(10.0, 20.0, 30.0);
- * var f = v.array();
- * print(f[0]); // Prints "10.0"
- * print(f[1]); // Prints "20.0"
- * print(f[2]); // Prints "30.0"
- *
- *
- */
-p5.Vector.prototype.array = function () {
- return [this.x || 0, this.y || 0, this.z || 0];
-};
-
-/**
- * Equality check against a p5.Vector
- *
- * @method equals
- * @param {Number|p5.Vector|Array} [x] the x component of the vector or a
- * p5.Vector or an Array
- * @param {Number} [y] the y component of the vector
- * @param {Number} [z] the z component of the vector
- * @return {Boolean} whether the vectors are equals
- * @example
- *
- * v1 = createVector(5,10,20);
- * v2 = createVector(5,10,20);
- * v3 = createVector(13,10,19);
- *
- * print(v1.equals(v2.x,v2.y,v2.z)); // true
- * print(v1.equals(v3.x,v3.y,v3.z)); // false
- *
- *
- *
- * var v1 = createVector(10.0, 20.0, 30.0);
- * var v2 = createVector(10.0, 20.0, 30.0);
- * var v3 = createVector(0.0, 0.0, 0.0);
- * print (v1.equals(v2)) // true
- * print (v1.equals(v3)) // false
- *
- *
- */
-p5.Vector.prototype.equals = function (x, y, z) {
- var a, b, c;
- if (x instanceof p5.Vector) {
- a = x.x || 0;
- b = x.y || 0;
- c = x.z || 0;
- } else if (x instanceof Array) {
- a = x[0] || 0;
- b = x[1] || 0;
- c = x[2] || 0;
- } else {
- a = x || 0;
- b = y || 0;
- c = z || 0;
- }
- return this.x === a && this.y === b && this.z === c;
-};
-
-
-// Static Methods
-
-
-/**
- * Make a new 2D unit vector from an angle
- *
- * @method fromAngle
- * @static
- * @param {Number} angle the desired angle
- * @return {p5.Vector} the new p5.Vector object
- * @example
- *
- *
- * function draw() {
- * background (200);
- *
- * // Create a variable, proportional to the mouseX,
- * // varying from 0-360, to represent an angle in degrees.
- * angleMode(DEGREES);
- * var myDegrees = map(mouseX, 0,width, 0,360);
- *
- * // Display that variable in an onscreen text.
- * // (Note the nfc() function to truncate additional decimal places,
- * // and the "\xB0" character for the degree symbol.)
- * var readout = "angle = " + nfc(myDegrees,1,1) + "\xB0"
- * noStroke();
- * fill (0);
- * text (readout, 5, 15);
- *
- * // Create a p5.Vector using the fromAngle function,
- * // and extract its x and y components.
- * var v = p5.Vector.fromAngle(radians(myDegrees));
- * var vx = v.x;
- * var vy = v.y;
- *
- * push();
- * translate (width/2, height/2);
- * noFill();
- * stroke (150);
- * line (0,0, 30,0);
- * stroke (0);
- * line (0,0, 30*vx, 30*vy);
- * pop()
- * }
- *
- *
- */
-p5.Vector.fromAngle = function(angle) {
- if (this.p5) {
- if (this.p5._angleMode === constants.DEGREES) {
- angle = polarGeometry.degreesToRadians(angle);
- }
- }
- if (this.p5) {
- return new p5.Vector(this.p5,[Math.cos(angle),Math.sin(angle),0]);
- } else {
- return new p5.Vector(Math.cos(angle),Math.sin(angle),0);
- }
-};
-
-/**
- * Make a new 2D unit vector from a random angle
- *
- * @method random2D
- * @static
- * @return {p5.Vector} the new p5.Vector object
- * @example
- *
- *
- * var v = p5.Vector.random2D();
- * // May make v's attributes something like:
- * // [0.61554617, -0.51195765, 0.0] or
- * // [-0.4695841, -0.14366731, 0.0] or
- * // [0.6091097, -0.22805278, 0.0]
- *
- *
- */
-p5.Vector.random2D = function () {
- var angle;
- // A lot of nonsense to determine if we know about a
- // p5 sketch and whether we should make a random angle in degrees or radians
- if (this.p5) {
- if (this.p5._angleMode === constants.DEGREES) {
- angle = this.p5.random(360);
- } else {
- angle = this.p5.random(constants.TWO_PI);
- }
- } else {
- angle = Math.random()*Math.PI*2;
- }
- return this.fromAngle(angle);
-};
-
-/**
- * Make a new random 3D unit vector.
- *
- * @method random3D
- * @static
- * @return {p5.Vector} the new p5.Vector object
- * @example
- *
- *
- * var v = p5.Vector.random3D();
- * // May make v's attributes something like:
- * // [0.61554617, -0.51195765, 0.599168] or
- * // [-0.4695841, -0.14366731, -0.8711202] or
- * // [0.6091097, -0.22805278, -0.7595902]
- *
- *
- */
-p5.Vector.random3D = function () {
- var angle,vz;
- // If we know about p5
- if (this.p5) {
- angle = this.p5.random(0,constants.TWO_PI);
- vz = this.p5.random(-1,1);
- } else {
- angle = Math.random()*Math.PI*2;
- vz = Math.random()*2-1;
- }
- var vx = Math.sqrt(1-vz*vz)*Math.cos(angle);
- var vy = Math.sqrt(1-vz*vz)*Math.sin(angle);
- if (this.p5) {
- return new p5.Vector(this.p5,[vx,vy,vz]);
- } else {
- return new p5.Vector(vx,vy,vz);
- }
-};
-
-
-/**
- * Adds two vectors together and returns a new one.
- *
- * @static
- * @param {p5.Vector} v1 a p5.Vector to add
- * @param {p5.Vector} v2 a p5.Vector to add
- * @param {p5.Vector} target if undefined a new vector will be created
- * @return {p5.Vector} the resulting p5.Vector
- *
- */
-
-p5.Vector.add = function (v1, v2, target) {
- if (!target) {
- target = v1.copy();
- } else {
- target.set(v1);
- }
- target.add(v2);
- return target;
-};
-
-/**
- * Subtracts one p5.Vector from another and returns a new one. The second
- * vector (v2) is subtracted from the first (v1), resulting in v1-v2.
- *
- * @static
- * @param {p5.Vector} v1 a p5.Vector to subtract from
- * @param {p5.Vector} v2 a p5.Vector to subtract
- * @param {p5.Vector} target if undefined a new vector will be created
- * @return {p5.Vector} the resulting p5.Vector
- */
-
-p5.Vector.sub = function (v1, v2, target) {
- if (!target) {
- target = v1.copy();
- } else {
- target.set(v1);
- }
- target.sub(v2);
- return target;
-};
-
-
-/**
- * Multiplies a vector by a scalar and returns a new vector.
- *
- * @static
- * @param {p5.Vector} v the p5.Vector to multiply
- * @param {Number} n the scalar
- * @param {p5.Vector} target if undefined a new vector will be created
- * @return {p5.Vector} the resulting new p5.Vector
- */
-p5.Vector.mult = function (v, n, target) {
- if (!target) {
- target = v.copy();
- } else {
- target.set(v);
- }
- target.mult(n);
- return target;
-};
-
-/**
- * Divides a vector by a scalar and returns a new vector.
- *
- * @static
- * @param {p5.Vector} v the p5.Vector to divide
- * @param {Number} n the scalar
- * @param {p5.Vector} target if undefined a new vector will be created
- * @return {p5.Vector} the resulting new p5.Vector
- */
-p5.Vector.div = function (v, n, target) {
- if (!target) {
- target = v.copy();
- } else {
- target.set(v);
- }
- target.div(n);
- return target;
-};
-
-
-/**
- * Calculates the dot product of two vectors.
- *
- * @static
- * @param {p5.Vector} v1 the first p5.Vector
- * @param {p5.Vector} v2 the second p5.Vector
- * @return {Number} the dot product
- */
-p5.Vector.dot = function (v1, v2) {
- return v1.dot(v2);
-};
-
-/**
- * Calculates the cross product of two vectors.
- *
- * @static
- * @param {p5.Vector} v1 the first p5.Vector
- * @param {p5.Vector} v2 the second p5.Vector
- * @return {Number} the cross product
- */
-p5.Vector.cross = function (v1, v2) {
- return v1.cross(v2);
-};
-
-/**
- * Calculates the Euclidean distance between two points (considering a
- * point as a vector object).
- *
- * @static
- * @param {p5.Vector} v1 the first p5.Vector
- * @param {p5.Vector} v2 the second p5.Vector
- * @return {Number} the distance
- */
-p5.Vector.dist = function (v1,v2) {
- return v1.dist(v2);
-};
-
-/**
- * Linear interpolate a vector to another vector and return the result as a
- * new vector.
- *
- * @static
- * @param {p5.Vector} v1 a starting p5.Vector
- * @param {p5.Vector} v2 the p5.Vector to lerp to
- * @param {Number} the amount of interpolation; some value between 0.0
- * (old vector) and 1.0 (new vector). 0.1 is very near
- * the new vector. 0.5 is halfway in between.
- */
-p5.Vector.lerp = function (v1, v2, amt, target) {
- if (!target) {
- target = v1.copy();
- } else {
- target.set(v1);
- }
- target.lerp(v2, amt);
- return target;
-};
-
-/**
- * Calculates and returns the angle (in radians) between two vectors.
- * @method angleBetween
- * @static
- * @param {p5.Vector} v1 the x, y, and z components of a p5.Vector
- * @param {p5.Vector} v2 the x, y, and z components of a p5.Vector
- * @return {Number} the angle between (in radians)
- * @example
- *
- *
- * var v1 = createVector(1, 0, 0);
- * var v2 = createVector(0, 1, 0);
- *
- * var angle = p5.Vector.angleBetween(v1, v2);
- * // angle is PI/2
- *
- *
- */
-p5.Vector.angleBetween = function (v1, v2) {
- var angle = Math.acos(v1.dot(v2) / (v1.mag() * v2.mag()));
- if (this.p5) {
- if (this.p5._angleMode === constants.DEGREES) {
- angle = polarGeometry.radiansToDegrees(angle);
- }
- }
- return angle;
-};
-
-/**
- * @static
- */
-p5.Vector.mag = function (vecT){
- var x = vecT.x,
- y = vecT.y,
- z = vecT.z;
- var magSq = x * x + y * y + z * z;
- return Math.sqrt(magSq);
-};
-
-module.exports = p5.Vector;
-
-},{"../core/constants":36,"../core/core":37,"./polargeometry":67}],67:[function(_dereq_,module,exports){
-
-module.exports = {
-
- degreesToRadians: function(x) {
- return 2 * Math.PI * x / 360;
- },
-
- radiansToDegrees: function(x) {
- return 360 * x / (2 * Math.PI);
- }
-
-};
-
-},{}],68:[function(_dereq_,module,exports){
-/**
- * @module Math
- * @submodule Random
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-var seeded = false;
-var previous = false;
-var y2 = 0;
-
-// Linear Congruential Generator
-// Variant of a Lehman Generator
-var lcg = (function() {
- // Set to values from http://en.wikipedia.org/wiki/Numerical_Recipes
- // m is basically chosen to be large (as it is the max period)
- // and for its relationships to a and c
- var m = 4294967296,
- // a - 1 should be divisible by m's prime factors
- a = 1664525,
- // c and m should be co-prime
- c = 1013904223,
- seed, z;
- return {
- setSeed : function(val) {
- // pick a random seed if val is undefined or null
- // the >>> 0 casts the seed to an unsigned 32-bit integer
- z = seed = (val == null ? Math.random() * m : val) >>> 0;
- },
- getSeed : function() {
- return seed;
- },
- rand : function() {
- // define the recurrence relationship
- z = (a * z + c) % m;
- // return a float in [0, 1)
- // if z = m then z / m = 0 therefore (z % m) / m < 1 always
- return z / m;
- }
- };
-}());
-
-/**
- * Sets the seed value for random().
- *
- * By default, random() produces different results each time the program
- * is run. Set the seed parameter to a constant to return the same
- * pseudo-random numbers each time the software is run.
- *
- * @method randomSeed
- * @param {Number} seed the seed value
- * @example
- *
- *
- * randomSeed(99);
- * for (var i=0; i < 100; i++) {
- * var r = random(0, 255);
- * stroke(r);
- * line(i, 0, i, 100);
- * }
- *
- *
- *
- * @alt
- * many vertical lines drawn in white, black or grey.
- *
- */
-p5.prototype.randomSeed = function(seed) {
- lcg.setSeed(seed);
- seeded = true;
- previous = false;
-};
-
-/**
- * Return a random floating-point number.
- *
- * Takes either 0, 1 or 2 arguments.
- *
- * If no argument is given, returns a random number from 0
- * up to (but not including) 1.
- *
- * If one argument is given and it is a number, returns a random number from 0
- * up to (but not including) the number.
- *
- * If one argument is given and it is an array, returns a random element from
- * that array.
- *
- * If two arguments are given, returns a random number from the
- * first argument up to (but not including) the second argument.
- *
- * @method random
- * @param {Number} [min] the lower bound (inclusive)
- * @param {Number} [max] the upper bound (exclusive)
- * @return {Number|mixed} the random number or a random element in choices
- * @example
- *
- *
- * for (var i = 0; i < 100; i++) {
- * var r = random(50);
- * stroke(r*5);
- * line(50, i, 50+r, i);
- * }
- *
- *
- *
- *
- * for (var i = 0; i < 100; i++) {
- * var r = random(-50, 50);
- * line(50,i,50+r,i);
- * }
- *
- *
- *
- *
- * // Get a random element from an array using the random(Array) syntax
- * var words = [ "apple", "bear", "cat", "dog" ];
- * var word = random(words); // select random word
- * text(word,10,50); // draw the word
- *
- *
- *
- * @alt
- * 100 horizontal lines from center canvas to right. size+fill change each time
- * 100 horizontal lines from center of canvas. height & side change each render
- * word displayed at random. Either apple, bear, cat, or dog
- *
- */
-/**
- * @method random
- * @param {Array} choices the array to choose from
- * @return {mixed} the random element from the array
- * @example
- */
-p5.prototype.random = function (min, max) {
-
- var rand;
-
- if (seeded) {
- rand = lcg.rand();
- } else {
- rand = Math.random();
- }
- if (typeof min === 'undefined') {
- return rand;
- } else
- if (typeof max === 'undefined') {
- if (min instanceof Array) {
- return min[Math.floor(rand * min.length)];
- } else {
- return rand * min;
- }
- } else {
- if (min > max) {
- var tmp = min;
- min = max;
- max = tmp;
- }
-
- return rand * (max-min) + min;
- }
-};
-
-
-/**
- *
- * Returns a random number fitting a Gaussian, or
- * normal, distribution. There is theoretically no minimum or maximum
- * value that randomGaussian() might return. Rather, there is
- * just a very low probability that values far from the mean will be
- * returned; and a higher probability that numbers near the mean will
- * be returned.
- *
- * Takes either 0, 1 or 2 arguments.
- * If no args, returns a mean of 0 and standard deviation of 1.
- * If one arg, that arg is the mean (standard deviation is 1).
- * If two args, first is mean, second is standard deviation.
- *
- * @method randomGaussian
- * @param {Number} mean the mean
- * @param {Number} sd the standard deviation
- * @return {Number} the random number
- * @example
- *
- * for (var y = 0; y < 100; y++) {
- * var x = randomGaussian(50,15);
- * line(50, y, x, y);
- *}
- *
- *
- *
- *
- *var distribution = new Array(360);
- *
- *function setup() {
- * createCanvas(100, 100);
- * for (var i = 0; i < distribution.length; i++) {
- * distribution[i] = floor(randomGaussian(0,15));
- * }
- *}
- *
- *function draw() {
- * background(204);
- *
- * translate(width/2, width/2);
- *
- * for (var i = 0; i < distribution.length; i++) {
- * rotate(TWO_PI/distribution.length);
- * stroke(0);
- * var dist = abs(distribution[i]);
- * line(0, 0, dist, 0);
- * }
- *}
- *
- *
- * @alt
- * 100 horizontal lines from center of canvas. height & side change each render
- * black lines radiate from center of canvas. size determined each render
- */
-p5.prototype.randomGaussian = function(mean, sd) {
- var y1,x1,x2,w;
- if (previous) {
- y1 = y2;
- previous = false;
- } else {
- do {
- x1 = this.random(2) - 1;
- x2 = this.random(2) - 1;
- w = x1 * x1 + x2 * x2;
- } while (w >= 1);
- w = Math.sqrt((-2 * Math.log(w))/w);
- y1 = x1 * w;
- y2 = x2 * w;
- previous = true;
- }
-
- var m = mean || 0;
- var s = sd || 1;
- return y1*s + m;
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],69:[function(_dereq_,module,exports){
-/**
- * @module Math
- * @submodule Trigonometry
- * @for p5
- * @requires core
- * @requires polargeometry
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var polarGeometry = _dereq_('./polargeometry');
-var constants = _dereq_('../core/constants');
-
-p5.prototype._angleMode = constants.RADIANS;
-
-/**
- * The inverse of cos(), returns the arc cosine of a value. This function
- * expects the values in the range of -1 to 1 and values are returned in
- * the range 0 to PI (3.1415927).
- *
- * @method acos
- * @param {Number} value the value whose arc cosine is to be returned
- * @return {Number} the arc cosine of the given value
- *
- * @example
- *
- *
- * var a = PI;
- * var c = cos(a);
- * var ac = acos(c);
- * // Prints: "3.1415927 : -1.0 : 3.1415927"
- * print(a + " : " + c + " : " + ac);
- *
- *
- *
- *
- *
- * var a = PI + PI/4.0;
- * var c = cos(a);
- * var ac = acos(c);
- * // Prints: "3.926991 : -0.70710665 : 2.3561943"
- * print(a + " : " + c + " : " + ac);
- *
- *
- */
-p5.prototype.acos = function(ratio) {
- if (this._angleMode === constants.RADIANS) {
- return Math.acos(ratio);
- } else {
- return polarGeometry.radiansToDegrees(Math.acos(ratio));
- }
-};
-
-/**
- * The inverse of sin(), returns the arc sine of a value. This function
- * expects the values in the range of -1 to 1 and values are returned
- * in the range -PI/2 to PI/2.
- *
- * @method asin
- * @param {Number} value the value whose arc sine is to be returned
- * @return {Number} the arc sine of the given value
- *
- * @example
- *
- *
- * var a = PI + PI/3;
- * var s = sin(a);
- * var as = asin(s);
- * // Prints: "1.0471976 : 0.86602545 : 1.0471976"
- * print(a + " : " + s + " : " + as);
- *
- *
- *
- *
- *
- * var a = PI + PI/3.0;
- * var s = sin(a);
- * var as = asin(s);
- * // Prints: "4.1887903 : -0.86602545 : -1.0471976"
- * print(a + " : " + s + " : " + as);
- *
- *
- *
- */
-p5.prototype.asin = function(ratio) {
- if (this._angleMode === constants.RADIANS) {
- return Math.asin(ratio);
- } else {
- return polarGeometry.radiansToDegrees(Math.asin(ratio));
- }
-};
-
-/**
- * The inverse of tan(), returns the arc tangent of a value. This function
- * expects the values in the range of -Infinity to Infinity (exclusive) and
- * values are returned in the range -PI/2 to PI/2.
- *
- * @method atan
- * @param {Number} value the value whose arc tangent is to be returned
- * @return {Number} the arc tangent of the given value
- *
- * @example
- *
- *
- * var a = PI + PI/3;
- * var t = tan(a);
- * var at = atan(t);
- * // Prints: "1.0471976 : 1.7320509 : 1.0471976"
- * print(a + " : " + t + " : " + at);
- *
- *
- *
- *
- *
- * var a = PI + PI/3.0;
- * var t = tan(a);
- * var at = atan(t);
- * // Prints: "4.1887903 : 1.7320513 : 1.0471977"
- * print(a + " : " + t + " : " + at);
- *
- *
- *
- */
-p5.prototype.atan = function(ratio) {
- if (this._angleMode === constants.RADIANS) {
- return Math.atan(ratio);
- } else {
- return polarGeometry.radiansToDegrees(Math.atan(ratio));
- }
-};
-
-/**
- * Calculates the angle (in radians) from a specified point to the coordinate
- * origin as measured from the positive x-axis. Values are returned as a
- * float in the range from PI to -PI. The atan2() function is most often used
- * for orienting geometry to the position of the cursor.
- *
- * Note: The y-coordinate of the point is the first parameter, and the
- * x-coordinate is the second parameter, due the the structure of calculating
- * the tangent.
- *
- * @method atan2
- * @param {Number} y y-coordinate of the point
- * @param {Number} x x-coordinate of the point
- * @return {Number} the arc tangent of the given point
- *
- * @example
- *
- *
- * function draw() {
- * background(204);
- * translate(width/2, height/2);
- * var a = atan2(mouseY-height/2, mouseX-width/2);
- * rotate(a);
- * rect(-30, -5, 60, 10);
- * }
- *
- *
- *
- * @alt
- * 60 by 10 rect at center of canvas rotates with mouse movements
- *
- */
-p5.prototype.atan2 = function (y, x) {
- if (this._angleMode === constants.RADIANS) {
- return Math.atan2(y, x);
- } else {
- return polarGeometry.radiansToDegrees(Math.atan2(y, x));
- }
-};
-
-/**
- * Calculates the cosine of an angle. This function takes into account the
- * current angleMode. Values are returned in the range -1 to 1.
- *
- * @method cos
- * @param {Number} angle the angle
- * @return {Number} the cosine of the angle
- *
- * @example
- *
- *
- * var a = 0.0;
- * var inc = TWO_PI/25.0;
- * for (var i = 0; i < 25; i++) {
- * line(i*4, 50, i*4, 50+cos(a)*40.0);
- * a = a + inc;
- * }
- *
- *
- *
- * @alt
- * vertical black lines form wave patterns, extend-down on left and right side
- *
- */
-p5.prototype.cos = function(angle) {
- if (this._angleMode === constants.RADIANS) {
- return Math.cos(angle);
- } else {
- return Math.cos(this.radians(angle));
- }
-};
-
-/**
- * Calculates the sine of an angle. This function takes into account the
- * current angleMode. Values are returned in the range -1 to 1.
- *
- * @method sin
- * @param {Number} angle the angle
- * @return {Number} the sine of the angle
- *
- * @example
- *
- *
- * var a = 0.0;
- * var inc = TWO_PI/25.0;
- * for (var i = 0; i < 25; i++) {
- * line(i*4, 50, i*4, 50+sin(a)*40.0);
- * a = a + inc;
- * }
- *
- *
- *
- * @alt
- * vertical black lines extend down and up from center to form wave pattern
- *
- */
-p5.prototype.sin = function(angle) {
- if (this._angleMode === constants.RADIANS) {
- return Math.sin(angle);
- } else {
- return Math.sin(this.radians(angle));
- }
-};
-
-/**
- * Calculates the tangent of an angle. This function takes into account
- * the current angleMode. Values are returned in the range -1 to 1.
- *
- * @method tan
- * @param {Number} angle the angle
- * @return {Number} the tangent of the angle
- *
- * @example
- *
- *
- * var a = 0.0;
- * var inc = TWO_PI/50.0;
- * for (var i = 0; i < 100; i = i+2) {
- * line(i, 50, i, 50+tan(a)*2.0);
- * a = a + inc;
- * }
- *
- *
- *
- * @alt
- * vertical black lines end down and up from center to form spike pattern
- *
- */
-p5.prototype.tan = function(angle) {
- if (this._angleMode === constants.RADIANS) {
- return Math.tan(angle);
- } else {
- return Math.tan(this.radians(angle));
- }
-};
-
-/**
- * Converts a radian measurement to its corresponding value in degrees.
- * Radians and degrees are two ways of measuring the same thing. There are
- * 360 degrees in a circle and 2*PI radians in a circle. For example,
- * 90° = PI/2 = 1.5707964.
- *
- * @method degrees
- * @param {Number} radians the radians value to convert to degrees
- * @return {Number} the converted angle
- *
- *
- * @example
- *
- *
- * var rad = PI/4;
- * var deg = degrees(rad);
- * print(rad + " radians is " + deg + " degrees");
- * // Prints: 0.7853981633974483 radians is 45 degrees
- *
- *
- *
- */
-p5.prototype.degrees = function(angle) {
- return polarGeometry.radiansToDegrees(angle);
-};
-
-/**
- * Converts a degree measurement to its corresponding value in radians.
- * Radians and degrees are two ways of measuring the same thing. There are
- * 360 degrees in a circle and 2*PI radians in a circle. For example,
- * 90° = PI/2 = 1.5707964.
- *
- * @method radians
- * @param {Number} degrees the degree value to convert to radians
- * @return {Number} the converted angle
- *
- * @example
- *
- *
- * var deg = 45.0;
- * var rad = radians(deg);
- * print(deg + " degrees is " + rad + " radians");
- * // Prints: 45 degrees is 0.7853981633974483 radians
- *
- *
- */
-p5.prototype.radians = function(angle) {
- return polarGeometry.degreesToRadians(angle);
-};
-
-/**
- * Sets the current mode of p5 to given mode. Default mode is RADIANS.
- *
- * @method angleMode
- * @param {Constant} mode either RADIANS or DEGREES
- *
- * @example
- *
- *
- * function draw(){
- * background(204);
- * angleMode(DEGREES); // Change the mode to DEGREES
- * var a = atan2(mouseY-height/2, mouseX-width/2);
- * translate(width/2, height/2);
- * push();
- * rotate(a);
- * rect(-20, -5, 40, 10); // Larger rectangle is rotating in degrees
- * pop();
- * angleMode(RADIANS); // Change the mode to RADIANS
- * rotate(a); // var a stays the same
- * rect(-40, -5, 20, 10); // Smaller rectangle is rotating in radians
- * }
- *
- *
- *
- * @alt
- * 40 by 10 rect in center rotates with mouse moves. 20 by 10 rect moves faster.
- *
- *
- */
-p5.prototype.angleMode = function(mode) {
- if (mode === constants.DEGREES || mode === constants.RADIANS) {
- this._angleMode = mode;
- }
-};
-
-module.exports = p5;
-
-},{"../core/constants":36,"../core/core":37,"./polargeometry":67}],70:[function(_dereq_,module,exports){
-/**
- * @module Typography
- * @submodule Attributes
- * @for p5
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * Sets the current alignment for drawing text. Accepts two
- * arguments: horizAlign (LEFT, CENTER, or RIGHT) and
- * vertAlign (TOP, BOTTOM, CENTER, or BASELINE).
- *
- * The horizAlign parameter is in reference to the x value
- * of the text() function, while the vertAlign parameter is
- * in reference to the y value.
- *
- * So if you write textAlign(LEFT), you are aligning the left
- * edge of your text to the x value you give in text(). If you
- * write textAlign(RIGHT, TOP), you are aligning the right edge
- * of your text to the x value and the top of edge of the text
- * to the y value.
- *
- * @method textAlign
- * @param {Constant} horizAlign horizontal alignment, either LEFT,
- * CENTER, or RIGHT
- * @param {Constant} vertAlign vertical alignment, either TOP,
- * BOTTOM, CENTER, or BASELINE
- * @return {Number}
- * @example
- *
- *
- * textSize(16);
- * textAlign(RIGHT);
- * text("ABCD", 50, 30);
- * textAlign(CENTER);
- * text("EFGH", 50, 50);
- * textAlign(LEFT);
- * text("IJKL", 50, 70);
- *
- *
- *
- * @alt
- *Letters ABCD displayed at top right, EFGH at center and IJKL at bottom left.
- *
- */
-p5.prototype.textAlign = function(horizAlign, vertAlign) {
- return this._renderer.textAlign.apply(this._renderer, arguments);
-};
-
-/**
- * Sets/gets the spacing, in pixels, between lines of text. This
- * setting will be used in all subsequent calls to the text() function.
- *
- * @method textLeading
- * @param {Number} leading the size in pixels for spacing between lines
- * @return {Object|Number}
- * @example
- *
- *
- * // Text to display. The "\n" is a "new line" character
- * lines = "L1\nL2\nL3";
- * textSize(12);
- *
- * textLeading(10); // Set leading to 10
- * text(lines, 10, 25);
- *
- * textLeading(20); // Set leading to 20
- * text(lines, 40, 25);
- *
- * textLeading(30); // Set leading to 30
- * text(lines, 70, 25);
- *
- *
- *
- * @alt
- *set L1 L2 & L3 displayed vertically 3 times. spacing increases for each set
- *
- */
-p5.prototype.textLeading = function(theLeading) {
- return this._renderer.textLeading.apply(this._renderer, arguments);
-};
-
-/**
- * Sets/gets the current font size. This size will be used in all subsequent
- * calls to the text() function. Font size is measured in pixels.
- *
- * @method textSize
- * @param {Number} theSize the size of the letters in units of pixels
- * @return {Object|Number}
- * @example
- *
- *
- * textSize(12);
- * text("Font Size 12", 10, 30);
- * textSize(14);
- * text("Font Size 14", 10, 60);
- * textSize(16);
- * text("Font Size 16", 10, 90);
- *
- *
- *
- * @alt
- *Font Size 12 displayed small, Font Size 14 medium & Font Size 16 large
- *
- */
-p5.prototype.textSize = function(theSize) {
- return this._renderer.textSize.apply(this._renderer, arguments);
-};
-
-/**
- * Sets/gets the style of the text for system fonts to NORMAL, ITALIC, or BOLD.
- * Note: this may be is overridden by CSS styling. For non-system fonts
- * (opentype, truetype, etc.) please load styled fonts instead.
- *
- * @method textStyle
- * @param {Number/Constant} theStyle styling for text, either NORMAL,
- * ITALIC, or BOLD
- * @return {Object|String}
- * @example
- *
- *
- * strokeWeight(0);
- * textSize(12);
- * textStyle(NORMAL);
- * text("Font Style Normal", 10, 30);
- * textStyle(ITALIC);
- * text("Font Style Italic", 10, 60);
- * textStyle(BOLD);
- * text("Font Style Bold", 10, 90);
- *
- *
- *
- * @alt
- *words Font Style Normal displayed normally, Italic in italic and bold in bold
- *
- */
-p5.prototype.textStyle = function(theStyle) {
- return this._renderer.textStyle.apply(this._renderer, arguments);
-};
-
-/**
- * Calculates and returns the width of any character or text string.
- *
- * @method textWidth
- * @param {String} theText the String of characters to measure
- * @return {Number}
- * @example
- *
- *
- * textSize(28);
- *
- * var aChar = 'P';
- * var cWidth = textWidth(aChar);
- * text(aChar, 0, 40);
- * line(cWidth, 0, cWidth, 50);
- *
- * var aString = "p5.js";
- * var sWidth = textWidth(aString);
- * text(aString, 0, 85);
- * line(sWidth, 50, sWidth, 100);
- *
- *
- *
- * @alt
- *Letter P and p5.js are displayed with vertical lines at end. P is wide
- *
- */
-p5.prototype.textWidth = function(theText) {
- if (theText.length === 0) {
- return 0;
- }
- return this._renderer.textWidth.apply(this._renderer, arguments);
-};
-
-/**
- * Returns the ascent of the current font at its current size. The ascent
- * represents the distance, in pixels, of the tallest character above
- * the baseline.
- *
- * @return {Number}
- * @example
- *
- *
- * var base = height * 0.75;
- * var scalar = 0.8; // Different for each font
- *
- * textSize(32); // Set initial text size
- * var asc = textAscent() * scalar; // Calc ascent
- * line(0, base - asc, width, base - asc);
- * text("dp", 0, base); // Draw text on baseline
- *
- * textSize(64); // Increase text size
- * asc = textAscent() * scalar; // Recalc ascent
- * line(40, base - asc, width, base - asc);
- * text("dp", 40, base); // Draw text on baseline
- *
- *
- */
-p5.prototype.textAscent = function() {
- return this._renderer.textAscent();
-};
-
-/**
- * Returns the descent of the current font at its current size. The descent
- * represents the distance, in pixels, of the character with the longest
- * descender below the baseline.
- *
- * @return {Number}
- * @example
- *
- *
- * var base = height * 0.75;
- * var scalar = 0.8; // Different for each font
- *
- * textSize(32); // Set initial text size
- * var desc = textDescent() * scalar; // Calc ascent
- * line(0, base+desc, width, base+desc);
- * text("dp", 0, base); // Draw text on baseline
- *
- * textSize(64); // Increase text size
- * desc = textDescent() * scalar; // Recalc ascent
- * line(40, base + desc, width, base + desc);
- * text("dp", 40, base); // Draw text on baseline
- *
- *
- */
-p5.prototype.textDescent = function() {
- return this._renderer.textDescent();
-};
-
-/**
- * Helper function to measure ascent and descent.
- */
-p5.prototype._updateTextMetrics = function() {
- return this._renderer._updateTextMetrics();
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],71:[function(_dereq_,module,exports){
-/**
- * @module Typography
- * @submodule Loading & Displaying
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var constants = _dereq_('../core/constants');
-
-_dereq_('../core/error_helpers');
-
-
-/**
- * Draws text to the screen. Displays the information specified in the first
- * parameter on the screen in the position specified by the additional
- * parameters. A default font will be used unless a font is set with the
- * textFont() function and a default size will be used unless a font is set
- * with textSize(). Change the color of the text with the fill() function.
- * Change the outline of the text with the stroke() and strokeWeight()
- * functions.
- *
- * The text displays in relation to the textAlign() function, which gives the
- * option to draw to the left, right, and center of the coordinates.
- *
- * The x2 and y2 parameters define a rectangular area to display within and
- * may only be used with string data. When these parameters are specified,
- * they are interpreted based on the current rectMode() setting. Text that
- * does not fit completely within the rectangle specified will not be drawn
- * to the screen.
- *
- * @method text
- * @param {String} str the alphanumeric symbols to be displayed
- * @param {Number} x x-coordinate of text
- * @param {Number} y y-coordinate of text
- * @param {Number} x2 by default, the width of the text box,
- * see rectMode() for more info
- * @param {Number} y2 by default, the height of the text box,
- * see rectMode() for more info
- * @return {Object} this
- * @example
- *
- *
- * textSize(32);
- * text("word", 10, 30);
- * fill(0, 102, 153);
- * text("word", 10, 60);
- * fill(0, 102, 153, 51);
- * text("word", 10, 90);
- *
- *
- *
- *
- * s = "The quick brown fox jumped over the lazy dog.";
- * fill(50);
- * text(s, 10, 10, 70, 80); // Text wraps within text box
- *
- *
- *
- * @alt
- *'word' displayed 3 times going from black, blue to translucent blue
- * The quick brown fox jumped over the lazy dog.
- *
- */
-p5.prototype.text = function(str, x, y, maxWidth, maxHeight) {
- return (!(this._renderer._doFill || this._renderer._doStroke)) ? this :
- this._renderer.text.apply(this._renderer, arguments);
-};
-
-/**
- * Sets the current font that will be drawn with the text() function.
- *
- * @method textFont
- * @param {Object|String} f a font loaded via loadFont(), or a String
- * representing a
web safe font (a font
- * that is generally available across all systems).
- * @return {Object} this
- * @example
- *
- *
- * fill(0);
- * textSize(12);
- * textFont("Georgia");
- * text("Georgia", 12, 30);
- * textFont("Helvetica");
- * text("Helvetica", 12, 60);
- *
- *
- *
- *
- * var fontRegular, fontItalic, fontBold;
- * function preload() {
- * fontRegular = loadFont("assets/Regular.otf");
- * fontItalic = loadFont("assets/Italic.ttf");
- * fontBold = loadFont("assets/Bold.ttf");
- * }
- * function setup() {
- * background(210);
- * fill(0).strokeWeight(0).textSize(10);
- * textFont(fontRegular);
- * text("Font Style Normal", 10, 30);
- * textFont(fontItalic);
- * text("Font Style Italic", 10, 50);
- * textFont(fontBold);
- * text("Font Style Bold", 10, 70);
- * }
- *
- *
- *
- * @alt
- *words Font Style Normal displayed normally, Italic in italic and bold in bold
- *
- */
-p5.prototype.textFont = function(theFont, theSize) {
-
- if (arguments.length) {
-
- if (!theFont) {
-
- throw Error('null font passed to textFont');
- }
-
- this._renderer._setProperty('_textFont', theFont);
-
- if (theSize) {
-
- this._renderer._setProperty('_textSize', theSize);
- this._renderer._setProperty('_textLeading',
- theSize * constants._DEFAULT_LEADMULT);
- }
-
- return this._renderer._applyTextProperties();
- }
-
- return this;
-};
-
-module.exports = p5;
-
-},{"../core/constants":36,"../core/core":37,"../core/error_helpers":40}],72:[function(_dereq_,module,exports){
-/**
- * This module defines the p5.Font class and functions for
- * drawing text to the display canvas.
- * @module Typography
- * @submodule Font
- * @requires core
- * @requires constants
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var constants = _dereq_('../core/constants');
-
-/*
- * TODO:
- *
- * API:
- * -- textBounds()
- * -- getPath()
- * -- getPoints()
- *
- * ===========================================
- * -- PFont functions:
- * PFont.list()
- *
- * -- kerning
- * -- alignment: justified?
- * -- integrate p5.dom? (later)
- */
-
-/**
- * Base class for font handling
- * @class p5.Font
- * @constructor
- * @param {Object} [pInst] pointer to p5 instance
- */
-p5.Font = function(p) {
-
- this.parent = p;
-
- this.cache = {};
-
- /**
- * Underlying opentype font implementation
- * @property font
- */
- this.font = undefined;
-};
-
-p5.Font.prototype.list = function() {
-
- // TODO
- throw 'not yet implemented';
-};
-
-/**
- * Returns a tight bounding box for the given text string using this
- * font (currently only supports single lines)
- *
- * @method textBounds
- * @param {String} line a line of text
- * @param {Number} x x-position
- * @param {Number} y y-position
- * @param {Number} fontSize font size to use (optional)
- * @param {Object} options opentype options (optional)
- *
- * @return {Object} a rectangle object with properties: x, y, w, h
- *
- * @example
- *
- *
- * var font;
- * var textString = 'Lorem ipsum dolor sit amet.';
- * function preload() {
- * font = loadFont('./assets/Regular.otf');
- * };
- * function setup() {
- * background(210);
- *
- * var bbox = font.textBounds(textString, 10, 30, 12);
- * fill(255);
- * stroke(0);
- * rect(bbox.x, bbox.y, bbox.w, bbox.h);
- * fill(0);
- * noStroke();
- *
- * textFont(font);
- * textSize(12);
- * text(textString, 10, 30);
- * };
- *
- *
- *
- * @alt
- *words Lorem ipsum dol go off canvas and contained by white bounding box
- *
- */
-p5.Font.prototype.textBounds = function(str, x, y, fontSize, options) {
-
- x = x !== undefined ? x : 0;
- y = y !== undefined ? y : 0;
- fontSize = fontSize || this.parent._renderer._textSize;
-
- // Check cache for existing bounds. Take into consideration the text alignment
- // settings. Default alignment should match opentype's origin: left-aligned &
- // alphabetic baseline.
- var p = (options && options.renderer && options.renderer._pInst) ||
- this.parent,
- ctx = p._renderer.drawingContext,
- alignment = ctx.textAlign || constants.LEFT,
- baseline = ctx.textBaseline || constants.BASELINE;
- var result = this.cache[cacheKey('textBounds', str, x, y, fontSize, alignment,
- baseline)];
-
- if (!result) {
-
- var xCoords = [], yCoords = [], self = this,
- scale = this._scale(fontSize), minX, minY, maxX, maxY;
-
- this.font.forEachGlyph(str, x, y, fontSize, options,
- function(glyph, gX, gY, gFontSize) {
-
- xCoords.push(gX);
- yCoords.push(gY);
-
- var gm = glyph.getMetrics();
-
- if (glyph.name !== 'space') {
-
- xCoords.push(gX + (gm.xMax * scale));
- yCoords.push(gY + (-gm.yMin * scale));
- yCoords.push(gY + (-gm.yMax * scale));
-
- } else { // NOTE: deals with broken metrics for spaces in opentype.js
-
- xCoords.push(gX + self.font.charToGlyph(' ').advanceWidth *
- self._scale(fontSize));
- }
- });
-
- // fix to #1409 (not sure why these max() functions were here)
- /*minX = Math.max(0, Math.min.apply(null, xCoords));
- minY = Math.max(0, Math.min.apply(null, yCoords));
- maxX = Math.max(0, Math.max.apply(null, xCoords));
- maxY = Math.max(0, Math.max.apply(null, yCoords));*/
- minX = Math.min.apply(null, xCoords);
- minY = Math.min.apply(null, yCoords);
- maxX = Math.max.apply(null, xCoords);
- maxY = Math.max.apply(null, yCoords);
-
- result = {
- x: minX,
- y: minY,
- h: maxY - minY,
- w: maxX - minX,
- advance: minX - x
- };
-
- // Bounds are now calculated, so shift the x & y to match alignment settings
- var textWidth = result.w + result.advance;
- var pos = this._handleAlignment(p, ctx, str, result.x, result.y, textWidth);
- result.x = pos.x;
- result.y = pos.y;
-
- this.cache[cacheKey('textBounds', str, x, y, fontSize, alignment,
- baseline)] = result;
- }
- //else console.log('cache-hit');
-
- return result;
-};
-
-
-/**
- * Computes an array of points following the path for specified text
- *
- * @param {String} txt a line of text
- * @param {Number} x x-position
- * @param {Number} y y-position
- * @param {Number} fontSize font size to use (optional)
- * @param {Object} options an (optional) object that can contain:
- *
- *
sampleFactor - the ratio of path-length to number of samples
- * (default=.25); higher values yield more points and are therefore
- * more precise
- *
- *
simplifyThreshold - if set to a non-zero value, collinear points will be
- * be removed from the polygon; the value represents the threshold angle to use
- * when determining whether two edges are collinear
- *
- * @return {Array} an array of points, each with x, y, alpha (the path angle)
- */
-p5.Font.prototype.textToPoints = function(txt, x, y, fontSize, options) {
-
- var xoff = 0, result = [], glyphs = this._getGlyphs(txt);
-
- fontSize = fontSize || this.parent._renderer._textSize;
-
- for (var i = 0; i < glyphs.length; i++) {
-
- var gpath = glyphs[i].getPath(x, y, fontSize),
- paths = splitPaths(gpath.commands);
-
- for (var j = 0; j < paths.length; j++) {
-
- var pts = pathToPoints(paths[j], options);
-
- for (var k = 0; k < pts.length; k++) {
- pts[k].x += xoff;
- result.push(pts[k]);
- }
- }
-
- xoff += glyphs[i].advanceWidth * this._scale(fontSize);
- }
-
- return result;
-};
-
-// ----------------------------- End API ------------------------------
-
-/**
- * Returns the set of opentype glyphs for the supplied string.
- *
- * Note that there is not a strict one-to-one mapping between characters
- * and glyphs, so the list of returned glyphs can be larger or smaller
- * than the length of the given string.
- *
- * @param {String} str the string to be converted
- * @return {array} the opentype glyphs
- */
-p5.Font.prototype._getGlyphs = function(str) {
-
- return this.font.stringToGlyphs(str);
-};
-
-/**
- * Returns an opentype path for the supplied string and position.
- *
- * @param {String} line a line of text
- * @param {Number} x x-position
- * @param {Number} y y-position
- * @param {Object} options opentype options (optional)
- * @return {Object} the opentype path
- */
-p5.Font.prototype._getPath = function(line, x, y, options) {
-
- var p = (options && options.renderer && options.renderer._pInst) ||
- this.parent,
- ctx = p._renderer.drawingContext,
- pos = this._handleAlignment(p, ctx, line, x, y);
-
- return this.font.getPath(line, pos.x, pos.y, p._renderer._textSize, options);
-};
-
-/*
- * Creates an SVG-formatted path-data string
- * (See http://www.w3.org/TR/SVG/paths.html#PathData)
- * from the given opentype path or string/position
- *
- * @param {Object} path an opentype path, OR the following:
- *
- * @param {String} line a line of text
- * @param {Number} x x-position
- * @param {Number} y y-position
- * @param {Object} options opentype options (optional), set options.decimals
- * to set the decimal precision of the path-data
- *
- * @return {Object} this p5.Font object
- */
-p5.Font.prototype._getPathData = function(line, x, y, options) {
-
- var decimals = 3;
-
- // create path from string/position
- if (typeof line === 'string' && arguments.length > 2) {
-
- line = this._getPath(line, x, y, options);
- }
- // handle options specified in 2nd arg
- else if (typeof x === 'object') {
-
- options = x;
- }
-
- // handle svg arguments
- if (options && typeof options.decimals === 'number') {
-
- decimals = options.decimals;
- }
-
- return line.toPathData(decimals);
-};
-
-/*
- * Creates an SVG
element, as a string,
- * from the given opentype path or string/position
- *
- * @param {Object} path an opentype path, OR the following:
- *
- * @param {String} line a line of text
- * @param {Number} x x-position
- * @param {Number} y y-position
- * @param {Object} options opentype options (optional), set options.decimals
- * to set the decimal precision of the path-data in the element,
- * options.fill to set the fill color for the element,
- * options.stroke to set the stroke color for the element,
- * options.strokeWidth to set the strokeWidth for the element.
- *
- * @return {Object} this p5.Font object
- */
-p5.Font.prototype._getSVG = function(line, x, y, options) {
-
- var decimals = 3;
-
- // create path from string/position
- if (typeof line === 'string' && arguments.length > 2) {
-
- line = this._getPath(line, x, y, options);
- }
- // handle options specified in 2nd arg
- else if (typeof x === 'object') {
-
- options = x;
- }
-
- // handle svg arguments
- if (options) {
- if (typeof options.decimals === 'number') {
- decimals = options.decimals;
- }
- if (typeof options.strokeWidth === 'number') {
- line.strokeWidth = options.strokeWidth;
- }
- if (typeof options.fill !== 'undefined') {
- line.fill = options.fill;
- }
- if (typeof options.stroke !== 'undefined') {
- line.stroke = options.stroke;
- }
- }
-
- return line.toSVG(decimals);
-};
-
-/*
- * Renders an opentype path or string/position
- * to the current graphics context
- *
- * @param {Object} path an opentype path, OR the following:
- *
- * @param {String} line a line of text
- * @param {Number} x x-position
- * @param {Number} y y-position
- * @param {Object} options opentype options (optional)
- *
- * @return {Object} this p5.Font object
- */
-p5.Font.prototype._renderPath = function(line, x, y, options) {
-
- var pdata, pg = (options && options.renderer) || this.parent._renderer,
- ctx = pg.drawingContext;
-
- if (typeof line === 'object' && line.commands) {
-
- pdata = line.commands;
- } else {
-
- //pos = handleAlignment(p, ctx, line, x, y);
- pdata = this._getPath(line, x, y, options).commands;
- }
-
- ctx.beginPath();
- for (var i = 0; i < pdata.length; i += 1) {
-
- var cmd = pdata[i];
- if (cmd.type === 'M') {
- ctx.moveTo(cmd.x, cmd.y);
- } else if (cmd.type === 'L') {
- ctx.lineTo(cmd.x, cmd.y);
- } else if (cmd.type === 'C') {
- ctx.bezierCurveTo(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y);
- } else if (cmd.type === 'Q') {
- ctx.quadraticCurveTo(cmd.x1, cmd.y1, cmd.x, cmd.y);
- } else if (cmd.type === 'Z') {
- ctx.closePath();
- }
- }
-
- // only draw stroke if manually set by user
- if (pg._doStroke && pg._strokeSet) {
-
- ctx.stroke();
- }
-
- if (pg._doFill) {
-
- // if fill hasn't been set by user, use default-text-fill
- ctx.fillStyle = pg._fillSet ? ctx.fillStyle : constants._DEFAULT_TEXT_FILL;
- ctx.fill();
- }
-
- return this;
-};
-
-p5.Font.prototype._textWidth = function(str, fontSize) {
-
- if (str === ' ') { // special case for now
-
- return this.font.charToGlyph(' ').advanceWidth * this._scale(fontSize);
- }
-
- var bounds = this.textBounds(str, 0, 0, fontSize);
- return bounds.w + bounds.advance;
-};
-
-p5.Font.prototype._textAscent = function(fontSize) {
-
- return this.font.ascender * this._scale(fontSize);
-};
-
-p5.Font.prototype._textDescent = function(fontSize) {
-
- return -this.font.descender * this._scale(fontSize);
-};
-
-p5.Font.prototype._scale = function(fontSize) {
-
- return (1 / this.font.unitsPerEm) * (fontSize ||
- this.parent._renderer._textSize);
-};
-
-p5.Font.prototype._handleAlignment = function(p, ctx, line, x, y, textWidth) {
- var fontSize = p._renderer._textSize,
- textAscent = this._textAscent(fontSize),
- textDescent = this._textDescent(fontSize);
-
- textWidth = textWidth !== undefined ? textWidth :
- this._textWidth(line, fontSize);
-
- if (ctx.textAlign === constants.CENTER) {
- x -= textWidth / 2;
- } else if (ctx.textAlign === constants.RIGHT) {
- x -= textWidth;
- }
-
- if (ctx.textBaseline === constants.TOP) {
- y += textAscent;
- } else if (ctx.textBaseline === constants._CTX_MIDDLE) {
- y += textAscent / 2;
- } else if (ctx.textBaseline === constants.BOTTOM) {
- y -= textDescent;
- }
-
- return { x: x, y: y };
-};
-
-// path-utils
-
-function pathToPoints(cmds, options) {
-
- var opts = parseOpts(options, {
- sampleFactor: 0.1,
- simplifyThreshold: 0,
- });
-
- var len = pointAtLength(cmds,0,1), // total-length
- t = len / (len * opts.sampleFactor),
- pts = [];
-
- for (var i = 0; i < len; i += t) {
- pts.push(pointAtLength(cmds, i));
- }
-
- if (opts.simplifyThreshold) {
- /*var count = */simplify(pts, opts.simplifyThreshold);
- //console.log('Simplify: removed ' + count + ' pts');
- }
-
- return pts;
-}
-
-function simplify(pts, angle) {
-
- angle = (typeof angle === 'undefined') ? 0 : angle;
-
- var num = 0;
- for (var i = pts.length - 1; pts.length > 3 && i >= 0; --i) {
-
- if (collinear(at(pts, i - 1), at(pts, i), at(pts, i + 1), angle)) {
-
- // Remove the middle point
- pts.splice(i % pts.length, 1);
- num++;
- }
- }
- return num;
-}
-
-function splitPaths(cmds) {
-
- var paths = [], current;
- for (var i = 0; i < cmds.length; i++) {
- if (cmds[i].type === 'M') {
- if (current) {
- paths.push(current);
- }
- current = [];
- }
- current.push(cmdToArr(cmds[i]));
- }
- paths.push(current);
-
- return paths;
-}
-
-function cmdToArr(cmd) {
-
- var arr = [ cmd.type ];
- if (cmd.type === 'M' || cmd.type === 'L') { // moveto or lineto
- arr.push(cmd.x, cmd.y);
- } else if (cmd.type === 'C') {
- arr.push(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y);
- } else if (cmd.type === 'Q') {
- arr.push(cmd.x1, cmd.y1, cmd.x, cmd.y);
- }
- // else if (cmd.type === 'Z') { /* no-op */ }
- return arr;
-}
-
-function parseOpts(options, defaults) {
-
- if (typeof options !== 'object') {
- options = defaults;
- }
- else {
- for (var key in defaults) {
- if (typeof options[key] === 'undefined') {
- options[key] = defaults[key];
- }
- }
- }
- return options;
-}
-
-//////////////////////// Helpers ////////////////////////////
-
-function at(v, i) {
- var s = v.length;
- return v[i < 0 ? i % s + s : i % s];
-}
-
-function collinear(a, b, c, thresholdAngle) {
-
- if (!thresholdAngle) {
- return areaTriangle(a, b, c) === 0;
- }
-
- if (typeof collinear.tmpPoint1 === 'undefined') {
- collinear.tmpPoint1 = [];
- collinear.tmpPoint2 = [];
- }
-
- var ab = collinear.tmpPoint1, bc = collinear.tmpPoint2;
- ab.x = b.x - a.x;
- ab.y = b.y - a.y;
- bc.x = c.x - b.x;
- bc.y = c.y - b.y;
-
- var dot = ab.x * bc.x + ab.y * bc.y,
- magA = Math.sqrt(ab.x * ab.x + ab.y * ab.y),
- magB = Math.sqrt(bc.x * bc.x + bc.y * bc.y),
- angle = Math.acos(dot / (magA * magB));
-
- return angle < thresholdAngle;
-}
-
-function areaTriangle(a, b, c) {
- return (((b[0] - a[0]) * (c[1] - a[1])) - ((c[0] - a[0]) * (b[1] - a[1])));
-}
-
-// Portions of below code copyright 2008 Dmitry Baranovskiy (via MIT license)
-
-function findDotsAtSegment(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, t) {
-
- var t1 = 1 - t, t13 = Math.pow(t1, 3), t12 = Math.pow(t1, 2), t2 = t * t,
- t3 = t2 * t, x = t13 * p1x + t12 * 3 * t * c1x + t1 * 3 * t * t * c2x +
- t3 * p2x, y = t13 * p1y + t12 * 3 * t * c1y + t1 * 3 * t * t * c2y +
- t3 * p2y, mx = p1x + 2 * t * (c1x - p1x) + t2 * (c2x - 2 * c1x + p1x),
- my = p1y + 2 * t * (c1y - p1y) + t2 * (c2y - 2 * c1y + p1y),
- nx = c1x + 2 * t * (c2x - c1x) + t2 * (p2x - 2 * c2x + c1x),
- ny = c1y + 2 * t * (c2y - c1y) + t2 * (p2y - 2 * c2y + c1y),
- ax = t1 * p1x + t * c1x, ay = t1 * p1y + t * c1y,
- cx = t1 * c2x + t * p2x, cy = t1 * c2y + t * p2y,
- alpha = (90 - Math.atan2(mx - nx, my - ny) * 180 / Math.PI);
-
- if (mx > nx || my < ny) { alpha += 180; }
-
- return { x: x, y: y, m: { x: mx, y: my }, n: { x: nx, y: ny },
- start: { x: ax, y: ay }, end: { x: cx, y: cy }, alpha: alpha
- };
-}
-
-function getPointAtSegmentLength(p1x,p1y,c1x,c1y,c2x,c2y,p2x,p2y,length) {
- return (length == null) ? bezlen(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y) :
- findDotsAtSegment(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y,
- getTatLen(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, length));
-}
-
-function pointAtLength(path, length, istotal) {
- path = path2curve(path);
- var x, y, p, l, sp = '', subpaths = {}, point, len = 0;
- for (var i = 0, ii = path.length; i < ii; i++) {
- p = path[i];
- if (p[0] === 'M') {
- x = +p[1];
- y = +p[2];
- } else {
- l = getPointAtSegmentLength(x, y, p[1], p[2], p[3], p[4], p[5], p[6]);
- if (len + l > length) {
- if (!istotal) {
- point = getPointAtSegmentLength(x, y, p[1], p[2], p[3], p[4], p[5],
- p[6], length - len);
- return { x: point.x, y: point.y, alpha: point.alpha };
- }
- }
- len += l;
- x = +p[5];
- y = +p[6];
- }
- sp += p.shift() + p;
- }
- subpaths.end = sp;
-
- point = istotal ? len : findDotsAtSegment
- (x, y, p[0], p[1], p[2], p[3], p[4], p[5], 1);
-
- if (point.alpha) {
- point = { x: point.x, y: point.y, alpha: point.alpha };
- }
-
- return point;
-}
-
-function pathToAbsolute(pathArray) {
-
- var res = [], x = 0, y = 0, mx = 0, my = 0, start = 0;
- if (pathArray[0][0] === 'M') {
- x = +pathArray[0][1];
- y = +pathArray[0][2];
- mx = x;
- my = y;
- start++;
- res[0] = ['M', x, y];
- }
-
- var dots,crz = pathArray.length===3 && pathArray[0][0]==='M' &&
- pathArray[1][0].toUpperCase()==='R' && pathArray[2][0].toUpperCase()==='Z';
-
- for (var r, pa, i = start, ii = pathArray.length; i < ii; i++) {
- res.push(r = []);
- pa = pathArray[i];
- if (pa[0] !== String.prototype.toUpperCase.call(pa[0])) {
- r[0] = String.prototype.toUpperCase.call(pa[0]);
- switch (r[0]) {
- case 'A':
- r[1] = pa[1];
- r[2] = pa[2];
- r[3] = pa[3];
- r[4] = pa[4];
- r[5] = pa[5];
- r[6] = +(pa[6] + x);
- r[7] = +(pa[7] + y);
- break;
- case 'V':
- r[1] = +pa[1] + y;
- break;
- case 'H':
- r[1] = +pa[1] + x;
- break;
- case 'R':
- dots = [x, y].concat(pa.slice(1));
- for (var j = 2, jj = dots.length; j < jj; j++) {
- dots[j] = +dots[j] + x;
- dots[++j] = +dots[j] + y;
- }
- res.pop();
- res = res.concat(catmullRom2bezier(dots, crz));
- break;
- case 'M':
- mx = +pa[1] + x;
- my = +pa[2] + y;
- break;
- default:
- for (j = 1, jj = pa.length; j < jj; j++) {
- r[j] = +pa[j] + ((j % 2) ? x : y);
- }
- }
- } else if (pa[0] === 'R') {
- dots = [x, y].concat(pa.slice(1));
- res.pop();
- res = res.concat(catmullRom2bezier(dots, crz));
- r = ['R'].concat(pa.slice(-2));
- } else {
- for (var k = 0, kk = pa.length; k < kk; k++) {
- r[k] = pa[k];
- }
- }
- switch (r[0]) {
- case 'Z':
- x = mx;
- y = my;
- break;
- case 'H':
- x = r[1];
- break;
- case 'V':
- y = r[1];
- break;
- case 'M':
- mx = r[r.length - 2];
- my = r[r.length - 1];
- break;
- default:
- x = r[r.length - 2];
- y = r[r.length - 1];
- }
- }
- return res;
-}
-
-function path2curve(path, path2) {
-
- var p = pathToAbsolute(path), p2 = path2 && pathToAbsolute(path2),
- attrs = { x: 0, y: 0, bx: 0, by: 0, X: 0, Y: 0, qx: null, qy: null },
- attrs2 = { x: 0, y: 0, bx: 0, by: 0, X: 0, Y: 0, qx: null, qy: null },
-
- processPath = function(path, d, pcom) {
- var nx, ny, tq = { T: 1, Q: 1 };
- if (!path) { return ['C', d.x, d.y, d.x, d.y, d.x, d.y]; }
- if (!(path[0] in tq)) { d.qx = d.qy = null; }
- switch (path[0]) {
- case 'M':
- d.X = path[1];
- d.Y = path[2];
- break;
- case 'A':
- path = ['C'].concat(a2c.apply(0, [d.x, d.y].concat(path.slice(1))));
- break;
- case 'S':
- if (pcom === 'C' || pcom === 'S') {
- nx = d.x * 2 - d.bx;
- ny = d.y * 2 - d.by;
- } else {
- nx = d.x;
- ny = d.y;
- }
- path = ['C', nx, ny].concat(path.slice(1));
- break;
- case 'T':
- if (pcom === 'Q' || pcom === 'T') {
- d.qx = d.x * 2 - d.qx;
- d.qy = d.y * 2 - d.qy;
- } else {
- d.qx = d.x;
- d.qy = d.y;
- }
- path = ['C'].concat(q2c(d.x, d.y, d.qx, d.qy, path[1], path[2]));
- break;
- case 'Q':
- d.qx = path[1];
- d.qy = path[2];
- path = ['C'].concat(q2c(d.x,d.y,path[1],path[2],path[3],path[4]));
- break;
- case 'L':
- path = ['C'].concat(l2c(d.x, d.y, path[1], path[2]));
- break;
- case 'H':
- path = ['C'].concat(l2c(d.x, d.y, path[1], d.y));
- break;
- case 'V':
- path = ['C'].concat(l2c(d.x, d.y, d.x, path[1]));
- break;
- case 'Z':
- path = ['C'].concat(l2c(d.x, d.y, d.X, d.Y));
- break;
- }
- return path;
- },
-
- fixArc = function(pp, i) {
- if (pp[i].length > 7) {
- pp[i].shift();
- var pi = pp[i];
- while (pi.length) {
- pcoms1[i] = 'A';
- if (p2) { pcoms2[i] = 'A'; }
- pp.splice(i++, 0, ['C'].concat(pi.splice(0, 6)));
- }
- pp.splice(i, 1);
- ii = Math.max(p.length, p2 && p2.length || 0);
- }
- },
-
- fixM = function(path1, path2, a1, a2, i) {
- if (path1 && path2 && path1[i][0] === 'M' && path2[i][0] !== 'M') {
- path2.splice(i, 0, ['M', a2.x, a2.y]);
- a1.bx = 0;
- a1.by = 0;
- a1.x = path1[i][1];
- a1.y = path1[i][2];
- ii = Math.max(p.length, p2 && p2.length || 0);
- }
- },
-
- pcoms1 = [], // path commands of original path p
- pcoms2 = [], // path commands of original path p2
- pfirst = '', // temporary holder for original path command
- pcom = ''; // holder for previous path command of original path
-
- for (var i = 0, ii = Math.max(p.length, p2 && p2.length || 0); i < ii; i++) {
- if (p[i]) { pfirst = p[i][0]; } // save current path command
-
- if (pfirst !== 'C') {
- pcoms1[i] = pfirst; // Save current path command
- if (i) { pcom = pcoms1[i - 1]; } // Get previous path command pcom
- }
- p[i] = processPath(p[i], attrs, pcom);
-
- if (pcoms1[i] !== 'A' && pfirst === 'C') { pcoms1[i] = 'C'; }
-
- fixArc(p, i); // fixArc adds also the right amount of A:s to pcoms1
-
- if (p2) { // the same procedures is done to p2
- if (p2[i]) { pfirst = p2[i][0]; }
- if (pfirst !== 'C') {
- pcoms2[i] = pfirst;
- if (i) { pcom = pcoms2[i - 1]; }
- }
- p2[i] = processPath(p2[i], attrs2, pcom);
-
- if (pcoms2[i] !== 'A' && pfirst === 'C') { pcoms2[i] = 'C'; }
-
- fixArc(p2, i);
- }
- fixM(p, p2, attrs, attrs2, i);
- fixM(p2, p, attrs2, attrs, i);
- var seg = p[i], seg2 = p2 && p2[i], seglen = seg.length,
- seg2len = p2 && seg2.length;
- attrs.x = seg[seglen - 2];
- attrs.y = seg[seglen - 1];
- attrs.bx = parseFloat(seg[seglen - 4]) || attrs.x;
- attrs.by = parseFloat(seg[seglen - 3]) || attrs.y;
- attrs2.bx = p2 && (parseFloat(seg2[seg2len - 4]) || attrs2.x);
- attrs2.by = p2 && (parseFloat(seg2[seg2len - 3]) || attrs2.y);
- attrs2.x = p2 && seg2[seg2len - 2];
- attrs2.y = p2 && seg2[seg2len - 1];
- }
-
- return p2 ? [p, p2] : p;
-}
-
-function a2c(x1, y1, rx, ry, angle, lac, sweep_flag, x2, y2, recursive) {
- // for more information of where this Math came from visit:
- // http://www.w3.org/TR/SVG11/implnote.html#ArcImplementationNotes
- var PI = Math.PI, _120 = PI * 120 / 180, f1, f2, cx, cy,
- rad = PI / 180 * (+angle || 0), res = [], xy,
- rotate = function (x, y, rad) {
- var X = x * Math.cos(rad) - y * Math.sin(rad),
- Y = x * Math.sin(rad) + y * Math.cos(rad);
- return { x: X, y: Y };
- };
- if (!recursive) {
- xy = rotate(x1, y1, -rad);
- x1 = xy.x;
- y1 = xy.y;
- xy = rotate(x2, y2, -rad);
- x2 = xy.x;
- y2 = xy.y;
- var x = (x1 - x2) / 2, y = (y1 - y2) / 2,
- h = (x * x) / (rx * rx) + (y * y) / (ry * ry);
- if (h > 1) {
- h = Math.sqrt(h);
- rx = h * rx;
- ry = h * ry;
- }
- var rx2 = rx * rx, ry2 = ry * ry,
- k = (lac === sweep_flag ? -1 : 1) * Math.sqrt(Math.abs
- ((rx2 * ry2 - rx2 * y * y - ry2 * x * x)/(rx2 * y * y + ry2 * x * x)));
-
- cx = k * rx * y / ry + (x1 + x2) / 2;
- cy = k * -ry * x / rx + (y1 + y2) / 2;
- f1 = Math.asin(((y1 - cy) / ry).toFixed(9));
- f2 = Math.asin(((y2 - cy) / ry).toFixed(9));
-
- f1 = x1 < cx ? PI - f1 : f1;
- f2 = x2 < cx ? PI - f2 : f2;
-
- if (f1 < 0) { f1 = PI * 2 + f1; }
- if (f2 < 0) { f2 = PI * 2 + f2; }
-
- if (sweep_flag && f1 > f2) {
- f1 = f1 - PI * 2;
- }
- if (!sweep_flag && f2 > f1) {
- f2 = f2 - PI * 2;
- }
- } else {
- f1 = recursive[0];
- f2 = recursive[1];
- cx = recursive[2];
- cy = recursive[3];
- }
- var df = f2 - f1;
- if (Math.abs(df) > _120) {
- var f2old = f2, x2old = x2, y2old = y2;
- f2 = f1 + _120 * (sweep_flag && f2 > f1 ? 1 : -1);
- x2 = cx + rx * Math.cos(f2);
- y2 = cy + ry * Math.sin(f2);
- res = a2c(x2, y2, rx, ry, angle, 0, sweep_flag, x2old, y2old,
- [f2, f2old, cx, cy]);
- }
- df = f2 - f1;
- var c1 = Math.cos(f1),
- s1 = Math.sin(f1),
- c2 = Math.cos(f2),
- s2 = Math.sin(f2),
- t = Math.tan(df / 4),
- hx = 4 / 3 * rx * t,
- hy = 4 / 3 * ry * t,
- m1 = [x1, y1],
- m2 = [x1 + hx * s1, y1 - hy * c1],
- m3 = [x2 + hx * s2, y2 - hy * c2],
- m4 = [x2, y2];
- m2[0] = 2 * m1[0] - m2[0];
- m2[1] = 2 * m1[1] - m2[1];
- if (recursive) {
- return [m2, m3, m4].concat(res);
- } else {
- res = [m2, m3, m4].concat(res).join().split(',');
- var newres = [];
- for (var i = 0, ii = res.length; i < ii; i++) {
- newres[i] = i % 2 ? rotate(res[i - 1], res[i], rad).y : rotate(res[i],
- res[i + 1], rad).x;
- }
- return newres;
- }
-}
-
-// http://schepers.cc/getting-to-the-point
-function catmullRom2bezier(crp, z) {
- var d = [];
- for (var i = 0, iLen = crp.length; iLen - 2 * !z > i; i += 2) {
- var p = [{
- x: +crp[i - 2],
- y: +crp[i - 1]
- }, {
- x: +crp[i],
- y: +crp[i + 1]
- }, {
- x: +crp[i + 2],
- y: +crp[i + 3]
- }, {
- x: +crp[i + 4],
- y: +crp[i + 5]
- }];
- if (z) {
- if (!i) {
- p[0] = {
- x: +crp[iLen - 2],
- y: +crp[iLen - 1]
- };
- } else if (iLen - 4 === i) {
- p[3] = {
- x: +crp[0],
- y: +crp[1]
- };
- } else if (iLen - 2 === i) {
- p[2] = {
- x: +crp[0],
- y: +crp[1]
- };
- p[3] = {
- x: +crp[2],
- y: +crp[3]
- };
- }
- } else {
- if (iLen - 4 === i) {
- p[3] = p[2];
- } else if (!i) {
- p[0] = {
- x: +crp[i],
- y: +crp[i + 1]
- };
- }
- }
- d.push(['C', (-p[0].x + 6 * p[1].x + p[2].x) / 6, (-p[0].y + 6 * p[1].y +
- p[2].y) / 6, (p[1].x + 6 * p[2].x - p[3].x) / 6, (p[1].y + 6 * p[2].y -
- p[3].y) / 6, p[2].x, p[2].y ]);
- }
-
- return d;
-}
-
-function l2c(x1, y1, x2, y2) { return [x1, y1, x2, y2, x2, y2]; }
-
-function q2c(x1, y1, ax, ay, x2, y2) {
- var _13 = 1 / 3, _23 = 2 / 3;
- return [
- _13 * x1 + _23 * ax, _13 * y1 + _23 * ay,
- _13 * x2 + _23 * ax, _13 * y2 + _23 * ay, x2, y2
- ];
-}
-
-function bezlen(x1, y1, x2, y2, x3, y3, x4, y4, z) {
- if (z == null) { z = 1; }
- z = z > 1 ? 1 : z < 0 ? 0 : z;
- var z2 = z / 2,
- n = 12, Tvalues = [-0.1252, 0.1252, -0.3678, 0.3678, -0.5873, 0.5873,
- -0.7699, 0.7699, -0.9041, 0.9041, -0.9816, 0.9816],
- sum = 0, Cvalues = [0.2491, 0.2491, 0.2335, 0.2335, 0.2032, 0.2032,
- 0.1601, 0.1601, 0.1069, 0.1069, 0.0472, 0.0472 ];
- for (var i = 0; i < n; i++) {
- var ct = z2 * Tvalues[i] + z2,
- xbase = base3(ct, x1, x2, x3, x4),
- ybase = base3(ct, y1, y2, y3, y4),
- comb = xbase * xbase + ybase * ybase;
- sum += Cvalues[i] * Math.sqrt(comb);
- }
- return z2 * sum;
-}
-
-function getTatLen(x1, y1, x2, y2, x3, y3, x4, y4, ll) {
- if (ll < 0 || bezlen(x1, y1, x2, y2, x3, y3, x4, y4) < ll) {
- return;
- }
- var t = 1, step = t / 2, t2 = t - step, l, e = 0.01;
- l = bezlen(x1, y1, x2, y2, x3, y3, x4, y4, t2);
- while (Math.abs(l - ll) > e) {
- step /= 2;
- t2 += (l < ll ? 1 : -1) * step;
- l = bezlen(x1, y1, x2, y2, x3, y3, x4, y4, t2);
- }
- return t2;
-}
-
-function base3(t, p1, p2, p3, p4) {
- var t1 = -3 * p1 + 9 * p2 - 9 * p3 + 3 * p4,
- t2 = t * t1 + 6 * p1 - 12 * p2 + 6 * p3;
- return t * t2 - 3 * p1 + 3 * p2;
-}
-
-function cacheKey() {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- i = args.length;
- var hash = '';
- while (i--) {
- hash += (args[i] === Object(args[i])) ?
- JSON.stringify(args[i]) : args[i];
- }
- return hash;
-}
-
-module.exports = p5.Font;
-
-},{"../core/constants":36,"../core/core":37}],73:[function(_dereq_,module,exports){
-/**
- * @module Data
- * @submodule Array Functions
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * Adds a value to the end of an array. Extends the length of
- * the array by one. Maps to Array.push().
- *
- * @method append
- * @param {Array} array Array to append
- * @param {any} value to be added to the Array
- * @example
- *
- * function setup() {
- *
- * var myArray = new Array("Mango", "Apple", "Papaya")
- * print(myArray) // ["Mango", "Apple", "Papaya"]
- *
- * append(myArray, "Peach")
- * print(myArray) // ["Mango", "Apple", "Papaya", "Peach"]
- *
- * }
- *
- */
-p5.prototype.append = function(array, value) {
- array.push(value);
- return array;
-};
-
-/**
- * Copies an array (or part of an array) to another array. The src array is
- * copied to the dst array, beginning at the position specified by
- * srcPosition and into the position specified by dstPosition. The number of
- * elements to copy is determined by length. Note that copying values
- * overwrites existing values in the destination array. To append values
- * instead of overwriting them, use concat().
- *
- * The simplified version with only two arguments, arrayCopy(src, dst),
- * copies an entire array to another of the same size. It is equivalent to
- * arrayCopy(src, 0, dst, 0, src.length).
- *
- * Using this function is far more efficient for copying array data than
- * iterating through a for() loop and copying each element individually.
- *
- * @method arrayCopy
- * @param {Array} src the source Array
- * @param {Number} [srcPosition] starting position in the source Array
- * @param {Array} dst the destination Array
- * @param {Number} [dstPosition] starting position in the destination Array
- * @param {Number} [length] number of Array elements to be copied
- *
- * @example
- *
- * function setup() {
- *
- * var src = new Array("A", "B", "C");
- * var dst = new Array( 1 , 2 , 3 );
- * var srcPosition = 1;
- * var dstPosition = 0;
- * var length = 2;
- *
- * print(src); // ["A", "B", "C"]
- * print(dst); // [ 1 , 2 , 3 ]
- *
- * arrayCopy(src, srcPosition, dst, dstPosition, length);
- * print(dst); // ["B", "C", 3]
- *
- * }
- *
- */
-p5.prototype.arrayCopy = function(
- src,
- srcPosition,
- dst,
- dstPosition,
- length) {
-
- // the index to begin splicing from dst array
- var start,
- end;
-
- if (typeof length !== 'undefined') {
-
- end = Math.min(length, src.length);
- start = dstPosition;
- src = src.slice(srcPosition, end + srcPosition);
-
- } else {
-
- if (typeof dst !== 'undefined') { // src, dst, length
- // rename so we don't get confused
- end = dst;
- end = Math.min(end, src.length);
- } else { // src, dst
- end = src.length;
- }
-
- start = 0;
- // rename so we don't get confused
- dst = srcPosition;
- src = src.slice(0, end);
- }
-
- // Since we are not returning the array and JavaScript is pass by reference
- // we must modify the actual values of the array
- // instead of reassigning arrays
- Array.prototype.splice.apply(dst, [start, end].concat(src));
-
-};
-
-/**
- * Concatenates two arrays, maps to Array.concat(). Does not modify the
- * input arrays.
- *
- * @method concat
- * @param {Array} a first Array to concatenate
- * @param {Array} b second Array to concatenate
- * @return {Array} concatenated array
- *
- * @example
- *
- * function setup() {
- * var arr1 = new Array("A", "B", "C");
- * var arr2 = new Array( 1 , 2 , 3 );
- *
- * print(arr1); // ["A","B","C"]
- * print(arr2); // [1,2,3]
- *
- * var arr3 = concat(arr1, arr2);
- *
- * print(arr1); // ["A","B","C"]
- * print(arr2); // [1,2,3]
- * print(arr3); // ["A","B","C",1,2,3]
- *
- * }
- *
- */
-p5.prototype.concat = function(list0, list1) {
- return list0.concat(list1);
-};
-
-/**
- * Reverses the order of an array, maps to Array.reverse()
- *
- * @method reverse
- * @param {Array} list Array to reverse
- * @example
- *
- * function setup() {
- * var myArray = new Array("A", "B", "C");
- * print(myArray); // ["A","B","C"]
- *
- * reverse(myArray);
- * print(myArray); // ["C","B","A"]
- * }
- *
- */
-p5.prototype.reverse = function(list) {
- return list.reverse();
-};
-
-/**
- * Decreases an array by one element and returns the shortened array,
- * maps to Array.pop().
- *
- * @method shorten
- * @param {Array} list Array to shorten
- * @return {Array} shortened Array
- * @example
- *
- * function setup() {
- * var myArray = new Array("A", "B", "C");
- * print(myArray); // ["A","B","C"]
- *
- * var newArray = shorten(myArray);
- * print(myArray); // ["A","B","C"]
- * print(newArray); // ["A","B"]
- * }
- *
- */
-p5.prototype.shorten = function(list) {
- list.pop();
- return list;
-};
-
-/**
- * Randomizes the order of the elements of an array. Implements
- *
- * Fisher-Yates Shuffle Algorithm.
- *
- * @method shuffle
- * @param {Array} array Array to shuffle
- * @param {Boolean} [bool] modify passed array
- * @return {Array} shuffled Array
- * @example
- *
- * function setup() {
- * var regularArr = ['ABC', 'def', createVector(), TAU, Math.E];
- * print(regularArr);
- * shuffle(regularArr, true); // force modifications to passed array
- * print(regularArr);
- *
- * // By default shuffle() returns a shuffled cloned array:
- * var newArr = shuffle(regularArr);
- * print(regularArr);
- * print(newArr);
- * }
- *
- */
-p5.prototype.shuffle = function(arr, bool) {
- var isView = ArrayBuffer && ArrayBuffer.isView && ArrayBuffer.isView(arr);
- arr = bool || isView ? arr : arr.slice();
-
- var rnd, tmp, idx = arr.length;
- while (idx > 1) {
- rnd = Math.random()*idx | 0;
-
- tmp = arr[--idx];
- arr[idx] = arr[rnd];
- arr[rnd] = tmp;
- }
-
- return arr;
-};
-
-/**
- * Sorts an array of numbers from smallest to largest, or puts an array of
- * words in alphabetical order. The original array is not modified; a
- * re-ordered array is returned. The count parameter states the number of
- * elements to sort. For example, if there are 12 elements in an array and
- * count is set to 5, only the first 5 elements in the array will be sorted.
- *
- * @method sort
- * @param {Array} list Array to sort
- * @param {Number} [count] number of elements to sort, starting from 0
- *
- * @example
- *
- * function setup() {
- * var words = new Array("banana", "apple", "pear","lime");
- * print(words); // ["banana", "apple", "pear", "lime"]
- * var count = 4; // length of array
- *
- * words = sort(words, count);
- * print(words); // ["apple", "banana", "lime", "pear"]
- * }
- *
- *
- * function setup() {
- * var numbers = new Array(2,6,1,5,14,9,8,12);
- * print(numbers); // [2,6,1,5,14,9,8,12]
- * var count = 5; // Less than the length of the array
- *
- * numbers = sort(numbers, count);
- * print(numbers); // [1,2,5,6,14,9,8,12]
- * }
- *
- */
-p5.prototype.sort = function(list, count) {
- var arr = count ? list.slice(0, Math.min(count, list.length)) : list;
- var rest = count ? list.slice(Math.min(count, list.length)) : [];
- if (typeof arr[0] === 'string') {
- arr = arr.sort();
- } else {
- arr = arr.sort(function(a,b){return a-b;});
- }
- return arr.concat(rest);
-};
-
-/**
- * Inserts a value or an array of values into an existing array. The first
- * parameter specifies the initial array to be modified, and the second
- * parameter defines the data to be inserted. The third parameter is an index
- * value which specifies the array position from which to insert data.
- * (Remember that array index numbering starts at zero, so the first position
- * is 0, the second position is 1, and so on.)
- *
- * @method splice
- * @param {Array} list Array to splice into
- * @param {any} value value to be spliced in
- * @param {Number} position in the array from which to insert data
- *
- * @example
- *
- * function setup() {
- * var myArray = new Array(0,1,2,3,4);
- * var insArray = new Array("A","B","C");
- * print(myArray); // [0,1,2,3,4]
- * print(insArray); // ["A","B","C"]
- *
- * splice(myArray, insArray, 3);
- * print(myArray); // [0,1,2,"A","B","C",3,4]
- * }
- *
- */
-p5.prototype.splice = function(list, value, index) {
-
- // note that splice returns spliced elements and not an array
- Array.prototype.splice.apply(list, [index, 0].concat(value));
-
- return list;
-};
-
-/**
- * Extracts an array of elements from an existing array. The list parameter
- * defines the array from which the elements will be copied, and the start
- * and count parameters specify which elements to extract. If no count is
- * given, elements will be extracted from the start to the end of the array.
- * When specifying the start, remember that the first array element is 0.
- * This function does not change the source array.
- *
- * @method subset
- * @param {Array} list Array to extract from
- * @param {Number} start position to begin
- * @param {Number} [count] number of values to extract
- * @return {Array} Array of extracted elements
- *
- * @example
- *
- * function setup() {
- * var myArray = new Array(1,2,3,4,5);
- * print(myArray); // [1,2,3,4,5]
- *
- * var sub1 = subset(myArray, 0, 3);
- * var sub2 = subset(myArray, 2, 2);
- * print(sub1); // [1,2,3]
- * print(sub2); // [3,4]
- * }
- *
- */
-p5.prototype.subset = function(list, start, count) {
- if (typeof count !== 'undefined') {
- return list.slice(start, start + count);
- } else {
- return list.slice(start, list.length);
- }
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],74:[function(_dereq_,module,exports){
-/**
- * @module Data
- * @submodule Conversion
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * Converts a string to its floating point representation. The contents of a
- * string must resemble a number, or NaN (not a number) will be returned.
- * For example, float("1234.56") evaluates to 1234.56, but float("giraffe")
- * will return NaN.
- *
- * When an array of values is passed in, then an array of floats of the same
- * length is returned.
- *
- * @method float
- * @param {String} str float string to parse
- * @return {Number} floating point representation of string
- * @example
- *
- * var str = '20';
- * var diameter = float(str);
- * ellipse(width/2, height/2, diameter, diameter);
- *
- *
- * @alt
- * 20 by 20 white ellipse in the center of the canvas
- *
- */
-p5.prototype.float = function(str) {
- if (str instanceof Array) {
- return str.map(parseFloat);
- }
- return parseFloat(str);
-};
-
-/**
- * Converts a boolean, string, or float to its integer representation.
- * When an array of values is passed in, then an int array of the same length
- * is returned.
- *
- * @method int
- * @param {String|Boolean|Number|Array} n value to parse
- * @return {Number} integer representation of value
- * @example
- *
- * print(int("10")); // 10
- * print(int(10.31)); // 10
- * print(int(-10)); // -10
- * print(int(true)); // 1
- * print(int(false)); // 0
- * print(int([false, true, "10.3", 9.8])); // [0, 1, 10, 9]
- *
- */
-p5.prototype.int = function(n, radix) {
- radix = radix || 10;
- if (typeof n === 'string') {
- return parseInt(n, radix);
- } else if (typeof n === 'number') {
- return n | 0;
- } else if (typeof n === 'boolean') {
- return n ? 1 : 0;
- } else if (n instanceof Array) {
- return n.map(function(n) { return p5.prototype.int(n, radix); });
- }
-};
-
-/**
- * Converts a boolean, string or number to its string representation.
- * When an array of values is passed in, then an array of strings of the same
- * length is returned.
- *
- * @method str
- * @param {String|Boolean|Number|Array} n value to parse
- * @return {String} string representation of value
- * @example
- *
- * print(str("10")); // "10"
- * print(str(10.31)); // "10.31"
- * print(str(-10)); // "-10"
- * print(str(true)); // "true"
- * print(str(false)); // "false"
- * print(str([true, "10.3", 9.8])); // [ "true", "10.3", "9.8" ]
- *
- */
-p5.prototype.str = function(n) {
- if (n instanceof Array) {
- return n.map(p5.prototype.str);
- } else {
- return String(n);
- }
-};
-
-/**
- * Converts a number or string to its boolean representation.
- * For a number, any non-zero value (positive or negative) evaluates to true,
- * while zero evaluates to false. For a string, the value "true" evaluates to
- * true, while any other value evaluates to false. When an array of number or
- * string values is passed in, then a array of booleans of the same length is
- * returned.
- *
- * @method boolean
- * @param {String|Boolean|Number|Array} n value to parse
- * @return {Boolean} boolean representation of value
- * @example
- *
- * print(boolean(0)); // false
- * print(boolean(1)); // true
- * print(boolean("true")); // true
- * print(boolean("abcd")); // false
- * print(boolean([0, 12, "true"])); // [false, true, false]
- *
- */
-p5.prototype.boolean = function(n) {
- if (typeof n === 'number') {
- return n !== 0;
- } else if (typeof n === 'string') {
- return n.toLowerCase() === 'true';
- } else if (typeof n === 'boolean') {
- return n;
- } else if (n instanceof Array) {
- return n.map(p5.prototype.boolean);
- }
-};
-
-/**
- * Converts a number, string or boolean to its byte representation.
- * A byte can be only a whole number between -128 and 127, so when a value
- * outside of this range is converted, it wraps around to the corresponding
- * byte representation. When an array of number, string or boolean values is
- * passed in, then an array of bytes the same length is returned.
- *
- * @method byte
- * @param {String|Boolean|Number|Array} n value to parse
- * @return {Number} byte representation of value
- * @example
- *
- * print(byte(127)); // 127
- * print(byte(128)); // -128
- * print(byte(23.4)); // 23
- * print(byte("23.4")); // 23
- * print(byte(true)); // 1
- * print(byte([0, 255, "100"])); // [0, -1, 100]
- *
- */
-p5.prototype.byte = function(n) {
- var nn = p5.prototype.int(n, 10);
- if (typeof nn === 'number') {
- return ((nn + 128) % 256) - 128;
- } else if (nn instanceof Array) {
- return nn.map(p5.prototype.byte);
- }
-};
-
-/**
- * Converts a number or string to its corresponding single-character
- * string representation. If a string parameter is provided, it is first
- * parsed as an integer and then translated into a single-character string.
- * When an array of number or string values is passed in, then an array of
- * single-character strings of the same length is returned.
- *
- * @method char
- * @param {String|Number|Array} n value to parse
- * @return {String} string representation of value
- * @example
- *
- * print(char(65)); // "A"
- * print(char("65")); // "A"
- * print(char([65, 66, 67])); // [ "A", "B", "C" ]
- * print(join(char([65, 66, 67]), '')); // "ABC"
- *
- */
-p5.prototype.char = function(n) {
- if (typeof n === 'number' && !isNaN(n)) {
- return String.fromCharCode(n);
- } else if (n instanceof Array) {
- return n.map(p5.prototype.char);
- } else if (typeof n === 'string') {
- return p5.prototype.char(parseInt(n, 10));
- }
-};
-
-/**
- * Converts a single-character string to its corresponding integer
- * representation. When an array of single-character string values is passed
- * in, then an array of integers of the same length is returned.
- *
- * @method unchar
- * @param {String|Array} n value to parse
- * @return {Number} integer representation of value
- * @example
- *
- * print(unchar("A")); // 65
- * print(unchar(["A", "B", "C"])); // [ 65, 66, 67 ]
- * print(unchar(split("ABC", ""))); // [ 65, 66, 67 ]
- *
- */
-p5.prototype.unchar = function(n) {
- if (typeof n === 'string' && n.length === 1) {
- return n.charCodeAt(0);
- } else if (n instanceof Array) {
- return n.map(p5.prototype.unchar);
- }
-};
-
-/**
- * Converts a number to a string in its equivalent hexadecimal notation. If a
- * second parameter is passed, it is used to set the number of characters to
- * generate in the hexadecimal notation. When an array is passed in, an
- * array of strings in hexadecimal notation of the same length is returned.
- *
- * @method hex
- * @param {Number|Array} n value to parse
- * @return {String} hexadecimal string representation of value
- * @example
- *
- * print(hex(255)); // "000000FF"
- * print(hex(255, 6)); // "0000FF"
- * print(hex([0, 127, 255], 6)); // [ "000000", "00007F", "0000FF" ]
- *
- */
-p5.prototype.hex = function(n, digits) {
- digits = (digits === undefined || digits === null) ? digits = 8 : digits;
- if (n instanceof Array) {
- return n.map(function(n) { return p5.prototype.hex(n, digits); });
- } else if (typeof n === 'number') {
- if (n < 0) {
- n = 0xFFFFFFFF + n + 1;
- }
- var hex = Number(n).toString(16).toUpperCase();
- while (hex.length < digits) {
- hex = '0' + hex;
- }
- if (hex.length >= digits) {
- hex = hex.substring(hex.length - digits, hex.length);
- }
- return hex;
- }
-};
-
-/**
- * Converts a string representation of a hexadecimal number to its equivalent
- * integer value. When an array of strings in hexadecimal notation is passed
- * in, an array of integers of the same length is returned.
- *
- * @method unhex
- * @param {String|Array} n value to parse
- * @return {Number} integer representation of hexadecimal value
- * @example
- *
- * print(unhex("A")); // 10
- * print(unhex("FF")); // 255
- * print(unhex(["FF", "AA", "00"])); // [ 255, 170, 0 ]
- *
- */
-p5.prototype.unhex = function(n) {
- if (n instanceof Array) {
- return n.map(p5.prototype.unhex);
- } else {
- return parseInt('0x' + n, 16);
- }
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],75:[function(_dereq_,module,exports){
-/**
- * @module Data
- * @submodule String Functions
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-//return p5; //LM is this a mistake?
-
-/**
- * Combines an array of Strings into one String, each separated by the
- * character(s) used for the separator parameter. To join arrays of ints or
- * floats, it's necessary to first convert them to Strings using nf() or
- * nfs().
- *
- * @method join
- * @param {Array} list array of Strings to be joined
- * @param {String} separator String to be placed between each item
- * @return {String} joined String
- * @example
- *
- *
- * var array = ["Hello", "world!"]
- * var separator = " "
- * var message = join(array, separator);
- * text(message, 5, 50);
- *
- *
- *
- * @alt
- * "hello world!" displayed middle left of canvas.
- *
- */
-p5.prototype.join = function(list, separator) {
- return list.join(separator);
-};
-
-/**
- * This function is used to apply a regular expression to a piece of text,
- * and return matching groups (elements found inside parentheses) as a
- * String array. If there are no matches, a null value will be returned.
- * If no groups are specified in the regular expression, but the sequence
- * matches, an array of length 1 (with the matched text as the first element
- * of the array) will be returned.
- *
- * To use the function, first check to see if the result is null. If the
- * result is null, then the sequence did not match at all. If the sequence
- * did match, an array is returned.
- *
- * If there are groups (specified by sets of parentheses) in the regular
- * expression, then the contents of each will be returned in the array.
- * Element [0] of a regular expression match returns the entire matching
- * string, and the match groups start at element [1] (the first group is [1],
- * the second [2], and so on).
- *
- * @method match
- * @param {String} str the String to be searched
- * @param {String} regexp the regexp to be used for matching
- * @return {Array} Array of Strings found
- * @example
- *
- *
- * var string = "Hello p5js*!"
- * var regexp = "p5js\\*"
- * var match = match(string, regexp);
- * text(match, 5, 50);
- *
- *
- *
- * @alt
- * "p5js*" displayed middle left of canvas.
- *
- */
-p5.prototype.match = function(str, reg) {
- return str.match(reg);
-};
-
-/**
- * This function is used to apply a regular expression to a piece of text,
- * and return a list of matching groups (elements found inside parentheses)
- * as a two-dimensional String array. If there are no matches, a null value
- * will be returned. If no groups are specified in the regular expression,
- * but the sequence matches, a two dimensional array is still returned, but
- * the second dimension is only of length one.
- *
- * To use the function, first check to see if the result is null. If the
- * result is null, then the sequence did not match at all. If the sequence
- * did match, a 2D array is returned.
- *
- * If there are groups (specified by sets of parentheses) in the regular
- * expression, then the contents of each will be returned in the array.
- * Assuming a loop with counter variable i, element [i][0] of a regular
- * expression match returns the entire matching string, and the match groups
- * start at element [i][1] (the first group is [i][1], the second [i][2],
- * and so on).
- *
- * @method matchAll
- * @param {String} str the String to be searched
- * @param {String} regexp the regexp to be used for matching
- * @return {Array} 2d Array of Strings found
- * @example
- *
- *
- * var string = "Hello p5js*! Hello world!"
- * var regexp = "Hello"
- * matchAll(string, regexp);
- *
- *
-
- */
-p5.prototype.matchAll = function(str, reg) {
- var re = new RegExp(reg, 'g');
- var match = re.exec(str);
- var matches = [];
- while (match !== null) {
- matches.push(match);
- // matched text: match[0]
- // match start: match.index
- // capturing group n: match[n]
- match = re.exec(str);
- }
- return matches;
-};
-
-/**
- * Utility function for formatting numbers into strings. There are two
- * versions: one for formatting floats, and one for formatting ints.
- * The values for the digits, left, and right parameters should always
- * be positive integers.
- *
- * @method nf
- * @param {Number|Array} num the Number to format
- * @param {Number} [left] number of digits to the left of the
- * decimal point
- * @param {Number} [right] number of digits to the right of the
- * decimal point
- * @return {String|Array} formatted String
- * @example
- *
- *
- * function setup() {
- * background(200);
- * var num = 112.53106115;
- *
- * noStroke();
- * fill(0);
- * textSize(14);
- * // Draw formatted numbers
- * text(nf(num, 5, 2), 10, 20);
- *
- * text(nf(num, 4, 3), 10, 55);
- *
- * text(nf(num, 3, 6), 10, 85);
- *
- * // Draw dividing lines
- * stroke(120);
- * line(0, 30, width, 30);
- * line(0, 65, width, 65);
- * }
- *
- *
- *
- * @alt
- * "0011253" top left, "0112.531" mid left, "112.531061" bottom left canvas
- *
- */
-p5.prototype.nf = function () {
- if (arguments[0] instanceof Array) {
- var a = arguments[1];
- var b = arguments[2];
- return arguments[0].map(function (x) {
- return doNf(x, a, b);
- });
- }
- else{
- var typeOfFirst = Object.prototype.toString.call(arguments[0]);
- if(typeOfFirst === '[object Arguments]'){
- if(arguments[0].length===3){
- return this.nf(arguments[0][0],arguments[0][1],arguments[0][2]);
- }
- else if(arguments[0].length===2){
- return this.nf(arguments[0][0],arguments[0][1]);
- }
- else{
- return this.nf(arguments[0][0]);
- }
- }
- else {
- return doNf.apply(this, arguments);
- }
- }
-};
-
-function doNf() {
- var num = arguments[0];
- var neg = num < 0;
- var n = neg ? num.toString().substring(1) : num.toString();
- var decimalInd = n.indexOf('.');
- var intPart = decimalInd !== -1 ? n.substring(0, decimalInd) : n;
- var decPart = decimalInd !== -1 ? n.substring(decimalInd + 1) : '';
- var str = neg ? '-' : '';
- if (arguments.length === 3) {
- var decimal = '';
- if(decimalInd !== -1 || arguments[2] - decPart.length > 0){
- decimal = '.';
- }
- if (decPart.length > arguments[2]) {
- decPart = decPart.substring(0, arguments[2]);
- }
- for (var i = 0; i < arguments[1] - intPart.length; i++) {
- str += '0';
- }
- str += intPart;
- str += decimal;
- str += decPart;
- for (var j = 0; j < arguments[2] - decPart.length; j++) {
- str += '0';
- }
- return str;
- }
- else {
- for (var k = 0; k < Math.max(arguments[1] - intPart.length, 0); k++) {
- str += '0';
- }
- str += n;
- return str;
- }
-}
-
-/**
- * Utility function for formatting numbers into strings and placing
- * appropriate commas to mark units of 1000. There are two versions: one
- * for formatting ints, and one for formatting an array of ints. The value
- * for the right parameter should always be a positive integer.
- *
- * @method nfc
- * @param {Number|Array} num the Number to format
- * @param {Number} [right] number of digits to the right of the
- * decimal point
- * @return {String|Array} formatted String
- * @example
- *
- *
- * function setup() {
- * background(200);
- * var num = 11253106.115;
- * var numArr = new Array(1,1,2);
- *
- * noStroke();
- * fill(0);
- * textSize(12);
- *
- * // Draw formatted numbers
- * text(nfc(num, 4, 2), 10, 30);
- * text(nfc(numArr, 2, 1), 10, 80);
- *
- * // Draw dividing line
- * stroke(120);
- * line(0, 50, width, 50);
- * }
- *
- *
- *
- * @alt
- * "11,253,106.115" top middle and "1.00,1.00,2.00" displayed bottom mid
- *
- */
-p5.prototype.nfc = function () {
- if (arguments[0] instanceof Array) {
- var a = arguments[1];
- return arguments[0].map(function (x) {
- return doNfc(x, a);
- });
- } else {
- return doNfc.apply(this, arguments);
- }
-};
-function doNfc() {
- var num = arguments[0].toString();
- var dec = num.indexOf('.');
- var rem = dec !== -1 ? num.substring(dec) : '';
- var n = dec !== -1 ? num.substring(0, dec) : num;
- n = n.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ',');
- if (arguments[1] === 0) {
- rem = '';
- }
- else if(arguments[1] !== undefined){
- if(arguments[1] > rem.length){
- rem+= dec === -1 ? '.' : '';
- var len = arguments[1] - rem.length + 1;
- for(var i =0; i< len; i++){
- rem += '0';
- }
- }
- else{
- rem = rem.substring(0, arguments[1] + 1);
- }
- }
- return n + rem;
-}
-
-/**
- * Utility function for formatting numbers into strings. Similar to nf() but
- * puts a "+" in front of positive numbers and a "-" in front of negative
- * numbers. There are two versions: one for formatting floats, and one for
- * formatting ints. The values for left, and right parameters
- * should always be positive integers.
- *
- * @method nfp
- * @param {Number|Array} num the Number to format
- * @param {Number} [left] number of digits to the left of the decimal
- * point
- * @param {Number} [right] number of digits to the right of the
- * decimal point
- * @return {String|Array} formatted String
- * @example
- *
- *
- * function setup() {
- * background(200);
- * var num1 = 11253106.115;
- * var num2 = -11253106.115;
- *
- * noStroke();
- * fill(0);
- * textSize(12);
- *
- * // Draw formatted numbers
- * text(nfp(num1, 4, 2), 10, 30);
- * text(nfp(num2, 4, 2), 10, 80);
- *
- * // Draw dividing line
- * stroke(120);
- * line(0, 50, width, 50);
- * }
- *
- *
- *
- * @alt
- * "+11253106.11" top middle and "-11253106.11" displayed bottom middle
- *
- */
-p5.prototype.nfp = function() {
- var nfRes = this.nf.apply(this, arguments);
- if (nfRes instanceof Array) {
- return nfRes.map(addNfp);
- } else {
- return addNfp(nfRes);
- }
-};
-
-function addNfp() {
- return (
- parseFloat(arguments[0]) > 0) ?
- '+'+arguments[0].toString() :
- arguments[0].toString();
-}
-
-/**
- * Utility function for formatting numbers into strings. Similar to nf() but
- * puts a " " (space) in front of positive numbers and a "-" in front of
- * negative numbers. There are two versions: one for formatting floats, and
- * one for formatting ints. The values for the digits, left, and right
- * parameters should always be positive integers.
- *
- * @method nfs
- * @param {Number|Array} num the Number to format
- * @param {Number} [left] number of digits to the left of the decimal
- * point
- * @param {Number} [right] number of digits to the right of the
- * decimal point
- * @return {String|Array} formatted String
- * @example
- *
- *
- * function setup() {
- * background(200);
- * var num1 = 11253106.115;
- * var num2 = -11253106.115;
- *
- * noStroke();
- * fill(0);
- * textSize(12);
- * // Draw formatted numbers
- * text(nfs(num1, 4, 2), 10, 30);
- *
- * text(nfs(num2, 4, 2), 10, 80);
- *
- * // Draw dividing line
- * stroke(120);
- * line(0, 50, width, 50);
- * }
- *
- *
- *
- * @alt
- * "11253106.11" top middle and "-11253106.11" displayed bottom middle
- *
- */
-p5.prototype.nfs = function() {
- var nfRes = this.nf.apply(this, arguments);
- if (nfRes instanceof Array) {
- return nfRes.map(addNfs);
- } else {
- return addNfs(nfRes);
- }
-};
-
-function addNfs() {
- return (
- parseFloat(arguments[0]) > 0) ?
- ' '+arguments[0].toString() :
- arguments[0].toString();
-}
-
-/**
- * The split() function maps to String.split(), it breaks a String into
- * pieces using a character or string as the delimiter. The delim parameter
- * specifies the character or characters that mark the boundaries between
- * each piece. A String[] array is returned that contains each of the pieces.
- *
- * The splitTokens() function works in a similar fashion, except that it
- * splits using a range of characters instead of a specific character or
- * sequence.
- *
- * @method split
- * @param {String} value the String to be split
- * @param {String} delim the String used to separate the data
- * @return {Array} Array of Strings
- * @example
- *
- *
- * var names = "Pat,Xio,Alex"
- * var splitString = split(names, ",");
- * text(splitString[0], 5, 30);
- * text(splitString[1], 5, 50);
- * text(splitString[2], 5, 70);
- *
- *
- *
- * @alt
- * "pat" top left, "Xio" mid left and "Alex" displayed bottom left
- *
- */
-p5.prototype.split = function(str, delim) {
- return str.split(delim);
-};
-
-/**
- * The splitTokens() function splits a String at one or many character
- * delimiters or "tokens." The delim parameter specifies the character or
- * characters to be used as a boundary.
- *
- * If no delim characters are specified, any whitespace character is used to
- * split. Whitespace characters include tab (\t), line feed (\n), carriage
- * return (\r), form feed (\f), and space.
- *
- * @method splitTokens
- * @param {String} value the String to be split
- * @param {String} [delim] list of individual Strings that will be used as
- * separators
- * @return {Array} Array of Strings
- * @example
- *
- *
- * function setup() {
- * var myStr = "Mango, Banana, Lime";
- * var myStrArr = splitTokens(myStr, ",");
- *
- * print(myStrArr); // prints : ["Mango"," Banana"," Lime"]
- * }
- *
- *
- */
-p5.prototype.splitTokens = function() {
- var d,sqo,sqc,str;
- str = arguments[1];
- if (arguments.length > 1) {
- sqc = /\]/g.exec(str);
- sqo = /\[/g.exec(str);
- if ( sqo && sqc ) {
- str = str.slice(0, sqc.index) + str.slice(sqc.index+1);
- sqo = /\[/g.exec(str);
- str = str.slice(0, sqo.index) + str.slice(sqo.index+1);
- d = new RegExp('[\\['+str+'\\]]','g');
- } else if ( sqc ) {
- str = str.slice(0, sqc.index) + str.slice(sqc.index+1);
- d = new RegExp('[' + str + '\\]]', 'g');
- } else if(sqo) {
- str = str.slice(0, sqo.index) + str.slice(sqo.index+1);
- d = new RegExp('[' + str + '\\[]', 'g');
- } else {
- d = new RegExp('[' + str + ']', 'g');
- }
- } else {
- d = /\s/g;
- }
- return arguments[0].split(d).filter(function(n){return n;});
-};
-
-/**
- * Removes whitespace characters from the beginning and end of a String. In
- * addition to standard whitespace characters such as space, carriage return,
- * and tab, this function also removes the Unicode "nbsp" character.
- *
- * @method trim
- * @param {String|Array} str a String or Array of Strings to be trimmed
- * @return {String|Array} a trimmed String or Array of Strings
- * @example
- *
- *
- * var string = trim(" No new lines\n ");
- * text(string +" here", 2, 50);
- *
- *
- *
- * @alt
- * "No new lines here" displayed center canvas
- *
- */
-p5.prototype.trim = function(str) {
- if (str instanceof Array) {
- return str.map(this.trim);
- } else {
- return str.trim();
- }
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],76:[function(_dereq_,module,exports){
-/**
- * @module IO
- * @submodule Time & Date
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * p5.js communicates with the clock on your computer. The day() function
- * returns the current day as a value from 1 - 31.
- *
- * @method day
- * @return {Number} the current day
- * @example
- *
- *
- * var d = day();
- * text("Current day: \n" + d, 5, 50);
- *
- *
- *
- * @alt
- * Current day is displayed
- *
- */
-p5.prototype.day = function() {
- return new Date().getDate();
-};
-
-/**
- * p5.js communicates with the clock on your computer. The hour() function
- * returns the current hour as a value from 0 - 23.
- *
- * @method hour
- * @return {Number} the current hour
- * @example
- *
- *
- * var h = hour();
- * text("Current hour:\n" + h, 5, 50);
- *
- *
- *
- * @alt
- * Current hour is displayed
- *
- */
-p5.prototype.hour = function() {
- return new Date().getHours();
-};
-
-/**
- * p5.js communicates with the clock on your computer. The minute() function
- * returns the current minute as a value from 0 - 59.
- *
- * @method minute
- * @return {Number} the current minute
- * @example
- *
- *
- * var m = minute();
- * text("Current minute: \n" + m, 5, 50);
- *
- *
- *
- * @alt
- * Current minute is displayed
- *
- */
-p5.prototype.minute = function() {
- return new Date().getMinutes();
-};
-
-/**
- * Returns the number of milliseconds (thousandths of a second) since
- * starting the program. This information is often used for timing events and
- * animation sequences.
- *
- * @method millis
- * @return {Number} the number of milliseconds since starting the program
- * @example
- *
- *
- * var millisecond = millis();
- * text("Milliseconds \nrunning: \n" + millisecond, 5, 40);
- *
- *
- *
- * @alt
- * number of milliseconds since program has started displayed
- *
- */
-p5.prototype.millis = function() {
- return window.performance.now();
-};
-
-/**
- * p5.js communicates with the clock on your computer. The month() function
- * returns the current month as a value from 1 - 12.
- *
- * @method month
- * @return {Number} the current month
- * @example
- *
- *
- * var m = month();
- * text("Current month: \n" + m, 5, 50);
- *
- *
- *
- * @alt
- * Current month is displayed
- *
- */
-p5.prototype.month = function() {
- return new Date().getMonth() + 1; //January is 0!
-};
-
-/**
- * p5.js communicates with the clock on your computer. The second() function
- * returns the current second as a value from 0 - 59.
- *
- * @method second
- * @return {Number} the current second
- * @example
- *
- *
- * var s = second();
- * text("Current second: \n" + s, 5, 50);
- *
- *
- *
- * @alt
- * Current second is displayed
- *
- */
-p5.prototype.second = function() {
- return new Date().getSeconds();
-};
-
-/**
- * p5.js communicates with the clock on your computer. The year() function
- * returns the current year as an integer (2014, 2015, 2016, etc).
- *
- * @method year
- * @return {Number} the current year
- * @example
- *
- *
- * var y = year();
- * text("Current year: \n" + y, 5, 50);
- *
- *
- *
- * @alt
- * Current year is displayed
- *
- */
-p5.prototype.year = function() {
- return new Date().getFullYear();
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],77:[function(_dereq_,module,exports){
-/**
- * @module Lights, Camera
- * @submodule Camera
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * Sets camera position
- * @method camera
- * @param {Number} x camera position value on x axis
- * @param {Number} y camera position value on y axis
- * @param {Number} z camera position value on z axis
- * @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw(){
- * //move the camera away from the plane by a sin wave
- * camera(0, 0, sin(frameCount * 0.01) * 100);
- * plane(120, 120);
- * }
- *
- *
- *
- * @alt
- * blue square shrinks in size grows to fill canvas. disappears then loops.
- *
- */
-p5.prototype.camera = function(x, y, z){
- //what it manipulates is the model view matrix
- this._renderer.translate(-x, -y, -z);
-};
-
-/**
- * Sets perspective camera
- * @method perspective
- * @param {Number} fovy camera frustum vertical field of view,
- * from bottom to top of view, in degrees
- * @param {Number} aspect camera frustum aspect ratio
- * @param {Number} near frustum near plane length
- * @param {Number} far frustum far plane length
- * @return {p5} the p5 object
- * @example
- *
- *
- * //drag mouse to toggle the world!
- * //you will see there's a vanish point
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * var fov = 60 / 180 * PI;
- * var cameraZ = (height/2.0) / tan(fov/2.0);
- * perspective(60 / 180 * PI, width/height, cameraZ * 0.1, cameraZ * 10);
- * }
- * function draw(){
- * background(200);
- * orbitControl();
- * for(var i = -1; i < 2; i++){
- * for(var j = -2; j < 3; j++){
- * push();
- * translate(i*160, 0, j*160);
- * box(40, 40, 40);
- * pop();
- * }
- * }
- * }
- *
- *
- *
- * @alt
- * colored 3d boxes toggleable with mouse position
- *
- */
-p5.prototype.perspective = function(fovy,aspect,near,far) {
- this._renderer.uPMatrix = p5.Matrix.identity();
- this._renderer.uPMatrix.perspective(fovy,aspect,near,far);
- this._renderer._curCamera = 'custom';
-};
-
-/**
- * Setup ortho camera
- * @method ortho
- * @param {Number} left camera frustum left plane
- * @param {Number} right camera frustum right plane
- * @param {Number} bottom camera frustum bottom plane
- * @param {Number} top camera frustum top plane
- * @param {Number} near camera frustum near plane
- * @param {Number} far camera frustum far plane
- * @return {p5} the p5 object
- * @example
- *
- *
- * //drag mouse to toggle the world!
- * //there's no vanish point
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * ortho(-width/2, width/2, height/2, -height/2, 0, 500);
- * }
- * function draw(){
- * background(200);
- * orbitControl();
- * for(var i = -1; i < 2; i++){
- * for(var j = -2; j < 3; j++){
- * push();
- * translate(i*160, 0, j*160);
- * box(40, 40, 40);
- * pop();
- * }
- * }
- * }
- *
- *
- *
- * @alt
- * 3 3d boxes, reveal several more boxes on 3d plane when mouse used to toggle
- *
- */
-p5.prototype.ortho = function(left,right,bottom,top,near,far) {
- left = left || (-this.width/2);
- right = right || (this.width/2);
- bottom = bottom || (-this.height/2);
- top = top || (this.height/2);
- near = near || 0;
- far = far || Math.max(this.width, this.height);
- this._renderer.uPMatrix = p5.Matrix.identity();
- this._renderer.uPMatrix.ortho(left,right,bottom,top,near,far);
- this._renderer._curCamera = 'custom';
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],78:[function(_dereq_,module,exports){
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-//@TODO: implement full orbit controls including
-//pan, zoom, quaternion rotation, etc.
-p5.prototype.orbitControl = function(){
- if(this.mouseIsPressed){
- this.rotateY((this.mouseX - this.width / 2) / (this.width / 2));
- this.rotateX((this.mouseY - this.height / 2) / (this.width / 2));
- }
- return this;
-};
-
-module.exports = p5;
-},{"../core/core":37}],79:[function(_dereq_,module,exports){
-/**
- * @module Lights, Camera
- * @submodule Lights
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * Creates an ambient light with a color
- * @method ambientLight
- * @param {Number|Array|String|p5.Color} v1 gray value,
- * red or hue value (depending on the current color mode),
- * or color Array, or CSS color string
- * @param {Number} [v2] optional: green or saturation value
- * @param {Number} [v3] optional: blue or brightness value
- * @param {Number} [a] optional: opacity
- * @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw(){
- * background(0);
- * ambientLight(150);
- * ambientMaterial(250);
- * sphere(50);
- * }
- *
- *
- *
- * @alt
- * nothing displayed
- *
- */
-p5.prototype.ambientLight = function(v1, v2, v3, a){
- var gl = this._renderer.GL;
- var shaderProgram = this._renderer._getShader(
- 'lightVert', 'lightTextureFrag');
-
- gl.useProgram(shaderProgram);
- shaderProgram.uAmbientColor = gl.getUniformLocation(
- shaderProgram,
- 'uAmbientColor[' + this._renderer.ambientLightCount + ']');
-
- var color = this._renderer._pInst.color.apply(
- this._renderer._pInst, arguments);
- var colors = color._array;
-
- gl.uniform3f( shaderProgram.uAmbientColor,
- colors[0], colors[1], colors[2]);
-
- //in case there's no material color for the geometry
- shaderProgram.uMaterialColor = gl.getUniformLocation(
- shaderProgram, 'uMaterialColor' );
- gl.uniform4f( shaderProgram.uMaterialColor, 1, 1, 1, 1);
-
- this._renderer.ambientLightCount ++;
- shaderProgram.uAmbientLightCount =
- gl.getUniformLocation(shaderProgram, 'uAmbientLightCount');
- gl.uniform1i(shaderProgram.uAmbientLightCount,
- this._renderer.ambientLightCount);
-
- return this;
-};
-
-/**
- * Creates a directional light with a color and a direction
- * @method directionalLight
- * @param {Number|Array|String|p5.Color} v1 gray value,
- * red or hue value (depending on the current color mode),
- * or color Array, or CSS color string
- * @param {Number} [v2] optional: green or saturation value
- * @param {Number} [v3] optional: blue or brightness value
- * @param {Number} [a] optional: opacity
- * @param {Number|p5.Vector} x x axis direction or a p5.Vector
- * @param {Number} [y] optional: y axis direction
- * @param {Number} [z] optional: z axis direction
- * @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw(){
- * background(0);
- * //move your mouse to change light direction
- * var dirX = (mouseX / width - 0.5) *2;
- * var dirY = (mouseY / height - 0.5) *(-2);
- * directionalLight(250, 250, 250, dirX, dirY, 0.25);
- * ambientMaterial(250);
- * sphere(50);
- * }
- *
- *
- *
- * @alt
- * light source on canvas changeable with mouse position
- *
- */
-p5.prototype.directionalLight = function(v1, v2, v3, a, x, y, z) {
- var gl = this._renderer.GL;
- var shaderProgram = this._renderer._getShader(
- 'lightVert', 'lightTextureFrag');
-
- gl.useProgram(shaderProgram);
- shaderProgram.uDirectionalColor = gl.getUniformLocation(
- shaderProgram,
- 'uDirectionalColor[' + this._renderer.directionalLightCount + ']');
-
- //@TODO: check parameters number
- var color = this._renderer._pInst.color.apply(
- this._renderer._pInst, [v1, v2, v3]);
- var colors = color._array;
-
- gl.uniform3f( shaderProgram.uDirectionalColor,
- colors[0], colors[1], colors[2]);
-
- var _x, _y, _z;
-
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if(typeof args[args.length-1] === 'number'){
- _x = args[args.length-3];
- _y = args[args.length-2];
- _z = args[args.length-1];
-
- }else{
- try{
- _x = args[args.length-1].x;
- _y = args[args.length-1].y;
- _z = args[args.length-1].z;
- }
- catch(error){
- throw error;
- }
- }
-
- shaderProgram.uLightingDirection = gl.getUniformLocation(
- shaderProgram,
- 'uLightingDirection[' + this._renderer.directionalLightCount + ']');
- gl.uniform3f( shaderProgram.uLightingDirection, _x, _y, _z);
-
- //in case there's no material color for the geometry
- shaderProgram.uMaterialColor = gl.getUniformLocation(
- shaderProgram, 'uMaterialColor' );
- gl.uniform4f( shaderProgram.uMaterialColor, 1, 1, 1, 1);
-
- this._renderer.directionalLightCount ++;
- shaderProgram.uDirectionalLightCount =
- gl.getUniformLocation(shaderProgram, 'uDirectionalLightCount');
- gl.uniform1i(shaderProgram.uDirectionalLightCount,
- this._renderer.directionalLightCount);
-
- return this;
-};
-
-/**
- * Creates a point light with a color and a light position
- * @method pointLight
- * @param {Number|Array|String|p5.Color} v1 gray value,
- * red or hue value (depending on the current color mode),
- * or color Array, or CSS color string
- * @param {Number} [v2] optional: green or saturation value
- * @param {Number} [v3] optional: blue or brightness value
- * @param {Number} [a] optional: opacity
- * @param {Number|p5.Vector} x x axis position or a p5.Vector
- * @param {Number} [y] optional: y axis position
- * @param {Number} [z] optional: z axis position
- * @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw(){
- * background(0);
- * //move your mouse to change light position
- * var locY = (mouseY / height - 0.5) *(-2);
- * var locX = (mouseX / width - 0.5) *2;
- * //to set the light position,
- * //think of the world's coordinate as:
- * // -1,1 -------- 1,1
- * // | |
- * // | |
- * // | |
- * // -1,-1---------1,-1
- * pointLight(250, 250, 250, locX, locY, 0);
- * ambientMaterial(250);
- * sphere(50);
- * }
- *
- *
- *
- * @alt
- * spot light on canvas changes position with mouse
- *
- */
-p5.prototype.pointLight = function(v1, v2, v3, a, x, y, z) {
- var gl = this._renderer.GL;
- var shaderProgram = this._renderer._getShader(
- 'lightVert', 'lightTextureFrag');
-
- gl.useProgram(shaderProgram);
- shaderProgram.uPointLightColor = gl.getUniformLocation(
- shaderProgram,
- 'uPointLightColor[' + this._renderer.pointLightCount + ']');
-
- //@TODO: check parameters number
- var color = this._renderer._pInst.color.apply(
- this._renderer._pInst, [v1, v2, v3]);
- var colors = color._array;
-
- gl.uniform3f( shaderProgram.uPointLightColor,
- colors[0], colors[1], colors[2]);
-
- var _x, _y, _z;
-
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- if(typeof args[args.length-1] === 'number'){
- _x = args[args.length-3];
- _y = args[args.length-2];
- _z = args[args.length-1];
-
- }else{
- try{
- _x = args[args.length-1].x;
- _y = args[args.length-1].y;
- _z = args[args.length-1].z;
- }
- catch(error){
- throw error;
- }
- }
-
- shaderProgram.uPointLightLocation = gl.getUniformLocation(
- shaderProgram,
- 'uPointLightLocation[' + this._renderer.pointLightCount + ']');
- gl.uniform3f( shaderProgram.uPointLightLocation, _x, _y, _z);
-
- //in case there's no material color for the geometry
- shaderProgram.uMaterialColor = gl.getUniformLocation(
- shaderProgram, 'uMaterialColor' );
- gl.uniform4f( shaderProgram.uMaterialColor, 1, 1, 1, 1);
-
- this._renderer.pointLightCount ++;
- shaderProgram.uPointLightCount =
- gl.getUniformLocation(shaderProgram, 'uPointLightCount');
- gl.uniform1i(shaderProgram.uPointLightCount,
- this._renderer.pointLightCount);
-
- return this;
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],80:[function(_dereq_,module,exports){
-/**
- * @module Shape
- * @submodule 3D Models
- * @for p5
- * @requires core
- * @requires p5.Geometry3D
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-_dereq_('./p5.Geometry');
-
-/**
- * Load a 3d model from an OBJ file.
- *
- * One of the limitations of the OBJ format is that it doesn't have a built-in
- * sense of scale. This means that models exported from different programs might
- * be very different sizes. If your model isn't displaying, try calling
- * loadModel() with the normalized parameter set to true. This will resize the
- * model to a scale appropriate for p5. You can also make additional changes to
- * the final size of your model with the scale() function.
- *
- * @method loadModel
- * @param {String} path Path of the model to be loaded
- * @param {Boolean} [normalize] If true, scale the model to a
- * standardized size when loading
- * @param {Function(p5.Geometry3D)} [successCallback] Function to be called
- * once the model is loaded. Will be passed
- * the 3D model object.
- * @param {Function(Event)} [failureCallback] called with event error if
- * the image fails to load.
- * @return {p5.Geometry} the p5.Geometry3D object
- * @example
- *
- *
- * //draw a spinning teapot
- * var teapot;
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- *
- * teapot = loadModel('assets/teapot.obj');
- * }
- *
- * function draw(){
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * model(teapot);
- * }
- *
- *
- *
- * @alt
- * Vertically rotating 3-d teapot with red, green and blue gradient.
- *
- */
-p5.prototype.loadModel = function () {
- var path = arguments[0];
- var normalize;
- var successCallback;
- var failureCallback;
- if(typeof arguments[1] === 'boolean') {
- normalize = arguments[1];
- successCallback = arguments[2];
- failureCallback = arguments[3];
- } else {
- normalize = false;
- successCallback = arguments[1];
- failureCallback = arguments[2];
- }
-
- var model = new p5.Geometry();
- model.gid = path + '|' + normalize;
- this.loadStrings(path, function(strings) {
- parseObj(model, strings);
-
- if (normalize) {
- model.normalize();
- }
-
- if (typeof successCallback === 'function') {
- successCallback(model);
- }
- }.bind(this), failureCallback);
-
- return model;
-};
-
-/**
- * Parse OBJ lines into model. For reference, this is what a simple model of a
- * square might look like:
- *
- * v -0.5 -0.5 0.5
- * v -0.5 -0.5 -0.5
- * v -0.5 0.5 -0.5
- * v -0.5 0.5 0.5
- *
- * f 4 3 2 1
- */
-function parseObj( model, lines ) {
- // OBJ allows a face to specify an index for a vertex (in the above example),
- // but it also allows you to specify a custom combination of vertex, UV
- // coordinate, and vertex normal. So, "3/4/3" would mean, "use vertex 3 with
- // UV coordinate 4 and vertex normal 3". In WebGL, every vertex with different
- // parameters must be a different vertex, so loadedVerts is used to
- // temporarily store the parsed vertices, normals, etc., and indexedVerts is
- // used to map a specific combination (keyed on, for example, the string
- // "3/4/3"), to the actual index of the newly created vertex in the final
- // object.
- var loadedVerts = {'v' : [],
- 'vt' : [],
- 'vn' : []};
- var indexedVerts = {};
-
- for (var line = 0; line < lines.length; ++line) {
- // Each line is a separate object (vertex, face, vertex normal, etc)
- // For each line, split it into tokens on whitespace. The first token
- // describes the type.
- var tokens = lines[line].trim().split(/\b\s+/);
-
- if (tokens.length > 0) {
- if (tokens[0] === 'v' || tokens[0] === 'vn') {
- // Check if this line describes a vertex or vertex normal.
- // It will have three numeric parameters.
- var vertex = new p5.Vector(parseFloat(tokens[1]),
- parseFloat(tokens[2]),
- parseFloat(tokens[3]));
- loadedVerts[tokens[0]].push(vertex);
- } else if (tokens[0] === 'vt') {
- // Check if this line describes a texture coordinate.
- // It will have two numeric parameters.
- var texVertex = [parseFloat(tokens[1]), parseFloat(tokens[2])];
- loadedVerts[tokens[0]].push(texVertex);
- } else if (tokens[0] === 'f') {
- // Check if this line describes a face.
- // OBJ faces can have more than three points. Triangulate points.
- for (var tri = 3; tri < tokens.length; ++tri) {
- var face = [];
-
- var vertexTokens = [1, tri - 1, tri];
-
- for (var tokenInd = 0; tokenInd < vertexTokens.length; ++tokenInd) {
- // Now, convert the given token into an index
- var vertString = tokens[vertexTokens[tokenInd]];
- var vertIndex = 0;
-
- // TODO: Faces can technically use negative numbers to refer to the
- // previous nth vertex. I haven't seen this used in practice, but
- // it might be good to implement this in the future.
-
- if (indexedVerts[vertString] !== undefined) {
- vertIndex = indexedVerts[vertString];
- } else {
- var vertParts = vertString.split('/');
- for (var i = 0; i < vertParts.length; i++) {
- vertParts[i] = parseInt(vertParts[i]) - 1;
- }
-
- vertIndex = indexedVerts[vertString] = model.vertices.length;
- model.vertices.push(loadedVerts.v[vertParts[0]].copy());
- if (loadedVerts.vt[vertParts[1]]) {
- model.uvs.push(loadedVerts.vt[vertParts[1]].slice());
- } else {
- model.uvs.push([0, 0]);
- }
-
- if (loadedVerts.vn[vertParts[2]]) {
- model.vertexNormals.push(loadedVerts.vn[vertParts[2]].copy());
- }
- }
-
- face.push(vertIndex);
- }
-
- model.faces.push(face);
- }
- }
- }
- }
-
- // If the model doesn't have normals, compute the normals
- if(model.vertexNormals.length === 0) {
- model.computeNormals();
- }
-
- return model;
-}
-
-/**
- * Render a 3d model to the screen.
- *
- * @method model
- * @param {p5.Geometry} model Loaded 3d model to be rendered
- * @example
- *
- *
- * //draw a spinning teapot
- * var teapot;
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- *
- * teapot = loadModel('assets/teapot.obj');
- * }
- *
- * function draw(){
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * model(teapot);
- * }
- *
- *
- *
- * @alt
- * Vertically rotating 3-d teapot with red, green and blue gradient.
- *
- */
-p5.prototype.model = function ( model ) {
- if (model.vertices.length > 0) {
- if (!this._renderer.geometryInHash(model.gid)) {
- this._renderer.createBuffers(model.gid, model);
- }
-
- this._renderer.drawBuffers(model.gid);
- }
-};
-
-module.exports = p5;
-
-},{"../core/core":37,"./p5.Geometry":82}],81:[function(_dereq_,module,exports){
-/**
- * @module Lights, Camera
- * @submodule Material
- * @for p5
- * @requires core
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-//require('./p5.Texture');
-
-/**
- * Normal material for geometry. You can view all
- * possible materials in this
- * example.
- * @method normalMaterial
- * @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * normalMaterial();
- * sphere(50);
- * }
- *
- *
- *
- * @alt
- * Red, green and blue gradient.
- *
- */
-p5.prototype.normalMaterial = function(){
- this._renderer._getShader('normalVert', 'normalFrag');
- return this;
-};
-
-/**
- * Texture for geometry. You can view other possible materials in this
- * example.
- * @method texture
- * @param {p5.Image | p5.MediaElement | p5.Graphics} tex 2-dimensional graphics
- * to render as texture
- * @return {p5} the p5 object
- * @example
- *
- *
- * var img;
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * img = loadImage("assets/laDefense.jpg");
- * }
- *
- * function draw(){
- * background(0);
- * rotateZ(frameCount * 0.01);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * //pass image as texture
- * texture(img);
- * box(200, 200, 200);
- * }
- *
- *
- *
- *
- *
- * var pg;
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * pg = createGraphics(200, 200);
- * pg.textSize(100);
- * }
- *
- * function draw(){
- * background(0);
- * pg.background(255);
- * pg.text('hello!', 0, 100);
- * //pass image as texture
- * texture(pg);
- * plane(200);
- * }
- *
- *
- *
- *
- *
- * var vid;
- * function preload(){
- * vid = createVideo("assets/fingers.mov");
- * vid.hide();
- * vid.loop();
- * }
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(0);
- * //pass video frame as texture
- * texture(vid);
- * plane(200);
- * }
- *
- *
- *
- * @alt
- * Rotating view of many images umbrella and grid roof on a 3d plane
- * black canvas
- * black canvas
- *
- */
-p5.prototype.texture = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var gl = this._renderer.GL;
- var shaderProgram = this._renderer._getShader('lightVert',
- 'lightTextureFrag');
- gl.useProgram(shaderProgram);
- var textureData;
- //if argument is not already a texture
- //create a new one
- if(!args[0].isTexture){
- if (args[0] instanceof p5.Image) {
- textureData = args[0].canvas;
- }
- //if param is a video
- else if (typeof p5.MediaElement !== 'undefined' &&
- args[0] instanceof p5.MediaElement){
- if(!args[0].loadedmetadata) {return;}
- textureData = args[0].elt;
- }
- //used with offscreen 2d graphics renderer
- else if(args[0] instanceof p5.Graphics){
- textureData = args[0].elt;
- }
- var tex = gl.createTexture();
- args[0]._setProperty('tex', tex);
- args[0]._setProperty('isTexture', true);
- this._renderer._bind.call(this, tex, textureData);
- }
- else {
- if(args[0] instanceof p5.Graphics ||
- (typeof p5.MediaElement !== 'undefined' &&
- args[0] instanceof p5.MediaElement)){
- textureData = args[0].elt;
- }
- else if(args[0] instanceof p5.Image){
- textureData = args[0].canvas;
- }
- this._renderer._bind.call(this, args[0].tex, textureData);
- }
- //this is where we'd activate multi textures
- //eg. gl.activeTexture(gl.TEXTURE0 + (unit || 0));
- //but for now we just have a single texture.
- //@TODO need to extend this functionality
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, args[0].tex);
- gl.uniform1i(gl.getUniformLocation(shaderProgram, 'isTexture'), true);
- gl.uniform1i(gl.getUniformLocation(shaderProgram, 'uSampler'), 0);
- return this;
-};
-
-/**
- * Texture Util functions
- */
-p5.RendererGL.prototype._bind = function(tex, data){
- var gl = this._renderer.GL;
- gl.bindTexture(gl.TEXTURE_2D, tex);
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
- gl.texImage2D(gl.TEXTURE_2D, 0,
- gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data);
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
- gl.texParameteri(gl.TEXTURE_2D,
- gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D,
- gl.TEXTURE_MIN_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D,
- gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D,
- gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- gl.bindTexture(gl.TEXTURE_2D, null);
-};
-
-/**
- * Checks whether val is a pot
- * more info on power of 2 here:
- * https://www.opengl.org/wiki/NPOT_Texture
- * @param {Number} value
- * @return {Boolean}
- */
-// function _isPowerOf2 (value){
-// return (value & (value - 1)) === 0;
-// }
-
-/**
- * returns the next highest power of 2 value
- * @param {Number} value [description]
- * @return {Number} [description]
- */
-// function _nextHighestPOT (value){
-// --value;
-// for (var i = 1; i < 32; i <<= 1) {
-// value = value | value >> i;
-// }
-// return value + 1;
-
-/**
- * Ambient material for geometry with a given color. You can view all
- * possible materials in this
- * example.
- * @method ambientMaterial
- * @param {Number|Array|String|p5.Color} v1 gray value,
- * red or hue value (depending on the current color mode),
- * or color Array, or CSS color string
- * @param {Number} [v2] optional: green or saturation value
- * @param {Number} [v3] optional: blue or brightness value
- * @param {Number} [a] optional: opacity
-* @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw(){
- * background(0);
- * ambientLight(100);
- * pointLight(250, 250, 250, 100, 100, 0);
- * ambientMaterial(250);
- * sphere(50);
- * }
- *
- *
- *
- * @alt
- * radiating light source from top right of canvas
- *
- */
-p5.prototype.ambientMaterial = function(v1, v2, v3, a) {
- var gl = this._renderer.GL;
- var shaderProgram =
- this._renderer._getShader('lightVert', 'lightTextureFrag');
-
- gl.useProgram(shaderProgram);
- shaderProgram.uMaterialColor = gl.getUniformLocation(
- shaderProgram, 'uMaterialColor' );
- var colors = this._renderer._applyColorBlend.apply(this._renderer, arguments);
-
- gl.uniform4f(shaderProgram.uMaterialColor,
- colors[0], colors[1], colors[2], colors[3]);
-
- shaderProgram.uSpecular = gl.getUniformLocation(
- shaderProgram, 'uSpecular' );
- gl.uniform1i(shaderProgram.uSpecular, false);
-
- gl.uniform1i(gl.getUniformLocation(shaderProgram, 'isTexture'), false);
-
- return this;
-};
-
-/**
- * Specular material for geometry with a given color. You can view all
- * possible materials in this
- * example.
- * @method specularMaterial
- * @param {Number|Array|String|p5.Color} v1 gray value,
- * red or hue value (depending on the current color mode),
- * or color Array, or CSS color string
- * @param {Number} [v2] optional: green or saturation value
- * @param {Number} [v3] optional: blue or brightness value
- * @param {Number} [a] optional: opacity
- * @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- * function draw(){
- * background(0);
- * ambientLight(100);
- * pointLight(250, 250, 250, 100, 100, 0);
- * specularMaterial(250);
- * sphere(50);
- * }
- *
- *
- *
- * @alt
- * diffused radiating light source from top right of canvas
- *
- */
-p5.prototype.specularMaterial = function(v1, v2, v3, a) {
- var gl = this._renderer.GL;
- var shaderProgram =
- this._renderer._getShader('lightVert', 'lightTextureFrag');
- gl.useProgram(shaderProgram);
- gl.uniform1i(gl.getUniformLocation(shaderProgram, 'isTexture'), false);
- shaderProgram.uMaterialColor = gl.getUniformLocation(
- shaderProgram, 'uMaterialColor' );
- var colors = this._renderer._applyColorBlend.apply(this._renderer, arguments);
- gl.uniform4f(shaderProgram.uMaterialColor,
- colors[0], colors[1], colors[2], colors[3]);
- shaderProgram.uSpecular = gl.getUniformLocation(
- shaderProgram, 'uSpecular' );
- gl.uniform1i(shaderProgram.uSpecular, true);
-
- return this;
-};
-
-/**
- * @private blends colors according to color components.
- * If alpha value is less than 1, we need to enable blending
- * on our gl context. Otherwise opaque objects need to a depthMask.
- * @param {Number} v1 [description]
- * @param {Number} v2 [description]
- * @param {Number} v3 [description]
- * @param {Number} a [description]
- * @return {[Number]} Normalized numbers array
- */
-p5.RendererGL.prototype._applyColorBlend = function(v1,v2,v3,a){
- var gl = this.GL;
- var color = this._pInst.color.apply(
- this._pInst, arguments);
- var colors = color._array;
- if(colors[colors.length-1] < 1.0){
- gl.depthMask(false);
- gl.enable(gl.BLEND);
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
- } else {
- gl.depthMask(true);
- gl.disable(gl.BLEND);
- }
- return colors;
-};
-
-module.exports = p5;
-
-},{"../core/core":37}],82:[function(_dereq_,module,exports){
-//some of the functions are adjusted from Three.js(http://threejs.org)
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-
-/**
- * p5 Geometry class
- * @constructor
- * @param {Function | Object} vertData callback function or Object
- * containing routine(s) for vertex data generation
- * @param {Number} [detailX] number of vertices on horizontal surface
- * @param {Number} [detailY] number of vertices on horizontal surface
- * @param {Function} [callback] function to call upon object instantiation.
- *
- */
-p5.Geometry = function
-(detailX, detailY, callback){
- //an array containing every vertex
- //@type [p5.Vector]
- this.vertices = [];
- //an array containing 1 normal per vertex
- //@type [p5.Vector]
- //[p5.Vector, p5.Vector, p5.Vector,p5.Vector, p5.Vector, p5.Vector,...]
- this.vertexNormals = [];
- //an array containing each three vertex indices that form a face
- //[[0, 1, 2], [2, 1, 3], ...]
- this.faces = [];
- //a 2D array containing uvs for every vertex
- //[[0.0,0.0],[1.0,0.0], ...]
- this.uvs = [];
- this.detailX = (detailX !== undefined) ? detailX: 1;
- this.detailY = (detailY !== undefined) ? detailY: 1;
- if(callback instanceof Function){
- callback.call(this);
- }
- return this;
-};
-
-p5.Geometry.prototype.computeFaces = function(){
- var sliceCount = this.detailX + 1;
- var a, b, c, d;
- for (var i = 0; i < this.detailY; i++){
- for (var j = 0; j < this.detailX; j++){
- a = i * sliceCount + j;// + offset;
- b = i * sliceCount + j + 1;// + offset;
- c = (i + 1)* sliceCount + j + 1;// + offset;
- d = (i + 1)* sliceCount + j;// + offset;
- this.faces.push([a, b, d]);
- this.faces.push([d, b, c]);
- }
- }
- return this;
-};
-
-p5.Geometry.prototype._getFaceNormal = function(faceId,vertId){
- //This assumes that vA->vB->vC is a counter-clockwise ordering
- var face = this.faces[faceId];
- var vA = this.vertices[face[vertId%3]];
- var vB = this.vertices[face[(vertId+1)%3]];
- var vC = this.vertices[face[(vertId+2)%3]];
- var n = p5.Vector.cross(
- p5.Vector.sub(vB,vA),
- p5.Vector.sub(vC,vA));
- var sinAlpha = p5.Vector.mag(n) /
- (p5.Vector.mag(p5.Vector.sub(vB,vA))*
- p5.Vector.mag(p5.Vector.sub(vC,vA)));
- n = n.normalize();
- return n.mult(Math.asin(sinAlpha));
-};
-/**
- * computes smooth normals per vertex as an average of each
- * face.
- */
-p5.Geometry.prototype.computeNormals = function (){
- for(var v=0; v < this.vertices.length; v++){
- var normal = new p5.Vector();
- for(var i=0; i < this.faces.length; i++){
- //if our face contains a given vertex
- //calculate an average of the normals
- //of the triangles adjacent to that vertex
- if(this.faces[i][0] === v ||
- this.faces[i][1] === v ||
- this.faces[i][2] === v)
- {
- normal = normal.add(this._getFaceNormal(i, v));
- }
- }
- normal = normal.normalize();
- this.vertexNormals.push(normal);
- }
- return this;
-};
-
-/**
- * Averages the vertex normals. Used in curved
- * surfaces
- * @return {p5.Geometry}
- */
-p5.Geometry.prototype.averageNormals = function() {
-
- for(var i = 0; i <= this.detailY; i++){
- var offset = this.detailX + 1;
- var temp = p5.Vector
- .add(this.vertexNormals[i*offset],
- this.vertexNormals[i*offset + this.detailX]);
- temp = p5.Vector.div(temp, 2);
- this.vertexNormals[i*offset] = temp;
- this.vertexNormals[i*offset + this.detailX] = temp;
- }
- return this;
-};
-
-/**
- * Averages pole normals. Used in spherical primitives
- * @return {p5.Geometry}
- */
-p5.Geometry.prototype.averagePoleNormals = function() {
-
- //average the north pole
- var sum = new p5.Vector(0, 0, 0);
- for(var i = 0; i < this.detailX; i++){
- sum.add(this.vertexNormals[i]);
- }
- sum = p5.Vector.div(sum, this.detailX);
-
- for(i = 0; i < this.detailX; i++){
- this.vertexNormals[i] = sum;
- }
-
- //average the south pole
- sum = new p5.Vector(0, 0, 0);
- for(i = this.vertices.length - 1;
- i > this.vertices.length - 1 - this.detailX; i--){
- sum.add(this.vertexNormals[i]);
- }
- sum = p5.Vector.div(sum, this.detailX);
-
- for(i = this.vertices.length - 1;
- i > this.vertices.length - 1 - this.detailX; i--){
- this.vertexNormals[i] = sum;
- }
- return this;
-};
-
-/**
- * Modifies all vertices to be centered within the range -100 to 100.
- * @return {p5.Geometry}
- */
-p5.Geometry.prototype.normalize = function() {
- if(this.vertices.length > 0) {
- // Find the corners of our bounding box
- var maxPosition = this.vertices[0].copy();
- var minPosition = this.vertices[0].copy();
-
- for(var i = 0; i < this.vertices.length; i++) {
- maxPosition.x = Math.max(maxPosition.x, this.vertices[i].x);
- minPosition.x = Math.min(minPosition.x, this.vertices[i].x);
- maxPosition.y = Math.max(maxPosition.y, this.vertices[i].y);
- minPosition.y = Math.min(minPosition.y, this.vertices[i].y);
- maxPosition.z = Math.max(maxPosition.z, this.vertices[i].z);
- minPosition.z = Math.min(minPosition.z, this.vertices[i].z);
- }
-
- var center = p5.Vector.lerp(maxPosition, minPosition, 0.5);
- var dist = p5.Vector.sub(maxPosition, minPosition);
- var longestDist = Math.max(Math.max(dist.x, dist.y), dist.z);
- var scale = 200 / longestDist;
-
- for(i = 0; i < this.vertices.length; i++) {
- this.vertices[i].sub(center);
- this.vertices[i].mult(scale);
- }
- }
- return this;
-};
-
-module.exports = p5.Geometry;
-
-},{"../core/core":37}],83:[function(_dereq_,module,exports){
-/**
-* @requires constants
-* @todo see methods below needing further implementation.
-* future consideration: implement SIMD optimizations
-* when browser compatibility becomes available
-* https://developer.mozilla.org/en-US/docs/Web/JavaScript/
-* Reference/Global_Objects/SIMD
-*/
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var polarGeometry = _dereq_('../math/polargeometry');
-var constants = _dereq_('../core/constants');
-var GLMAT_ARRAY_TYPE = (
- typeof Float32Array !== 'undefined') ?
- Float32Array : Array;
-
-/**
- * A class to describe a 4x4 matrix
- * for model and view matrix manipulation in the p5js webgl renderer.
- * class p5.Matrix
- * @constructor
- * @param {Array} [mat4] array literal of our 4x4 matrix
- */
-p5.Matrix = function() {
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- // This is default behavior when object
- // instantiated using createMatrix()
- // @todo implement createMatrix() in core/math.js
- if(args[0] instanceof p5) {
- // save reference to p5 if passed in
- this.p5 = args[0];
- if(args[1] === 'mat3'){
- this.mat3 = args[2] || new GLMAT_ARRAY_TYPE([
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- ]);
- }
- else {
- this.mat4 = args[1] || new GLMAT_ARRAY_TYPE([
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- ]);
- }
- // default behavior when object
- // instantiated using new p5.Matrix()
- } else {
- if(args[0] === 'mat3'){
- this.mat3 = args[1] || new GLMAT_ARRAY_TYPE([
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- ]);
- }
- else {
- this.mat4 = args[0] || new GLMAT_ARRAY_TYPE([
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- ]);
- }
- }
- return this;
-};
-
-/**
- * Sets the x, y, and z component of the vector using two or three separate
- * variables, the data from a p5.Matrix, or the values from a float array.
- *
- * @param {p5.Matrix|Array} [inMatrix] the input p5.Matrix or
- * an Array of length 16
- */
-p5.Matrix.prototype.set = function (inMatrix) {
- if (inMatrix instanceof p5.Matrix) {
- this.mat4 = inMatrix.mat4;
- return this;
- }
- else if (inMatrix instanceof GLMAT_ARRAY_TYPE) {
- this.mat4 = inMatrix;
- return this;
- }
- return this;
-};
-
-/**
- * Gets a copy of the vector, returns a p5.Matrix object.
- *
- * @return {p5.Matrix} the copy of the p5.Matrix object
- */
-p5.Matrix.prototype.get = function () {
- return new p5.Matrix(this.mat4);
-};
-
-/**
- * return a copy of a matrix
- * @return {p5.Matrix} the result matrix
- */
-p5.Matrix.prototype.copy = function(){
- var copied = new p5.Matrix();
- copied.mat4[0] = this.mat4[0];
- copied.mat4[1] = this.mat4[1];
- copied.mat4[2] = this.mat4[2];
- copied.mat4[3] = this.mat4[3];
- copied.mat4[4] = this.mat4[4];
- copied.mat4[5] = this.mat4[5];
- copied.mat4[6] = this.mat4[6];
- copied.mat4[7] = this.mat4[7];
- copied.mat4[8] = this.mat4[8];
- copied.mat4[9] = this.mat4[9];
- copied.mat4[10] = this.mat4[10];
- copied.mat4[11] = this.mat4[11];
- copied.mat4[12] = this.mat4[12];
- copied.mat4[13] = this.mat4[13];
- copied.mat4[14] = this.mat4[14];
- copied.mat4[15] = this.mat4[15];
- return copied;
-};
-
-/**
- * return an identity matrix
- * @return {p5.Matrix} the result matrix
- */
-p5.Matrix.identity = function(){
- return new p5.Matrix();
-};
-
-/**
- * transpose according to a given matrix
- * @param {p5.Matrix | Typed Array} a the matrix to be based on to transpose
- * @return {p5.Matrix} this
- */
-p5.Matrix.prototype.transpose = function(a){
- var a01, a02, a03, a12, a13, a23;
- if(a instanceof p5.Matrix){
- a01 = a.mat4[1];
- a02 = a.mat4[2];
- a03 = a.mat4[3];
- a12 = a.mat4[6];
- a13 = a.mat4[7];
- a23 = a.mat4[11];
-
- this.mat4[0] = a.mat4[0];
- this.mat4[1] = a.mat4[4];
- this.mat4[2] = a.mat4[8];
- this.mat4[3] = a.mat4[12];
- this.mat4[4] = a01;
- this.mat4[5] = a.mat4[5];
- this.mat4[6] = a.mat4[9];
- this.mat4[7] = a.mat4[13];
- this.mat4[8] = a02;
- this.mat4[9] = a12;
- this.mat4[10] = a.mat4[10];
- this.mat4[11] = a.mat4[14];
- this.mat4[12] = a03;
- this.mat4[13] = a13;
- this.mat4[14] = a23;
- this.mat4[15] = a.mat4[15];
-
- }else if(a instanceof GLMAT_ARRAY_TYPE){
- a01 = a[1];
- a02 = a[2];
- a03 = a[3];
- a12 = a[6];
- a13 = a[7];
- a23 = a[11];
-
- this.mat4[0] = a[0];
- this.mat4[1] = a[4];
- this.mat4[2] = a[8];
- this.mat4[3] = a[12];
- this.mat4[4] = a01;
- this.mat4[5] = a[5];
- this.mat4[6] = a[9];
- this.mat4[7] = a[13];
- this.mat4[8] = a02;
- this.mat4[9] = a12;
- this.mat4[10] = a[10];
- this.mat4[11] = a[14];
- this.mat4[12] = a03;
- this.mat4[13] = a13;
- this.mat4[14] = a23;
- this.mat4[15] = a[15];
- }
- return this;
-};
-
-/**
- * invert matrix according to a give matrix
- * @param {p5.Matrix or Typed Array} a the matrix to be based on to invert
- * @return {p5.Matrix} this
- */
-p5.Matrix.prototype.invert = function(a){
- var a00, a01, a02, a03, a10, a11, a12, a13,
- a20, a21, a22, a23, a30, a31, a32, a33;
- if(a instanceof p5.Matrix){
- a00 = a.mat4[0];
- a01 = a.mat4[1];
- a02 = a.mat4[2];
- a03 = a.mat4[3];
- a10 = a.mat4[4];
- a11 = a.mat4[5];
- a12 = a.mat4[6];
- a13 = a.mat4[7];
- a20 = a.mat4[8];
- a21 = a.mat4[9];
- a22 = a.mat4[10];
- a23 = a.mat4[11];
- a30 = a.mat4[12];
- a31 = a.mat4[13];
- a32 = a.mat4[14];
- a33 = a.mat4[15];
- }else if(a instanceof GLMAT_ARRAY_TYPE){
- a00 = a[0];
- a01 = a[1];
- a02 = a[2];
- a03 = a[3];
- a10 = a[4];
- a11 = a[5];
- a12 = a[6];
- a13 = a[7];
- a20 = a[8];
- a21 = a[9];
- a22 = a[10];
- a23 = a[11];
- a30 = a[12];
- a31 = a[13];
- a32 = a[14];
- a33 = a[15];
- }
- var b00 = a00 * a11 - a01 * a10,
- b01 = a00 * a12 - a02 * a10,
- b02 = a00 * a13 - a03 * a10,
- b03 = a01 * a12 - a02 * a11,
- b04 = a01 * a13 - a03 * a11,
- b05 = a02 * a13 - a03 * a12,
- b06 = a20 * a31 - a21 * a30,
- b07 = a20 * a32 - a22 * a30,
- b08 = a20 * a33 - a23 * a30,
- b09 = a21 * a32 - a22 * a31,
- b10 = a21 * a33 - a23 * a31,
- b11 = a22 * a33 - a23 * a32,
-
- // Calculate the determinant
- det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 -
- b04 * b07 + b05 * b06;
-
- if (!det) {
- return null;
- }
- det = 1.0 / det;
-
- this.mat4[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
- this.mat4[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
- this.mat4[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
- this.mat4[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
- this.mat4[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
- this.mat4[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
- this.mat4[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
- this.mat4[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
- this.mat4[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
- this.mat4[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
- this.mat4[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
- this.mat4[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
- this.mat4[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
- this.mat4[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
- this.mat4[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
- this.mat4[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
- return this;
-};
-
-/**
- * Inverts a 3x3 matrix
- * @return {[type]} [description]
- */
-p5.Matrix.prototype.invert3x3 = function (){
- var a00 = this.mat3[0],
- a01 = this.mat3[1],
- a02 = this.mat3[2],
- a10 = this.mat3[3],
- a11 = this.mat3[4],
- a12 = this.mat3[5],
- a20 = this.mat3[6],
- a21 = this.mat3[7],
- a22 = this.mat3[8],
- b01 = a22 * a11 - a12 * a21,
- b11 = -a22 * a10 + a12 * a20,
- b21 = a21 * a10 - a11 * a20,
-
- // Calculate the determinant
- det = a00 * b01 + a01 * b11 + a02 * b21;
- if (!det) {
- return null;
- }
- det = 1.0 / det;
- this.mat3[0] = b01 * det;
- this.mat3[1] = (-a22 * a01 + a02 * a21) * det;
- this.mat3[2] = (a12 * a01 - a02 * a11) * det;
- this.mat3[3] = b11 * det;
- this.mat3[4] = (a22 * a00 - a02 * a20) * det;
- this.mat3[5] = (-a12 * a00 + a02 * a10) * det;
- this.mat3[6] = b21 * det;
- this.mat3[7] = (-a21 * a00 + a01 * a20) * det;
- this.mat3[8] = (a11 * a00 - a01 * a10) * det;
- return this;
-};
-
-/**
- * transposes a 3x3 p5.Matrix by a mat3
- * @param {[Number]} mat3 1-dimensional array
- * @return {p5.Matrix} this
- */
-p5.Matrix.prototype.transpose3x3 = function (mat3){
- var a01 = mat3[1], a02 = mat3[2], a12 = mat3[5];
- this.mat3[1] = mat3[3];
- this.mat3[2] = mat3[6];
- this.mat3[3] = a01;
- this.mat3[5] = mat3[7];
- this.mat3[6] = a02;
- this.mat3[7] = a12;
- return this;
-};
-
-/**
- * converts a 4x4 matrix to its 3x3 inverse tranform
- * commonly used in MVMatrix to NMatrix conversions.
- * @param {p5.Matrix} mat4 the matrix to be based on to invert
- * @return {p5.Matrix} this with mat3
- * @todo finish implementation
- */
-p5.Matrix.prototype.inverseTranspose = function (matrix){
- if(this.mat3 === undefined){
- console.error('sorry, this function only works with mat3');
- }
- else {
- //convert mat4 -> mat3
- this.mat3[0] = matrix.mat4[0];
- this.mat3[1] = matrix.mat4[1];
- this.mat3[2] = matrix.mat4[2];
- this.mat3[3] = matrix.mat4[4];
- this.mat3[4] = matrix.mat4[5];
- this.mat3[5] = matrix.mat4[6];
- this.mat3[6] = matrix.mat4[8];
- this.mat3[7] = matrix.mat4[9];
- this.mat3[8] = matrix.mat4[10];
- }
-
- this.invert3x3().transpose3x3(this.mat3);
- return this;
-};
-
-/**
- * inspired by Toji's mat4 determinant
- * @return {Number} Determinant of our 4x4 matrix
- */
-p5.Matrix.prototype.determinant = function(){
- var d00 = (this.mat4[0] * this.mat4[5]) - (this.mat4[1] * this.mat4[4]),
- d01 = (this.mat4[0] * this.mat4[6]) - (this.mat4[2] * this.mat4[4]),
- d02 = (this.mat4[0] * this.mat4[7]) - (this.mat4[3] * this.mat4[4]),
- d03 = (this.mat4[1] * this.mat4[6]) - (this.mat4[2] * this.mat4[5]),
- d04 = (this.mat4[1] * this.mat4[7]) - (this.mat4[3] * this.mat4[5]),
- d05 = (this.mat4[2] * this.mat4[7]) - (this.mat4[3] * this.mat4[6]),
- d06 = (this.mat4[8] * this.mat4[13]) - (this.mat4[9] * this.mat4[12]),
- d07 = (this.mat4[8] * this.mat4[14]) - (this.mat4[10] * this.mat4[12]),
- d08 = (this.mat4[8] * this.mat4[15]) - (this.mat4[11] * this.mat4[12]),
- d09 = (this.mat4[9] * this.mat4[14]) - (this.mat4[10] * this.mat4[13]),
- d10 = (this.mat4[9] * this.mat4[15]) - (this.mat4[11] * this.mat4[13]),
- d11 = (this.mat4[10] * this.mat4[15]) - (this.mat4[11] * this.mat4[14]);
-
- // Calculate the determinant
- return d00 * d11 - d01 * d10 + d02 * d09 +
- d03 * d08 - d04 * d07 + d05 * d06;
-};
-
-/**
- * multiply two mat4s
- * @param {p5.Matrix | Array} multMatrix The matrix we want to multiply by
- * @return {p5.Matrix} this
- */
-p5.Matrix.prototype.mult = function(multMatrix){
- var _dest = new GLMAT_ARRAY_TYPE(16);
- var _src = new GLMAT_ARRAY_TYPE(16);
-
- if(multMatrix instanceof p5.Matrix) {
- _src = multMatrix.mat4;
- }
- else if(multMatrix instanceof GLMAT_ARRAY_TYPE){
- _src = multMatrix;
- }
-
- // each row is used for the multiplier
- var b0 = this.mat4[0], b1 = this.mat4[1],
- b2 = this.mat4[2], b3 = this.mat4[3];
- _dest[0] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
- _dest[1] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
- _dest[2] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
- _dest[3] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
-
- b0 = this.mat4[4];
- b1 = this.mat4[5];
- b2 = this.mat4[6];
- b3 = this.mat4[7];
- _dest[4] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
- _dest[5] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
- _dest[6] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
- _dest[7] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
-
- b0 = this.mat4[8];
- b1 = this.mat4[9];
- b2 = this.mat4[10];
- b3 = this.mat4[11];
- _dest[8] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
- _dest[9] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
- _dest[10] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
- _dest[11] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
-
- b0 = this.mat4[12];
- b1 = this.mat4[13];
- b2 = this.mat4[14];
- b3 = this.mat4[15];
- _dest[12] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
- _dest[13] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
- _dest[14] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
- _dest[15] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
-
- this.mat4 = _dest;
-
- return this;
-};
-
-/**
- * scales a p5.Matrix by scalars or a vector
- * @param {p5.Vector | Array }
- * vector to scale by
- * @return {p5.Matrix} this
- */
-p5.Matrix.prototype.scale = function() {
- var x,y,z;
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- //if our 1st arg is a type p5.Vector
- if (args[0] instanceof p5.Vector){
- x = args[0].x;
- y = args[0].y;
- z = args[0].z;
- }
- //otherwise if it's an array
- else if (args[0] instanceof Array){
- x = args[0][0];
- y = args[0][1];
- z = args[0][2];
- }
- var _dest = new GLMAT_ARRAY_TYPE(16);
- _dest[0] = this.mat4[0] * x;
- _dest[1] = this.mat4[1] * x;
- _dest[2] = this.mat4[2] * x;
- _dest[3] = this.mat4[3] * x;
- _dest[4] = this.mat4[4] * y;
- _dest[5] = this.mat4[5] * y;
- _dest[6] = this.mat4[6] * y;
- _dest[7] = this.mat4[7] * y;
- _dest[8] = this.mat4[8] * z;
- _dest[9] = this.mat4[9] * z;
- _dest[10] = this.mat4[10] * z;
- _dest[11] = this.mat4[11] * z;
- _dest[12] = this.mat4[12];
- _dest[13] = this.mat4[13];
- _dest[14] = this.mat4[14];
- _dest[15] = this.mat4[15];
-
- this.mat4 = _dest;
- return this;
-};
-
-/**
- * rotate our Matrix around an axis by the given angle.
- * @param {Number} a The angle of rotation in radians
- * @param {p5.Vector | Array} axis the axis(es) to rotate around
- * @return {p5.Matrix} this
- * inspired by Toji's gl-matrix lib, mat4 rotation
- */
-p5.Matrix.prototype.rotate = function(a, axis){
- var x, y, z, _a, len;
-
- if (this.p5) {
- if (this.p5._angleMode === constants.DEGREES) {
- _a = polarGeometry.degreesToRadians(a);
- }
- }
- else {
- _a = a;
- }
- if (axis instanceof p5.Vector) {
- x = axis.x;
- y = axis.y;
- z = axis.z;
- }
- else if (axis instanceof Array) {
- x = axis[0];
- y = axis[1];
- z = axis[2];
- }
-
- len = Math.sqrt(x * x + y * y + z * z);
- x *= (1/len);
- y *= (1/len);
- z *= (1/len);
-
- var a00 = this.mat4[0];
- var a01 = this.mat4[1];
- var a02 = this.mat4[2];
- var a03 = this.mat4[3];
- var a10 = this.mat4[4];
- var a11 = this.mat4[5];
- var a12 = this.mat4[6];
- var a13 = this.mat4[7];
- var a20 = this.mat4[8];
- var a21 = this.mat4[9];
- var a22 = this.mat4[10];
- var a23 = this.mat4[11];
-
- //sin,cos, and tan of respective angle
- var sA = Math.sin(_a);
- var cA = Math.cos(_a);
- var tA = 1 - cA;
- // Construct the elements of the rotation matrix
- var b00 = x * x * tA + cA;
- var b01 = y * x * tA + z * sA;
- var b02 = z * x * tA - y * sA;
- var b10 = x * y * tA - z * sA;
- var b11 = y * y * tA + cA;
- var b12 = z * y * tA + x * sA;
- var b20 = x * z * tA + y * sA;
- var b21 = y * z * tA - x * sA;
- var b22 = z * z * tA + cA;
-
- // rotation-specific matrix multiplication
- this.mat4[0] = a00 * b00 + a10 * b01 + a20 * b02;
- this.mat4[1] = a01 * b00 + a11 * b01 + a21 * b02;
- this.mat4[2] = a02 * b00 + a12 * b01 + a22 * b02;
- this.mat4[3] = a03 * b00 + a13 * b01 + a23 * b02;
- this.mat4[4] = a00 * b10 + a10 * b11 + a20 * b12;
- this.mat4[5] = a01 * b10 + a11 * b11 + a21 * b12;
- this.mat4[6] = a02 * b10 + a12 * b11 + a22 * b12;
- this.mat4[7] = a03 * b10 + a13 * b11 + a23 * b12;
- this.mat4[8] = a00 * b20 + a10 * b21 + a20 * b22;
- this.mat4[9] = a01 * b20 + a11 * b21 + a21 * b22;
- this.mat4[10] = a02 * b20 + a12 * b21 + a22 * b22;
- this.mat4[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
- return this;
-};
-
-/**
- * @todo finish implementing this method!
- * translates
- * @param {Array} v vector to translate by
- * @return {p5.Matrix} this
- */
-p5.Matrix.prototype.translate = function(v){
- var x = v[0],
- y = v[1],
- z = v[2] || 0;
- this.mat4[12] =
- this.mat4[0] * x +this.mat4[4] * y +this.mat4[8] * z +this.mat4[12];
- this.mat4[13] =
- this.mat4[1] * x +this.mat4[5] * y +this.mat4[9] * z +this.mat4[13];
- this.mat4[14] =
- this.mat4[2] * x +this.mat4[6] * y +this.mat4[10] * z +this.mat4[14];
- this.mat4[15] =
- this.mat4[3] * x +this.mat4[7] * y +this.mat4[11] * z +this.mat4[15];
-};
-
-p5.Matrix.prototype.rotateX = function(a){
- this.rotate(a, [1,0,0]);
-};
-p5.Matrix.prototype.rotateY = function(a){
- this.rotate(a, [0,1,0]);
-};
-p5.Matrix.prototype.rotateZ = function(a){
- this.rotate(a, [0,0,1]);
-};
-
-/**
- * sets the perspective matrix
- * @param {Number} fovy [description]
- * @param {Number} aspect [description]
- * @param {Number} near near clipping plane
- * @param {Number} far far clipping plane
- * @return {void}
- */
-p5.Matrix.prototype.perspective = function(fovy,aspect,near,far){
-
- var f = 1.0 / Math.tan(fovy / 2),
- nf = 1 / (near - far);
-
- this.mat4[0] = f / aspect;
- this.mat4[1] = 0;
- this.mat4[2] = 0;
- this.mat4[3] = 0;
- this.mat4[4] = 0;
- this.mat4[5] = f;
- this.mat4[6] = 0;
- this.mat4[7] = 0;
- this.mat4[8] = 0;
- this.mat4[9] = 0;
- this.mat4[10] = (far + near) * nf;
- this.mat4[11] = -1;
- this.mat4[12] = 0;
- this.mat4[13] = 0;
- this.mat4[14] = (2 * far * near) * nf;
- this.mat4[15] = 0;
-
- return this;
-
-};
-
-/**
- * sets the ortho matrix
- * @param {Number} left [description]
- * @param {Number} right [description]
- * @param {Number} bottom [description]
- * @param {Number} top [description]
- * @param {Number} near near clipping plane
- * @param {Number} far far clipping plane
- * @return {void}
- */
-p5.Matrix.prototype.ortho = function(left,right,bottom,top,near,far){
-
- var lr = 1 / (left - right),
- bt = 1 / (bottom - top),
- nf = 1 / (near - far);
- this.mat4[0] = -2 * lr;
- this.mat4[1] = 0;
- this.mat4[2] = 0;
- this.mat4[3] = 0;
- this.mat4[4] = 0;
- this.mat4[5] = -2 * bt;
- this.mat4[6] = 0;
- this.mat4[7] = 0;
- this.mat4[8] = 0;
- this.mat4[9] = 0;
- this.mat4[10] = 2 * nf;
- this.mat4[11] = 0;
- this.mat4[12] = (left + right) * lr;
- this.mat4[13] = (top + bottom) * bt;
- this.mat4[14] = (far + near) * nf;
- this.mat4[15] = 1;
-
- return this;
-};
-
-/**
- * PRIVATE
- */
-// matrix methods adapted from:
-// https://developer.mozilla.org/en-US/docs/Web/WebGL/
-// gluPerspective
-//
-// function _makePerspective(fovy, aspect, znear, zfar){
-// var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
-// var ymin = -ymax;
-// var xmin = ymin * aspect;
-// var xmax = ymax * aspect;
-// return _makeFrustum(xmin, xmax, ymin, ymax, znear, zfar);
-// }
-
-////
-//// glFrustum
-////
-//function _makeFrustum(left, right, bottom, top, znear, zfar){
-// var X = 2*znear/(right-left);
-// var Y = 2*znear/(top-bottom);
-// var A = (right+left)/(right-left);
-// var B = (top+bottom)/(top-bottom);
-// var C = -(zfar+znear)/(zfar-znear);
-// var D = -2*zfar*znear/(zfar-znear);
-// var frustrumMatrix =[
-// X, 0, A, 0,
-// 0, Y, B, 0,
-// 0, 0, C, D,
-// 0, 0, -1, 0
-//];
-//return frustrumMatrix;
-// }
-
-// function _setMVPMatrices(){
-////an identity matrix
-////@TODO use the p5.Matrix class to abstract away our MV matrices and
-///other math
-//var _mvMatrix =
-//[
-// 1.0,0.0,0.0,0.0,
-// 0.0,1.0,0.0,0.0,
-// 0.0,0.0,1.0,0.0,
-// 0.0,0.0,0.0,1.0
-//];
-
-module.exports = p5.Matrix;
-
-},{"../core/constants":36,"../core/core":37,"../math/polargeometry":67}],84:[function(_dereq_,module,exports){
-/**
- * Welcome to RendererGL Immediate Mode.
- * Immediate mode is used for drawing custom shapes
- * from a set of vertices. Immediate Mode is activated
- * when you call beginShape() & de-activated when you call endShape().
- * Immediate mode is a style of programming borrowed
- * from OpenGL's (now-deprecated) immediate mode.
- * It differs from p5.js' default, Retained Mode, which caches
- * geometries and buffers on the CPU to reduce the number of webgl
- * draw calls. Retained mode is more efficient & performative,
- * however, Immediate Mode is useful for sketching quick
- * geometric ideas.
- */
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var constants = _dereq_('../core/constants');
-
-/**
- * Begin shape drawing. This is a helpful way of generating
- * custom shapes quickly. However in WEBGL mode, application
- * performance will likely drop as a result of too many calls to
- * beginShape() / endShape(). As a high performance alternative,
- * please use p5.js geometry primitives.
- * @param {Number} mode webgl primitives mode. beginShape supports the
- * following modes:
- * POINTS,LINES,LINE_STRIP,LINE_LOOP,TRIANGLES,
- * TRIANGLE_STRIP,and TRIANGLE_FAN.
- * @return {[type]} [description]
- */
-p5.RendererGL.prototype.beginShape = function(mode){
- //default shape mode is line_strip
- this.immediateMode.shapeMode = (mode !== undefined ) ?
- mode : constants.LINE_STRIP;
- //if we haven't yet initialized our
- //immediateMode vertices & buffers, create them now!
- if(this.immediateMode.vertexPositions === undefined){
- this.immediateMode.vertexPositions = [];
- this.immediateMode.vertexColors = [];
- this.immediateMode.vertexBuffer = this.GL.createBuffer();
- this.immediateMode.colorBuffer = this.GL.createBuffer();
- } else {
- this.immediateMode.vertexPositions.length = 0;
- this.immediateMode.vertexColors.length = 0;
- }
- this.isImmediateDrawing = true;
- return this;
-};
-/**
- * adds a vertex to be drawn in a custom Shape.
- * @param {Number} x x-coordinate of vertex
- * @param {Number} y y-coordinate of vertex
- * @param {Number} z z-coordinate of vertex
- * @return {p5.RendererGL} [description]
- * @TODO implement handling of p5.Vector args
- */
-p5.RendererGL.prototype.vertex = function(x, y, z){
- this.immediateMode.vertexPositions.push(x, y, z);
- var vertexColor = this.curFillColor || [0.5, 0.5, 0.5, 1.0];
- this.immediateMode.vertexColors.push(
- vertexColor[0],
- vertexColor[1],
- vertexColor[2],
- vertexColor[3]);
- return this;
-};
-
-/**
- * End shape drawing and render vertices to screen.
- * @return {p5.RendererGL} [description]
- */
-p5.RendererGL.prototype.endShape =
-function(mode, isCurve, isBezier,isQuadratic, isContour, shapeKind){
- var gl = this.GL;
- this._bindImmediateBuffers(
- this.immediateMode.vertexPositions,
- this.immediateMode.vertexColors);
- if(mode){
- if(this.drawMode === 'fill'){
- switch(this.immediateMode.shapeMode){
- case constants.LINE_STRIP:
- this.immediateMode.shapeMode = constants.TRIANGLE_FAN;
- break;
- case constants.LINES:
- this.immediateMode.shapeMode = constants.TRIANGLE_FAN;
- break;
- case constants.TRIANGLES:
- this.immediateMode.shapeMode = constants.TRIANGLE_FAN;
- break;
- }
- } else {
- switch(this.immediateMode.shapeMode){
- case constants.LINE_STRIP:
- this.immediateMode.shapeMode = constants.LINE_LOOP;
- break;
- case constants.LINES:
- this.immediateMode.shapeMode = constants.LINE_LOOP;
- break;
- }
- }
- }
- //QUADS & QUAD_STRIP are not supported primitives modes
- //in webgl.
- if(this.immediateMode.shapeMode === constants.QUADS ||
- this.immediateMode.shapeMode === constants.QUAD_STRIP){
- throw new Error('sorry, ' + this.immediateMode.shapeMode+
- ' not yet implemented in webgl mode.');
- }
- else {
- gl.enable(gl.BLEND);
- gl.drawArrays(this.immediateMode.shapeMode, 0,
- this.immediateMode.vertexPositions.length / 3);
- }
- //clear out our vertexPositions & colors arrays
- //after rendering
- this.immediateMode.vertexPositions.length = 0;
- this.immediateMode.vertexColors.length = 0;
- this.isImmediateDrawing = false;
- return this;
-};
-/**
- * Bind immediateMode buffers to data,
- * then draw gl arrays
- * @param {Array} vertices Numbers array representing
- * vertex positions
- * @return {p5.RendererGL}
- */
-p5.RendererGL.prototype._bindImmediateBuffers = function(vertices, colors){
- this._setDefaultCamera();
- var gl = this.GL;
- var shaderKey = this._getCurShaderId();
- var shaderProgram = this.mHash[shaderKey];
- //vertex position Attribute
- shaderProgram.vertexPositionAttribute =
- gl.getAttribLocation(shaderProgram, 'aPosition');
- gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
- gl.bindBuffer(gl.ARRAY_BUFFER, this.immediateMode.vertexBuffer);
- gl.bufferData(
- gl.ARRAY_BUFFER, new Float32Array(vertices), gl.DYNAMIC_DRAW);
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
- 3, gl.FLOAT, false, 0, 0);
-
- shaderProgram.vertexColorAttribute =
- gl.getAttribLocation(shaderProgram, 'aVertexColor');
- gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
- gl.bindBuffer(gl.ARRAY_BUFFER, this.immediateMode.colorBuffer);
- gl.bufferData(gl.ARRAY_BUFFER,
- new Float32Array(colors),gl.DYNAMIC_DRAW);
- gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,
- 4, gl.FLOAT, false, 0, 0);
- //matrix
- this._setMatrixUniforms(shaderKey);
- //@todo implement in all shaders (not just immediateVert)
- //set our default point size
- // this._setUniform1f(shaderKey,
- // 'uPointSize',
- // this.pointSize);
- return this;
-};
-
-//////////////////////////////////////////////
-// COLOR
-//////////////////////////////////////////////
-
-p5.RendererGL.prototype._getColorVertexShader = function(){
- var gl = this.GL;
- var mId = 'immediateVert|vertexColorFrag';
- var shaderProgram;
-
- if(!this.materialInHash(mId)){
- shaderProgram =
- this._initShaders('immediateVert', 'vertexColorFrag', true);
- this.mHash[mId] = shaderProgram;
- shaderProgram.vertexColorAttribute =
- gl.getAttribLocation(shaderProgram, 'aVertexColor');
- gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
- }else{
- shaderProgram = this.mHash[mId];
- }
- return shaderProgram;
-};
-
-module.exports = p5.RendererGL;
-},{"../core/constants":36,"../core/core":37}],85:[function(_dereq_,module,exports){
-//Retained Mode. The default mode for rendering 3D primitives
-//in WEBGL.
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var hashCount = 0;
-/**
- * _initBufferDefaults
- * @description initializes buffer defaults. runs each time a new geometry is
- * registered
- * @param {String} gId key of the geometry object
- */
-p5.RendererGL.prototype._initBufferDefaults = function(gId) {
- //@TODO remove this limit on hashes in gHash
- hashCount ++;
- if(hashCount > 1000){
- var key = Object.keys(this.gHash)[0];
- delete this.gHash[key];
- hashCount --;
- }
-
- var gl = this.GL;
- //create a new entry in our gHash
- this.gHash[gId] = {};
- this.gHash[gId].vertexBuffer = gl.createBuffer();
- this.gHash[gId].normalBuffer = gl.createBuffer();
- this.gHash[gId].uvBuffer = gl.createBuffer();
- this.gHash[gId].indexBuffer = gl.createBuffer();
-};
-/**
- * createBuffers description
- * @param {String} gId key of the geometry object
- * @param {p5.Geometry} obj contains geometry data
- */
-p5.RendererGL.prototype.createBuffers = function(gId, obj) {
- var gl = this.GL;
- this._setDefaultCamera();
- //initialize the gl buffers for our geom groups
- this._initBufferDefaults(gId);
- //return the current shaderProgram from our material hash
- var shaderProgram = this.mHash[this._getCurShaderId()];
- //@todo rename "numberOfItems" property to something more descriptive
- //we mult the num geom faces by 3
- this.gHash[gId].numberOfItems = obj.faces.length * 3;
- gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].vertexBuffer);
- gl.bufferData(
- gl.ARRAY_BUFFER,
- new Float32Array( vToNArray(obj.vertices) ),
- gl.STATIC_DRAW);
- //vertex position
- shaderProgram.vertexPositionAttribute =
- gl.getAttribLocation(shaderProgram, 'aPosition');
- gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
-
- gl.vertexAttribPointer(
- shaderProgram.vertexPositionAttribute,
- 3, gl.FLOAT, false, 0, 0);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].normalBuffer);
- gl.bufferData(
- gl.ARRAY_BUFFER,
- new Float32Array( vToNArray(obj.vertexNormals) ),
- gl.STATIC_DRAW);
- //vertex normal
- shaderProgram.vertexNormalAttribute =
- gl.getAttribLocation(shaderProgram, 'aNormal');
- gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
-
- gl.vertexAttribPointer(
- shaderProgram.vertexNormalAttribute,
- 3, gl.FLOAT, false, 0, 0);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].uvBuffer);
- gl.bufferData(
- gl.ARRAY_BUFFER,
- new Float32Array( flatten(obj.uvs) ),
- gl.STATIC_DRAW);
- //texture coordinate Attribute
- shaderProgram.textureCoordAttribute =
- gl.getAttribLocation(shaderProgram, 'aTexCoord');
- gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
- gl.vertexAttribPointer(
- shaderProgram.textureCoordAttribute,
- 2, gl.FLOAT, false, 0, 0);
-
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.gHash[gId].indexBuffer);
- gl.bufferData(
- gl.ELEMENT_ARRAY_BUFFER,
- new Uint16Array( flatten(obj.faces) ),
- gl.STATIC_DRAW);
-};
-
-/**
- * Draws buffers given a geometry key ID
- * @param {String} gId ID in our geom hash
- * @return {p5.RendererGL} this
- */
-p5.RendererGL.prototype.drawBuffers = function(gId) {
- this._setDefaultCamera();
- var gl = this.GL;
- var shaderKey = this._getCurShaderId();
- var shaderProgram = this.mHash[shaderKey];
- //vertex position buffer
- gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].vertexBuffer);
- gl.vertexAttribPointer(
- shaderProgram.vertexPositionAttribute,
- 3, gl.FLOAT, false, 0, 0);
- //normal buffer
- gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].normalBuffer);
- gl.vertexAttribPointer(
- shaderProgram.vertexNormalAttribute,
- 3, gl.FLOAT, false, 0, 0);
- // uv buffer
- gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].uvBuffer);
- gl.vertexAttribPointer(
- shaderProgram.textureCoordAttribute,
- 2, gl.FLOAT, false, 0, 0);
- //vertex index buffer
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.gHash[gId].indexBuffer);
- this._setMatrixUniforms(shaderKey);
- gl.drawElements(
- gl.TRIANGLES, this.gHash[gId].numberOfItems,
- gl.UNSIGNED_SHORT, 0);
- return this;
-};
-///////////////////////////////
-//// UTILITY FUNCTIONS
-//////////////////////////////
-/**
- * turn a two dimensional array into one dimensional array
- * @param {Array} arr 2-dimensional array
- * @return {Array} 1-dimensional array
- * [[1, 2, 3],[4, 5, 6]] -> [1, 2, 3, 4, 5, 6]
- */
-function flatten(arr){
- if (arr.length>0){
- return arr.reduce(function(a, b){
- return a.concat(b);
- });
- } else {
- return [];
- }
-}
-
-/**
- * turn a p5.Vector Array into a one dimensional number array
- * @param {Array} arr an array of p5.Vector
- * @return {Array]} a one dimensional array of numbers
- * [p5.Vector(1, 2, 3), p5.Vector(4, 5, 6)] ->
- * [1, 2, 3, 4, 5, 6]
- */
-function vToNArray(arr){
- return flatten(arr.map(function(item){
- return [item.x, item.y, item.z];
- }));
-}
-module.exports = p5.RendererGL;
-
-},{"../core/core":37}],86:[function(_dereq_,module,exports){
-'use strict';
-
-var p5 = _dereq_('../core/core');
-var shader = _dereq_('./shader');
-_dereq_('../core/p5.Renderer');
-_dereq_('./p5.Matrix');
-var uMVMatrixStack = [];
-
-//@TODO should implement public method
-//to override these attributes
-var attributes = {
- alpha: true,
- depth: true,
- stencil: true,
- antialias: false,
- premultipliedAlpha: false,
- preserveDrawingBuffer: false
-};
-
-/**
- * @class p5.RendererGL
- * @constructor
- * @extends p5.Renderer
- * 3D graphics class.
- * @todo extend class to include public method for offscreen
- * rendering (FBO).
- *
- */
-p5.RendererGL = function(elt, pInst, isMainCanvas) {
- p5.Renderer.call(this, elt, pInst, isMainCanvas);
- this._initContext();
-
- this.isP3D = true; //lets us know we're in 3d mode
- this.GL = this.drawingContext;
- //lights
- this.ambientLightCount = 0;
- this.directionalLightCount = 0;
- this.pointLightCount = 0;
- //camera
- this._curCamera = null;
-
- /**
- * model view, projection, & normal
- * matrices
- */
- this.uMVMatrix = new p5.Matrix();
- this.uPMatrix = new p5.Matrix();
- this.uNMatrix = new p5.Matrix('mat3');
- //Geometry & Material hashes
- this.gHash = {};
- this.mHash = {};
- //Imediate Mode
- //default drawing is done in Retained Mode
- this.isImmediateDrawing = false;
- this.immediateMode = {};
- this.curFillColor = [0.5,0.5,0.5,1.0];
- this.curStrokeColor = [0.5,0.5,0.5,1.0];
- this.pointSize = 5.0;//default point/stroke
- return this;
-};
-
-p5.RendererGL.prototype = Object.create(p5.Renderer.prototype);
-
-//////////////////////////////////////////////
-// Setting
-//////////////////////////////////////////////
-
-p5.RendererGL.prototype._initContext = function() {
- try {
- this.drawingContext = this.canvas.getContext('webgl', attributes) ||
- this.canvas.getContext('experimental-webgl', attributes);
- if (this.drawingContext === null) {
- throw new Error('Error creating webgl context');
- } else {
- console.log('p5.RendererGL: enabled webgl context');
- var gl = this.drawingContext;
- gl.enable(gl.DEPTH_TEST);
- gl.depthFunc(gl.LEQUAL);
- gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
- }
- } catch (er) {
- throw new Error(er);
- }
-};
-//detect if user didn't set the camera
-//then call this function below
-p5.RendererGL.prototype._setDefaultCamera = function(){
- if(this._curCamera === null){
- var _w = this.width;
- var _h = this.height;
- this.uPMatrix = p5.Matrix.identity();
- var cameraZ = (this.height / 2) / Math.tan(Math.PI * 30 / 180);
- this.uPMatrix.perspective(60 / 180 * Math.PI, _w / _h,
- cameraZ * 0.1, cameraZ * 10);
- this._curCamera = 'default';
- }
-};
-
-p5.RendererGL.prototype._update = function() {
- this.uMVMatrix = p5.Matrix.identity();
- this.translate(0, 0, -(this.height / 2) / Math.tan(Math.PI * 30 / 180));
- this.ambientLightCount = 0;
- this.directionalLightCount = 0;
- this.pointLightCount = 0;
-};
-
-/**
- * [background description]
- * @return {[type]} [description]
- */
-p5.RendererGL.prototype.background = function() {
- var gl = this.GL;
- var _col = this._pInst.color.apply(this._pInst, arguments);
- var _r = (_col.levels[0]) / 255;
- var _g = (_col.levels[1]) / 255;
- var _b = (_col.levels[2]) / 255;
- var _a = (_col.levels[3]) / 255;
- gl.clearColor(_r, _g, _b, _a);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-};
-
-//@TODO implement this
-// p5.RendererGL.prototype.clear = function() {
-//@TODO
-// };
-
-//////////////////////////////////////////////
-// SHADER
-//////////////////////////////////////////////
-
-/**
- * [_initShaders description]
- * @param {string} vertId [description]
- * @param {string} fragId [description]
- * @return {[type]} [description]
- */
-p5.RendererGL.prototype._initShaders =
-function(vertId, fragId, isImmediateMode) {
- var gl = this.GL;
- //set up our default shaders by:
- // 1. create the shader,
- // 2. load the shader source,
- // 3. compile the shader
- var _vertShader = gl.createShader(gl.VERTEX_SHADER);
- //load in our default vertex shader
- gl.shaderSource(_vertShader, shader[vertId]);
- gl.compileShader(_vertShader);
- // if our vertex shader failed compilation?
- if (!gl.getShaderParameter(_vertShader, gl.COMPILE_STATUS)) {
- alert('Yikes! An error occurred compiling the shaders:' +
- gl.getShaderInfoLog(_vertShader));
- return null;
- }
-
- var _fragShader = gl.createShader(gl.FRAGMENT_SHADER);
- //load in our material frag shader
- gl.shaderSource(_fragShader, shader[fragId]);
- gl.compileShader(_fragShader);
- // if our frag shader failed compilation?
- if (!gl.getShaderParameter(_fragShader, gl.COMPILE_STATUS)) {
- alert('Darn! An error occurred compiling the shaders:' +
- gl.getShaderInfoLog(_fragShader));
- return null;
- }
-
- var shaderProgram = gl.createProgram();
- gl.attachShader(shaderProgram, _vertShader);
- gl.attachShader(shaderProgram, _fragShader);
- gl.linkProgram(shaderProgram);
- if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
- alert('Snap! Error linking shader program');
- }
- //END SHADERS SETUP
-
- this._getLocation(shaderProgram, isImmediateMode);
-
- return shaderProgram;
-};
-
-p5.RendererGL.prototype._getLocation =
-function(shaderProgram, isImmediateMode) {
- var gl = this.GL;
- gl.useProgram(shaderProgram);
-
- //projection Matrix uniform
- shaderProgram.uPMatrixUniform =
- gl.getUniformLocation(shaderProgram, 'uProjectionMatrix');
- //model view Matrix uniform
- shaderProgram.uMVMatrixUniform =
- gl.getUniformLocation(shaderProgram, 'uModelViewMatrix');
-
- //@TODO: figure out a better way instead of if statement
- if(isImmediateMode === undefined){
- //normal Matrix uniform
- shaderProgram.uNMatrixUniform =
- gl.getUniformLocation(shaderProgram, 'uNormalMatrix');
-
- shaderProgram.samplerUniform =
- gl.getUniformLocation(shaderProgram, 'uSampler');
- }
-};
-
-/**
- * Sets a shader uniform given a shaderProgram and uniform string
- * @param {String} shaderKey key to material Hash.
- * @param {String} uniform location in shader.
- * @param { Number} data data to bind uniform. Float data type.
- * @todo currently this function sets uniform1f data.
- * Should generalize function to accept any uniform
- * data type.
- */
-p5.RendererGL.prototype._setUniform1f = function(shaderKey,uniform,data)
-{
- var gl = this.GL;
- var shaderProgram = this.mHash[shaderKey];
- gl.useProgram(shaderProgram);
- shaderProgram[uniform] = gl.getUniformLocation(shaderProgram, uniform);
- gl.uniform1f(shaderProgram[uniform], data);
- return this;
-};
-
-p5.RendererGL.prototype._setMatrixUniforms = function(shaderKey) {
- var gl = this.GL;
- var shaderProgram = this.mHash[shaderKey];
-
- gl.useProgram(shaderProgram);
-
- gl.uniformMatrix4fv(
- shaderProgram.uPMatrixUniform,
- false, this.uPMatrix.mat4);
-
- gl.uniformMatrix4fv(
- shaderProgram.uMVMatrixUniform,
- false, this.uMVMatrix.mat4);
-
- this.uNMatrix.inverseTranspose(this.uMVMatrix);
-
- gl.uniformMatrix3fv(
- shaderProgram.uNMatrixUniform,
- false, this.uNMatrix.mat3);
-};
-//////////////////////////////////////////////
-// GET CURRENT | for shader and color
-//////////////////////////////////////////////
-p5.RendererGL.prototype._getShader = function(vertId, fragId, isImmediateMode) {
- var mId = vertId + '|' + fragId;
- //create it and put it into hashTable
- if(!this.materialInHash(mId)){
- var shaderProgram = this._initShaders(vertId, fragId, isImmediateMode);
- this.mHash[mId] = shaderProgram;
- }
- this.curShaderId = mId;
-
- return this.mHash[this.curShaderId];
-};
-
-p5.RendererGL.prototype._getCurShaderId = function(){
- //if the shader ID is not yet defined
- var mId, shaderProgram;
- if(this.drawMode !== 'fill' && this.curShaderId === undefined){
- //default shader: normalMaterial()
- mId = 'normalVert|normalFrag';
- shaderProgram = this._initShaders('normalVert', 'normalFrag');
- this.mHash[mId] = shaderProgram;
- this.curShaderId = mId;
- } else if(this.isImmediateDrawing && this.drawMode === 'fill'){
- mId = 'immediateVert|vertexColorFrag';
- shaderProgram = this._initShaders('immediateVert', 'vertexColorFrag');
- this.mHash[mId] = shaderProgram;
- this.curShaderId = mId;
- }
- return this.curShaderId;
-};
-
-//////////////////////////////////////////////
-// COLOR
-//////////////////////////////////////////////
-/**
- * Basic fill material for geometry with a given color
- * @method fill
- * @param {Number|Array|String|p5.Color} v1 gray value,
- * red or hue value (depending on the current color mode),
- * or color Array, or CSS color string
- * @param {Number} [v2] optional: green or saturation value
- * @param {Number} [v3] optional: blue or brightness value
- * @param {Number} [a] optional: opacity
- * @return {p5} the p5 object
- * @example
- *
- *
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(0);
- * fill(250, 0, 0);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * rotateZ(frameCount * 0.01);
- * box(200, 200, 200);
- * }
- *
- *
- *
- * @alt
- * red canvas
- *
- */
-p5.RendererGL.prototype.fill = function(v1, v2, v3, a) {
- var gl = this.GL;
- var shaderProgram;
- //see material.js for more info on color blending in webgl
- var colors = this._applyColorBlend.apply(this, arguments);
- this.curFillColor = colors;
- this.drawMode = 'fill';
- if(this.isImmediateDrawing){
- shaderProgram =
- this._getShader('immediateVert','vertexColorFrag');
- gl.useProgram(shaderProgram);
- } else {
- shaderProgram =
- this._getShader('normalVert', 'basicFrag');
- gl.useProgram(shaderProgram);
- //RetainedMode uses a webgl uniform to pass color vals
- //in ImmediateMode, we want access to each vertex so therefore
- //we cannot use a uniform.
- shaderProgram.uMaterialColor = gl.getUniformLocation(
- shaderProgram, 'uMaterialColor' );
- gl.uniform4f( shaderProgram.uMaterialColor,
- colors[0],
- colors[1],
- colors[2],
- colors[3]);
- }
- return this;
-};
-p5.RendererGL.prototype.stroke = function(r, g, b, a) {
- var color = this._pInst.color.apply(this._pInst, arguments);
- var colorNormalized = color._array;
- this.curStrokeColor = colorNormalized;
- this.drawMode = 'stroke';
- return this;
-};
-
-//@TODO
-p5.RendererGL.prototype._strokeCheck = function(){
- if(this.drawMode === 'stroke'){
- throw new Error(
- 'stroke for shapes in 3D not yet implemented, use fill for now :('
- );
- }
-};
-
-/**
- * [strokeWeight description]
- * @param {Number} pointSize stroke point size
- * @return {[type]} [description]
- * @todo strokeWeight currently works on points only.
- * implement on all wireframes and strokes.
- */
-p5.RendererGL.prototype.strokeWeight = function(pointSize) {
- this.pointSize = pointSize;
- return this;
-};
-//////////////////////////////////////////////
-// HASH | for material and geometry
-//////////////////////////////////////////////
-
-p5.RendererGL.prototype.geometryInHash = function(gId){
- return this.gHash[gId] !== undefined;
-};
-
-p5.RendererGL.prototype.materialInHash = function(mId){
- return this.mHash[mId] !== undefined;
-};
-
-/**
- * [resize description]
- * @param {[type]} w [description]
- * @param {[tyoe]} h [description]
- * @return {[type]} [description]
- */
-p5.RendererGL.prototype.resize = function(w,h) {
- var gl = this.GL;
- p5.Renderer.prototype.resize.call(this, w, h);
- gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
- // If we're using the default camera, update the aspect ratio
- if(this._curCamera === 'default') {
- this._curCamera = null;
- this._setDefaultCamera();
- }
-};
-
-/**
- * clears color and depth buffers
- * with r,g,b,a
- * @param {Number} r normalized red val.
- * @param {Number} g normalized green val.
- * @param {Number} b normalized blue val.
- * @param {Number} a normalized alpha val.
- */
-p5.RendererGL.prototype.clear = function() {
- var gl = this.GL;
- gl.clearColor(arguments[0],
- arguments[1],
- arguments[2],
- arguments[3]);
- gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-};
-
-/**
- * [translate description]
- * @param {[type]} x [description]
- * @param {[type]} y [description]
- * @param {[type]} z [description]
- * @return {[type]} [description]
- * @todo implement handle for components or vector as args
- */
-p5.RendererGL.prototype.translate = function(x, y, z) {
- this.uMVMatrix.translate([x,-y,z]);
- return this;
-};
-
-/**
- * Scales the Model View Matrix by a vector
- * @param {Number | p5.Vector | Array} x [description]
- * @param {Number} [y] y-axis scalar
- * @param {Number} [z] z-axis scalar
- * @return {this} [description]
- */
-p5.RendererGL.prototype.scale = function(x,y,z) {
- this.uMVMatrix.scale([x,y,z]);
- return this;
-};
-
-p5.RendererGL.prototype.rotate = function(rad, axis){
- this.uMVMatrix.rotate(rad, axis);
- return this;
-};
-
-p5.RendererGL.prototype.rotateX = function(rad) {
- this.rotate(rad, [1,0,0]);
- return this;
-};
-
-p5.RendererGL.prototype.rotateY = function(rad) {
- this.rotate(rad, [0,1,0]);
- return this;
-};
-
-p5.RendererGL.prototype.rotateZ = function(rad) {
- this.rotate(rad, [0,0,1]);
- return this;
-};
-
-/**
- * pushes a copy of the model view matrix onto the
- * MV Matrix stack.
- */
-p5.RendererGL.prototype.push = function() {
- uMVMatrixStack.push(this.uMVMatrix.copy());
-};
-
-/**
- * [pop description]
- * @return {[type]} [description]
- */
-p5.RendererGL.prototype.pop = function() {
- if (uMVMatrixStack.length === 0) {
- throw new Error('Invalid popMatrix!');
- }
- this.uMVMatrix = uMVMatrixStack.pop();
-};
-
-p5.RendererGL.prototype.resetMatrix = function() {
- this.uMVMatrix = p5.Matrix.identity();
- this.translate(0, 0, -800);
- return this;
-};
-
-// Text/Typography
-// @TODO:
-p5.RendererGL.prototype._applyTextProperties = function() {
- //@TODO finish implementation
- console.error('text commands not yet implemented in webgl');
-};
-module.exports = p5.RendererGL;
-
-},{"../core/core":37,"../core/p5.Renderer":43,"./p5.Matrix":83,"./shader":88}],87:[function(_dereq_,module,exports){
-/**
- * @module Shape
- * @submodule 3D Primitives
- * @for p5
- * @requires core
- * @requires p5.Geometry
- */
-
-'use strict';
-
-var p5 = _dereq_('../core/core');
-_dereq_('./p5.Geometry');
-/**
- * Draw a plane with given a width and height
- * @method plane
- * @param {Number} width width of the plane
- * @param {Number} height height of the plane
- * @param {Number} [detailX] Optional number of triangle
- * subdivisions in x-dimension
- * @param {Number} [detailY] Optional number of triangle
- * subdivisions in y-dimension
- * @return {p5} the p5 object
- * @example
- *
- *
- * //draw a plane with width 200 and height 200
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * plane(50, 50);
- * }
- *
- *
- *
- * @alt
- * Nothing displayed on canvas
- * Rotating interior view of a box with sides that change color.
- * 3d red and green gradient.
- * Rotating interior view of a cylinder with sides that change color.
- * Rotating view of a cylinder with sides that change color.
- * 3d red and green gradient.
- * rotating view of a multi-colored cylinder with concave sides.
- */
-p5.prototype.plane = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var width = args[0] || 50;
- var height = args[1] || width;
- var detailX = typeof args[2] === 'number' ? args[2] : 1;
- var detailY = typeof args[3] === 'number' ? args[3] : 1;
-
- var gId = 'plane|'+width+'|'+height+'|'+detailX+'|'+detailY;
-
- if(!this._renderer.geometryInHash(gId)){
- var _plane = function(){
- var u,v,p;
- for (var i = 0; i <= this.detailY; i++){
- v = i / this.detailY;
- for (var j = 0; j <= this.detailX; j++){
- u = j / this.detailX;
- p = new p5.Vector(width * u - width/2,
- height * v - height/2,
- 0);
- this.vertices.push(p);
- this.uvs.push([u,v]);
- }
- }
- };
- var planeGeom =
- new p5.Geometry(detailX, detailY, _plane);
- planeGeom
- .computeFaces()
- .computeNormals();
- this._renderer.createBuffers(gId, planeGeom);
- }
-
- this._renderer.drawBuffers(gId);
-
-};
-
-/**
- * Draw a box with given width, height and depth
- * @method box
- * @param {Number} width width of the box
- * @param {Number} Height height of the box
- * @param {Number} depth depth of the box
- * @param {Number} [detailX] Optional number of triangle
- * subdivisions in x-dimension
- * @param {Number} [detailY] Optional number of triangle
- * subdivisions in y-dimension
- * @return {p5} the p5 object
- * @example
- *
- *
- * //draw a spinning box with width, height and depth 200
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * box(200, 200, 200);
- * }
- *
- *
- */
-p5.prototype.box = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var width = args[0] || 50;
- var height = args[1] || width;
- var depth = args[2] || width;
-
- var detailX = typeof args[3] === 'number' ? args[3] : 4;
- var detailY = typeof args[4] === 'number' ? args[4] : 4;
- var gId = 'box|'+width+'|'+height+'|'+depth+'|'+detailX+'|'+detailY;
-
- if(!this._renderer.geometryInHash(gId)){
- var _box = function(){
- var cubeIndices = [
- [0, 4, 2, 6],// -1, 0, 0],// -x
- [1, 3, 5, 7],// +1, 0, 0],// +x
- [0, 1, 4, 5],// 0, -1, 0],// -y
- [2, 6, 3, 7],// 0, +1, 0],// +y
- [0, 2, 1, 3],// 0, 0, -1],// -z
- [4, 5, 6, 7]// 0, 0, +1] // +z
- ];
- var id=0;
- for (var i = 0; i < cubeIndices.length; i++) {
- var cubeIndex = cubeIndices[i];
- var v = i * 4;
- for (var j = 0; j < 4; j++) {
- var d = cubeIndex[j];
- //inspired by lightgl:
- //https://github.com/evanw/lightgl.js
- //octants:https://en.wikipedia.org/wiki/Octant_(solid_geometry)
- var octant = new p5.Vector(
- ((d & 1) * 2 - 1)*width/2,
- ((d & 2) - 1) *height/2,
- ((d & 4) / 2 - 1) * depth/2);
- this.vertices.push( octant );
- this.uvs.push([j & 1, (j & 2) / 2]);
- id++;
- }
- this.faces.push([v, v + 1, v + 2]);
- this.faces.push([v + 2, v + 1, v + 3]);
- }
- };
- var boxGeom = new p5.Geometry(detailX,detailY, _box);
- boxGeom.computeNormals();
- //initialize our geometry buffer with
- //the key val pair:
- //geometry Id, Geom object
- this._renderer.createBuffers(gId, boxGeom);
- }
- this._renderer.drawBuffers(gId);
-
- return this;
-
-};
-
-/**
- * Draw a sphere with given radius
- * @method sphere
- * @param {Number} radius radius of circle
- * @param {Number} [detailX] optional: number of segments,
- * the more segments the smoother geometry
- * default is 24
- * @param {Number} [detailY] optional: number of segments,
- * the more segments the smoother geometry
- * default is 16
- * @return {p5} the p5 object
- * @example
- *
- *
- * // draw a sphere with radius 200
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * sphere(50);
- * }
- *
- *
- */
-p5.prototype.sphere = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var radius = args[0] || 50;
- var detailX = typeof args[1] === 'number' ? args[1] : 24;
- var detailY = typeof args[2] === 'number' ? args[2] : 16;
- var gId = 'sphere|'+radius+'|'+detailX+'|'+detailY;
- if(!this._renderer.geometryInHash(gId)){
- var _sphere = function(){
- var u,v,p;
- for (var i = 0; i <= this.detailY; i++){
- v = i / this.detailY;
- for (var j = 0; j <= this.detailX; j++){
- u = j / this.detailX;
- var theta = 2 * Math.PI * u;
- var phi = Math.PI * v - Math.PI / 2;
- p = new p5.Vector(radius * Math.cos(phi) * Math.sin(theta),
- radius * Math.sin(phi),
- radius * Math.cos(phi) * Math.cos(theta));
- this.vertices.push(p);
- this.uvs.push([u,v]);
- }
- }
- };
- var sphereGeom = new p5.Geometry(detailX, detailY, _sphere);
- sphereGeom
- .computeFaces()
- .computeNormals()
- .averageNormals()
- .averagePoleNormals();
- this._renderer.createBuffers(gId, sphereGeom);
- }
- this._renderer.drawBuffers(gId);
-
- return this;
-};
-
-
-/**
-* @private
-* helper function for creating both cones and cyllinders
-*/
-var _truncatedCone = function(
- bottomRadius,
- topRadius,
- height,
- detailX,
- detailY,
- topCap,
- bottomCap) {
- detailX = (detailX < 3) ? 3 : detailX;
- detailY = (detailY < 1) ? 1 : detailY;
- topCap = (topCap === undefined) ? true : topCap;
- bottomCap = (bottomCap === undefined) ? true : bottomCap;
- var extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);
- var vertsAroundEdge = detailX + 1;
-
- // ensure constant slant
- var slant = Math.atan2(bottomRadius - topRadius, height);
- var start = topCap ? -2 : 0;
- var end = detailY + (bottomCap ? 2 : 0);
- var yy, ii;
- for (yy = start; yy <= end; ++yy) {
- var v = yy / detailY;
- var y = height * v;
- var ringRadius;
- if (yy < 0) {
- y = 0;
- v = 1;
- ringRadius = bottomRadius;
- } else if (yy > detailY) {
- y = height;
- v = 1;
- ringRadius = topRadius;
- } else {
- ringRadius = bottomRadius +
- (topRadius - bottomRadius) * (yy / detailY);
- }
- if (yy === -2 || yy === detailY + 2) {
- ringRadius = 0;
- v = 0;
- }
- y -= height / 2;
- for (ii = 0; ii < vertsAroundEdge; ++ii) {
- //VERTICES
- this.vertices.push(
- new p5.Vector(
- Math.sin(ii*Math.PI * 2 /detailX) * ringRadius,
- y,
- Math.cos(ii*Math.PI * 2 /detailX) * ringRadius)
- );
- //VERTEX NORMALS
- this.vertexNormals.push(
- new p5.Vector(
- (yy < 0 || yy > detailY) ? 0 :
- (Math.sin(ii * Math.PI * 2 / detailX) * Math.cos(slant)),
- (yy < 0) ? -1 : (yy > detailY ? 1 : Math.sin(slant)),
- (yy < 0 || yy > detailY) ? 0 :
- (Math.cos(ii * Math.PI * 2 / detailX) * Math.cos(slant)))
- );
- //UVs
- this.uvs.push([(ii / detailX), v]);
- }
- }
- for (yy = 0; yy < detailY + extra; ++yy) {
- for (ii = 0; ii < detailX; ++ii) {
- this.faces.push([vertsAroundEdge * (yy + 0) + 0 + ii,
- vertsAroundEdge * (yy + 0) + 1 + ii,
- vertsAroundEdge * (yy + 1) + 1 + ii]);
- this.faces.push([vertsAroundEdge * (yy + 0) + 0 + ii,
- vertsAroundEdge * (yy + 1) + 1 + ii,
- vertsAroundEdge * (yy + 1) + 0 + ii]);
- }
- }
-};
-
-/**
- * Draw a cylinder with given radius and height
- * @method cylinder
- * @param {Number} radius radius of the surface
- * @param {Number} height height of the cylinder
- * @param {Number} [detailX] optional: number of segments,
- * the more segments the smoother geometry
- * default is 24
- * @param {Number} [detailY] optional: number of segments in y-dimension,
- * the more segments the smoother geometry
- * default is 16
- * @return {p5} the p5 object
- * @example
- *
- *
- * //draw a spinning cylinder with radius 200 and height 200
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateZ(frameCount * 0.01);
- * cylinder(200, 200);
- * }
- *
- *
- */
-p5.prototype.cylinder = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var radius = args[0] || 50;
- var height = args[1] || radius;
- var detailX = typeof args[2] === 'number' ? args[2] : 24;
- var detailY = typeof args[3] === 'number' ? args[3] : 16;
- var gId = 'cylinder|'+radius+'|'+height+'|'+detailX+'|'+detailY;
- if(!this._renderer.geometryInHash(gId)){
- var cylinderGeom = new p5.Geometry(detailX, detailY);
- _truncatedCone.call(
- cylinderGeom,
- radius,
- radius,
- height,
- detailX,
- detailY,
- true,true);
- cylinderGeom.computeNormals();
- this._renderer.createBuffers(gId, cylinderGeom);
- }
-
- this._renderer.drawBuffers(gId);
-
- return this;
-};
-
-
-/**
- * Draw a cone with given radius and height
- * @method cone
- * @param {Number} radius radius of the bottom surface
- * @param {Number} height height of the cone
- * @param {Number} [detailX] optional: number of segments,
- * the more segments the smoother geometry
- * default is 24
- * @param {Number} [detailY] optional: number of segments,
- * the more segments the smoother geometry
- * default is 16
- * @return {p5} the p5 object
- * @example
- *
- *
- * //draw a spinning cone with radius 200 and height 200
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateZ(frameCount * 0.01);
- * cone(200, 200);
- * }
- *
- *
- */
-p5.prototype.cone = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var baseRadius = args[0] || 50;
- var height = args[1] || baseRadius;
- var detailX = typeof args[2] === 'number' ? args[2] : 24;
- var detailY = typeof args[3] === 'number' ? args[3] : 16;
- var gId = 'cone|'+baseRadius+'|'+height+'|'+detailX+'|'+detailY;
- if(!this._renderer.geometryInHash(gId)){
- var coneGeom = new p5.Geometry(detailX, detailY);
- _truncatedCone.call(coneGeom,
- baseRadius,
- 0,//top radius 0
- height,
- detailX,
- detailY,
- true,
- true);
- //for cones we need to average Normals
- coneGeom
- .computeNormals();
- this._renderer.createBuffers(gId, coneGeom);
- }
-
- this._renderer.drawBuffers(gId);
-
- return this;
-};
-
-/**
- * Draw an ellipsoid with given radius
- * @method ellipsoid
- * @param {Number} radiusx xradius of circle
- * @param {Number} radiusy yradius of circle
- * @param {Number} radiusz zradius of circle
- * @param {Number} [detailX] optional: number of segments,
- * the more segments the smoother geometry
- * default is 24. Avoid detail number above
- * 150, it may crash the browser.
- * @param {Number} [detailY] optional: number of segments,
- * the more segments the smoother geometry
- * default is 16. Avoid detail number above
- * 150, it may crash the browser.
- * @return {p5} the p5 object
- * @example
- *
- *
- * // draw an ellipsoid with radius 20, 30 and 40.
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * ellipsoid(20, 30, 40);
- * }
- *
- *
- */
-p5.prototype.ellipsoid = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var detailX = typeof args[3] === 'number' ? args[3] : 24;
- var detailY = typeof args[4] === 'number' ? args[4] : 24;
- var radiusX = args[0] || 50;
- var radiusY = args[1] || radiusX;
- var radiusZ = args[2] || radiusX;
-
- var gId = 'ellipsoid|'+radiusX+'|'+radiusY+
- '|'+radiusZ+'|'+detailX+'|'+detailY;
-
-
- if(!this._renderer.geometryInHash(gId)){
- var _ellipsoid = function(){
- var u,v,p;
- for (var i = 0; i <= this.detailY; i++){
- v = i / this.detailY;
- for (var j = 0; j <= this.detailX; j++){
- u = j / this.detailX;
- var theta = 2 * Math.PI * u;
- var phi = Math.PI * v - Math.PI / 2;
- p = new p5.Vector(radiusX * Math.cos(phi) * Math.sin(theta),
- radiusY * Math.sin(phi),
- radiusZ * Math.cos(phi) * Math.cos(theta));
- this.vertices.push(p);
- this.uvs.push([u,v]);
- }
- }
- };
- var ellipsoidGeom = new p5.Geometry(detailX, detailY,_ellipsoid);
- ellipsoidGeom
- .computeFaces()
- .computeNormals();
- this._renderer.createBuffers(gId, ellipsoidGeom);
- }
-
- this._renderer.drawBuffers(gId);
-
- return this;
-};
-
-/**
- * Draw a torus with given radius and tube radius
- * @method torus
- * @param {Number} radius radius of the whole ring
- * @param {Number} tubeRadius radius of the tube
- * @param {Number} [detailX] optional: number of segments in x-dimension,
- * the more segments the smoother geometry
- * default is 24
- * @param {Number} [detailY] optional: number of segments in y-dimension,
- * the more segments the smoother geometry
- * default is 16
- * @return {p5} the p5 object
- * @example
- *
- *
- * //draw a spinning torus with radius 200 and tube radius 60
- * function setup(){
- * createCanvas(100, 100, WEBGL);
- * }
- *
- * function draw(){
- * background(200);
- * rotateX(frameCount * 0.01);
- * rotateY(frameCount * 0.01);
- * torus(200, 60);
- * }
- *
- *
- */
-p5.prototype.torus = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var detailX = typeof args[2] === 'number' ? args[2] : 24;
- var detailY = typeof args[3] === 'number' ? args[3] : 16;
-
- var radius = args[0] || 50;
- var tubeRadius = args[1] || 10;
-
- var gId = 'torus|'+radius+'|'+tubeRadius+'|'+detailX+'|'+detailY;
-
- if(!this._renderer.geometryInHash(gId)){
- var _torus = function(){
- var u,v,p;
- for (var i = 0; i <= this.detailY; i++){
- v = i / this.detailY;
- for (var j = 0; j <= this.detailX; j++){
- u = j / this.detailX;
- var theta = 2 * Math.PI * u;
- var phi = 2 * Math.PI * v;
- p = new p5.Vector(
- (radius + tubeRadius * Math.cos(phi)) * Math.cos(theta),
- (radius + tubeRadius * Math.cos(phi)) * Math.sin(theta),
- tubeRadius * Math.sin(phi));
- this.vertices.push(p);
- this.uvs.push([u,v]);
- }
- }
- };
- var torusGeom = new p5.Geometry(detailX, detailY, _torus);
- torusGeom
- .computeFaces()
- .computeNormals()
- .averageNormals();
- this._renderer.createBuffers(gId, torusGeom);
- }
-
- this._renderer.drawBuffers(gId);
-
- return this;
-};
-
-///////////////////////
-/// 2D primitives
-/////////////////////////
-
-//@TODO
-p5.RendererGL.prototype.point = function(x, y, z){
- console.log('point not yet implemented in webgl');
- return this;
-};
-
-p5.RendererGL.prototype.triangle = function
-(args){
- var x1=args[0], y1=args[1];
- var x2=args[2], y2=args[3];
- var x3=args[4], y3=args[5];
- var gId = 'tri|'+x1+'|'+y1+'|'+
- x2+'|'+y2+'|'+
- x3+'|'+y3;
- if(!this.geometryInHash(gId)){
- var _triangle = function(){
- var vertices = [];
- vertices.push(new p5.Vector(x1,y1,0));
- vertices.push(new p5.Vector(x2,y2,0));
- vertices.push(new p5.Vector(x3,y3,0));
- this.vertices = vertices;
- this.faces = [[0,1,2]];
- this.uvs = [[0,0],[0,1],[1,1]];
- };
- var triGeom = new p5.Geometry(1,1,_triangle);
- triGeom.computeNormals();
- this.createBuffers(gId, triGeom);
- }
-
- this.drawBuffers(gId);
- return this;
-};
-
-p5.RendererGL.prototype.ellipse = function
-(args){
- var x = args[0];
- var y = args[1];
- var width = args[2];
- var height = args[3];
- //detailX and Y are optional 6th & 7th
- //arguments
- var detailX = args[4] || 24;
- var detailY = args[5] || 16;
- var gId = 'ellipse|'+args[0]+'|'+args[1]+'|'+args[2]+'|'+
- args[3];
- if(!this.geometryInHash(gId)){
- var _ellipse = function(){
- var u,v,p;
- var centerX = x+width*0.5;
- var centerY = y+height*0.5;
- for (var i = 0; i <= this.detailY; i++){
- v = i / this.detailY;
- for (var j = 0; j <= this.detailX; j++){
- u = j / this.detailX;
- var theta = 2 * Math.PI * u;
- if(v === 0){
- p = new p5.Vector(centerX, centerY, 0);
- }
- else{
- var _x = centerX + width*0.5 * Math.cos(theta);
- var _y = centerY + height*0.5 * Math.sin(theta);
- p = new p5.Vector(_x, _y, 0);
- }
- this.vertices.push(p);
- this.uvs.push([u,v]);
- }
- }
- };
- var ellipseGeom = new p5.Geometry(detailX,detailY,_ellipse);
- ellipseGeom
- .computeFaces()
- .computeNormals();
- this.createBuffers(gId, ellipseGeom);
- }
- this.drawBuffers(gId);
- return this;
-};
-
-p5.RendererGL.prototype.rect = function
-(args){
- var gId = 'rect|'+args[0]+'|'+args[1]+'|'+args[2]+'|'+
- args[3];
- var x = args[0];
- var y = args[1];
- var width = args[2];
- var height = args[3];
- var detailX = args[4] || 24;
- var detailY = args[5] || 16;
- if(!this.geometryInHash(gId)){
- var _rect = function(){
- var u,v,p;
- for (var i = 0; i <= this.detailY; i++){
- v = i / this.detailY;
- for (var j = 0; j <= this.detailX; j++){
- u = j / this.detailX;
- // var _x = x-width/2;
- // var _y = y-height/2;
- p = new p5.Vector(
- x + (width*u),
- y + (height*v),
- 0
- );
- this.vertices.push(p);
- this.uvs.push([u,v]);
- }
- }
- };
- var rectGeom = new p5.Geometry(detailX,detailY,_rect);
- rectGeom
- .computeFaces()
- .computeNormals();
- this.createBuffers(gId, rectGeom);
- }
- this.drawBuffers(gId);
- return this;
-};
-
-p5.RendererGL.prototype.quad = function(){
- var args = new Array(arguments.length);
- for (var i = 0; i < args.length; ++i) {
- args[i] = arguments[i];
- }
- var x1 = args[0],
- y1 = args[1],
- x2 = args[2],
- y2 = args[3],
- x3 = args[4],
- y3 = args[5],
- x4 = args[6],
- y4 = args[7];
- var gId = 'quad|'+x1+'|'+y1+'|'+
- x2+'|'+y2+'|'+
- x3+'|'+y3+'|'+
- x4+'|'+y4;
- if(!this.geometryInHash(gId)){
- var _quad = function(){
- this.vertices.push(new p5.Vector(x1,y1,0));
- this.vertices.push(new p5.Vector(x2,y2,0));
- this.vertices.push(new p5.Vector(x3,y3,0));
- this.vertices.push(new p5.Vector(x4,y4,0));
- this.uvs.push([0, 0], [1, 0], [1, 1], [0, 1]);
- };
- var quadGeom = new p5.Geometry(2,2,_quad);
- quadGeom.computeNormals();
- quadGeom.faces = [[0,1,2],[2,3,0]];
- this.createBuffers(gId, quadGeom);
- }
- this.drawBuffers(gId);
- return this;
-};
-
-//this implementation of bezier curve
-//is based on Bernstein polynomial
-p5.RendererGL.prototype.bezier = function
-(args){
- var bezierDetail=args[12] || 20;//value of Bezier detail
- this.beginShape();
- var coeff=[0,0,0,0];// Bernstein polynomial coeffecients
- var vertex=[0,0,0]; //(x,y,z) coordinates of points in bezier curve
- for(var i=0; i<=bezierDetail; i++){
- coeff[0]=Math.pow(1-(i/bezierDetail),3);
- coeff[1]=(3*(i/bezierDetail)) * (Math.pow(1-(i/bezierDetail),2));
- coeff[2]=(3*Math.pow(i/bezierDetail,2)) * (1-(i/bezierDetail));
- coeff[3]=Math.pow(i/bezierDetail,3);
- vertex[0]=args[0]*coeff[0] + args[3]*coeff[1] +
- args[6]*coeff[2] + args[9]*coeff[3];
- vertex[1]=args[1]*coeff[0] + args[4]*coeff[1] +
- args[7]*coeff[2] + args[10]*coeff[3];
- vertex[2]=args[2]*coeff[0] + args[5]*coeff[1] +
- args[8]*coeff[2] + args[11]*coeff[3];
- this.vertex(vertex[0],vertex[1],vertex[2]);
- }
- this.endShape();
- return this;
-};
-
-p5.RendererGL.prototype.curve=function
-(args){
- var curveDetail=args[12];
- this.beginShape();
- var coeff=[0,0,0,0];//coeffecients of the equation
- var vertex=[0,0,0]; //(x,y,z) coordinates of points in bezier curve
- for(var i=0; i<=curveDetail; i++){
- coeff[0]=Math.pow((i/curveDetail),3) * 0.5;
- coeff[1]=Math.pow((i/curveDetail),2) * 0.5;
- coeff[2]=(i/curveDetail) * 0.5;
- coeff[3]=0.5;
- vertex[0]=coeff[0]*(-args[0] + (3*args[3]) - (3*args[6]) +args[9]) +
- coeff[1]*((2*args[0]) - (5*args[3]) + (4*args[6]) - args[9]) +
- coeff[2]*(-args[0] + args[6]) +
- coeff[3]*(2*args[3]);
- vertex[1]=coeff[0]*(-args[1] + (3*args[4]) - (3*args[7]) +args[10]) +
- coeff[1]*((2*args[1]) - (5*args[4]) + (4*args[7]) - args[10]) +
- coeff[2]*(-args[1] + args[7]) +
- coeff[3]*(2*args[4]);
- vertex[2]=coeff[0]*(-args[2] + (3*args[5]) - (3*args[8]) +args[11]) +
- coeff[1]*((2*args[2]) - (5*args[5]) + (4*args[8]) - args[11]) +
- coeff[2]*(-args[2] + args[8]) +
- coeff[3]*(2*args[5]);
- this.vertex(vertex[0],vertex[1],vertex[2]);
- }
- this.endShape();
- return this;
-};
-
-module.exports = p5;
-
-},{"../core/core":37,"./p5.Geometry":82}],88:[function(_dereq_,module,exports){
-
-
-module.exports = {
- immediateVert:
- "attribute vec3 aPosition;\nattribute vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uResolution;\nuniform float uPointSize;\n\nvarying vec4 vColor;\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition * vec3(1.0, -1.0, 1.0), 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vColor = aVertexColor;\n gl_PointSize = uPointSize;\n}\n",
- vertexColorVert:
- "attribute vec3 aPosition;\nattribute vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\n\nvarying vec4 vColor;\n\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition * vec3(1.0, -1.0, 1.0), 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vColor = aVertexColor;\n}\n",
- vertexColorFrag:
- "precision mediump float;\nvarying vec4 vColor;\nvoid main(void) {\n gl_FragColor = vColor;\n}",
- normalVert:
- "attribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\n\nvarying vec3 vVertexNormal;\nvarying highp vec2 vVertTexCoord;\n\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition * vec3(1.0, -1.0, 1.0), 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vVertexNormal = vec3( uNormalMatrix * aNormal );\n vVertTexCoord = aTexCoord;\n}\n",
- normalFrag:
- "precision mediump float;\nvarying vec3 vVertexNormal;\nvoid main(void) {\n gl_FragColor = vec4(vVertexNormal, 1.0);\n}",
- basicFrag:
- "precision mediump float;\nvarying vec3 vVertexNormal;\nuniform vec4 uMaterialColor;\nvoid main(void) {\n gl_FragColor = uMaterialColor;\n}",
- lightVert:
- "attribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\nuniform int uAmbientLightCount;\nuniform int uDirectionalLightCount;\nuniform int uPointLightCount;\n\nuniform vec3 uAmbientColor[8];\nuniform vec3 uLightingDirection[8];\nuniform vec3 uDirectionalColor[8];\nuniform vec3 uPointLightLocation[8];\nuniform vec3 uPointLightColor[8];\nuniform bool uSpecular;\n\nvarying vec3 vVertexNormal;\nvarying vec2 vVertTexCoord;\nvarying vec3 vLightWeighting;\n\nvec3 ambientLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 directionalLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 pointLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 pointLightFactor2 = vec3(0.0, 0.0, 0.0);\n\nvoid main(void){\n\n vec4 positionVec4 = vec4(aPosition, 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n\n vec3 vertexNormal = vec3( uNormalMatrix * aNormal );\n vVertexNormal = vertexNormal;\n vVertTexCoord = aTexCoord;\n\n vec4 mvPosition = uModelViewMatrix * vec4(aPosition, 1.0);\n vec3 eyeDirection = normalize(-mvPosition.xyz);\n\n float shininess = 32.0;\n float specularFactor = 2.0;\n float diffuseFactor = 0.3;\n\n for(int i = 0; i < 8; i++){\n if(uAmbientLightCount == i) break;\n ambientLightFactor += uAmbientColor[i];\n }\n\n for(int j = 0; j < 8; j++){\n if(uDirectionalLightCount == j) break;\n vec3 dir = uLightingDirection[j];\n float directionalLightWeighting = max(dot(vertexNormal, dir), 0.0);\n directionalLightFactor += uDirectionalColor[j] * directionalLightWeighting;\n }\n\n for(int k = 0; k < 8; k++){\n if(uPointLightCount == k) break;\n vec3 loc = uPointLightLocation[k];\n vec3 lightDirection = normalize(loc - mvPosition.xyz);\n\n float directionalLightWeighting = max(dot(vertexNormal, lightDirection), 0.0);\n pointLightFactor += uPointLightColor[k] * directionalLightWeighting;\n\n //factor2 for specular\n vec3 reflectionDirection = reflect(-lightDirection, vertexNormal);\n float specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), shininess);\n\n pointLightFactor2 += uPointLightColor[k] * (specularFactor * specularLightWeighting\n + directionalLightWeighting * diffuseFactor);\n }\n\n if(!uSpecular){\n vLightWeighting = ambientLightFactor + directionalLightFactor + pointLightFactor;\n }else{\n vLightWeighting = ambientLightFactor + directionalLightFactor + pointLightFactor2;\n }\n\n}\n",
- lightTextureFrag:
- "precision mediump float;\n\nuniform vec4 uMaterialColor;\nuniform sampler2D uSampler;\nuniform bool isTexture;\n\nvarying vec3 vLightWeighting;\nvarying highp vec2 vVertTexCoord;\n\nvoid main(void) {\n if(!isTexture){\n gl_FragColor = vec4(vec3(uMaterialColor.rgb * vLightWeighting), uMaterialColor.a);\n }else{\n vec4 textureColor = texture2D(uSampler, vVertTexCoord);\n if(vLightWeighting == vec3(0., 0., 0.)){\n gl_FragColor = textureColor;\n }else{\n gl_FragColor = vec4(vec3(textureColor.rgb * vLightWeighting), textureColor.a);\n }\n }\n}"
-};
-},{}]},{},[28])(28)
-});
\ No newline at end of file
diff --git a/floppies/claudia/fine-line/libraries/p5.min.js b/floppies/claudia/fine-line/libraries/p5.min.js
new file mode 100644
index 0000000..e8176d8
--- /dev/null
+++ b/floppies/claudia/fine-line/libraries/p5.min.js
@@ -0,0 +1,9 @@
+/*! p5.js v0.5.7 March 14, 2017 */ !function(a){if("object"==typeof exports&&"undefined"!=typeof module)module.exports=a();else if("function"==typeof define&&define.amd)define([],a);else{var b;b="undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof self?self:this,b.p5=a()}}(function(){var define,module,exports;return function a(b,c,d){function e(g,h){if(!c[g]){if(!b[g]){var i="function"==typeof require&&require;if(!h&&i)return i(g,!0);if(f)return f(g,!0);var j=new Error("Cannot find module '"+g+"'");throw j.code="MODULE_NOT_FOUND",j}var k=c[g]={exports:{}};b[g][0].call(k.exports,function(a){var c=b[g][1][a];return e(c?c:a)},k,k.exports,a,b,c,d)}return c[g].exports}for(var f="function"==typeof require&&require,g=0;g0,"No English "+b+" specified.")}var c=[],d=this;b("fontFamily"),b("weightName"),b("manufacturer"),b("copyright"),b("version"),a(this.unitsPerEm>0,"No unitsPerEm specified.")},d.prototype.toTables=function(){return f.fontToTable(this)},d.prototype.toBuffer=function(){for(var a=this.toTables(),b=a.encode(),c=new ArrayBuffer(b.length),d=new Uint8Array(c),e=0;e=0&&c>0&&(a+=" "),a+=b(d)}return a}a=void 0!==a?a:2;for(var d="",e=0;e"},c.Path=d},{}],11:[function(a,b,c){"use strict";function d(a,b,c){var d;for(d=0;d>4,g=15&e;if(f===c)break;if(b+=d[f],g===c)break;b+=d[g]}return parseFloat(b)}function g(a,b){var c,d,e,g;if(28===b)return c=a.parseByte(),d=a.parseByte(),c<<8|d;if(29===b)return c=a.parseByte(),d=a.parseByte(),e=a.parseByte(),g=a.parseByte(),c<<24|d<<16|e<<8|g;if(30===b)return f(a);if(b>=32&&b<=246)return b-139;if(b>=247&&b<=250)return c=a.parseByte(),256*(b-247)+c+108;if(b>=251&&b<=254)return c=a.parseByte(),256*-(b-251)-c-108;throw new Error("Invalid b0 "+b)}function h(a){for(var b={},c=0;c>1,l.length=0,n=!0}function f(c){for(var s,t,u,v,w,x,y,z,A,B,C,D,E=0;E1&&!n&&(o=l.shift()+a.nominalWidthX,n=!0),r+=l.pop(),d(q,r);break;case 5:for(;l.length>0;)q+=l.shift(),r+=l.shift(),k.lineTo(q,r);break;case 6:for(;l.length>0&&(q+=l.shift(),k.lineTo(q,r),0!==l.length);)r+=l.shift(),k.lineTo(q,r);break;case 7:for(;l.length>0&&(r+=l.shift(),k.lineTo(q,r),0!==l.length);)q+=l.shift(),k.lineTo(q,r);break;case 8:for(;l.length>0;)g=q+l.shift(),h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),q=i+l.shift(),r=j+l.shift(),k.curveTo(g,h,i,j,q,r);break;case 10:w=l.pop()+a.subrsBias,x=a.subrs[w],x&&f(x);break;case 11:return;case 12:switch(F=c[E],E+=1,F){case 35:g=q+l.shift(),h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),y=i+l.shift(),z=j+l.shift(),A=y+l.shift(),B=z+l.shift(),C=A+l.shift(),D=B+l.shift(),q=C+l.shift(),r=D+l.shift(),l.shift(),k.curveTo(g,h,i,j,y,z),k.curveTo(A,B,C,D,q,r);break;case 34:g=q+l.shift(),h=r,i=g+l.shift(),j=h+l.shift(),y=i+l.shift(),z=j,A=y+l.shift(),B=j,C=A+l.shift(),D=r,q=C+l.shift(),k.curveTo(g,h,i,j,y,z),k.curveTo(A,B,C,D,q,r);break;case 36:g=q+l.shift(),h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),y=i+l.shift(),z=j,A=y+l.shift(),B=j,C=A+l.shift(),D=B+l.shift(),q=C+l.shift(),k.curveTo(g,h,i,j,y,z),k.curveTo(A,B,C,D,q,r);break;case 37:g=q+l.shift(),h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),y=i+l.shift(),z=j+l.shift(),A=y+l.shift(),B=z+l.shift(),C=A+l.shift(),D=B+l.shift(),Math.abs(C-q)>Math.abs(D-r)?q=C+l.shift():r=D+l.shift(),k.curveTo(g,h,i,j,y,z),k.curveTo(A,B,C,D,q,r);break;default:console.log("Glyph "+b.index+": unknown operator 1200"+F),l.length=0}break;case 14:l.length>0&&!n&&(o=l.shift()+a.nominalWidthX,n=!0),p&&(k.closePath(),p=!1);break;case 18:e();break;case 19:case 20:e(),E+=m+7>>3;break;case 21:l.length>2&&!n&&(o=l.shift()+a.nominalWidthX,n=!0),r+=l.pop(),q+=l.pop(),d(q,r);break;case 22:l.length>1&&!n&&(o=l.shift()+a.nominalWidthX,n=!0),q+=l.pop(),d(q,r);break;case 23:e();break;case 24:for(;l.length>2;)g=q+l.shift(),h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),q=i+l.shift(),r=j+l.shift(),k.curveTo(g,h,i,j,q,r);q+=l.shift(),r+=l.shift(),k.lineTo(q,r);break;case 25:for(;l.length>6;)q+=l.shift(),r+=l.shift(),k.lineTo(q,r);g=q+l.shift(),h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),q=i+l.shift(),r=j+l.shift(),k.curveTo(g,h,i,j,q,r);break;case 26:for(l.length%2&&(q+=l.shift());l.length>0;)g=q,h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),q=i,r=j+l.shift(),k.curveTo(g,h,i,j,q,r);break;case 27:for(l.length%2&&(r+=l.shift());l.length>0;)g=q+l.shift(),h=r,i=g+l.shift(),j=h+l.shift(),q=i+l.shift(),r=j,k.curveTo(g,h,i,j,q,r);break;case 28:s=c[E],t=c[E+1],l.push((s<<24|t<<16)>>16),E+=2;break;case 29:w=l.pop()+a.gsubrsBias,x=a.gsubrs[w],x&&f(x);break;case 30:for(;l.length>0&&(g=q,h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),q=i+l.shift(),r=j+(1===l.length?l.shift():0),k.curveTo(g,h,i,j,q,r),0!==l.length);)g=q+l.shift(),h=r,i=g+l.shift(),j=h+l.shift(),r=j+l.shift(),q=i+(1===l.length?l.shift():0),k.curveTo(g,h,i,j,q,r);break;case 31:for(;l.length>0&&(g=q+l.shift(),h=r,i=g+l.shift(),j=h+l.shift(),r=j+l.shift(),q=i+(1===l.length?l.shift():0),k.curveTo(g,h,i,j,q,r),0!==l.length);)g=q,h=r+l.shift(),i=g+l.shift(),j=h+l.shift(),q=i+l.shift(),r=j+(1===l.length?l.shift():0),k.curveTo(g,h,i,j,q,r);break;default:F<32?console.log("Glyph "+b.index+": unknown operator "+F):F<247?l.push(F-139):F<251?(s=c[E],E+=1,l.push(256*(F-247)+s+108)):F<255?(s=c[E],E+=1,l.push(256*-(F-251)-s-108)):(s=c[E],t=c[E+1],u=c[E+2],v=c[E+3],E+=4,l.push((s<<24|t<<16|u<<8|v)/65536))}}}var g,h,i,j,k=new K.Path,l=[],m=0,n=!1,o=a.defaultWidthX,p=!1,q=0,r=0;return f(c),b.advanceWidth=o,k}function r(a){return a.length<1240?107:a.length<33900?1131:32768}function s(a,b,c){c.tables.cff={};var d=l(a,b),f=e(a,d.endOffset,J.bytesToString),g=e(a,f.endOffset),h=e(a,g.endOffset,J.bytesToString),i=e(a,h.endOffset);c.gsubrs=i.objects,c.gsubrsBias=r(c.gsubrs);var j=new DataView(new Uint8Array(g.objects[0]).buffer),k=m(j,h.objects);c.tables.cff.topDict=k;var s=b+k.private[1],t=n(a,s,k.private[0],h.objects);if(c.defaultWidthX=t.defaultWidthX,c.nominalWidthX=t.nominalWidthX,0!==t.subrs){var u=s+t.subrs,v=e(a,u);c.subrs=v.objects,c.subrsBias=r(c.subrs)}else c.subrs=[],c.subrsBias=0;var w=e(a,b+k.charStrings);c.nGlyphs=w.objects.length;var x=o(a,b+k.charset,c.nGlyphs,h.objects);0===k.encoding?c.cffEncoding=new H.CffEncoding(H.cffStandardEncoding,x):1===k.encoding?c.cffEncoding=new H.CffEncoding(H.cffExpertEncoding,x):c.cffEncoding=p(a,b+k.encoding,x),c.encoding=c.encoding||c.cffEncoding,c.glyphs=new I.GlyphSet(c);for(var y=0;y=0&&(c=d),d=b.indexOf(a),d>=0?c=d+H.cffStandardStrings.length:(c=H.cffStandardStrings.length+b.length,b.push(a)),c}function u(){return new L.Table("Header",[{name:"major",type:"Card8",value:1},{name:"minor",type:"Card8",value:0},{name:"hdrSize",type:"Card8",value:4},{name:"major",type:"Card8",value:1}])}function v(a){var b=new L.Table("Name INDEX",[{name:"names",type:"INDEX",value:[]}]);b.names=[];for(var c=0;c>1,j.skip("uShort",3),d.glyphIndexMap={};var l=new i.Parser(a,b+e+14),m=new i.Parser(a,b+e+16+2*k),n=new i.Parser(a,b+e+16+4*k),o=new i.Parser(a,b+e+16+6*k),p=b+e+16+8*k;for(c=0;c0?(f=a.parseByte(),0==(b&e)&&(f=-f),f=c+f):f=(b&e)>0?c:c+a.parseShort(),f}function e(a,b,c){var e=new m.Parser(b,c);a.numberOfContours=e.parseShort(),a.xMin=e.parseShort(),a.yMin=e.parseShort(),a.xMax=e.parseShort(),a.yMax=e.parseShort();var f,g;if(a.numberOfContours>0){var h,i=a.endPointIndices=[];for(h=0;h0)for(var l=e.parseByte(),n=0;n0){var o,p=[];if(j>0){for(h=0;h=0,p.push(o);var q=0;for(h=0;h0?(t.dx=e.parseShort(),t.dy=e.parseShort()):(t.dx=e.parseChar(),t.dy=e.parseChar()),(8&f)>0?t.xScale=t.yScale=e.parseF2Dot14():(64&f)>0?(t.xScale=e.parseF2Dot14(),t.yScale=e.parseF2Dot14()):(128&f)>0&&(t.xScale=e.parseF2Dot14(),t.scale01=e.parseF2Dot14(),t.scale10=e.parseF2Dot14(),t.yScale=e.parseF2Dot14()),a.components.push(t),s=!!(32&f)}}}function f(a,b){for(var c=[],d=0;d>1;a=c.begin&&a=1&&(c.ulCodePageRange1=d.parseULong(),c.ulCodePageRange2=d.parseULong()),c.version>=2&&(c.sxHeight=d.parseShort(),c.sCapHeight=d.parseShort(),c.usDefaultChar=d.parseUShort(),c.usBreakChar=d.parseUShort(),c.usMaxContent=d.parseUShort()),c}function f(a){return new h.Table("OS/2",[{name:"version",type:"USHORT",value:3},{name:"xAvgCharWidth",type:"SHORT",value:0},{name:"usWeightClass",type:"USHORT",value:0},{name:"usWidthClass",type:"USHORT",value:0},{name:"fsType",type:"USHORT",value:0},{name:"ySubscriptXSize",type:"SHORT",value:650},{name:"ySubscriptYSize",type:"SHORT",value:699},{name:"ySubscriptXOffset",type:"SHORT",value:0},{name:"ySubscriptYOffset",type:"SHORT",value:140},{name:"ySuperscriptXSize",type:"SHORT",value:650},{name:"ySuperscriptYSize",type:"SHORT",value:699},{name:"ySuperscriptXOffset",type:"SHORT",value:0},{name:"ySuperscriptYOffset",type:"SHORT",value:479},{name:"yStrikeoutSize",type:"SHORT",value:49},{name:"yStrikeoutPosition",type:"SHORT",value:258},{name:"sFamilyClass",type:"SHORT",value:0},{name:"bFamilyType",type:"BYTE",value:0},{name:"bSerifStyle",type:"BYTE",value:0},{name:"bWeight",type:"BYTE",value:0},{name:"bProportion",type:"BYTE",value:0},{name:"bContrast",type:"BYTE",value:0},{name:"bStrokeVariation",type:"BYTE",value:0},{name:"bArmStyle",type:"BYTE",value:0},{name:"bLetterform",type:"BYTE",value:0},{name:"bMidline",type:"BYTE",value:0},{name:"bXHeight",type:"BYTE",value:0},{name:"ulUnicodeRange1",type:"ULONG",value:0},{name:"ulUnicodeRange2",type:"ULONG",value:0},{name:"ulUnicodeRange3",type:"ULONG",value:0},{name:"ulUnicodeRange4",type:"ULONG",value:0},{name:"achVendID",type:"CHARARRAY",value:"XXXX"},{name:"fsSelection",type:"USHORT",value:0},{name:"usFirstCharIndex",type:"USHORT",value:0},{name:"usLastCharIndex",type:"USHORT",value:0},{name:"sTypoAscender",type:"SHORT",value:0},{name:"sTypoDescender",type:"SHORT",value:0},{name:"sTypoLineGap",type:"SHORT",value:0},{name:"usWinAscent",type:"USHORT",value:0},{name:"usWinDescent",type:"USHORT",value:0},{name:"ulCodePageRange1",type:"ULONG",value:0},{name:"ulCodePageRange2",type:"ULONG",value:0},{name:"sxHeight",type:"SHORT",value:0},{name:"sCapHeight",type:"SHORT",value:0},{name:"usDefaultChar",type:"USHORT",value:0},{name:"usBreakChar",type:"USHORT",value:0},{name:"usMaxContext",type:"USHORT",value:0}],a)}var g=a("../parse"),h=a("../table"),i=[{begin:0,end:127},{begin:128,end:255},{begin:256,end:383},{begin:384,end:591},{begin:592,end:687},{begin:688,end:767},{begin:768,end:879},{begin:880,end:1023},{begin:11392,end:11519},{begin:1024,end:1279},{begin:1328,end:1423},{begin:1424,end:1535},{begin:42240,end:42559},{begin:1536,end:1791},{begin:1984,end:2047},{begin:2304,end:2431},{begin:2432,end:2559},{begin:2560,end:2687},{begin:2688,end:2815},{begin:2816,end:2943},{begin:2944,end:3071},{begin:3072,end:3199},{begin:3200,end:3327},{begin:3328,end:3455},{begin:3584,end:3711},{begin:3712,end:3839},{begin:4256,end:4351},{begin:6912,end:7039},{begin:4352,end:4607},{begin:7680,end:7935},{begin:7936,end:8191},{begin:8192,end:8303},{begin:8304,end:8351},{begin:8352,end:8399},{begin:8400,end:8447},{begin:8448,end:8527},{begin:8528,end:8591},{begin:8592,end:8703},{begin:8704,end:8959},{begin:8960,end:9215},{begin:9216,end:9279},{begin:9280,end:9311},{begin:9312,end:9471},{begin:9472,end:9599},{begin:9600,end:9631},{begin:9632,end:9727},{begin:9728,end:9983},{begin:9984,end:10175},{begin:12288,end:12351},{begin:12352,end:12447},{begin:12448,end:12543},{begin:12544,end:12591},{begin:12592,end:12687},{begin:43072,end:43135},{begin:12800,end:13055},{begin:13056,end:13311},{begin:44032,end:55215},{begin:55296,end:57343},{begin:67840,end:67871},{begin:19968,end:40959},{begin:57344,end:63743},{begin:12736,end:12783},{begin:64256,end:64335},{begin:64336,end:65023},{begin:65056,end:65071},{begin:65040,end:65055},{begin:65104,end:65135},{begin:65136,end:65279},{begin:65280,end:65519},{begin:65520,end:65535},{begin:3840,end:4095},{begin:1792,end:1871},{begin:1920,end:1983},{begin:3456,end:3583},{begin:4096,end:4255},{begin:4608,end:4991},{begin:5024,end:5119},{begin:5120,end:5759},{begin:5760,end:5791},{begin:5792,end:5887},{begin:6016,end:6143},{begin:6144,end:6319},{begin:10240,end:10495},{begin:40960,end:42127},{begin:5888,end:5919},{begin:66304,end:66351},{begin:66352,end:66383},{begin:66560,end:66639},{begin:118784,end:119039},{begin:119808,end:120831},{begin:1044480,end:1048573},{begin:65024,end:65039},{begin:917504,end:917631},{begin:6400,end:6479},{begin:6480,end:6527},{begin:6528,end:6623},{begin:6656,end:6687},{begin:11264,end:11359},{begin:11568,end:11647},{begin:19904,end:19967},{begin:43008,end:43055},{begin:65536,end:65663},{begin:65856,end:65935},{begin:66432,end:66463},{begin:66464,end:66527},{begin:66640,end:66687},{begin:66688,end:66735},{begin:67584,end:67647},{begin:68096,end:68191},{begin:119552,end:119647},{begin:73728,end:74751},{begin:119648,end:119679},{begin:7040,end:7103},{begin:7168,end:7247},{begin:7248,end:7295},{begin:43136,end:43231},{begin:43264,end:43311},{begin:43312,end:43359},{begin:43520,end:43615},{begin:65936,end:65999},{begin:66e3,end:66047},{begin:66208,end:66271},{begin:127024,end:127135}];c.unicodeRanges=i,c.getUnicodeRange=d,c.parse=e,c.make=f},{"../parse":9,"../table":11}],26:[function(a,b,c){"use strict";function d(a,b){var c,d={},e=new g.Parser(a,b);switch(d.version=e.parseVersion(),d.italicAngle=e.parseFixed(),d.underlinePosition=e.parseShort(),d.underlineThickness=e.parseShort(),d.isFixedPitch=e.parseULong(),d.minMemType42=e.parseULong(),d.maxMemType42=e.parseULong(),d.minMemType1=e.parseULong(),d.maxMemType1=e.parseULong(),d.version){case 1:d.names=f.standardNames.slice();break;case 2:for(d.numberOfGlyphs=e.parseUShort(),d.glyphNameIndex=new Array(d.numberOfGlyphs),c=0;c=f.standardNames.length){var h=e.parseChar();d.names.push(e.parseString(h))}break;case 2.5:for(d.numberOfGlyphs=e.parseUShort(),d.offset=new Array(d.numberOfGlyphs),c=0;cb.value.tag?1:-1}),b.fields=b.fields.concat(g),b.fields=b.fields.concat(h),b}function h(a,b,c){for(var d=0;d0){return a.glyphs.get(e).getMetrics()}}return c}function i(a){for(var b=0,c=0;cE||null===b)&&(b=E),x 123 are reserved for internal usage");B|=1<0?r.make(U):void 0,X=v.make(),Y=n.make(a.glyphs,{version:a.getEnglishName("version"),fullName:Q,familyName:O,weightName:P,postScriptName:R,unitsPerEm:a.unitsPerEm}),Z=[I,J,K,L,V,N,X,Y,M];W&&Z.push(W);var $=g(Z),_=$.encode(),aa=e(_),ba=$.fields,ca=!1;for(C=0;C=0&&a<=255,"Byte value should be between 0 and 255."),[a]},j.BYTE=d(1),i.CHAR=function(a){return[a.charCodeAt(0)]},j.CHAR=d(1),i.CHARARRAY=function(a){for(var b=[],c=0;c>8&255,255&a]},j.USHORT=d(2),i.SHORT=function(a){return a>=f&&(a=-(2*f-a)),[a>>8&255,255&a]},j.SHORT=d(2),i.UINT24=function(a){return[a>>16&255,a>>8&255,255&a]},j.UINT24=d(3),i.ULONG=function(a){return[a>>24&255,a>>16&255,a>>8&255,255&a]},j.ULONG=d(4),i.LONG=function(a){return a>=g&&(a=-(2*g-a)),[a>>24&255,a>>16&255,a>>8&255,255&a]},j.LONG=d(4),i.FIXED=i.ULONG,j.FIXED=j.ULONG,i.FWORD=i.SHORT,j.FWORD=j.SHORT,i.UFWORD=i.USHORT,j.UFWORD=j.USHORT,i.LONGDATETIME=function(){return[0,0,0,0,0,0,0,0]},j.LONGDATETIME=d(8),i.TAG=function(a){return e.argument(4===a.length,"Tag should be exactly 4 ASCII characters."),[a.charCodeAt(0),a.charCodeAt(1),a.charCodeAt(2),a.charCodeAt(3)]},j.TAG=d(4),i.Card8=i.BYTE,j.Card8=j.BYTE,i.Card16=i.USHORT,j.Card16=j.USHORT,i.OffSize=i.BYTE,j.OffSize=j.BYTE,i.SID=i.USHORT,j.SID=j.USHORT,i.NUMBER=function(a){return a>=-107&&a<=107?[a+139]:a>=108&&a<=1131?(a-=108,[247+(a>>8),255&a]):a>=-1131&&a<=-108?(a=-a-108,[251+(a>>8),255&a]):a>=-32768&&a<=32767?i.NUMBER16(a):i.NUMBER32(a)},j.NUMBER=function(a){return i.NUMBER(a).length},i.NUMBER16=function(a){return[28,a>>8&255,255&a]},j.NUMBER16=d(3),i.NUMBER32=function(a){return[29,a>>24&255,a>>16&255,a>>8&255,255&a]},j.NUMBER32=d(5),i.REAL=function(a){var b=a.toString(),c=/\.(\d*?)(?:9{5,20}|0{5,20})\d{0,2}(?:e(.+)|$)/.exec(b);if(c){var d=parseFloat("1e"+((c[2]?+c[2]:0)+c[1].length));b=(Math.round(a*d)/d).toString()}var e,f,g="";for(e=0,f=b.length;e>8&255),b.push(255&d)}return b},j.UTF16=function(a){return 2*a.length};var k={"x-mac-croatian":"ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®Š™´¨≠ŽØ∞±≤≥∆µ∂∑∏š∫ªºΩžø¿¡¬√ƒ≈Ć«Č… ÀÃÕŒœĐ—“”‘’÷◊©⁄€‹›Æ»–·‚„‰ÂćÁčÈÍÎÏÌÓÔđÒÚÛÙıˆ˜¯πË˚¸Êæˇ","x-mac-cyrillic":"АБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯ†°Ґ£§•¶І®©™Ђђ≠Ѓѓ∞±≤≥іµґЈЄєЇїЉљЊњјЅ¬√ƒ≈∆«»… ЋћЌќѕ–—“”‘’÷„ЎўЏџ№Ёёяабвгдежзийклмнопрстуфхцчшщъыьэю","x-mac-gaelic":"ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØḂ±≤≥ḃĊċḊḋḞḟĠġṀæøṁṖṗɼƒſṠ«»… ÀÃÕŒœ–—“”‘’ṡẛÿŸṪ€‹›Ŷŷṫ·Ỳỳ⁊ÂÊÁËÈÍÎÏÌÓÔ♣ÒÚÛÙıÝýŴŵẄẅẀẁẂẃ","x-mac-greek":"Ĺ²É³ÖÜ΅àâä΄¨çéèê룙î‰ôö¦€ùûü†ΓΔΘΛΞΠß®©ΣΪ§≠°·Α±≤≥¥ΒΕΖΗΙΚΜΦΫΨΩάΝ¬ΟΡ≈Τ«»… ΥΧΆΈœ–―“”‘’÷ΉΊΌΎέήίόΏύαβψδεφγηιξκλμνοπώρστθωςχυζϊϋΐΰ","x-mac-icelandic":"ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûüÝ°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€ÐðÞþý·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ","x-mac-inuit":"ᐃᐄᐅᐆᐊᐋᐱᐲᐳᐴᐸᐹᑉᑎᑏᑐᑑᑕᑖᑦᑭᑮᑯᑰᑲᑳᒃᒋᒌᒍᒎᒐᒑ°ᒡᒥᒦ•¶ᒧ®©™ᒨᒪᒫᒻᓂᓃᓄᓅᓇᓈᓐᓯᓰᓱᓲᓴᓵᔅᓕᓖᓗᓘᓚᓛᓪᔨᔩᔪᔫᔭ… ᔮᔾᕕᕖᕗ–—“”‘’ᕘᕙᕚᕝᕆᕇᕈᕉᕋᕌᕐᕿᖀᖁᖂᖃᖄᖅᖏᖐᖑᖒᖓᖔᖕᙱᙲᙳᙴᙵᙶᖖᖠᖡᖢᖣᖤᖥᖦᕼŁł","x-mac-ce":"ÄĀāÉĄÖÜáąČäčĆć鏟ĎíďĒēĖóėôöõúĚěü†°Ę£§•¶ß®©™ę¨≠ģĮįĪ≤≥īĶ∂∑łĻļĽľĹĺŅņѬ√ńŇ∆«»… ňŐÕőŌ–—“”‘’÷◊ōŔŕŘ‹›řŖŗŠ‚„šŚśÁŤťÍŽžŪÓÔūŮÚůŰűŲųÝýķŻŁżĢˇ",macintosh:"ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›fifl‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ","x-mac-romanian":"ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ĂȘ∞±≤≥¥µ∂∑∏π∫ªºΩăș¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›Țț‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ","x-mac-turkish":"ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸĞğİıŞş‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙˆ˜¯˘˙˚¸˝˛ˇ"};h.MACSTRING=function(a,b,c,d){var e=k[d];if(void 0!==e){for(var f="",g=0;g=128&&void 0===(f=c[f]))return;d.push(f)}return d}},j.MACSTRING=function(a,b){var c=i.MACSTRING(a,b);return void 0!==c?c.length:0},i.INDEX=function(a){var b,c=1,d=[c],e=[],f=0;for(b=0;b0;)self._completeHandlers.shift()(a)}function success(resp){var type=o.type||resp&&setType(resp.getResponseHeader("Content-Type"));resp="jsonp"!==type?self.request:resp;var filteredResponse=globalSetupOptions.dataFilter(resp.responseText,type),r=filteredResponse;try{resp.responseText=r}catch(a){}if(r)switch(type){case"json":try{resp=win.JSON?win.JSON.parse(r):eval("("+r+")")}catch(a){return error(resp,"Could not parse JSON in response",a)}break;case"js":resp=eval(r);break;case"html":resp=r;break;case"xml":resp=resp.responseXML&&resp.responseXML.parseError&&resp.responseXML.parseError.errorCode&&resp.responseXML.parseError.reason?null:resp.responseXML}for(self._responseArgs.resp=resp,self._fulfilled=!0,fn(resp),self._successHandler(resp);self._fulfillmentHandlers.length>0;)resp=self._fulfillmentHandlers.shift()(resp);complete(resp)}function timedOut(){self._timedOut=!0,self.request.abort()}function error(a,b,c){for(a=self.request,self._responseArgs.resp=a,self._responseArgs.msg=b,self._responseArgs.t=c,self._erred=!0;self._errorHandlers.length>0;)self._errorHandlers.shift()(a,b,c);complete(a)}this.url="string"==typeof o?o:o.url,this.timeout=null,this._fulfilled=!1,this._successHandler=function(){},this._fulfillmentHandlers=[],this._errorHandlers=[],this._completeHandlers=[],this._erred=!1,this._responseArgs={};var self=this;fn=fn||function(){},o.timeout&&(this.timeout=setTimeout(function(){timedOut()},o.timeout)),o.success&&(this._successHandler=function(){o.success.apply(o,arguments)}),o.error&&this._errorHandlers.push(function(){o.error.apply(o,arguments)}),o.complete&&this._completeHandlers.push(function(){o.complete.apply(o,arguments)}),this.request=getRequest.call(this,success,error)}function reqwest(a,b){return new Reqwest(a,b)}function normalize(a){return a?a.replace(/\r?\n/g,"\r\n"):""}function serial(a,b){var c,d,e,f,g=a.name,h=a.tagName.toLowerCase(),i=function(a){a&&!a.disabled&&b(g,normalize(a.attributes.value&&a.attributes.value.specified?a.value:a.text))};if(!a.disabled&&g)switch(h){case"input":/reset|button|image|file/i.test(a.type)||(c=/checkbox/i.test(a.type),d=/radio/i.test(a.type),e=a.value,(!(c||d)||a.checked)&&b(g,normalize(c&&""===e?"on":e)));break;case"textarea":b(g,normalize(a.value));break;case"select":if("select-one"===a.type.toLowerCase())i(a.selectedIndex>=0?a.options[a.selectedIndex]:null);else for(f=0;a.length&&f=6&&(a-=6),a<1?b+(c-b)*a:a<3?c:a<4?b+(c-b)*(4-a):b};e=[h(b+2,g,f),h(b,g,f),h(b-2,g,f),a[3]]}return e},d.ColorConversion._rgbaToHSBA=function(a){var b,c,d=a[0],e=a[1],f=a[2],g=Math.max(d,e,f),h=g-Math.min(d,e,f);return 0===h?(b=0,c=0):(c=h/g,d===g?b=(e-f)/h:e===g?b=2+(f-d)/h:f===g&&(b=4+(d-e)/h),b<0?b+=6:b>=6&&(b-=6)),[b/6,c,g,a[3]]},d.ColorConversion._rgbaToHSLA=function(a){var b,c,d=a[0],e=a[1],f=a[2],g=Math.max(d,e,f),h=Math.min(d,e,f),i=g+h,j=g-h;return 0===j?(b=0,c=0):(c=i<1?j/i:j/(2-i),d===g?b=(e-f)/j:e===g?b=2+(f-d)/j:f===g&&(b=4+(d-e)/j),b<0?b+=6:b>=6&&(b-=6)),[b/6,c,i/2,a[3]]},b.exports=d.ColorConversion},{"../core/core":39}],32:[function(a,b,c){"use strict";var d=a("../core/core"),e=a("../core/constants");a("./p5.Color"),d.prototype.alpha=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getAlpha();throw new Error("Needs p5.Color or pixel array as argument.")},d.prototype.blue=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getBlue();throw new Error("Needs p5.Color or pixel array as argument.")},d.prototype.brightness=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getBrightness();throw new Error("Needs p5.Color or pixel array as argument.")},d.prototype.color=function(){return arguments[0]instanceof d.Color?arguments[0]:arguments[0]instanceof Array?this instanceof d.Renderer?new d.Color(this,arguments[0]):new d.Color(this._renderer,arguments[0]):this instanceof d.Renderer?new d.Color(this,arguments):new d.Color(this._renderer,arguments)},d.prototype.green=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getGreen();throw new Error("Needs p5.Color or pixel array as argument.")},d.prototype.hue=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getHue();throw new Error("Needs p5.Color or pixel array as argument.")},d.prototype.lerpColor=function(a,b,c){var d,f,g,h,i,j,k=this._renderer._colorMode,l=this._renderer._colorMaxes;if(k===e.RGB)i=a.levels.map(function(a){return a/255}),j=b.levels.map(function(a){return a/255});else if(k===e.HSB)a._getBrightness(),b._getBrightness(),i=a.hsba,j=b.hsba;else{if(k!==e.HSL)throw new Error(k+"cannot be used for interpolation.");a._getLightness(),b._getLightness(),i=a.hsla,j=b.hsla}return c=Math.max(Math.min(c,1),0),d=this.lerp(i[0],j[0],c),f=this.lerp(i[1],j[1],c),g=this.lerp(i[2],j[2],c),h=this.lerp(i[3],j[3],c),d*=l[k][0],f*=l[k][1],g*=l[k][2],h*=l[k][3],this.color(d,f,g,h)},d.prototype.lightness=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getLightness();throw new Error("Needs p5.Color or pixel array as argument.")},d.prototype.red=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getRed();throw new Error("Needs p5.Color or pixel array as argument.")},d.prototype.saturation=function(a){if(a instanceof d.Color||a instanceof Array)return this.color(a)._getSaturation();throw new Error("Needs p5.Color or pixel array as argument.")},b.exports=d},{"../core/constants":38,"../core/core":39,"./p5.Color":33}],33:[function(a,b,c){var d=a("../core/core"),e=a("../core/constants"),f=a("./color_conversion");d.Color=function(a,b){if(this.mode=a._colorMode,this.maxes=a._colorMaxes,this.mode!==e.RGB&&this.mode!==e.HSL&&this.mode!==e.HSB)throw new Error(this.mode+" is an invalid colorMode.");return this._array=d.Color._parseInputs.apply(a,b),this.levels=this._array.map(function(a){return Math.round(255*a)}),this},d.Color.prototype.toString=function(){var a=this.levels,b=this._array[3];return"rgba("+a[0]+","+a[1]+","+a[2]+","+b+")"},d.Color.prototype._getAlpha=function(){return this._array[3]*this.maxes[this.mode][3]},d.Color.prototype._getBlue=function(){return this._array[2]*this.maxes[e.RGB][2]},d.Color.prototype._getBrightness=function(){return this.hsba||(this.hsba=f._rgbaToHSBA(this._array)),this.hsba[2]*this.maxes[e.HSB][2]},d.Color.prototype._getGreen=function(){return this._array[1]*this.maxes[e.RGB][1]},d.Color.prototype._getHue=function(){return this.mode===e.HSB?(this.hsba||(this.hsba=f._rgbaToHSBA(this._array)),this.hsba[0]*this.maxes[e.HSB][0]):(this.hsla||(this.hsla=f._rgbaToHSLA(this._array)),this.hsla[0]*this.maxes[e.HSL][0])},d.Color.prototype._getLightness=function(){return this.hsla||(this.hsla=f._rgbaToHSLA(this._array)),this.hsla[2]*this.maxes[e.HSL][2]},d.Color.prototype._getRed=function(){return this._array[0]*this.maxes[e.RGB][0]},d.Color.prototype._getSaturation=function(){return this.mode===e.HSB?(this.hsba||(this.hsba=f._rgbaToHSBA(this._array)),this.hsba[1]*this.maxes[e.HSB][1]):(this.hsla||(this.hsla=f._rgbaToHSLA(this._array)),this.hsla[1]*this.maxes[e.HSL][1])};var g={aliceblue:"#f0f8ff",antiquewhite:"#faebd7",aqua:"#00ffff",aquamarine:"#7fffd4",azure:"#f0ffff",beige:"#f5f5dc",bisque:"#ffe4c4",black:"#000000",blanchedalmond:"#ffebcd",blue:"#0000ff",blueviolet:"#8a2be2",brown:"#a52a2a",burlywood:"#deb887",cadetblue:"#5f9ea0",chartreuse:"#7fff00",chocolate:"#d2691e",coral:"#ff7f50",cornflowerblue:"#6495ed",cornsilk:"#fff8dc",crimson:"#dc143c",cyan:"#00ffff",darkblue:"#00008b",darkcyan:"#008b8b",darkgoldenrod:"#b8860b",darkgray:"#a9a9a9",darkgreen:"#006400",darkgrey:"#a9a9a9",darkkhaki:"#bdb76b",darkmagenta:"#8b008b",darkolivegreen:"#556b2f",darkorange:"#ff8c00",darkorchid:"#9932cc",darkred:"#8b0000",darksalmon:"#e9967a",darkseagreen:"#8fbc8f",darkslateblue:"#483d8b",darkslategray:"#2f4f4f",darkslategrey:"#2f4f4f",darkturquoise:"#00ced1",darkviolet:"#9400d3",deeppink:"#ff1493",deepskyblue:"#00bfff",dimgray:"#696969",dimgrey:"#696969",dodgerblue:"#1e90ff",firebrick:"#b22222",floralwhite:"#fffaf0",forestgreen:"#228b22",fuchsia:"#ff00ff",gainsboro:"#dcdcdc",ghostwhite:"#f8f8ff",gold:"#ffd700",goldenrod:"#daa520",gray:"#808080",green:"#008000",greenyellow:"#adff2f",grey:"#808080",honeydew:"#f0fff0",hotpink:"#ff69b4",indianred:"#cd5c5c",indigo:"#4b0082",ivory:"#fffff0",khaki:"#f0e68c",lavender:"#e6e6fa",lavenderblush:"#fff0f5",lawngreen:"#7cfc00",lemonchiffon:"#fffacd",lightblue:"#add8e6",lightcoral:"#f08080",lightcyan:"#e0ffff",lightgoldenrodyellow:"#fafad2",lightgray:"#d3d3d3",lightgreen:"#90ee90",lightgrey:"#d3d3d3",lightpink:"#ffb6c1",lightsalmon:"#ffa07a",lightseagreen:"#20b2aa",lightskyblue:"#87cefa",lightslategray:"#778899",lightslategrey:"#778899",lightsteelblue:"#b0c4de",lightyellow:"#ffffe0",lime:"#00ff00",limegreen:"#32cd32",linen:"#faf0e6",magenta:"#ff00ff",maroon:"#800000",mediumaquamarine:"#66cdaa",mediumblue:"#0000cd",mediumorchid:"#ba55d3",mediumpurple:"#9370db",mediumseagreen:"#3cb371",mediumslateblue:"#7b68ee",mediumspringgreen:"#00fa9a",mediumturquoise:"#48d1cc",mediumvioletred:"#c71585",midnightblue:"#191970",mintcream:"#f5fffa",mistyrose:"#ffe4e1",moccasin:"#ffe4b5",navajowhite:"#ffdead",navy:"#000080",oldlace:"#fdf5e6",olive:"#808000",olivedrab:"#6b8e23",orange:"#ffa500",orangered:"#ff4500",orchid:"#da70d6",palegoldenrod:"#eee8aa",palegreen:"#98fb98",paleturquoise:"#afeeee",palevioletred:"#db7093",papayawhip:"#ffefd5",peachpuff:"#ffdab9",peru:"#cd853f",pink:"#ffc0cb",plum:"#dda0dd",powderblue:"#b0e0e6",purple:"#800080",red:"#ff0000",rosybrown:"#bc8f8f",royalblue:"#4169e1",saddlebrown:"#8b4513",salmon:"#fa8072",sandybrown:"#f4a460",seagreen:"#2e8b57",seashell:"#fff5ee",sienna:"#a0522d",silver:"#c0c0c0",skyblue:"#87ceeb",slateblue:"#6a5acd",slategray:"#708090",slategrey:"#708090",snow:"#fffafa",springgreen:"#00ff7f",steelblue:"#4682b4",tan:"#d2b48c",teal:"#008080",thistle:"#d8bfd8",tomato:"#ff6347",turquoise:"#40e0d0",violet:"#ee82ee",wheat:"#f5deb3",white:"#ffffff",whitesmoke:"#f5f5f5",yellow:"#ffff00",yellowgreen:"#9acd32"},h=/\s*/,i=/(\d{1,3})/,j=/((?:\d+(?:\.\d+)?)|(?:\.\d+))/,k=new RegExp(j.source+"%"),l={HEX3:/^#([a-f0-9])([a-f0-9])([a-f0-9])$/i,HEX6:/^#([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})$/i,RGB:new RegExp(["^rgb\\(",i.source,",",i.source,",",i.source,"\\)$"].join(h.source),"i"),RGB_PERCENT:new RegExp(["^rgb\\(",k.source,",",k.source,",",k.source,"\\)$"].join(h.source),"i"),RGBA:new RegExp(["^rgba\\(",i.source,",",i.source,",",i.source,",",j.source,"\\)$"].join(h.source),"i"),RGBA_PERCENT:new RegExp(["^rgba\\(",k.source,",",k.source,",",k.source,",",j.source,"\\)$"].join(h.source),"i"),HSL:new RegExp(["^hsl\\(",i.source,",",k.source,",",k.source,"\\)$"].join(h.source),"i"),HSLA:new RegExp(["^hsla\\(",i.source,",",k.source,",",k.source,",",j.source,"\\)$"].join(h.source),"i"),HSB:new RegExp(["^hsb\\(",i.source,",",k.source,",",k.source,"\\)$"].join(h.source),"i"),HSBA:new RegExp(["^hsba\\(",i.source,",",k.source,",",k.source,",",j.source,"\\)$"].join(h.source),"i")};d.Color._parseInputs=function(){var a=arguments.length,b=this._colorMode,c=this._colorMaxes,h=[];if(a>=3)return h[0]=arguments[0]/c[b][0],h[1]=arguments[1]/c[b][1],h[2]=arguments[2]/c[b][2],"number"==typeof arguments[3]?h[3]=arguments[3]/c[b][3]:h[3]=1,h=h.map(function(a){return Math.max(Math.min(a,1),0)}),b===e.HSL?f._hslaToRGBA(h):b===e.HSB?f._hsbaToRGBA(h):h;if(1===a&&"string"==typeof arguments[0]){var i=arguments[0].trim().toLowerCase();if(g[i])return d.Color._parseInputs.apply(this,[g[i]]);if(l.HEX3.test(i))return h=l.HEX3.exec(i).slice(1).map(function(a){return parseInt(a+a,16)/255}),h[3]=1,h;if(l.HEX6.test(i))return h=l.HEX6.exec(i).slice(1).map(function(a){return parseInt(a,16)/255}),h[3]=1,h;if(l.RGB.test(i))return h=l.RGB.exec(i).slice(1).map(function(a){return a/255}),h[3]=1,h;if(l.RGB_PERCENT.test(i))return h=l.RGB_PERCENT.exec(i).slice(1).map(function(a){return parseFloat(a)/100}),h[3]=1,h;if(l.RGBA.test(i))return h=l.RGBA.exec(i).slice(1).map(function(a,b){return 3===b?parseFloat(a):a/255});if(l.RGBA_PERCENT.test(i))return h=l.RGBA_PERCENT.exec(i).slice(1).map(function(a,b){return 3===b?parseFloat(a):parseFloat(a)/100});if(l.HSL.test(i)?(h=l.HSL.exec(i).slice(1).map(function(a,b){return 0===b?parseInt(a,10)/360:parseInt(a,10)/100}),h[3]=1):l.HSLA.test(i)&&(h=l.HSLA.exec(i).slice(1).map(function(a,b){return 0===b?parseInt(a,10)/360:3===b?parseFloat(a):parseInt(a,10)/100})),h.length)return f._hslaToRGBA(h);if(l.HSB.test(i)?(h=l.HSB.exec(i).slice(1).map(function(a,b){return 0===b?parseInt(a,10)/360:parseInt(a,10)/100}),h[3]=1):l.HSBA.test(i)&&(h=l.HSBA.exec(i).slice(1).map(function(a,b){return 0===b?parseInt(a,10)/360:3===b?parseFloat(a):parseInt(a,10)/100})),h.length)return f._hsbaToRGBA(h);h=[1,1,1,1]}else{if(1!==a&&2!==a||"number"!=typeof arguments[0])throw new Error(arguments+"is not a valid color representation.");h[0]=arguments[0]/c[b][2],h[1]=arguments[0]/c[b][2],h[2]=arguments[0]/c[b][2],"number"==typeof arguments[1]?h[3]=arguments[1]/c[b][3]:h[3]=1,h=h.map(function(a){return Math.max(Math.min(a,1),0)})}return h},b.exports=d.Color},{"../core/constants":38,"../core/core":39,"./color_conversion":31}],34:[function(a,b,c){"use strict";var d=a("../core/core"),e=a("../core/constants");a("./p5.Color"),d.prototype.background=function(){return arguments[0]instanceof d.Image?this.image(arguments[0],0,0,this.width,this.height):this._renderer.background.apply(this._renderer,arguments),this},d.prototype.clear=function(){return this._renderer.clear(),this},d.prototype.colorMode=function(){if(arguments[0]===e.RGB||arguments[0]===e.HSB||arguments[0]===e.HSL){this._renderer._colorMode=arguments[0];var a=this._renderer._colorMaxes[this._renderer._colorMode];2===arguments.length?(a[0]=arguments[1],a[1]=arguments[1],a[2]=arguments[1],a[3]=arguments[1]):4===arguments.length?(a[0]=arguments[1],a[1]=arguments[2],a[2]=arguments[3]):5===arguments.length&&(a[0]=arguments[1],a[1]=arguments[2],a[2]=arguments[3],a[3]=arguments[4])}return this},d.prototype.fill=function(){return this._renderer._setProperty("_fillSet",!0),this._renderer._setProperty("_doFill",!0),this._renderer.fill.apply(this._renderer,arguments),this},d.prototype.noFill=function(){return this._renderer._setProperty("_doFill",!1),this},d.prototype.noStroke=function(){return this._renderer._setProperty("_doStroke",!1),this},d.prototype.stroke=function(){return this._renderer._setProperty("_strokeSet",!0),this._renderer._setProperty("_doStroke",!0),this._renderer.stroke.apply(this._renderer,arguments),this},b.exports=d},{"../core/constants":38,"../core/core":39,"./p5.Color":33}],35:[function(a,b,c){"use strict";var d=a("./core"),e=a("./constants"),f=a("./canvas");a("./error_helpers"),d.prototype.arc=function(a,b,c,d,f,g,h){for(var i=new Array(arguments.length),j=0;je.HALF_PI&&f<=3*e.HALF_PI?Math.atan(c/d*Math.tan(f))+e.PI:Math.atan(c/d*Math.tan(f))+e.TWO_PI,g=g<=e.HALF_PI?Math.atan(c/d*Math.tan(g)):g>e.HALF_PI&&g<=3*e.HALF_PI?Math.atan(c/d*Math.tan(g))+e.PI:Math.atan(c/d*Math.tan(g))+e.TWO_PI,f>g&&(g+=e.TWO_PI),c=Math.abs(c),d=Math.abs(d),this._renderer.arc(a,b,c,d,f,g,h),this},d.prototype.ellipse=function(){for(var a=new Array(arguments.length),b=0;b=c-5)&&(this._setProperty("frameCount",this.frameCount+1),this.redraw(),this._updateMouseCoords(),this._frameRate=1e3/(a-this._lastFrameTime),this._lastFrameTime=a),this._loop&&(this._requestAnimId=window.requestAnimationFrame(this._draw))}.bind(this),this._runFrames=function(){this._updateInterval&&clearInterval(this._updateInterval)}.bind(this),this._setProperty=function(a,b){this[a]=b,this._isGlobal&&(window[a]=b)}.bind(this),this.remove=function(){if(this._curElement){this._loop=!1,this._requestAnimId&&window.cancelAnimationFrame(this._requestAnimId);for(var a in this._events)window.removeEventListener(a,this._events[a]);for(var b=0;b1)console.log.apply(console,arguments);else{var b=JSON.parse(JSON.stringify(a));console.log(b)}}catch(b){console.log(a)}}:h.prototype.print=function(){},h.prototype.frameCount=0,h.prototype.focused=document.hasFocus(),h.prototype.cursor=function(a,b,c){var d="auto",e=this._curElement.elt;if(j.indexOf(a)>-1)d=a;else if("string"==typeof a){var f="";b&&c&&"number"==typeof b&&"number"==typeof c&&(f=b+" "+c),d="http://"===a.substring(0,7)||"https://"===a.substring(0,8)?"url("+a+") "+f+", auto":/\.(cur|jpg|jpeg|gif|png|CUR|JPG|JPEG|GIF|PNG)$/.test(a)?"url("+a+") "+f+", auto":a}e.style.cursor=d},h.prototype.frameRate=function(a){return"number"!=typeof a||a<=0?this._frameRate:(this._setProperty("_targetFrameRate",a),this._runFrames(),this)},h.prototype.getFrameRate=function(){return this.frameRate()},h.prototype.setFrameRate=function(a){return this.frameRate(a)},h.prototype.noCursor=function(){this._curElement.elt.style.cursor="none"},h.prototype.displayWidth=screen.width,h.prototype.displayHeight=screen.height,h.prototype.windowWidth=d(),h.prototype.windowHeight=e(),h.prototype._onresize=function(a){this._setProperty("windowWidth",d()),this._setProperty("windowHeight",e());var b,c=this._isGlobal?window:this;"function"==typeof c.windowResized&&(void 0===(b=c.windowResized(a))||b||a.preventDefault())},h.prototype.width=0,h.prototype.height=0,h.prototype.fullscreen=function(a){
+if(void 0===a)return document.fullscreenElement||document.webkitFullscreenElement||document.mozFullScreenElement||document.msFullscreenElement;a?f(document.documentElement):g()},h.prototype.pixelDensity=function(a){if("number"!=typeof a)return this._pixelDensity;this._pixelDensity=a,this.resizeCanvas(this.width,this.height,!0)},h.prototype.displayDensity=function(){return window.devicePixelRatio},h.prototype.getURL=function(){return location.href},h.prototype.getURLPath=function(){return location.pathname.split("/").filter(function(a){return""!==a})},h.prototype.getURLParams=function(){for(var a,b=/[?&]([^&=]+)(?:[&=])([^&=]+)/gim,c={};null!=(a=b.exec(location.search));)a.index===b.lastIndex&&b.lastIndex++,c[a[1]]=a[2];return c},b.exports=h},{"./constants":38,"./core":39}],42:[function(a,b,c){"use strict";function d(a,b,c){i&&(e(),i=!1),"undefined"===n(c)?c="#B40033":"number"===n(c)&&(c=o[c])}function e(){console.log("%c _ \n /\\| |/\\ \n \\ ` ' / \n / , . \\ \n \\/|_|\\/ \n\n%c> p5.js says: Welcome! This is your friendly debugger. To turn me off switch to using “p5.min.js”.","background-color:transparent;color:#ED225D;","background-color:#ED225D;color:white;")}function f(){var b={},c=function(a){return Object.getOwnPropertyNames(a).filter(function(a){return"_"!==a[0]&&(!(a in b)&&(b[a]=!0,!0))}).map(function(b){var c;return c="function"==typeof a[b]?"function":b===b.toUpperCase()?"constant":"variable",{name:b,type:c}})};q=[].concat(c(h.prototype),c(a("./constants"))),q.sort(function(a,b){return b.name.length-a.name.length})}function g(a,b){b||(b=console.log.bind(console)),q||f(),q.some(function(c){if(a.message&&null!==a.message.match("\\W?"+c.name+"\\W"))return b("%cDid you just try to use p5.js's "+c.name+("function"===c.type?"() ":" ")+c.type+"? If so, you may want to move it into your sketch's setup() function.\n\nFor more details, see: "+r,"color: #B40033"),!0})}for(var h=a("./core"),i=!1,j={},k=j.toString,l=["Boolean","Number","String","Function","Array","Date","RegExp","Object","Error"],m=0;m1&&d("drop",b,this),d("drop",function(a){a.stopPropagation(),a.preventDefault();for(var b=a.dataTransfer.files,d=0;d-1?f.readAsText(e):f.readAsDataURL(e)}},this)):console.log("The File APIs are not fully supported in this browser."),this},e.Element.prototype._setProperty=function(a,b){this[a]=b},b.exports=e.Element},{"./core":39}],44:[function(a,b,c){var d=a("./core"),e=a("./constants");d.Graphics=function(a,b,c,f){var g=c||e.P2D,h=document.createElement("canvas");(this._userNode||document.body).appendChild(h),d.Element.call(this,h,f,!1),this._styles=[],this.width=a,this.height=b,this._pixelDensity=f._pixelDensity,g===e.WEBGL?this._renderer=new d.RendererGL(h,this,!1):this._renderer=new d.Renderer2D(h,this,!1),this._renderer.resize(a,b),this._renderer._applyDefaults(),f._elements.push(this);for(var i in d.prototype)this[i]||("function"==typeof d.prototype[i]?this[i]=d.prototype[i].bind(this):this[i]=d.prototype[i]);return this},d.Graphics.prototype=Object.create(d.Element.prototype),d.Graphics.prototype.remove=function(){this.elt.parentNode&&this.elt.parentNode.removeChild(this.elt);for(var a in this._events)this.elt.removeEventListener(a,this._events[a])},b.exports=d.Graphics},{"./constants":38,"./core":39}],45:[function(a,b,c){function d(a){var b=0,c=0;if(a.offsetParent)do{b+=a.offsetLeft,c+=a.offsetTop}while(a=a.offsetParent);else b+=a.offsetLeft,c+=a.offsetTop;return[b,c]}var e=a("./core"),f=a("../core/constants");e.Renderer=function(a,b,c){e.Element.call(this,a,b),this.canvas=a,this._pInst=b,c?(this._isMainCanvas=!0,this._pInst._setProperty("_curElement",this),this._pInst._setProperty("canvas",this.canvas),this._pInst._setProperty("width",this.width),this._pInst._setProperty("height",this.height)):(this.canvas.style.display="none",this._styles=[]),this._textSize=12,this._textLeading=15,this._textFont="sans-serif",this._textStyle=f.NORMAL,this._textAscent=null,this._textDescent=null,this._rectMode=f.CORNER,this._ellipseMode=f.CENTER,this._curveTightness=0,this._imageMode=f.CORNER,this._tint=null,this._doStroke=!0,this._doFill=!0,this._strokeSet=!1,this._fillSet=!1,this._colorMode=f.RGB,this._colorMaxes={rgb:[255,255,255,255],hsb:[360,100,100,1],hsl:[360,100,100,1]}},e.Renderer.prototype=Object.create(e.Element.prototype),e.Renderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.elt.width=a*this._pInst._pixelDensity,this.elt.height=b*this._pInst._pixelDensity,this.elt.style.width=a+"px",this.elt.style.height=b+"px",this._isMainCanvas&&(this._pInst._setProperty("width",this.width),this._pInst._setProperty("height",this.height))},e.Renderer.prototype.textLeading=function(a){return arguments.length&&arguments[0]?(this._setProperty("_textLeading",a),this):this._textLeading},e.Renderer.prototype.textSize=function(a){return arguments.length&&arguments[0]?(this._setProperty("_textSize",a),this._setProperty("_textLeading",a*f._DEFAULT_LEADMULT),this._applyTextProperties()):this._textSize},e.Renderer.prototype.textStyle=function(a){return arguments.length&&arguments[0]?(a!==f.NORMAL&&a!==f.ITALIC&&a!==f.BOLD||this._setProperty("_textStyle",a),this._applyTextProperties()):this._textStyle},e.Renderer.prototype.textAscent=function(){return null===this._textAscent&&this._updateTextMetrics(),this._textAscent},e.Renderer.prototype.textDescent=function(){return null===this._textDescent&&this._updateTextMetrics(),this._textDescent},e.Renderer.prototype._applyDefaults=function(){return this},e.Renderer.prototype._isOpenType=function(a){return"object"==typeof(a=a||this._textFont)&&a.font&&a.font.supported},e.Renderer.prototype._updateTextMetrics=function(){if(this._isOpenType())return this._setProperty("_textAscent",this._textFont._textAscent()),this._setProperty("_textDescent",this._textFont._textDescent()),this;var a=document.createElement("span");a.style.fontFamily=this._textFont,a.style.fontSize=this._textSize+"px",a.innerHTML="ABCjgq|";var b=document.createElement("div");b.style.display="inline-block",b.style.width="1px",b.style.height="0px";var c=document.createElement("div");c.appendChild(a),c.appendChild(b),c.style.height="0px",c.style.overflow="hidden",document.body.appendChild(c),b.style.verticalAlign="baseline";var e=d(b),f=d(a),g=e[1]-f[1];b.style.verticalAlign="bottom",e=d(b),f=d(a);var h=e[1]-f[1],i=h-g;return document.body.removeChild(c),this._setProperty("_textAscent",g),this._setProperty("_textDescent",i),this},b.exports=e.Renderer},{"../core/constants":38,"./core":39}],46:[function(a,b,c){var d=a("./core"),e=a("./canvas"),f=a("./constants"),g=a("../image/filters");a("./p5.Renderer");var h="rgba(0,0,0,0)";d.Renderer2D=function(a,b,c){return d.Renderer.call(this,a,b,c),this.drawingContext=this.canvas.getContext("2d"),this._pInst._setProperty("drawingContext",this.drawingContext),this},d.Renderer2D.prototype=Object.create(d.Renderer.prototype),d.Renderer2D.prototype._applyDefaults=function(){this.drawingContext.fillStyle=f._DEFAULT_FILL,this.drawingContext.strokeStyle=f._DEFAULT_STROKE,this.drawingContext.lineCap=f.ROUND,this.drawingContext.font="normal 12px sans-serif"},d.Renderer2D.prototype.resize=function(a,b){d.Renderer.prototype.resize.call(this,a,b),this.drawingContext.scale(this._pInst._pixelDensity,this._pInst._pixelDensity)},d.Renderer2D.prototype.background=function(){if(this.drawingContext.save(),this.drawingContext.setTransform(1,0,0,1,0,0),this.drawingContext.scale(this._pInst._pixelDensity,this._pInst._pixelDensity),arguments[0]instanceof d.Image)this._pInst.image(arguments[0],0,0,this.width,this.height);else{var a=this.drawingContext.fillStyle,b=this._pInst.color.apply(this,arguments),c=b.toString();this.drawingContext.fillStyle=c,this.drawingContext.fillRect(0,0,this.width,this.height),this.drawingContext.fillStyle=a}this.drawingContext.restore()},d.Renderer2D.prototype.clear=function(){this.drawingContext.clearRect(0,0,this.width,this.height)},d.Renderer2D.prototype.fill=function(){var a=this.drawingContext,b=this._pInst.color.apply(this,arguments);a.fillStyle=b.toString()},d.Renderer2D.prototype.stroke=function(){var a=this.drawingContext,b=this._pInst.color.apply(this,arguments);a.strokeStyle=b.toString()},d.Renderer2D.prototype.image=function(a,b,c,e,f,g,h,i,j){var k;try{this._tint&&(d.MediaElement&&a instanceof d.MediaElement&&a.loadPixels(),a.canvas&&(k=this._getTintedImageCanvas(a))),k||(k=a.canvas||a.elt),this.drawingContext.drawImage(k,b,c,e,f,g,h,i,j)}catch(a){if("NS_ERROR_NOT_AVAILABLE"!==a.name)throw a}},d.Renderer2D.prototype._getTintedImageCanvas=function(a){if(!a.canvas)return a;var b=g._toPixels(a.canvas),c=document.createElement("canvas");c.width=a.canvas.width,c.height=a.canvas.height;for(var d=c.getContext("2d"),e=d.createImageData(a.canvas.width,a.canvas.height),f=e.data,h=0;hthis.width||b>this.height)return[0,0,0,255];var f=this._pInst||this;f.loadPixels();var g=f._pixelDensity;a=Math.floor(a),b=Math.floor(b),c=Math.floor(c),e=Math.floor(e);var h=a*g,i=b*g;if(1===c&&1===e){var j=this.drawingContext.getImageData(h,i,1,1).data;return[j[0],j[1],j[2],j[3]]}var k=Math.min(c,f.width),l=Math.min(e,f.height),m=k*g,n=l*g,o=new d.Image(k,l);return o.canvas.getContext("2d").drawImage(this.canvas,h,i,m,n,0,0,k,l),o},d.Renderer2D.prototype.loadPixels=function(){var a=this._pixelDensity||this._pInst._pixelDensity,b=this.width*a,c=this.height*a,d=this.drawingContext.getImageData(0,0,b,c);this._pInst?(this._pInst._setProperty("imageData",d),this._pInst._setProperty("pixels",d.data)):(this._setProperty("imageData",d),this._setProperty("pixels",d.data))},d.Renderer2D.prototype.set=function(a,b,c){if(a=Math.floor(a),b=Math.floor(b),c instanceof d.Image)this.drawingContext.save(),this.drawingContext.setTransform(1,0,0,1,0,0),this.drawingContext.scale(this._pInst._pixelDensity,this._pInst._pixelDensity),this.drawingContext.drawImage(c.canvas,a,b),this.loadPixels.call(this._pInst),this.drawingContext.restore();else{var e=this._pInst||this,f=0,g=0,h=0,i=0,j=4*(b*e._pixelDensity*(this.width*e._pixelDensity)+a*e._pixelDensity);if(e.imageData||e.loadPixels.call(e),"number"==typeof c)jn;)o=Math.min(h-g,f.HALF_PI),p.push(this._acuteArcToBezier(g,o)),g+=o;return this._doFill&&(j.beginPath(),p.forEach(function(a,b){0===b&&j.moveTo(k.x+a.ax*l,k.y+a.ay*m),j.bezierCurveTo(k.x+a.bx*l,k.y+a.by*m,k.x+a.cx*l,k.y+a.cy*m,k.x+a.dx*l,k.y+a.dy*m)}),i!==f.PIE&&null!=i||j.lineTo(k.x,k.y),j.closePath(),j.fill()),this._doStroke&&(j.beginPath(),p.forEach(function(a,b){0===b&&j.moveTo(k.x+a.ax*l,k.y+a.ay*m),j.bezierCurveTo(k.x+a.bx*l,k.y+a.by*m,k.x+a.cx*l,k.y+a.cy*m,k.x+a.dx*l,k.y+a.dy*m)}),i===f.PIE?(j.lineTo(k.x,k.y),j.closePath()):i===f.CHORD&&j.closePath(),j.stroke()),this},d.Renderer2D.prototype.ellipse=function(a){var b=this.drawingContext,c=this._doFill,d=this._doStroke,e=a[0],f=a[1],g=a[2],i=a[3];if(c&&!d){if(b.fillStyle===h)return this}else if(!c&&d&&b.strokeStyle===h)return this;var j=.5522847498,k=g/2*j,l=i/2*j,m=e+g,n=f+i,o=e+g/2,p=f+i/2;b.beginPath(),b.moveTo(e,p),b.bezierCurveTo(e,p-l,o-k,f,o,f),b.bezierCurveTo(o+k,f,m,p-l,m,p),b.bezierCurveTo(m,p+l,o+k,n,o,n),b.bezierCurveTo(o-k,n,e,p+l,e,p),b.closePath(),c&&b.fill(),d&&b.stroke()},d.Renderer2D.prototype.line=function(a,b,c,d){var e=this.drawingContext;return this._doStroke?e.strokeStyle===h?this:(e.lineWidth%2==1&&e.translate(.5,.5),e.beginPath(),e.moveTo(a,b),e.lineTo(c,d),e.stroke(),e.lineWidth%2==1&&e.translate(-.5,-.5),this):this},d.Renderer2D.prototype.point=function(a,b){var c=this.drawingContext,d=c.strokeStyle,e=c.fillStyle;return this._doStroke?c.strokeStyle===h?this:(a=Math.round(a),b=Math.round(b),c.fillStyle=d,c.lineWidth>1?(c.beginPath(),c.arc(a,b,c.lineWidth/2,0,f.TWO_PI,!1),c.fill()):c.fillRect(a,b,1,1),void(c.fillStyle=e)):this},d.Renderer2D.prototype.quad=function(a,b,c,d,e,f,g,i){var j=this.drawingContext,k=this._doFill,l=this._doStroke;if(k&&!l){if(j.fillStyle===h)return this}else if(!k&&l&&j.strokeStyle===h)return this;return j.beginPath(),j.moveTo(a,b),j.lineTo(c,d),j.lineTo(e,f),j.lineTo(g,i),j.closePath(),k&&j.fill(),l&&j.stroke(),this},d.Renderer2D.prototype.rect=function(a){var b=a[0],c=a[1],d=a[2],e=a[3],f=a[4],g=a[5],i=a[6],j=a[7],k=this.drawingContext,l=this._doFill,m=this._doStroke;if(l&&!m){if(k.fillStyle===h)return this}else if(!l&&m&&k.strokeStyle===h)return this;if(this._doStroke&&k.lineWidth%2==1&&k.translate(.5,.5),k.beginPath(),void 0===f)k.rect(b,c,d,e);else{void 0===g&&(g=f),void 0===i&&(i=g),void 0===j&&(j=i);var n=d/2,o=e/2;d<2*f&&(f=n),e<2*f&&(f=o),d<2*g&&(g=n),e<2*g&&(g=o),d<2*i&&(i=n),e<2*i&&(i=o),d<2*j&&(j=n),e<2*j&&(j=o),k.beginPath(),k.moveTo(b+f,c),k.arcTo(b+d,c,b+d,c+e,g),k.arcTo(b+d,c+e,b,c+e,i),k.arcTo(b,c+e,b,c,j),k.arcTo(b,c,b+d,c,f),k.closePath()}return this._doFill&&k.fill(),this._doStroke&&k.stroke(),this._doStroke&&k.lineWidth%2==1&&k.translate(-.5,-.5),this},d.Renderer2D.prototype.triangle=function(a){var b=this.drawingContext,c=this._doFill,d=this._doStroke,e=a[0],f=a[1],g=a[2],i=a[3],j=a[4],k=a[5];if(c&&!d){if(b.fillStyle===h)return this}else if(!c&&d&&b.strokeStyle===h)return this;b.beginPath(),b.moveTo(e,f),b.lineTo(g,i),b.lineTo(j,k),b.closePath(),c&&b.fill(),d&&b.stroke()},d.Renderer2D.prototype.endShape=function(a,b,c,d,e,g,h){if(0===b.length)return this;if(!this._doStroke&&!this._doFill)return this;var i,j=a===f.CLOSE;j&&!g&&b.push(b[0]);var k,l,m=b.length;if(!c||h!==f.POLYGON&&null!==h)if(!d||h!==f.POLYGON&&null!==h)if(!e||h!==f.POLYGON&&null!==h)if(h===f.POINTS)for(k=0;k2)for(this.drawingContext.beginPath(),this.drawingContext.moveTo(b[0][0],b[0][1]),this.drawingContext.lineTo(b[1][0],b[1][1]),this.drawingContext.lineTo(b[2][0],b[2][1]),this._doFill&&this._pInst.fill(b[2][5]),this._doStroke&&this._pInst.stroke(b[2][6]),this._doFillStrokeClose(),k=3;k3)for(k=0;k+13){var n=[],o=1-this._curveTightness;for(this.drawingContext.beginPath(),this.drawingContext.moveTo(b[1][0],b[1][1]),k=1;k+2d?(k=n[h]+" ",o+=q.textLeading()):k=l;switch(this._rectMode===f.CENTER&&(b-=d/2,c-=e/2),this.drawingContext.textAlign){case f.CENTER:b+=d/2;break;case f.RIGHT:b+=d}if(void 0!==e){switch(this.drawingContext.textBaseline){case f.BOTTOM:c+=e-o;break;case f._CTX_MIDDLE:c+=(e-o)/2;break;case f.BASELINE:p=!0,this.drawingContext.textBaseline=f.TOP}r=c+e-q.textAscent()}for(i=0;id&&k.length>0?(this._renderText(q,k,b,c,r),k=n[h]+" ",c+=q.textLeading()):k=l;this._renderText(q,k,b,c,r),c+=q.textLeading()}}else{var s=0,t=q.textAlign().vertical;for(t===f.CENTER?s=(g.length-1)*q.textLeading()/2:t===f.BOTTOM&&(s=(g.length-1)*q.textLeading()),j=0;j=e))return a.push(),this._isOpenType()?this._textFont._renderPath(b,c,d,{renderer:this}):(this._doStroke&&this._strokeSet&&this.drawingContext.strokeText(b,c,d),this._doFill&&(this.drawingContext.fillStyle=this._fillSet?this.drawingContext.fillStyle:f._DEFAULT_TEXT_FILL,this.drawingContext.fillText(b,c,d))),a.pop(),a},d.Renderer2D.prototype.textWidth=function(a){return this._isOpenType()?this._textFont._textWidth(a,this._textSize):this.drawingContext.measureText(a).width},d.Renderer2D.prototype.textAlign=function(a,b){if(arguments.length)return a!==f.LEFT&&a!==f.RIGHT&&a!==f.CENTER||(this.drawingContext.textAlign=a),b!==f.TOP&&b!==f.BOTTOM&&b!==f.CENTER&&b!==f.BASELINE||(b===f.CENTER?this.drawingContext.textBaseline=f._CTX_MIDDLE:this.drawingContext.textBaseline=b),this._pInst;var c=this.drawingContext.textBaseline;return c===f._CTX_MIDDLE&&(c=f.CENTER),{horizontal:this.drawingContext.textAlign,vertical:c}},d.Renderer2D.prototype._applyTextProperties=function(){var a,b=this._pInst;return this._setProperty("_textAscent",null),this._setProperty("_textDescent",null),a=this._textFont,this._isOpenType()&&(a=this._textFont.font.familyName,this._setProperty("_textStyle",this._textFont.font.styleName)),this.drawingContext.font=this._textStyle+" "+this._textSize+"px "+a,b},d.Renderer2D.prototype.push=function(){this.drawingContext.save()},d.Renderer2D.prototype.pop=function(){this.drawingContext.restore()},b.exports=d.Renderer2D},{"../image/filters":56,"./canvas":37,"./constants":38,"./core":39,"./p5.Renderer":45}],47:[function(a,b,c){var d=a("./core"),e=a("./constants");a("./p5.Graphics"),a("./p5.Renderer2D"),a("../webgl/p5.RendererGL");var f="defaultCanvas0";d.prototype.createCanvas=function(a,b,c){var g,h,i=c||e.P2D;if(arguments[3]&&(g="boolean"==typeof arguments[3]&&arguments[3]),i===e.WEBGL)h=document.getElementById(f),h&&h.parentNode.removeChild(h),h=document.createElement("canvas"),h.id=f;else if(g){h=document.createElement("canvas");for(var j=0;document.getElementById("defaultCanvas"+j);)j++;f="defaultCanvas"+j,h.id=f}else h=this.canvas;return this._setupDone||(h.dataset.hidden=!0,h.style.visibility="hidden"),this._userNode?this._userNode.appendChild(h):document.body.appendChild(h),i===e.WEBGL?(this._setProperty("_renderer",new d.RendererGL(h,this,!0)),this._isdefaultGraphics=!0):this._isdefaultGraphics||(this._setProperty("_renderer",new d.Renderer2D(h,this,!0)),this._isdefaultGraphics=!0),this._renderer.resize(a,b),this._renderer._applyDefaults(),g&&this._elements.push(this._renderer),this._renderer},d.prototype.resizeCanvas=function(a,b,c){if(this._renderer){var d={};for(var e in this.drawingContext){var f=this.drawingContext[e];"object"!=typeof f&&"function"!=typeof f&&(d[e]=f)}this._renderer.resize(a,b);for(var g in d)this.drawingContext[g]=d[g];c||this.redraw()}},d.prototype.noCanvas=function(){this.canvas&&this.canvas.parentNode.removeChild(this.canvas)},d.prototype.createGraphics=function(a,b,c){return new d.Graphics(a,b,c,this)},d.prototype.blendMode=function(a){if(a!==e.BLEND&&a!==e.DARKEST&&a!==e.LIGHTEST&&a!==e.DIFFERENCE&&a!==e.MULTIPLY&&a!==e.EXCLUSION&&a!==e.SCREEN&&a!==e.REPLACE&&a!==e.OVERLAY&&a!==e.HARD_LIGHT&&a!==e.SOFT_LIGHT&&a!==e.DODGE&&a!==e.BURN&&a!==e.ADD&&a!==e.NORMAL)throw new Error("Mode "+a+" not recognized.");this._renderer.blendMode(a)},b.exports=d},{"../webgl/p5.RendererGL":88,"./constants":38,"./core":39,"./p5.Graphics":44,"./p5.Renderer2D":46}],48:[function(a,b,c){window.requestAnimationFrame=function(){return window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.oRequestAnimationFrame||window.msRequestAnimationFrame||function(a,b){window.setTimeout(a,1e3/60)}}(),window.performance=window.performance||{},window.performance.now=function(){var a=Date.now();return window.performance.now||window.performance.mozNow||window.performance.msNow||window.performance.oNow||window.performance.webkitNow||function(){return Date.now()-a}}(),function(){"use strict";"undefined"==typeof Uint8ClampedArray||Uint8ClampedArray.prototype.slice||Object.defineProperty(Uint8ClampedArray.prototype,"slice",{value:Array.prototype.slice,writable:!0,configurable:!0,enumerable:!1})}()},{}],49:[function(a,b,c){"use strict";var d=a("./core")
+;d.prototype.exit=function(){throw"exit() not implemented, see remove()"},d.prototype.noLoop=function(){this._loop=!1},d.prototype.loop=function(){this._loop=!0,this._draw()},d.prototype.push=function(){this._renderer.push(),this._styles.push({_doStroke:this._renderer._doStroke,_strokeSet:this._renderer._strokeSet,_doFill:this._renderer._doFill,_fillSet:this._renderer._fillSet,_tint:this._renderer._tint,_imageMode:this._renderer._imageMode,_rectMode:this._renderer._rectMode,_ellipseMode:this._renderer._ellipseMode,_colorMode:this._renderer._colorMode,_textFont:this._renderer._textFont,_textLeading:this._renderer._textLeading,_textSize:this._renderer._textSize,_textStyle:this._renderer._textStyle})},d.prototype.pop=function(){this._renderer.pop();var a=this._styles.pop();for(var b in a)this._renderer[b]=a[b]},d.prototype.pushStyle=function(){throw new Error("pushStyle() not used, see push()")},d.prototype.popStyle=function(){throw new Error("popStyle() not used, see pop()")},d.prototype.redraw=function(){this.resetMatrix(),this._renderer.isP3D&&this._renderer._update();var a=1;if(1===arguments.length)try{parseInt(arguments[0])>1&&(a=parseInt(arguments[0]))}catch(a){}var b=this.setup||window.setup,c=this.draw||window.draw;if("function"==typeof c){void 0===b&&this.scale(this._pixelDensity,this._pixelDensity);for(var d=this,e=function(a){a.call(d)},f=0;f1?this._renderer.rotate(a,b[1]):this._renderer.rotate(a),this},d.prototype.rotateX=function(a){if(!this._renderer.isP3D)throw"not supported in p2d. Please use webgl mode";return this._renderer.rotateX(a),this},d.prototype.rotateY=function(a){if(!this._renderer.isP3D)throw"not supported in p2d. Please use webgl mode";return this._renderer.rotateY(a),this},d.prototype.rotateZ=function(a){if(!this._renderer.isP3D)throw"not supported in p2d. Please use webgl mode";return this._renderer.rotateZ(a),this},d.prototype.scale=function(){for(var a,b,c,e=new Array(arguments.length),f=0;f0))throw"vertex() must be used once before calling quadraticVertex()";k=!0;for(var i=[],j=0;jn||Math.abs(this.accelerationY-this.pAccelerationY)>n||Math.abs(this.accelerationZ-this.pAccelerationZ)>n)&&a();var b=this.deviceTurned||window.deviceTurned;if("function"==typeof b){var c=this.rotationX+180,d=this.pRotationX+180,p=h+180;c-d>0&&c-d<270||c-d<-270?k="clockwise":(c-d<0||c-d>270)&&(k="counter-clockwise"),k!==e&&(p=c),Math.abs(c-p)>90&&Math.abs(c-p)<270&&(p=c,this._setProperty("turnAxis","X"),b()),e=k,h=p-180;var q=this.rotationY+180,r=this.pRotationY+180,s=i+180;q-r>0&&q-r<270||q-r<-270?l="clockwise":(q-r<0||q-this.pRotationY>270)&&(l="counter-clockwise"),l!==f&&(s=q),Math.abs(q-s)>90&&Math.abs(q-s)<270&&(s=q,this._setProperty("turnAxis","Y"),b()),f=l,i=s-180,this.rotationZ-this.pRotationZ>0&&this.rotationZ-this.pRotationZ<270||this.rotationZ-this.pRotationZ<-270?m="clockwise":(this.rotationZ-this.pRotationZ<0||this.rotationZ-this.pRotationZ>270)&&(m="counter-clockwise"),m!==g&&(j=this.rotationZ),Math.abs(this.rotationZ-j)>90&&Math.abs(this.rotationZ-j)<270&&(j=this.rotationZ,this._setProperty("turnAxis","Z"),b()),g=m,this._setProperty("turnAxis",void 0)}var t=this.deviceShaken||window.deviceShaken;if("function"==typeof t){var u,v;null!==this.pAccelerationX&&(u=Math.abs(this.accelerationX-this.pAccelerationX),v=Math.abs(this.accelerationY-this.pAccelerationY)),u+v>o&&t()}},b.exports=d},{"../core/core":39}],53:[function(a,b,c){"use strict";function d(){for(var a in f)if(f[a]===!0)return!0;return!1}var e=a("../core/core"),f={};e.prototype.isKeyPressed=!1,e.prototype.keyIsPressed=!1,e.prototype.key="",e.prototype.keyCode=0,e.prototype._onkeydown=function(a){if(!f[a.which]){this._setProperty("isKeyPressed",!0),this._setProperty("keyIsPressed",!0),this._setProperty("keyCode",a.which),f[a.which]=!0;var b=String.fromCharCode(a.which);b||(b=a.which),this._setProperty("key",b);var c=this.keyPressed||window.keyPressed;if("function"==typeof c&&!a.charCode){c(a)===!1&&a.preventDefault()}}},e.prototype._onkeyup=function(a){var b=this.keyReleased||window.keyReleased;f[a.which]=!1;var c=String.fromCharCode(a.which);if(d()&&(this._setProperty("isKeyPressed",!1),this._setProperty("keyIsPressed",!1)),this._setProperty("_lastKeyCodeTyped",null),c||(c=a.which),this._setProperty("key",c),this._setProperty("keyCode",a.which),"function"==typeof b){b(a)===!1&&a.preventDefault()}},e.prototype._onkeypress=function(a){if(a.which!==this._lastKeyCodeTyped){this._setProperty("keyCode",a.which),this._setProperty("_lastKeyCodeTyped",a.which),this._setProperty("key",String.fromCharCode(a.which));var b=this.keyTyped||window.keyTyped;if("function"==typeof b){b(a)===!1&&a.preventDefault()}}},e.prototype._onblur=function(a){f={}},e.prototype.keyIsDown=function(a){return f[a]},b.exports=e},{"../core/core":39}],54:[function(a,b,c){"use strict";function d(a,b,c,d){d&&!d.clientX&&(d.touches?d=d.touches[0]:d.changedTouches&&(d=d.changedTouches[0]));var e=a.getBoundingClientRect(),f=a.scrollWidth/b,g=a.scrollHeight/c;return{x:(d.clientX-e.left)/f,y:(d.clientY-e.top)/g,winX:d.clientX,winY:d.clientY,id:d.identifier}}var e=a("../core/core"),f=a("../core/constants");e.prototype._hasMouseInteracted=!1,e.prototype.mouseX=0,e.prototype.mouseY=0,e.prototype.pmouseX=0,e.prototype.pmouseY=0,e.prototype.winMouseX=0,e.prototype.winMouseY=0,e.prototype.pwinMouseX=0,e.prototype.pwinMouseY=0,e.prototype.mouseButton=0,e.prototype.mouseIsPressed=!1,e.prototype.isMousePressed=!1,e.prototype._updateNextMouseCoords=function(a){if(null!==this._curElement&&(!a.touches||a.touches.length>0)){var b=d(this._curElement.elt,this.width,this.height,a);this._setProperty("mouseX",b.x),this._setProperty("mouseY",b.y),this._setProperty("winMouseX",b.winX),this._setProperty("winMouseY",b.winY)}this._hasMouseInteracted||(this._updateMouseCoords(),this._setProperty("_hasMouseInteracted",!0))},e.prototype._updateMouseCoords=function(){this._setProperty("pmouseX",this.mouseX),this._setProperty("pmouseY",this.mouseY),this._setProperty("pwinMouseX",this.winMouseX),this._setProperty("pwinMouseY",this.winMouseY)},e.prototype._setMouseButton=function(a){1===a.button?this._setProperty("mouseButton",f.CENTER):2===a.button?this._setProperty("mouseButton",f.RIGHT):this._setProperty("mouseButton",f.LEFT)},e.prototype._onmousemove=function(a){var b=this._isGlobal?window:this;this._updateNextMouseCoords(a),this.isMousePressed?"function"==typeof b.mouseDragged?b.mouseDragged(a)===!1&&a.preventDefault():"function"==typeof b.touchMoved&&b.touchMoved(a)===!1&&a.preventDefault():"function"==typeof b.mouseMoved&&b.mouseMoved(a)===!1&&a.preventDefault()},e.prototype._onmousedown=function(a){var b=this._isGlobal?window:this;this._setProperty("isMousePressed",!0),this._setProperty("mouseIsPressed",!0),this._setMouseButton(a),this._updateNextMouseCoords(a),"function"==typeof b.mousePressed?b.mousePressed(a)===!1&&a.preventDefault():"function"==typeof b.touchStarted&&b.touchStarted(a)===!1&&a.preventDefault()},e.prototype._onmouseup=function(a){var b=this._isGlobal?window:this;this._setProperty("isMousePressed",!1),this._setProperty("mouseIsPressed",!1),"function"==typeof b.mouseReleased?b.mouseReleased(a)===!1&&a.preventDefault():"function"==typeof b.touchEnded&&b.touchEnded(a)===!1&&a.preventDefault()},e.prototype._ondragend=e.prototype._onmouseup,e.prototype._ondragover=e.prototype._onmousemove,e.prototype._onclick=function(a){var b=this._isGlobal?window:this;if("function"==typeof b.mouseClicked){b.mouseClicked(a)===!1&&a.preventDefault()}},e.prototype._onwheel=function(a){var b=this._isGlobal?window:this;if("function"==typeof b.mouseWheel){a.delta=a.deltaY;b.mouseWheel(a)===!1&&a.preventDefault()}},b.exports=e},{"../core/constants":38,"../core/core":39}],55:[function(a,b,c){"use strict";function d(a,b,c,d,e){e=e||0;var f=a.getBoundingClientRect(),g=a.scrollWidth/b,h=a.scrollHeight/c,i=d.touches[e]||d.changedTouches[e];return{x:(i.clientX-f.left)/g,y:(i.clientY-f.top)/h,winX:i.clientX,winY:i.clientY,id:i.identifier}}var e=a("../core/core");e.prototype.touches=[],e.prototype._updateTouchCoords=function(a){if(null!==this._curElement){for(var b=[],c=0;c=e)break;x=0}for(F=x;F=e);F++){var H=m[t+C];G=j[F],s+=G[(H&-16777216)>>>24],p+=G[(16711680&H)>>16],q+=G[(65280&H)>>8],r+=G[255&H],o+=i[F],t++}u=C+D,y[u]=s/o,z[u]=p/o,A[u]=q/o,B[u]=r/o}C+=e}for(C=0,v=-g,w=v*e,E=0;E=k)break;x=0,u=v,t=D+w}for(F=x;F=k);F++)G=j[F],s+=G[y[t]],p+=G[z[t]],q+=G[A[t]],r+=G[B[t]],o+=i[F],u++,t+=e;m[D+C]=s/o<<24|p/o<<16|q/o<<8|r/o}C+=e,w+=e,v++}f._setPixels(c,m)}var f={};f._toPixels=function(a){return a instanceof ImageData?a.data:a.getContext("2d").getImageData(0,0,a.width,a.height).data},f._getARGB=function(a,b){var c=4*b;return a[c+3]<<24&4278190080|a[c]<<16&16711680|a[c+1]<<8&65280|255&a[c+2]},f._setPixels=function(a,b){for(var c=0,d=0,e=a.length;d>>16,a[c+1]=(65280&b[d])>>>8,a[c+2]=255&b[d],a[c+3]=(4278190080&b[d])>>>24},f._toImageData=function(a){return a instanceof ImageData?a:a.getContext("2d").getImageData(0,0,a.width,a.height)},f._createImageData=function(a,b){return f._tmpCanvas=document.createElement("canvas"),f._tmpCtx=f._tmpCanvas.getContext("2d"),this._tmpCtx.createImageData(a,b)},f.apply=function(a,b,c){var d=a.getContext("2d"),e=d.getImageData(0,0,a.width,a.height),f=b(e,c);f instanceof ImageData?d.putImageData(f,0,0,0,0,a.width,a.height):d.putImageData(e,0,0,0,0,a.width,a.height)},f.threshold=function(a,b){var c=f._toPixels(a);void 0===b&&(b=.5);for(var d=Math.floor(255*b),e=0;e=d?255:0,c[e]=c[e+1]=c[e+2]=g}},f.gray=function(a){for(var b=f._toPixels(a),c=0;c255)throw new Error("Level must be greater than 2 and less than 255 for posterize");for(var d=b-1,e=0;e>8)/d,c[e+1]=255*(h*b>>8)/d,c[e+2]=255*(i*b>>8)/d}},f.dilate=function(a){for(var b,c,d,e,g,h,i,j,k,l,m,n,o,p,q,r,s,t=f._toPixels(a),u=0,v=t.length?t.length/4:0,w=new Int32Array(v);u=c&&(h=u),j<0&&(j=0),k>=v&&(k=u),n=f._getARGB(t,j),m=f._getARGB(t,i),o=f._getARGB(t,k),l=f._getARGB(t,h),g=77*(d>>16&255)+151*(d>>8&255)+28*(255&d),q=77*(m>>16&255)+151*(m>>8&255)+28*(255&m),p=77*(l>>16&255)+151*(l>>8&255)+28*(255&l),r=77*(n>>16&255)+151*(n>>8&255)+28*(255&n),s=77*(o>>16&255)+151*(o>>8&255)+28*(255&o),q>g&&(e=m,g=q),p>g&&(e=l,g=p),r>g&&(e=n,g=r),s>g&&(e=o,g=s),w[u++]=e;f._setPixels(t,w)},f.erode=function(a){for(var b,c,d,e,g,h,i,j,k,l,m,n,o,p,q,r,s,t=f._toPixels(a),u=0,v=t.length?t.length/4:0,w=new Int32Array(v);u=c&&(h=u),j<0&&(j=0),k>=v&&(k=u),n=f._getARGB(t,j),m=f._getARGB(t,i),o=f._getARGB(t,k),l=f._getARGB(t,h),g=77*(d>>16&255)+151*(d>>8&255)+28*(255&d),q=77*(m>>16&255)+151*(m>>8&255)+28*(255&m),p=77*(l>>16&255)+151*(l>>8&255)+28*(255&l),r=77*(n>>16&255)+151*(n>>8&255)+28*(255&n),s=77*(o>>16&255)+151*(o>>8&255)+28*(255&o),q Save As.\n",alert(e),window.location.href=a.toDataURL()}else{var f;if(void 0===c)c="png",f="image/png";else switch(c){case"png":f="image/png";break;case"jpeg":f="image/jpeg";break;case"jpg":f="image/jpeg";break;default:f="image/png"}var g=a.toDataURL(f);g=g.replace(f,"image/octet-stream"),d.prototype.downloadFile(g,b,c)}},d.prototype.saveFrames=function(a,b,c,f,g){var h=c||3;h=d.prototype.constrain(h,0,15),h*=1e3;var i=f||15;i=d.prototype.constrain(i,0,22);var j=0,k=d.prototype._makeFrame,l=this._curElement.elt,m=setInterval(function(){k(a+j,b,l),j++},1e3/i);setTimeout(function(){if(clearInterval(m),g)g(e);else for(var a=0;a0&&a0&&this.loadPixels()},d.Image.prototype.copy=function(){d.prototype.copy.apply(this,arguments)},d.Image.prototype.mask=function(a){void 0===a&&(a=this);var b=this.drawingContext.globalCompositeOperation,c=1;a instanceof d.Renderer&&(c=a._pInst._pixelDensity);var e=[a,0,0,c*a.width,c*a.height,0,0,this.width,this.height];this.drawingContext.globalCompositeOperation="destination-in",d.Image.prototype.copy.apply(this,e),this.drawingContext.globalCompositeOperation=b},d.Image.prototype.filter=function(a,b){e.apply(this.canvas,e[a.toLowerCase()],b)},d.Image.prototype.blend=function(){d.prototype.blend.apply(this,arguments)},d.Image.prototype.save=function(a,b){var c;if(b)switch(b.toLowerCase()){case"png":c="image/png";break;case"jpeg":c="image/jpeg";break;case"jpg":c="image/jpeg";break;default:c="image/png"}else b="png",c="image/png";var e=this.canvas.toDataURL(c);e=e.replace(c,"image/octet-stream"),d.prototype.downloadFile(e,a,b)},b.exports=d.Image},{"../core/core":39,"./filters":56}],60:[function(a,b,c){"use strict";var d=a("../core/core"),e=a("./filters");a("../color/p5.Color"),d.prototype.pixels=[],d.prototype.blend=function(){this._renderer?this._renderer.blend.apply(this._renderer,arguments):d.Renderer2D.prototype.blend.apply(this,arguments)},d.prototype.copy=function(){d.Renderer2D._copyHelper.apply(this,arguments)},d.prototype.filter=function(a,b){void 0!==this.canvas?e.apply(this.canvas,e[a.toLowerCase()],b):e.apply(this.elt,e[a.toLowerCase()],b)},d.prototype.get=function(a,b,c,d){return this._renderer.get(a,b,c,d)},d.prototype.loadPixels=function(){this._renderer.loadPixels()},d.prototype.set=function(a,b,c){this._renderer.set(a,b,c)},d.prototype.updatePixels=function(a,b,c,d){0!==this.pixels.length&&this._renderer.updatePixels(a,b,c,d)},b.exports=d},{"../color/p5.Color":33,"../core/core":39,"./filters":56}],61:[function(a,b,c){"use strict";function d(a,b){var c={};if(void 0===(b=b||[]))for(var d=0;d/g,">").replace(/"/g,""").replace(/'/g,"'")}function f(a,b){b&&b!==!0&&"true"!==b||(b=""),a||(a="untitled");var c="";return a&&a.indexOf(".")>-1&&(c=a.split(".").pop()),b&&c!==b&&(c=b,a=a+"."+c),[a,c]}function g(a){document.body.removeChild(a.target)}var h=a("../core/core"),i=a("reqwest"),j=a("opentype.js");a("../core/error_helpers"),h._getDecrementPreload=function(){var a=arguments[arguments.length-1];return(window.preload||this&&this.preload)&&"function"==typeof a?a:null},h.prototype.loadFont=function(a,b,c){var d=new h.Font(this),e=h._getDecrementPreload.apply(this,arguments);return j.load(a,function(f,g){if(f)return void 0!==c&&c!==e?c(f):(h._friendlyFileLoadError(4,a),void console.error(f,a));d.font=g,void 0!==b&&b(d),e&&b!==e&&e();var i,j,k=["ttf","otf","woff","woff2"],l=a.split("\\").pop().split("/").pop(),m=l.lastIndexOf("."),n=m<1?null:l.substr(m+1);k.indexOf(n)>-1&&(i=l.substr(0,m),j=document.createElement("style"),j.appendChild(document.createTextNode("\n@font-face {\nfont-family: "+i+";\nsrc: url("+a+");\n}\n")),document.head.appendChild(j))}),d},h.prototype.createInput=function(){throw"not yet implemented"},h.prototype.createReader=function(){throw"not yet implemented"},h.prototype.loadBytes=function(){throw"not yet implemented"},h.prototype.loadJSON=function(){for(var a,b=arguments[0],c=arguments[1],d=h._getDecrementPreload.apply(this,arguments),e={},f="json",g=2;g"),d.print("");var k=' ',d.print(k),d.print(""),d.print(""),d.print(" "),"0"!==f[0]){d.print(" ");for(var l=0;l"+m),d.print(" ")}d.print("
")}for(var n=0;n");for(var o=0;o"+q),d.print(" ")}d.print(" ")}d.print("
"),d.print(""),d.print("