Repository: Code-Bullet/Flappy-Bird-AI
Branch: master
Commit: dc24ba528c73
Files: 19
Total size: 1.4 MB
Directory structure:
gitextract_p2mxl6u2/
├── LICENSE
├── README.md
└── flappyBird/
├── ConnectionGene.js
├── ConnectionHistory.js
├── GENOME.JS
├── Ground.js
├── Node.js
├── Pipe.js
├── PipePair.js
├── Population.js
├── Species.js
├── images/
│ ├── Untitled-3.psd
│ └── photoshoip thing 1.psd
├── index.html
├── libraries/
│ ├── p5.dom.js
│ ├── p5.js
│ └── p5.sound.js
├── player.js
└── sketch.js
================================================
FILE CONTENTS
================================================
================================================
FILE: LICENSE
================================================
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may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
.
================================================
FILE: README.md
================================================
# Flappy-Bird-AI
================================================
FILE: flappyBird/ConnectionGene.js
================================================
//a connection between 2 nodes
class connectionGene {
constructor(from, to, w, inno) {
this.fromNode = from;
this.toNode = to;
this.weight = w;
this.enabled = true;
this.innovationNo = inno; //each connection is given a innovation number to compare genomes
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//changes the this.weight
mutateWeight() {
var rand2 = random(1);
if (rand2 < 0.1) { //10% of the time completely change the this.weight
this.weight = random(-1, 1);
} else { //otherwise slightly change it
this.weight += (randomGaussian() / 50);
//keep this.weight between bounds
if (this.weight > 1) {
this.weight = 1;
}
if (this.weight < -1) {
this.weight = -1;
}
}
}
//----------------------------------------------------------------------------------------------------------
//returns a copy of this connectionGene
clone(from, to) {
var clone = new connectionGene(from, to, this.weight, this.innovationNo);
clone.enabled = this.enabled;
return clone;
}
}
================================================
FILE: flappyBird/ConnectionHistory.js
================================================
class connectionHistory {
constructor(from, to, inno, innovationNos) {
this.fromNode = from;
this.toNode = to;
this.innovationNumber = inno;
this.innovationNumbers = []; //the innovation Numbers from the connections of the genome which first had this mutation
//this represents the genome and allows us to test if another genoeme is the same
//this is before this connection was added
arrayCopy(innovationNos, this.innovationNumbers); //copy (from, to)
}
//----------------------------------------------------------------------------------------------------------------
//returns whether the genome matches the original genome and the connection is between the same nodes
matches(genome, from, to) {
if (genome.genes.length === this.innovationNumbers.length) { //if the number of connections are different then the genoemes aren't the same
if (from.number === this.fromNode && to.number === this.toNode) {
//next check if all the innovation numbers match from the genome
for (var i = 0; i < genome.genes.length; i++) {
if (!this.innovationNumbers.includes(genome.genes[i].innovationNo)) {
return false;
}
}
//if reached this far then the innovationNumbers match the genes innovation numbers and the connection is between the same nodes
//so it does match
return true;
}
}
return false;
}
}
================================================
FILE: flappyBird/GENOME.JS
================================================
class Genome {
constructor(inputs, outputs, crossover) {
this.genes = []; //a list of connections between this.nodes which represent the NN
this.nodes = [];
this.inputs = inputs;
this.outputs = outputs;
this.layers = 2;
this.nextNode = 0;
// this.biasNode;
this.network = []; //a list of the this.nodes in the order that they need to be considered in the NN
//create input this.nodes
if (crossover) {
return;
}
for (var i = 0; i < this.inputs; i++) {
this.nodes.push(new Node(i));
this.nextNode++;
this.nodes[i].layer = 0;
}
//create output this.nodes
for (var i = 0; i < this.outputs; i++) {
this.nodes.push(new Node(i + this.inputs));
this.nodes[i + this.inputs].layer = 1;
this.nextNode++;
}
this.nodes.push(new Node(this.nextNode)); //bias node
this.biasNode = this.nextNode;
this.nextNode++;
this.nodes[this.biasNode].layer = 0;
}
fullyConnect(innovationHistory) {
//this will be a new number if no identical genome has mutated in the same
for (var i = 0; i < this.inputs; i++) {
for (var j = 0; j < this.outputs; j++) {
var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[i], this.nodes[this.nodes.length - j - 2]);
this.genes.push(new connectionGene(this.nodes[i], this.nodes[this.nodes.length - j - 2], random(-1, 1), connectionInnovationNumber));
}
}
var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[this.biasNode], this.nodes[this.nodes.length - 2]);
this.genes.push(new connectionGene(this.nodes[this.biasNode], this.nodes[this.nodes.length - 2], random(-1, 1), connectionInnovationNumber));
//
// connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[this.biasNode], this.nodes[this.nodes.length - 3]);
// this.genes.push(new connectionGene(this.nodes[this.biasNode], this.nodes[this.nodes.length - 3], random(-1, 1), connectionInnovationNumber));
// //add the connection with a random array
//changed this so if error here
this.connectNodes();
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//returns the node with a matching number
//sometimes the this.nodes will not be in order
getNode(nodeNumber) {
for (var i = 0; i < this.nodes.length; i++) {
if (this.nodes[i].number == nodeNumber) {
return this.nodes[i];
}
}
return null;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//adds the conenctions going out of a node to that node so that it can acess the next node during feeding forward
connectNodes() {
for (var i = 0; i < this.nodes.length; i++) { //clear the connections
this.nodes[i].outputConnections = [];
}
for (var i = 0; i < this.genes.length; i++) { //for each connectionGene
this.genes[i].fromNode.outputConnections.push(this.genes[i]); //add it to node
}
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//feeding in input values varo the NN and returning output array
feedForward(inputValues) {
//set the outputs of the input this.nodes
for (var i = 0; i < this.inputs; i++) {
this.nodes[i].outputValue = inputValues[i];
}
this.nodes[this.biasNode].outputValue = 1; //output of bias is 1
for (var i = 0; i < this.network.length; i++) { //for each node in the network engage it(see node class for what this does)
this.network[i].engage();
}
//the outputs are this.nodes[inputs] to this.nodes [inputs+outputs-1]
var outs = [];
for (var i = 0; i < this.outputs; i++) {
outs[i] = this.nodes[this.inputs + i].outputValue;
}
for (var i = 0; i < this.nodes.length; i++) { //reset all the this.nodes for the next feed forward
this.nodes[i].inputSum = 0;
}
return outs;
}
//----------------------------------------------------------------------------------------------------------------------------------------
//sets up the NN as a list of this.nodes in order to be engaged
generateNetwork() {
this.connectNodes();
this.network = [];
//for each layer add the node in that layer, since layers cannot connect to themselves there is no need to order the this.nodes within a layer
for (var l = 0; l < this.layers; l++) { //for each layer
for (var i = 0; i < this.nodes.length; i++) { //for each node
if (this.nodes[i].layer == l) { //if that node is in that layer
this.network.push(this.nodes[i]);
}
}
}
}
//-----------------------------------------------------------------------------------------------------------------------------------------
//mutate the NN by adding a new node
//it does this by picking a random connection and disabling it then 2 new connections are added
//1 between the input node of the disabled connection and the new node
//and the other between the new node and the output of the disabled connection
addNode(innovationHistory) {
//pick a random connection to create a node between
if (this.genes.length == 0) {
this.addConnection(innovationHistory);
return;
}
var randomConnection = floor(random(this.genes.length));
while (this.genes[randomConnection].fromNode == this.nodes[this.biasNode] && this.genes.length != 1) { //dont disconnect bias
randomConnection = floor(random(this.genes.length));
}
this.genes[randomConnection].enabled = false; //disable it
var newNodeNo = this.nextNode;
this.nodes.push(new Node(newNodeNo));
this.nextNode++;
//add a new connection to the new node with a weight of 1
var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.genes[randomConnection].fromNode, this.getNode(newNodeNo));
this.genes.push(new connectionGene(this.genes[randomConnection].fromNode, this.getNode(newNodeNo), 1, connectionInnovationNumber));
connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.getNode(newNodeNo), this.genes[randomConnection].toNode);
//add a new connection from the new node with a weight the same as the disabled connection
this.genes.push(new connectionGene(this.getNode(newNodeNo), this.genes[randomConnection].toNode, this.genes[randomConnection].weight, connectionInnovationNumber));
this.getNode(newNodeNo).layer = this.genes[randomConnection].fromNode.layer + 1;
connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[this.biasNode], this.getNode(newNodeNo));
//connect the bias to the new node with a weight of 0
this.genes.push(new connectionGene(this.nodes[this.biasNode], this.getNode(newNodeNo), 0, connectionInnovationNumber));
//if the layer of the new node is equal to the layer of the output node of the old connection then a new layer needs to be created
//more accurately the layer numbers of all layers equal to or greater than this new node need to be incrimented
if (this.getNode(newNodeNo).layer == this.genes[randomConnection].toNode.layer) {
for (var i = 0; i < this.nodes.length - 1; i++) { //dont include this newest node
if (this.nodes[i].layer >= this.getNode(newNodeNo).layer) {
this.nodes[i].layer++;
}
}
this.layers++;
}
this.connectNodes();
}
//------------------------------------------------------------------------------------------------------------------
//adds a connection between 2 this.nodes which aren't currently connected
addConnection(innovationHistory) {
//cannot add a connection to a fully connected network
if (this.fullyConnected()) {
console.log("connection failed");
return;
}
//get random this.nodes
var randomNode1 = floor(random(this.nodes.length));
var randomNode2 = floor(random(this.nodes.length));
while (this.randomConnectionNodesAreShit(randomNode1, randomNode2)) { //while the random this.nodes are no good
//get new ones
randomNode1 = floor(random(this.nodes.length));
randomNode2 = floor(random(this.nodes.length));
}
var temp;
if (this.nodes[randomNode1].layer > this.nodes[randomNode2].layer) { //if the first random node is after the second then switch
temp = randomNode2;
randomNode2 = randomNode1;
randomNode1 = temp;
}
//get the innovation number of the connection
//this will be a new number if no identical genome has mutated in the same way
var connectionInnovationNumber = this.getInnovationNumber(innovationHistory, this.nodes[randomNode1], this.nodes[randomNode2]);
//add the connection with a random array
this.genes.push(new connectionGene(this.nodes[randomNode1], this.nodes[randomNode2], random(-1, 1), connectionInnovationNumber)); //changed this so if error here
this.connectNodes();
}
//-------------------------------------------------------------------------------------------------------------------------------------------
randomConnectionNodesAreShit(r1, r2) {
if (this.nodes[r1].layer == this.nodes[r2].layer) return true; // if the this.nodes are in the same layer
if (this.nodes[r1].isConnectedTo(this.nodes[r2])) return true; //if the this.nodes are already connected
return false;
}
//-------------------------------------------------------------------------------------------------------------------------------------------
//returns the innovation number for the new mutation
//if this mutation has never been seen before then it will be given a new unique innovation number
//if this mutation matches a previous mutation then it will be given the same innovation number as the previous one
getInnovationNumber(innovationHistory, from, to) {
var isNew = true;
var connectionInnovationNumber = nextConnectionNo;
for (var i = 0; i < innovationHistory.length; i++) { //for each previous mutation
if (innovationHistory[i].matches(this, from, to)) { //if match found
isNew = false; //its not a new mutation
connectionInnovationNumber = innovationHistory[i].innovationNumber; //set the innovation number as the innovation number of the match
break;
}
}
if (isNew) { //if the mutation is new then create an arrayList of varegers representing the current state of the genome
var innoNumbers = [];
for (var i = 0; i < this.genes.length; i++) { //set the innovation numbers
innoNumbers.push(this.genes[i].innovationNo);
}
//then add this mutation to the innovationHistory
innovationHistory.push(new connectionHistory(from.number, to.number, connectionInnovationNumber, innoNumbers));
nextConnectionNo++;
}
return connectionInnovationNumber;
}
//----------------------------------------------------------------------------------------------------------------------------------------
//returns whether the network is fully connected or not
fullyConnected() {
var maxConnections = 0;
var nodesInLayers = []; //array which stored the amount of this.nodes in each layer
for (var i = 0; i < this.layers; i++) {
nodesInLayers[i] = 0;
}
//populate array
for (var i = 0; i < this.nodes.length; i++) {
nodesInLayers[this.nodes[i].layer] += 1;
}
//for each layer the maximum amount of connections is the number in this layer * the number of this.nodes infront of it
//so lets add the max for each layer together and then we will get the maximum amount of connections in the network
for (var i = 0; i < this.layers - 1; i++) {
var nodesInFront = 0;
for (var j = i + 1; j < this.layers; j++) { //for each layer infront of this layer
nodesInFront += nodesInLayers[j]; //add up this.nodes
}
maxConnections += nodesInLayers[i] * nodesInFront;
}
if (maxConnections <= this.genes.length) { //if the number of connections is equal to the max number of connections possible then it is full
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------------------------------------------
//mutates the genome
mutate(innovationHistory) {
if (this.genes.length == 0) {
this.addConnection(innovationHistory);
}
var rand1 = random(1);
if (rand1 < 0.8) { // 80% of the time mutate weights
for (var i = 0; i < this.genes.length; i++) {
this.genes[i].mutateWeight();
}
}
//5% of the time add a new connection
var rand2 = random(1);
if (rand2 < 0.05) {
this.addConnection(innovationHistory);
}
//1% of the time add a node
var rand3 = random(1);
if (rand3 < 0.01) {
this.addNode(innovationHistory);
}
}
//---------------------------------------------------------------------------------------------------------------------------------
//called when this Genome is better that the other parent
crossover(parent2) {
var child = new Genome(this.inputs, this.outputs, true);
child.genes = [];
child.nodes = [];
child.layers = this.layers;
child.nextNode = this.nextNode;
child.biasNode = this.biasNode;
var childGenes = []; // new ArrayList();//list of genes to be inherrited form the parents
var isEnabled = []; // new ArrayList();
//all inherited genes
for (var i = 0; i < this.genes.length; i++) {
var setEnabled = true; //is this node in the chlid going to be enabled
var parent2gene = this.matchingGene(parent2, this.genes[i].innovationNo);
if (parent2gene != -1) { //if the genes match
if (!this.genes[i].enabled || !parent2.genes[parent2gene].enabled) { //if either of the matching genes are disabled
if (random(1) < 0.75) { //75% of the time disabel the childs gene
setEnabled = false;
}
}
var rand = random(1);
if (rand < 0.5) {
childGenes.push(this.genes[i]);
//get gene from this fucker
} else {
//get gene from parent2
childGenes.push(parent2.genes[parent2gene]);
}
} else { //disjoint or excess gene
childGenes.push(this.genes[i]);
setEnabled = this.genes[i].enabled;
}
isEnabled.push(setEnabled);
}
//since all excess and disjovar genes are inherrited from the more fit parent (this Genome) the childs structure is no different from this parent | with exception of dormant connections being enabled but this wont effect this.nodes
//so all the this.nodes can be inherrited from this parent
for (var i = 0; i < this.nodes.length; i++) {
child.nodes.push(this.nodes[i].clone());
}
//clone all the connections so that they connect the childs new this.nodes
for (var i = 0; i < childGenes.length; i++) {
child.genes.push(childGenes[i].clone(child.getNode(childGenes[i].fromNode.number), child.getNode(childGenes[i].toNode.number)));
child.genes[i].enabled = isEnabled[i];
}
child.connectNodes();
return child;
}
//----------------------------------------------------------------------------------------------------------------------------------------
//returns whether or not there is a gene matching the input innovation number in the input genome
matchingGene(parent2, innovationNumber) {
for (var i = 0; i < parent2.genes.length; i++) {
if (parent2.genes[i].innovationNo == innovationNumber) {
return i;
}
}
return -1; //no matching gene found
}
//----------------------------------------------------------------------------------------------------------------------------------------
//prints out info about the genome to the console
printGenome() {
console.log("Prvar genome layers:" + this.layers);
console.log("bias node: " + this.biasNode);
console.log("this.nodes");
for (var i = 0; i < this.nodes.length; i++) {
console.log(this.nodes[i].number + ",");
}
console.log("Genes");
for (var i = 0; i < this.genes.length; i++) { //for each connectionGene
console.log("gene " + this.genes[i].innovationNo + "From node " + this.genes[i].fromNode.number + "To node " + this.genes[i].toNode.number +
"is enabled " + this.genes[i].enabled + "from layer " + this.genes[i].fromNode.layer + "to layer " + this.genes[i].toNode.layer + "weight: " + this.genes[i].weight);
}
console.log();
}
//----------------------------------------------------------------------------------------------------------------------------------------
//returns a copy of this genome
clone() {
var clone = new Genome(this.inputs, this.outputs, true);
for (var i = 0; i < this.nodes.length; i++) { //copy this.nodes
clone.nodes.push(this.nodes[i].clone());
}
//copy all the connections so that they connect the clone new this.nodes
for (var i = 0; i < this.genes.length; i++) { //copy genes
clone.genes.push(this.genes[i].clone(clone.getNode(this.genes[i].fromNode.number), clone.getNode(this.genes[i].toNode.number)));
}
clone.layers = this.layers;
clone.nextNode = this.nextNode;
clone.biasNode = this.biasNode;
clone.connectNodes();
return clone;
}
//----------------------------------------------------------------------------------------------------------------------------------------
//draw the genome on the screen
drawGenome(startX, startY, w, h) {
//i know its ugly but it works (and is not that important) so I'm not going to mess with it
var allNodes = []; //new ArrayList>();
var nodePoses = []; // new ArrayList();
var nodeNumbers = []; // new ArrayList();
//get the positions on the screen that each node is supposed to be in
//split the this.nodes varo layers
for (var i = 0; i < this.layers; i++) {
var temp = []; // new ArrayList();
for (var j = 0; j < this.nodes.length; j++) { //for each node
if (this.nodes[j].layer == i) { //check if it is in this layer
temp.push(this.nodes[j]); //add it to this layer
}
}
allNodes.push(temp); //add this layer to all this.nodes
}
//for each layer add the position of the node on the screen to the node posses arraylist
for (var i = 0; i < this.layers; i++) {
fill(255, 0, 0);
var x = startX + float((i + 1.0) * w) / float(this.layers + 1.0);
for (var j = 0; j < allNodes[i].length; j++) { //for the position in the layer
var y = startY + float((j + 1.0) * h) / float(allNodes[i].length + 1.0);
nodePoses.push(createVector(x, y));
nodeNumbers.push(allNodes[i][j].number);
}
}
//draw connections
stroke(0);
strokeWeight(2);
for (var i = 0; i < this.genes.length; i++) {
if (this.genes[i].enabled) {
stroke(0);
} else {
stroke(100);
}
var from;
var to;
from = nodePoses[nodeNumbers.indexOf(this.genes[i].fromNode.number)];
to = nodePoses[nodeNumbers.indexOf(this.genes[i].toNode.number)];
if (this.genes[i].weight > 0) {
stroke(255, 0, 0);
} else {
stroke(0, 0, 255);
}
strokeWeight(map(abs(this.genes[i].weight), 0, 1, 0, 3));
line(from.x, from.y, to.x, to.y);
}
//draw this.nodes last so they appear ontop of the connection lines
for (var i = 0; i < nodePoses.length; i++) {
fill(255);
stroke(0);
strokeWeight(1);
ellipse(nodePoses[i].x, nodePoses[i].y, 20, 20);
textSize(10);
fill(0);
textAlign(CENTER, CENTER);
text(nodeNumbers[i], nodePoses[i].x, nodePoses[i].y);
}
// print out neural network info text
// textAlign(RIGHT);
// fill(255);
// textSize(15);
// noStroke();
// text("car angle", nodePoses[0].x - 20, nodePoses[0].y);
// text("touching ground", nodePoses[1].x - 20, nodePoses[1].y);
// text("angular velocity", nodePoses[2].x - 20, nodePoses[2].y);
// text("Distance to ground", nodePoses[3].x - 20, nodePoses[3].y);
// text("gradient", nodePoses[4].x - 20, nodePoses[4].y);
// text("bias", nodePoses[5].x - 20, nodePoses[5].y);
// textAlign(LEFT);
// text("gas", nodePoses[nodePoses.length - 2].x + 20, nodePoses[nodePoses.length - 2].y);
// text("break", nodePoses[nodePoses.length - 1].x + 20, nodePoses[nodePoses.length - 1].y);
}
}
================================================
FILE: flappyBird/Ground.js
================================================
class Ground {
constructor() {
this.height = 30;
this.topPixelCoord = canvas.height - this.height;
this.pixelOffset = 0;
}
show() {
fill(0);
rect(0, this.topPixelCoord, canvas.width, this.height);
for (var i = this.pixelOffset; i < canvas.width; i += groundSprite.width) {
image(groundSprite, i, this.topPixelCoord);
}
}
update() {
this.pixelOffset -= panSpeed;
if (this.pixelOffset <= -groundSprite.width) {
this.pixelOffset += groundSprite.width;
}
}
collided(p) {
return p.y + p.size / 2 >= this.topPixelCoord;
}
}
================================================
FILE: flappyBird/Node.js
================================================
class Node {
constructor(no) {
this.number = no;
this.inputSum = 0; //current sum i.e. before activation
this.outputValue = 0; //after activation function is applied
this.outputConnections = []; //new ArrayList();
this.layer = 0;
this.drawPos = createVector();
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//the node sends its output to the inputs of the nodes its connected to
engage() {
if(this.layer != 0) { //no sigmoid for the inputs and bias
this.outputValue = this.sigmoid(this.inputSum);
}
for(var i = 0; i < this.outputConnections.length; i++) { //for each connection
if(this.outputConnections[i].enabled) { //dont do shit if not enabled
this.outputConnections[i].toNode.inputSum += this.outputConnections[i].weight * this.outputValue; //add the weighted output to the sum of the inputs of whatever node this node is connected to
}
}
}
//----------------------------------------------------------------------------------------------------------------------------------------
//not used
stepFunction(x) {
if(x < 0) {
return 0;
} else {
return 1;
}
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//sigmoid activation function
sigmoid(x) {
return 1.0 / (1.0 + pow(Math.E, -4.9 * x)); //todo check pow
}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
//returns whether this node connected to the parameter node
//used when adding a new connection
isConnectedTo(node) {
if(node.layer == this.layer) { //nodes in the same this.layer cannot be connected
return false;
}
//you get it
if(node.layer < this.layer) {
for(var i = 0; i < node.outputConnections.length; i++) {
if(node.outputConnections[i].toNode == this) {
return true;
}
}
} else {
for(var i = 0; i < this.outputConnections.length; i++) {
if(this.outputConnections[i].toNode == node) {
return true;
}
}
}
return false;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//returns a copy of this node
clone() {
var clone = new Node(this.number);
clone.layer = this.layer;
return clone;
}
}
================================================
FILE: flappyBird/Pipe.js
================================================
class Pipe {
constructor(isTop, height) {
this.width = 100;
this.height = height;
this.x = canvas.width;
this.isTop = isTop;
this.randomMultiplier = random(5);
if (isTop) {
this.topY = 0;
this.bottomY = this.height;
} else {
this.topY = canvas.height - this.height;
this.bottomY = canvas.height;
}
}
show() {
// fill(0, 204, 0);
// rect(this.x, this.topY, this.width, this.height);
if (this.isTop) {
image(topPipeSprite, this.x, this.topY + this.height - 800);
} else {
image(bottomPipeSprite, this.x, this.topY);
}
}
update() {
this.x -= panSpeed * this.randomMultiplier;
}
colided(p) {
if (p.x + p.size / 2 >= this.x && p.x - p.size / 2 <= this.x + this.width) {
if (!this.isTop && p.y + p.size / 2 >= this.topY) {
return true;
}
if (this.isTop && p.y - p.size / 2 <= this.bottomY) {
return true;
}
}
return false;
}
}
================================================
FILE: flappyBird/PipePair.js
================================================
class PipePair {
constructor(firstPipe, previousPipe, upToRandNo) {
var minDistFromEdge = 50;
this.gap = 160;
this.maxPipeDifference = 300;
this.passed = false;
if (firstPipe) {
this.topHeight = (canvas.height - 30) / 2 - this.gap / 2;
} else {
if (randomPipeHeights.length >= upToRandNo) {
randomPipeHeights.push(floor(random(minDistFromEdge, canvas.height - minDistFromEdge - 30 - this.gap)));
}
this.topHeight = randomPipeHeights[upToRandNo]; //floor(random(minDistFromEdge, canvas.height - minDistFromEdge - 30 - this.gap));
if (previousPipe) {
while (abs(this.topHeight - previousPipe.topHeight) > this.maxPipeDifference) {
randomPipeHeights[upToRandNo] = floor(random(minDistFromEdge, canvas.height - minDistFromEdge - 30 - this.gap));
this.topHeight = randomPipeHeights[upToRandNo];
}
}
}
this.bottomHeight = canvas.height - this.topHeight - this.gap;
this.bottomPipe = new Pipe(false, this.bottomHeight);
this.topPipe = new Pipe(true, this.topHeight);
}
show() {
this.bottomPipe.show();
this.topPipe.show();
}
update() {
this.bottomPipe.update();
this.topPipe.update();
}
offScreen() {
if (this.bottomPipe.x + this.bottomPipe.width < 0) {
return true;
}
return false;
}
playerPassed(playerX) {
if (!this.passed && playerX > this.bottomPipe.x + this.bottomPipe.width) {
this.passed = true;
return true;
}
return false;
}
colided(p) {
return this.bottomPipe.colided(p) || this.topPipe.colided(p);
}
setX(newX) {
this.bottomPipe.x = newX;
this.topPipe.x = newX;
}
}
================================================
FILE: flappyBird/Population.js
================================================
class Population {
constructor(size) {
this.players = []; //new ArrayList();
this.bestPlayer; //the best ever player
this.bestScore = 0; //the score of the best ever player
this.globalBestScore = 0;
this.gen = 1;
this.innovationHistory = []; // new ArrayList();
this.genPlayers = []; //new ArrayList();
this.species = []; //new ArrayList();
this.massExtinctionEvent = false;
this.newStage = false;
this.gensSinceNewWorld = 0;
for (var i = 0; i < size; i++) {
this.players.push(new Player());
// this.players[this.players.length - 1].brain.fullyConnect(this.innovationHistory);
this.players[this.players.length - 1].brain.mutate(this.innovationHistory); //fullyConnect(this.innovationHistory);
this.players[this.players.length - 1].brain.generateNetwork();
}
}
getCurrentBest() {
for (var i = 0; i < this.players.length; i++) {
if (!this.players[i].dead) {
return this.players[i];
}
}
return this.players[0];
}
updateAlive() {
var firstShown = false;
for (var i = 0; i < this.players.length; i++) {
if (!this.players[i].dead) {
for (var j = 0; j < superSpeed; j++) {
this.players[i].look(); //get inputs for brain
this.players[i].think(); //use outputs from neural network
this.players[i].update(); //move the player according to the outputs from the neural network
}
if (!showNothing && (!showBest || !firstShown)) {
this.players[i].show();
firstShown = true;
}
if (this.players[i].score > this.globalBestScore) {
this.globalBestScore = this.players[i].score;
}
}
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//returns true if all the players are dead sad
done() {
for (var i = 0; i < this.players.length; i++) {
if (!this.players[i].dead) {
return false;
}
}
return true;
}
//------------------------------------------------------------------------------------------------------------------------------------------
//sets the best player globally and for thisthis.gen
setBestPlayer() {
var tempBest = this.species[0].players[0];
tempBest.gen = this.gen;
//if best thisthis.gen is better than the global best score then set the global best as the best thisthis.gen
if (tempBest.score >= this.bestScore) {
this.genPlayers.push(tempBest.cloneForReplay());
console.log("old best: " + this.bestScore);
console.log("new best: " + tempBest.score);
this.bestScore = tempBest.score;
this.bestPlayer = tempBest.cloneForReplay();
}
}
//------------------------------------------------------------------------------------------------------------------------------------------------
//this function is called when all the players in the this.players are dead and a newthis.generation needs to be made
naturalSelection() {
// this.batchNo = 0;
var previousBest = this.players[0];
this.speciate(); //seperate the this.players varo this.species
this.calculateFitness(); //calculate the fitness of each player
this.sortSpecies(); //sort the this.species to be ranked in fitness order, best first
if (this.massExtinctionEvent) {
this.massExtinction();
this.massExtinctionEvent = false;
}
this.cullSpecies(); //kill off the bottom half of each this.species
this.setBestPlayer(); //save the best player of thisthis.gen
this.killStaleSpecies(); //remove this.species which haven't improved in the last 15(ish)this.generations
this.killBadSpecies(); //kill this.species which are so bad that they cant reproduce
console.log("generation " + this.gen + " Number of mutations " + this.innovationHistory.length + " species: " + this.species.length + " <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<");
var averageSum = this.getAvgFitnessSum();
var children = [];
for (var j = 0; j < this.species.length; j++) { //for each this.species
children.push(this.species[j].champ.clone()); //add champion without any mutation
var NoOfChildren = floor(this.species[j].averageFitness / averageSum * this.players.length) - 1; //the number of children this this.species is allowed, note -1 is because the champ is already added
for (var i = 0; i < NoOfChildren; i++) { //get the calculated amount of children from this this.species
children.push(this.species[j].giveMeBaby(this.innovationHistory));
}
}
// setup();
// return;
if (children.length < this.players.length) {
children.push(previousBest.clone());
}
while (children.length < this.players.length) { //if not enough babies (due to flooring the number of children to get a whole var)
children.push(this.species[0].giveMeBaby(this.innovationHistory)); //get babies from the best this.species
}
this.players = [];
arrayCopy(children, this.players); //set the children as the current this.playersulation
this.gen += 1;
for (var i = 0; i < this.players.length; i++) { //generate networks for each of the children
this.players[i].brain.generateNetwork();
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//seperate this.players into this.species based on how similar they are to the leaders of each this.species in the previousthis.gen
speciate() {
for (var s of this.species) { //empty this.species
s.players = [];
}
for (var i = 0; i < this.players.length; i++) { //for each player
var speciesFound = false;
for (var s of this.species) { //for each this.species
if (s.sameSpecies(this.players[i].brain)) { //if the player is similar enough to be considered in the same this.species
s.addToSpecies(this.players[i]); //add it to the this.species
speciesFound = true;
break;
}
}
if (!speciesFound) { //if no this.species was similar enough then add a new this.species with this as its champion
this.species.push(new Species(this.players[i]));
}
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//calculates the fitness of all of the players
calculateFitness() {
for (var i = 1; i < this.players.length; i++) {
this.players[i].calculateFitness();
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//sorts the players within a this.species and the this.species by their fitnesses
sortSpecies() {
//sort the players within a this.species
for (var s of this.species) {
s.sortSpecies();
}
//sort the this.species by the fitness of its best player
//using selection sort like a loser
var temp = []; //new ArrayList();
for (var i = 0; i < this.species.length; i++) {
var max = 0;
var maxIndex = 0;
for (var j = 0; j < this.species.length; j++) {
if (this.species[j].bestFitness > max) {
max = this.species[j].bestFitness;
maxIndex = j;
}
}
temp.push(this.species[maxIndex]);
this.species.splice(maxIndex, 1);
// this.species.remove(maxIndex);
i--;
}
this.species = [];
arrayCopy(temp, this.species);
}
//------------------------------------------------------------------------------------------------------------------------------------------
//kills all this.species which haven't improved in 15this.generations
killStaleSpecies() {
for (var i = 2; i < this.species.length; i++) {
if (this.species[i].staleness >= 15) {
// .remove(i);
// splice(this.species, i)
this.species.splice(i, 1);
i--;
}
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//if a this.species sucks so much that it wont even be allocated 1 child for the nextthis.generation then kill it now
killBadSpecies() {
var averageSum = this.getAvgFitnessSum();
for (var i = 1; i < this.species.length; i++) {
if (this.species[i].averageFitness / averageSum * this.players.length < 1) { //if wont be given a single child
// this.species.remove(i); //sad
this.species.splice(i, 1);
i--;
}
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//returns the sum of each this.species average fitness
getAvgFitnessSum() {
var averageSum = 0;
for (var s of this.species) {
averageSum += s.averageFitness;
}
return averageSum;
}
//------------------------------------------------------------------------------------------------------------------------------------------
//kill the bottom half of each this.species
cullSpecies() {
for (var s of this.species) {
s.cull(); //kill bottom half
s.fitnessSharing(); //also while we're at it lets do fitness sharing
s.setAverage(); //reset averages because they will have changed
}
}
massExtinction() {
for (var i = 5; i < this.species.length; i++) {
// this.species.remove(i); //sad
this.species.splice(i, 1);
i--;
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
// BATCH LEARNING
//------------------------------------------------------------------------------------------------------------------------------------------
//update all the players which are alive
updateAliveInBatches() {
let aliveCount = 0;
for (var i = 0; i < this.players.length; i++) {
if (this.playerInBatch(this.players[i])) {
if (!this.players[i].dead) {
aliveCount++;
this.players[i].look(); //get inputs for brain
this.players[i].think(); //use outputs from neural network
this.players[i].update(); //move the player according to the outputs from the neural network
if (!showNothing && (!showBest || i == 0)) {
this.players[i].show();
}
if (this.players[i].score > this.globalBestScore) {
this.globalBestScore = this.players[i].score;
}
}
}
}
if (aliveCount == 0) {
this.batchNo++;
}
}
playerInBatch(player) {
for (var i = this.batchNo * this.worldsPerBatch; i < min((this.batchNo + 1) * this.worldsPerBatch, worlds.length); i++) {
if (player.world == worlds[i]) {
return true;
}
}
return false;
}
stepWorldsInBatch() {
for (var i = this.batchNo * this.worldsPerBatch; i < min((this.batchNo + 1) * this.worldsPerBatch, worlds.length); i++) {
worlds[i].Step(1 / 30, 10, 10);
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//returns true if all the players in a batch are dead sad
batchDead() {
for (var i = this.batchNo * this.playersPerBatch; i < min((this.batchNo + 1) * this.playersPerBatch, this.players.length); i++) {
if (!this.players[i].dead) {
return false;
}
}
return true;
}
}
================================================
FILE: flappyBird/Species.js
================================================
class Species {
constructor(p) {
this.players = [];
this.bestFitness = 0;
this.champ;
this.averageFitness = 0;
this.staleness = 0; //how many generations the species has gone without an improvement
this.rep;
//--------------------------------------------
//coefficients for testing compatibility
this.excessCoeff = 1;
this.weightDiffCoeff = 0.5;
this.compatibilityThreshold = 3;
if (p) {
this.players.push(p);
//since it is the only one in the species it is by default the best
this.bestFitness = p.fitness;
this.rep = p.brain.clone();
this.champ = p.cloneForReplay();
}
}
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//returns whether the parameter genome is in this species
sameSpecies(g) {
var compatibility;
var excessAndDisjoint = this.getExcessDisjoint(g, this.rep); //get the number of excess and disjoint genes between this player and the current species this.rep
var averageWeightDiff = this.averageWeightDiff(g, this.rep); //get the average weight difference between matching genes
var largeGenomeNormaliser = g.genes.length - 20;
if (largeGenomeNormaliser < 1) {
largeGenomeNormaliser = 1;
}
compatibility = (this.excessCoeff * excessAndDisjoint / largeGenomeNormaliser) + (this.weightDiffCoeff * averageWeightDiff); //compatibility formula
return (this.compatibilityThreshold > compatibility);
}
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//add a player to the species
addToSpecies(p) {
this.players.push(p);
}
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//returns the number of excess and disjoint genes between the 2 input genomes
//i.e. returns the number of genes which dont match
getExcessDisjoint(brain1, brain2) {
var matching = 0.0;
for (var i = 0; i < brain1.genes.length; i++) {
for (var j = 0; j < brain2.genes.length; j++) {
if (brain1.genes[i].innovationNo == brain2.genes[j].innovationNo) {
matching++;
break;
}
}
}
return (brain1.genes.length + brain2.genes.length - 2 * (matching)); //return no of excess and disjoint genes
}
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//returns the avereage weight difference between matching genes in the input genomes
averageWeightDiff(brain1, brain2) {
if (brain1.genes.length == 0 || brain2.genes.length == 0) {
return 0;
}
var matching = 0;
var totalDiff = 0;
for (var i = 0; i < brain1.genes.length; i++) {
for (var j = 0; j < brain2.genes.length; j++) {
if (brain1.genes[i].innovationNo == brain2.genes[j].innovationNo) {
matching++;
totalDiff += abs(brain1.genes[i].weight - brain2.genes[j].weight);
break;
}
}
}
if (matching == 0) { //divide by 0 error
return 100;
}
return totalDiff / matching;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//sorts the species by fitness
sortSpecies() {
var temp = []; // new ArrayList < Player > ();
//selection short
for (var i = 0; i < this.players.length; i++) {
var max = 0;
var maxIndex = 0;
for (var j = 0; j < this.players.length; j++) {
if (this.players[j].fitness > max) {
max = this.players[j].fitness;
maxIndex = j;
}
}
temp.push(this.players[maxIndex]);
this.players.splice(maxIndex, 1);
// this.players.remove(maxIndex);
i--;
}
// this.players = (ArrayList) temp.clone();
arrayCopy(temp, this.players);
if (this.players.length == 0) {
this.staleness = 200;
return;
}
//if new best player
if (this.players[0].fitness > this.bestFitness) {
this.staleness = 0;
this.bestFitness = this.players[0].fitness;
this.rep = this.players[0].brain.clone();
this.champ = this.players[0].cloneForReplay();
} else { //if no new best player
this.staleness++;
}
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//simple stuff
setAverage() {
var sum = 0;
for (var i = 0; i < this.players.length; i++) {
sum += this.players[i].fitness;
}
this.averageFitness = sum / this.players.length;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//gets baby from the this.players in this species
giveMeBaby(innovationHistory) {
var baby;
if (random(1) < 0.25) { //25% of the time there is no crossover and the child is simply a clone of a random(ish) player
baby = this.selectPlayer().clone();
} else { //75% of the time do crossover
//get 2 random(ish) parents
var parent1 = this.selectPlayer();
var parent2 = this.selectPlayer();
//the crossover function expects the highest fitness parent to be the object and the lowest as the argument
if (parent1.fitness < parent2.fitness) {
baby = parent2.crossover(parent1);
} else {
baby = parent1.crossover(parent2);
}
}
baby.brain.mutate(innovationHistory); //mutate that baby brain
return baby;
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
//selects a player based on it fitness
selectPlayer() {
var fitnessSum = 0;
for (var i = 0; i < this.players.length; i++) {
fitnessSum += this.players[i].fitness;
}
var rand = random(fitnessSum);
var runningSum = 0;
for (var i = 0; i < this.players.length; i++) {
runningSum += this.players[i].fitness;
if (runningSum > rand) {
return this.players[i];
}
}
//unreachable code to make the parser happy
return this.players[0];
}
//------------------------------------------------------------------------------------------------------------------------------------------
//kills off bottom half of the species
cull() {
if (this.players.length > 2) {
for (var i = this.players.length / 2; i < this.players.length; i++) {
// this.players.remove(i);
this.players.splice(i, 1);
i--;
}
}
}
//------------------------------------------------------------------------------------------------------------------------------------------
//in order to protect unique this.players, the fitnesses of each player is divided by the number of this.players in the species that that player belongs to
fitnessSharing() {
for (var i = 0; i < this.players.length; i++) {
this.players[i].fitness /= this.players.length;
}
}
}
================================================
FILE: flappyBird/index.html
================================================
================================================
FILE: flappyBird/libraries/p5.dom.js
================================================
/*! p5.dom.js v0.3.2 March 25, 2017 */
/**
* The web is much more than just canvas and p5.dom makes it easy to interact
* with other HTML5 objects, including text, hyperlink, image, input, video,
* audio, and webcam.
* There is a set of creation methods, DOM manipulation methods, and
* an extended p5.Element that supports a range of HTML elements. See the
*
* beyond the canvas tutorial for a full overview of how this addon works.
*
*
Methods and properties shown in black are part of the p5.js core, items in
* blue are part of the p5.dom library. You will need to include an extra file
* in order to access the blue functions. See the
* using a library
* section for information on how to include this library. p5.dom comes with
* p5 complete or you can download the single file
*
* here.
* See tutorial: beyond the canvas
* for more info on how to use this libary.
*
* @module p5.dom
* @submodule p5.dom
* @for p5.dom
* @main
*/
(function (root, factory) {
if (typeof define === 'function' && define.amd)
define('p5.dom', ['p5'], function (p5) { (factory(p5));});
else if (typeof exports === 'object')
factory(require('../p5'));
else
factory(root['p5']);
}(this, function (p5) {
// =============================================================================
// p5 additions
// =============================================================================
/**
* Searches the page for an element with the given ID, class, or tag name (using the '#' or '.'
* prefixes to specify an ID or class respectively, and none for a tag) and returns it as
* a p5.Element. If a class or tag name is given with more than 1 element,
* only the first element will be returned.
* The DOM node itself can be accessed with .elt.
* Returns null if none found. You can also specify a container to search within.
*
* @method select
* @param {String} name id, class, or tag name of element to search for
* @param {String} [container] id, p5.Element, or HTML element to search within
* @return {Object|p5.Element|Null} p5.Element containing node found
* @example
*
* function setup() {
* createCanvas(100,100);
* //translates canvas 50px down
* select('canvas').position(100, 100);
* }
*
*
* // these are all valid calls to select()
* var a = select('#moo');
* var b = select('#blah', '#myContainer');
* var c = select('#foo', b);
* var d = document.getElementById('beep');
* var e = select('p', d);
*
*
*/
p5.prototype.select = function (e, p) {
var res = null;
var container = getContainer(p);
if (e[0] === '.'){
e = e.slice(1);
res = container.getElementsByClassName(e);
if (res.length) {
res = res[0];
} else {
res = null;
}
}else if (e[0] === '#'){
e = e.slice(1);
res = container.getElementById(e);
}else {
res = container.getElementsByTagName(e);
if (res.length) {
res = res[0];
} else {
res = null;
}
}
if (res) {
return wrapElement(res);
} else {
return null;
}
};
/**
* Searches the page for elements with the given class or tag name (using the '.' prefix
* to specify a class and no prefix for a tag) and returns them as p5.Elements
* in an array.
* The DOM node itself can be accessed with .elt.
* Returns an empty array if none found.
* You can also specify a container to search within.
*
* @method selectAll
* @param {String} name class or tag name of elements to search for
* @param {String} [container] id, p5.Element, or HTML element to search within
* @return {Array} Array of p5.Elements containing nodes found
* @example
*
* function setup() {
* createButton('btn');
* createButton('2nd btn');
* createButton('3rd btn');
* var buttons = selectAll('button');
*
* for (var i = 0; i < buttons.length; i++){
* buttons[i].size(100,100);
* }
* }
*
*
* // these are all valid calls to selectAll()
* var a = selectAll('.moo');
* var b = selectAll('div');
* var c = selectAll('button', '#myContainer');
* var d = select('#container');
* var e = selectAll('p', d);
* var f = document.getElementById('beep');
* var g = select('.blah', f);
*
*
*/
p5.prototype.selectAll = function (e, p) {
var arr = [];
var res;
var container = getContainer(p);
if (e[0] === '.'){
e = e.slice(1);
res = container.getElementsByClassName(e);
} else {
res = container.getElementsByTagName(e);
}
if (res) {
for (var j = 0; j < res.length; j++) {
var obj = wrapElement(res[j]);
arr.push(obj);
}
}
return arr;
};
/**
* Helper function for select and selectAll
*/
function getContainer(p) {
var container = document;
if (typeof p === 'string' && p[0] === '#'){
p = p.slice(1);
container = document.getElementById(p) || document;
} else if (p instanceof p5.Element){
container = p.elt;
} else if (p instanceof HTMLElement){
container = p;
}
return container;
}
/**
* Helper function for getElement and getElements.
*/
function wrapElement(elt) {
if(elt.tagName === "INPUT" && elt.type === "checkbox") {
var converted = new p5.Element(elt);
converted.checked = function(){
if (arguments.length === 0){
return this.elt.checked;
} else if(arguments[0]) {
this.elt.checked = true;
} else {
this.elt.checked = false;
}
return this;
};
return converted;
} else if (elt.tagName === "VIDEO" || elt.tagName === "AUDIO") {
return new p5.MediaElement(elt);
} else {
return new p5.Element(elt);
}
}
/**
* Removes all elements created by p5, except any canvas / graphics
* elements created by createCanvas or createGraphics.
* Event handlers are removed, and element is removed from the DOM.
* @method removeElements
* @example
*
* function setup() {
* createCanvas(100, 100);
* createDiv('this is some text');
* createP('this is a paragraph');
* }
* function mousePressed() {
* removeElements(); // this will remove the div and p, not canvas
* }
*
*
*/
p5.prototype.removeElements = function (e) {
for (var i=0; i
* var myDiv;
* function setup() {
* myDiv = createDiv('this is some text');
* }
*
*/
/**
* Creates a <p></p> element in the DOM with given inner HTML. Used
* for paragraph length text.
* Appends to the container node if one is specified, otherwise
* appends to body.
*
* @method createP
* @param {String} html inner HTML for element created
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var myP;
* function setup() {
* myP = createP('this is some text');
* }
*
*/
/**
* Creates a <span></span> element in the DOM with given inner HTML.
* Appends to the container node if one is specified, otherwise
* appends to body.
*
* @method createSpan
* @param {String} html inner HTML for element created
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var mySpan;
* function setup() {
* mySpan = createSpan('this is some text');
* }
*
*/
var tags = ['div', 'p', 'span'];
tags.forEach(function(tag) {
var method = 'create' + tag.charAt(0).toUpperCase() + tag.slice(1);
p5.prototype[method] = function(html) {
var elt = document.createElement(tag);
elt.innerHTML = typeof html === undefined ? "" : html;
return addElement(elt, this);
}
});
/**
* Creates an <img> element in the DOM with given src and
* alternate text.
* Appends to the container node if one is specified, otherwise
* appends to body.
*
* @method createImg
* @param {String} src src path or url for image
* @param {String} [alt] alternate text to be used if image does not load
* @param {Function} [successCallback] callback to be called once image data is loaded
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var img;
* function setup() {
* img = createImg('http://p5js.org/img/asterisk-01.png');
* }
*
*/
p5.prototype.createImg = function() {
var elt = document.createElement('img');
var args = arguments;
var self;
var setAttrs = function(){
self.width = elt.offsetWidth || elt.width;
self.height = elt.offsetHeight || elt.height;
if (args.length > 1 && typeof args[1] === 'function'){
self.fn = args[1];
self.fn();
}else if (args.length > 1 && typeof args[2] === 'function'){
self.fn = args[2];
self.fn();
}
};
elt.src = args[0];
if (args.length > 1 && typeof args[1] === 'string'){
elt.alt = args[1];
}
elt.onload = function(){
setAttrs();
}
self = addElement(elt, this);
return self;
};
/**
* Creates an <a></a> element in the DOM for including a hyperlink.
* Appends to the container node if one is specified, otherwise
* appends to body.
*
* @method createA
* @param {String} href url of page to link to
* @param {String} html inner html of link element to display
* @param {String} [target] target where new link should open,
* could be _blank, _self, _parent, _top.
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var myLink;
* function setup() {
* myLink = createA('http://p5js.org/', 'this is a link');
* }
*
*/
p5.prototype.createA = function(href, html, target) {
var elt = document.createElement('a');
elt.href = href;
elt.innerHTML = html;
if (target) elt.target = target;
return addElement(elt, this);
};
/** INPUT **/
/**
* Creates a slider <input></input> element in the DOM.
* Use .size() to set the display length of the slider.
* Appends to the container node if one is specified, otherwise
* appends to body.
*
* @method createSlider
* @param {Number} min minimum value of the slider
* @param {Number} max maximum value of the slider
* @param {Number} [value] default value of the slider
* @param {Number} [step] step size for each tick of the slider (if step is set to 0, the slider will move continuously from the minimum to the maximum value)
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var slider;
* function setup() {
* slider = createSlider(0, 255, 100);
* slider.position(10, 10);
* slider.style('width', '80px');
* }
*
* function draw() {
* var val = slider.value();
* background(val);
* }
*
*
*
* var slider;
* function setup() {
* colorMode(HSB);
* slider = createSlider(0, 360, 60, 40);
* slider.position(10, 10);
* slider.style('width', '80px');
* }
*
* function draw() {
* var val = slider.value();
* background(val, 100, 100, 1);
* }
*
*/
p5.prototype.createSlider = function(min, max, value, step) {
var elt = document.createElement('input');
elt.type = 'range';
elt.min = min;
elt.max = max;
if (step === 0) {
elt.step = .000000000000000001; // smallest valid step
} else if (step) {
elt.step = step;
}
if (typeof(value) === "number") elt.value = value;
return addElement(elt, this);
};
/**
* Creates a <button></button> element in the DOM.
* Use .size() to set the display size of the button.
* Use .mousePressed() to specify behavior on press.
* Appends to the container node if one is specified, otherwise
* appends to body.
*
* @method createButton
* @param {String} label label displayed on the button
* @param {String} [value] value of the button
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var button;
* function setup() {
* createCanvas(100, 100);
* background(0);
* button = createButton('click me');
* button.position(19, 19);
* button.mousePressed(changeBG);
* }
*
* function changeBG() {
* var val = random(255);
* background(val);
* }
*
*/
p5.prototype.createButton = function(label, value) {
var elt = document.createElement('button');
elt.innerHTML = label;
elt.value = value;
if (value) elt.value = value;
return addElement(elt, this);
};
/**
* Creates a checkbox <input></input> element in the DOM.
* Calling .checked() on a checkbox returns if it is checked or not
*
* @method createCheckbox
* @param {String} [label] label displayed after checkbox
* @param {boolean} [value] value of the checkbox; checked is true, unchecked is false.Unchecked if no value given
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var checkbox;
*
* function setup() {
* checkbox = createCheckbox('label', false);
* checkbox.changed(myCheckedEvent);
* }
*
* function myCheckedEvent() {
* if (this.checked()) {
* console.log("Checking!");
* } else {
* console.log("Unchecking!");
* }
* }
*
*/
p5.prototype.createCheckbox = function() {
var elt = document.createElement('div');
var checkbox = document.createElement('input');
checkbox.type = 'checkbox';
elt.appendChild(checkbox);
//checkbox must be wrapped in p5.Element before label so that label appears after
var self = addElement(elt, this);
self.checked = function(){
var cb = self.elt.getElementsByTagName('input')[0];
if (cb) {
if (arguments.length === 0){
return cb.checked;
}else if(arguments[0]){
cb.checked = true;
}else{
cb.checked = false;
}
}
return self;
};
this.value = function(val){
self.value = val;
return this;
};
if (arguments[0]){
var ran = Math.random().toString(36).slice(2);
var label = document.createElement('label');
checkbox.setAttribute('id', ran);
label.htmlFor = ran;
self.value(arguments[0]);
label.appendChild(document.createTextNode(arguments[0]));
elt.appendChild(label);
}
if (arguments[1]){
checkbox.checked = true;
}
return self;
};
/**
* Creates a dropdown menu <select></select> element in the DOM.
* @method createSelect
* @param {boolean} [multiple] true if dropdown should support multiple selections
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @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);
* }
*
*/
p5.prototype.createSelect = function(mult) {
var elt = document.createElement('select');
if (mult){
elt.setAttribute('multiple', 'true');
}
var self = addElement(elt, this);
self.option = function(name, value){
var opt = document.createElement('option');
opt.innerHTML = name;
if (arguments.length > 1)
opt.value = value;
else
opt.value = name;
elt.appendChild(opt);
};
self.selected = function(value){
var arr = [];
if (arguments.length > 0){
for (var i = 0; i < this.elt.length; i++){
if (value.toString() === this.elt[i].value){
this.elt.selectedIndex = i;
}
}
return this;
}else{
if (mult){
for (var i = 0; i < this.elt.selectedOptions.length; i++){
arr.push(this.elt.selectedOptions[i].value);
}
return arr;
}else{
return this.elt.value;
}
}
};
return self;
};
/**
* Creates a radio button <input></input> element in the DOM.
* The .option() method can be used to set options for the radio after it is
* created. The .value() method will return the currently selected option.
*
* @method createRadio
* @param {String} [divId] the id and name of the created div and input field respectively
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* var radio;
*
* function setup() {
* radio = createRadio();
* radio.option("black");
* radio.option("white");
* radio.option("gray");
* radio.style('width', '60px');
* textAlign(CENTER);
* fill(255, 0, 0);
* }
*
* function draw() {
* var val = radio.value();
* background(val);
* text(val, width/2, height/2);
* }
*
*
* var radio;
*
* function setup() {
* radio = createRadio();
* radio.option('apple', 1);
* radio.option('bread', 2);
* radio.option('juice', 3);
* radio.style('width', '60px');
* textAlign(CENTER);
* }
*
* function draw() {
* background(200);
* var val = radio.value();
* if (val) {
* text('item cost is $'+val, width/2, height/2);
* }
* }
*
*/
p5.prototype.createRadio = function() {
var radios = document.querySelectorAll("input[type=radio]");
var count = 0;
if(radios.length > 1){
var length = radios.length;
var prev=radios[0].name;
var current = radios[1].name;
count = 1;
for(var i = 1; i < length; i++) {
current = radios[i].name;
if(prev != current){
count++;
}
prev = current;
}
}
else if (radios.length == 1){
count = 1;
}
var elt = document.createElement('div');
var self = addElement(elt, this);
var times = -1;
self.option = function(name, value){
var opt = document.createElement('input');
opt.type = 'radio';
opt.innerHTML = name;
if (arguments.length > 1)
opt.value = value;
else
opt.value = name;
opt.setAttribute('name',"defaultradio"+count);
elt.appendChild(opt);
if (name){
times++;
var ran = Math.random().toString(36).slice(2);
var label = document.createElement('label');
opt.setAttribute('id', "defaultradio"+count+"-"+times);
label.htmlFor = "defaultradio"+count+"-"+times;
label.appendChild(document.createTextNode(name));
elt.appendChild(label);
}
return opt;
};
self.selected = function(){
var length = this.elt.childNodes.length;
if(arguments.length == 1) {
for (var i = 0; i < length; i+=2){
if(this.elt.childNodes[i].value == arguments[0])
this.elt.childNodes[i].checked = true;
}
return this;
} else {
for (var i = 0; i < length; i+=2){
if(this.elt.childNodes[i].checked == true)
return this.elt.childNodes[i].value;
}
}
};
self.value = function(){
var length = this.elt.childNodes.length;
if(arguments.length == 1) {
for (var i = 0; i < length; i+=2){
if(this.elt.childNodes[i].value == arguments[0])
this.elt.childNodes[i].checked = true;
}
return this;
} else {
for (var i = 0; i < length; i+=2){
if(this.elt.childNodes[i].checked == true)
return this.elt.childNodes[i].value;
}
return "";
}
};
return self
};
/**
* Creates an <input></input> element in the DOM for text input.
* Use .size() to set the display length of the box.
* Appends to the container node if one is specified, otherwise
* appends to body.
*
* @method createInput
* @param {Number} [value] default value of the input box
* @param {String} [type] type of text, ie text, password etc. Defaults to text
* @return {Object|p5.Element} pointer to p5.Element holding created node
* @example
*
* function setup(){
* var inp = createInput('');
* inp.input(myInputEvent);
* }
*
* function myInputEvent(){
* console.log('you are typing: ', this.value());
* }
*
*
*/
p5.prototype.createInput = function(value, type) {
var elt = document.createElement('input');
elt.type = type ? type : 'text';
if (value) elt.value = value;
return addElement(elt, this);
};
/**
* Creates an <input></input> element in the DOM of type 'file'.
* This allows users to select local files for use in a sketch.
*
* @method createFileInput
* @param {Function} [callback] callback function for when a file loaded
* @param {String} [multiple] optional to allow multiple files selected
* @return {Object|p5.Element} pointer to p5.Element holding created DOM element
* @example
* var input;
* var img;
*
* function setup() {
* input = createFileInput(handleFile);
* input.position(0, 0);
* }
*
* function draw() {
* if (img) {
* image(img, 0, 0, width, height);
* }
* }
*
* function handleFile(file) {
* print(file);
* if (file.type === 'image') {
* img = createImg(file.data);
* img.hide();
* }
* }
*/
p5.prototype.createFileInput = function(callback, multiple) {
// Is the file stuff supported?
if (window.File && window.FileReader && window.FileList && window.Blob) {
// Yup, we're ok and make an input file selector
var elt = document.createElement('input');
elt.type = 'file';
// If we get a second argument that evaluates to true
// then we are looking for multiple files
if (multiple) {
// Anything gets the job done
elt.multiple = 'multiple';
}
// Function to handle when a file is selected
// We're simplifying life and assuming that we always
// want to load every selected file
function handleFileSelect(evt) {
// These are the files
var files = evt.target.files;
// Load each one and trigger a callback
for (var i = 0; i < files.length; i++) {
var f = files[i];
var reader = new FileReader();
function makeLoader(theFile) {
// Making a p5.File object
var p5file = new p5.File(theFile);
return function(e) {
p5file.data = e.target.result;
callback(p5file);
};
};
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);
}
}
}
// Now let's handle when a file was selected
elt.addEventListener('change', handleFileSelect, false);
return addElement(elt, this);
} else {
console.log('The File APIs are not fully supported in this browser. Cannot create element.');
}
};
/** VIDEO STUFF **/
function createMedia(pInst, type, src, callback) {
var elt = document.createElement(type);
// allow src to be empty
var src = src || '';
if (typeof src === 'string') {
src = [src];
}
for (var i=0; ithis
* page for further information about supported formats.
*
* @method createVideo
* @param {String|Array} src path to a video file, or array of paths for
* supporting different browsers
* @param {Object} [callback] callback function to be called upon
* 'canplaythrough' event fire, that is, when the
* browser can play the media, and estimates that
* enough data has been loaded to play the media
* up to its end without having to stop for
* further buffering of content
* @return {Object|p5.Element} pointer to video p5.Element
*/
p5.prototype.createVideo = function(src, callback) {
return createMedia(this, 'video', src, callback);
};
/** AUDIO STUFF **/
/**
* Creates a hidden HTML5 <audio> element in the DOM for simple audio
* playback. Appends to the container node if one is specified,
* otherwise appends to body. The first parameter
* can be either a single string path to a audio file, or an array of string
* paths to different formats of the same audio. This is useful for ensuring
* that your audio can play across different browsers, as each supports
* different formats. See this
* page for further information about supported formats.
*
* @method createAudio
* @param {String|Array} src path to an audio file, or array of paths for
* supporting different browsers
* @param {Object} [callback] callback function to be called upon
* 'canplaythrough' event fire, that is, when the
* browser can play the media, and estimates that
* enough data has been loaded to play the media
* up to its end without having to stop for
* further buffering of content
* @return {Object|p5.Element} pointer to audio p5.Element
*/
p5.prototype.createAudio = function(src, callback) {
return createMedia(this, 'audio', src, callback);
};
/** CAMERA STUFF **/
p5.prototype.VIDEO = 'video';
p5.prototype.AUDIO = 'audio';
navigator.getUserMedia = navigator.getUserMedia ||
navigator.webkitGetUserMedia ||
navigator.mozGetUserMedia ||
navigator.msGetUserMedia;
/**
* Creates a new <video> element that contains the audio/video feed
* from a webcam. This can be drawn onto the canvas using video().
* More specific properties of the feed can be passing in a Constraints object.
* See the
* W3C
* spec for possible properties. Note that not all of these are supported
* by all browsers.
* Security note: A new browser security specification requires that getUserMedia,
* which is behind createCapture(), only works when you're running the code locally,
* or on HTTPS. Learn more here
* and here.
*
* @method createCapture
* @param {String|Constant|Object} type type of capture, either VIDEO or
* AUDIO if none specified, default both,
* or a Constraints object
* @param {Function} callback function to be called once
* stream has loaded
* @return {Object|p5.Element} capture video p5.Element
* @example
*
* var capture;
*
* function setup() {
* createCanvas(480, 120);
* capture = createCapture(VIDEO);
* }
*
* function draw() {
* image(capture, 0, 0, width, width*capture.height/capture.width);
* filter(INVERT);
* }
*
*
* function setup() {
* createCanvas(480, 120);
* var constraints = {
* video: {
* mandatory: {
* minWidth: 1280,
* minHeight: 720
* },
* optional: [
* { maxFrameRate: 10 }
* ]
* },
* audio: true
* };
* createCapture(constraints, function(stream) {
* console.log(stream);
* });
* }
*
*/
p5.prototype.createCapture = function() {
var useVideo = true;
var useAudio = true;
var constraints;
var cb;
for (var i=0; i
* var h2 = createElement('h2','im an h2 p5.element!');
*
*/
p5.prototype.createElement = function(tag, content) {
var elt = document.createElement(tag);
if (typeof content !== 'undefined') {
elt.innerHTML = content;
}
return addElement(elt, this);
};
// =============================================================================
// p5.Element additions
// =============================================================================
/**
*
* Adds specified class to the element.
*
* @for p5.Element
* @method addClass
* @param {String} class name of class to add
* @return {Object|p5.Element}
* @example
*
* var div = createDiv('div');
* div.addClass('myClass');
*
*/
p5.Element.prototype.addClass = function(c) {
if (this.elt.className) {
// PEND don't add class more than once
//var regex = new RegExp('[^a-zA-Z\d:]?'+c+'[^a-zA-Z\d:]?');
//if (this.elt.className.search(/[^a-zA-Z\d:]?hi[^a-zA-Z\d:]?/) === -1) {
this.elt.className = this.elt.className+' '+c;
//}
} else {
this.elt.className = c;
}
return this;
}
/**
*
* Removes specified class from the element.
*
* @method removeClass
* @param {String} class name of class to remove
* @return {Object|p5.Element}
*/
p5.Element.prototype.removeClass = function(c) {
var regex = new RegExp('(?:^|\\s)'+c+'(?!\\S)');
this.elt.className = this.elt.className.replace(regex, '');
this.elt.className = this.elt.className.replace(/^\s+|\s+$/g, ""); //prettify (optional)
return this;
}
/**
*
* Attaches the element as a child to the parent specified.
* Accepts either a string ID, DOM node, or p5.Element.
* If no argument is specified, an array of children DOM nodes is returned.
*
* @method child
* @param {String|Object|p5.Element} [child] the ID, DOM node, or p5.Element
* to add to the current element
* @return {p5.Element}
* @example
*
* var div0 = createDiv('this is the parent');
* var div1 = createDiv('this is the child');
* div0.child(div1); // use p5.Element
*
*
* var div0 = createDiv('this is the parent');
* var div1 = createDiv('this is the child');
* div1.id('apples');
* div0.child('apples'); // use id
*
*
* var div0 = createDiv('this is the parent');
* var elt = document.getElementById('myChildDiv');
* div0.child(elt); // use element from page
*
*/
p5.Element.prototype.child = function(c) {
if (typeof c === 'undefined'){
return this.elt.childNodes
}
if (typeof c === 'string') {
if (c[0] === '#') {
c = c.substring(1);
}
c = document.getElementById(c);
} else if (c instanceof p5.Element) {
c = c.elt;
}
this.elt.appendChild(c);
return this;
};
/**
* Centers a p5 Element either vertically, horizontally,
* or both, relative to its parent or according to
* the body if the Element has no parent. If no argument is passed
* the Element is aligned both vertically and horizontally.
*
* @param {String} align passing 'vertical', 'horizontal' aligns element accordingly
* @return {Object|p5.Element} pointer to p5.Element
* @example
*
* function setup() {
* var div = createDiv('').size(10,10);
* div.style('background-color','orange');
* div.center();
*
* }
*
*/
p5.Element.prototype.center = function(align) {
var style = this.elt.style.display;
var hidden = this.elt.style.display === 'none';
var parentHidden = this.parent().style.display === 'none';
var pos = { x : this.elt.offsetLeft, y : this.elt.offsetTop };
if (hidden) this.show();
this.elt.style.display = 'block';
this.position(0,0);
if (parentHidden) this.parent().style.display = 'block';
var wOffset = Math.abs(this.parent().offsetWidth - this.elt.offsetWidth);
var hOffset = Math.abs(this.parent().offsetHeight - this.elt.offsetHeight);
var y = pos.y;
var x = pos.x;
if (align === 'both' || align === undefined){
this.position(wOffset/2, hOffset/2);
}else if (align === 'horizontal'){
this.position(wOffset/2, y);
}else if (align === 'vertical'){
this.position(x, hOffset/2);
}
this.style('display', style);
if (hidden) this.hide();
if (parentHidden) this.parent().style.display = 'none';
return this;
};
/**
*
* If an argument is given, sets the inner HTML of the element,
* replacing any existing html. If true is included as a second
* argument, html is appended instead of replacing existing html.
* If no arguments are given, returns
* the inner HTML of the element.
*
* @for p5.Element
* @method html
* @param {String} [html] the HTML to be placed inside the element
* @param {boolean} [append] whether to append HTML to existing
* @return {Object|p5.Element|String}
* @example
*
* var div = createDiv('').size(100,100);
* div.html('hi');
*
*
* var div = createDiv('Hello ').size(100,100);
* div.html('World', true);
*
*/
p5.Element.prototype.html = function() {
if (arguments.length === 0) {
return this.elt.innerHTML;
} else if (arguments[1]) {
this.elt.innerHTML += arguments[0];
return this;
} else {
this.elt.innerHTML = arguments[0];
return this;
}
};
/**
*
* Sets the position of the element relative to (0, 0) of the
* window. Essentially, sets position:absolute and left and top
* properties of style. If no arguments given returns the x and y position
* of the element in an object.
*
* @method position
* @param {Number} [x] x-position relative to upper left of window
* @param {Number} [y] y-position relative to upper left of window
* @return {Object|p5.Element}
* @example
*
* function setup() {
* var cnv = createCanvas(100, 100);
* // positions canvas 50px to the right and 100px
* // below upper left corner of the window
* cnv.position(50, 100);
* }
*
*/
p5.Element.prototype.position = function() {
if (arguments.length === 0){
return { 'x' : this.elt.offsetLeft , 'y' : this.elt.offsetTop };
}else{
this.elt.style.position = 'absolute';
this.elt.style.left = arguments[0]+'px';
this.elt.style.top = arguments[1]+'px';
this.x = arguments[0];
this.y = arguments[1];
return this;
}
};
/* Helper method called by p5.Element.style() */
p5.Element.prototype._translate = function(){
this.elt.style.position = 'absolute';
// save out initial non-translate transform styling
var transform = '';
if (this.elt.style.transform) {
transform = this.elt.style.transform.replace(/translate3d\(.*\)/g, '');
transform = transform.replace(/translate[X-Z]?\(.*\)/g, '');
}
if (arguments.length === 2) {
this.elt.style.transform = 'translate('+arguments[0]+'px, '+arguments[1]+'px)';
} else if (arguments.length > 2) {
this.elt.style.transform = 'translate3d('+arguments[0]+'px,'+arguments[1]+'px,'+arguments[2]+'px)';
if (arguments.length === 3) {
this.elt.parentElement.style.perspective = '1000px';
} else {
this.elt.parentElement.style.perspective = arguments[3]+'px';
}
}
// add any extra transform styling back on end
this.elt.style.transform += transform;
return this;
};
/* Helper method called by p5.Element.style() */
p5.Element.prototype._rotate = function(){
// save out initial non-rotate transform styling
var transform = '';
if (this.elt.style.transform) {
var transform = this.elt.style.transform.replace(/rotate3d\(.*\)/g, '');
transform = transform.replace(/rotate[X-Z]?\(.*\)/g, '');
}
if (arguments.length === 1){
this.elt.style.transform = 'rotate('+arguments[0]+'deg)';
}else if (arguments.length === 2){
this.elt.style.transform = 'rotate('+arguments[0]+'deg, '+arguments[1]+'deg)';
}else if (arguments.length === 3){
this.elt.style.transform = 'rotateX('+arguments[0]+'deg)';
this.elt.style.transform += 'rotateY('+arguments[1]+'deg)';
this.elt.style.transform += 'rotateZ('+arguments[2]+'deg)';
}
// add remaining transform back on
this.elt.style.transform += transform;
return this;
};
/**
* Sets the given style (css) property (1st arg) of the element with the
* given value (2nd arg). If a single argument is given, .style()
* returns the value of the given property; however, if the single argument
* is given in css syntax ('text-align:center'), .style() sets the css
* appropriatly. .style() also handles 2d and 3d css transforms. If
* the 1st arg is 'rotate', 'translate', or 'position', the following arguments
* accept Numbers as values. ('translate', 10, 100, 50);
*
* @method style
* @param {String} property property to be set
* @param {String|Number|p5.Color} [value] value to assign to property (only String|Number for rotate/translate)
* @return {String|Object|p5.Element} value of property, if no value is specified
* or p5.Element
* @example
*
* var myDiv = createDiv("I like pandas.");
* myDiv.style("font-size", "18px");
* myDiv.style("color", "#ff0000");
*
*
* var col = color(25,23,200,50);
* var button = createButton("button");
* button.style("background-color", col);
* button.position(10, 10);
*
*
* var myDiv = createDiv("I like lizards.");
* myDiv.style("position", 20, 20);
* myDiv.style("rotate", 45);
*
*
* var myDiv;
* function setup() {
* background(200);
* myDiv = createDiv("I like gray.");
* myDiv.position(20, 20);
* }
*
* function draw() {
* myDiv.style("font-size", mouseX+"px");
* }
*
*/
p5.Element.prototype.style = function(prop, val) {
var self = this;
if (val instanceof p5.Color) {
val = 'rgba(' + val.levels[0] + ',' + val.levels[1] + ',' + val.levels[2] + ',' + val.levels[3]/255 + ')'
}
if (typeof val === 'undefined') {
if (prop.indexOf(':') === -1) {
var styles = window.getComputedStyle(self.elt);
var style = styles.getPropertyValue(prop);
return style;
} else {
var attrs = prop.split(';');
for (var i = 0; i < attrs.length; i++) {
var parts = attrs[i].split(':');
if (parts[0] && parts[1]) {
this.elt.style[parts[0].trim()] = parts[1].trim();
}
}
}
} else {
if (prop === 'rotate' || prop === 'translate' || prop === 'position'){
var trans = Array.prototype.shift.apply(arguments);
var f = this[trans] || this['_'+trans];
f.apply(this, arguments);
} else {
this.elt.style[prop] = val;
if (prop === 'width' || prop === 'height' || prop === 'left' || prop === 'top') {
var numVal = val.replace(/\D+/g, '');
this[prop] = parseInt(numVal, 10); // pend: is this necessary?
}
}
}
return this;
};
/**
*
* Adds a new attribute or changes the value of an existing attribute
* on the specified element. If no value is specified, returns the
* value of the given attribute, or null if attribute is not set.
*
* @method attribute
* @param {String} attr attribute to set
* @param {String} [value] value to assign to attribute
* @return {String|Object|p5.Element} value of attribute, if no value is
* specified or p5.Element
* @example
*
* var myDiv = createDiv("I like pandas.");
* myDiv.attribute("align", "center");
*
*/
p5.Element.prototype.attribute = function(attr, value) {
if (typeof value === 'undefined') {
return this.elt.getAttribute(attr);
} else {
this.elt.setAttribute(attr, value);
return this;
}
};
/**
*
* Removes an attribute on the specified element.
*
* @method removeAttribute
* @param {String} attr attribute to remove
* @return {Object|p5.Element}
*
* @example
*
* var button;
* var checkbox;
*
* function setup() {
* checkbox = createCheckbox('enable', true);
* checkbox.changed(enableButton);
* button = createButton('button');
* button.position(10, 10);
* }
*
* function enableButton() {
* if( this.checked() ) {
* // Re-enable the button
* button.removeAttribute('disabled');
* } else {
* // Disable the button
* button.attribute('disabled','');
* }
* }
*
*/
p5.Element.prototype.removeAttribute = function(attr) {
this.elt.removeAttribute(attr);
return this;
};
/**
* Either returns the value of the element if no arguments
* given, or sets the value of the element.
*
* @method value
* @param {String|Number} [value]
* @return {String|Object|p5.Element} value of element if no value is specified or p5.Element
* @example
*
* // gets the value
* var inp;
* function setup() {
* inp = createInput('');
* }
*
* function mousePressed() {
* print(inp.value());
* }
*
*
* // sets the value
* var inp;
* function setup() {
* inp = createInput('myValue');
* }
*
* function mousePressed() {
* inp.value("myValue");
* }
*
*/
p5.Element.prototype.value = function() {
if (arguments.length > 0) {
this.elt.value = arguments[0];
return this;
} else {
if (this.elt.type === 'range') {
return parseFloat(this.elt.value);
}
else return this.elt.value;
}
};
/**
*
* Shows the current element. Essentially, setting display:block for the style.
*
* @method show
* @return {Object|p5.Element}
* @example
*
* var div = createDiv('div');
* div.style("display", "none");
* div.show(); // turns display to block
*
*/
p5.Element.prototype.show = function() {
this.elt.style.display = 'block';
return this;
};
/**
* Hides the current element. Essentially, setting display:none for the style.
*
* @method hide
* @return {Object|p5.Element}
* @example
*
* var div = createDiv('this is a div');
* div.hide();
*
*/
p5.Element.prototype.hide = function() {
this.elt.style.display = 'none';
return this;
};
/**
*
* Sets the width and height of the element. AUTO can be used to
* only adjust one dimension. If no arguments given returns the width and height
* of the element in an object.
*
* @method size
* @param {Number} [w] width of the element
* @param {Number} [h] height of the element
* @return {Object|p5.Element}
* @example
*
* var div = createDiv('this is a div');
* div.size(100, 100);
*
*/
p5.Element.prototype.size = function(w, h) {
if (arguments.length === 0){
return { 'width' : this.elt.offsetWidth , 'height' : this.elt.offsetHeight };
}else{
var aW = w;
var aH = h;
var AUTO = p5.prototype.AUTO;
if (aW !== AUTO || aH !== AUTO) {
if (aW === AUTO) {
aW = h * this.width / this.height;
} else if (aH === AUTO) {
aH = w * this.height / this.width;
}
// set diff for cnv vs normal div
if (this.elt instanceof HTMLCanvasElement) {
var j = {};
var k = this.elt.getContext('2d');
for (var prop in k) {
j[prop] = k[prop];
}
this.elt.setAttribute('width', aW * this._pInst._pixelDensity);
this.elt.setAttribute('height', aH * this._pInst._pixelDensity);
this.elt.setAttribute('style', 'width:' + aW + 'px; height:' + aH + 'px');
this._pInst.scale(this._pInst._pixelDensity, this._pInst._pixelDensity);
for (var prop in j) {
this.elt.getContext('2d')[prop] = j[prop];
}
} else {
this.elt.style.width = aW+'px';
this.elt.style.height = aH+'px';
this.elt.width = aW;
this.elt.height = aH;
this.width = aW;
this.height = aH;
}
this.width = this.elt.offsetWidth;
this.height = this.elt.offsetHeight;
if (this._pInst) { // main canvas associated with p5 instance
if (this._pInst._curElement.elt === this.elt) {
this._pInst._setProperty('width', this.elt.offsetWidth);
this._pInst._setProperty('height', this.elt.offsetHeight);
}
}
}
return this;
}
};
/**
* Removes the element and deregisters all listeners.
* @method remove
* @example
*
* var myDiv = createDiv('this is some text');
* myDiv.remove();
*
*/
p5.Element.prototype.remove = function() {
// deregister events
for (var ev in this._events) {
this.elt.removeEventListener(ev, this._events[ev]);
}
if (this.elt.parentNode) {
this.elt.parentNode.removeChild(this.elt);
}
delete(this);
};
// =============================================================================
// p5.MediaElement additions
// =============================================================================
/**
* Extends p5.Element to handle audio and video. In addition to the methods
* of p5.Element, it also contains methods for controlling media. It is not
* called directly, but p5.MediaElements are created by calling createVideo,
* createAudio, and createCapture.
*
* @class p5.MediaElement
* @constructor
* @param {String} elt DOM node that is wrapped
* @param {Object} [pInst] pointer to p5 instance
*/
p5.MediaElement = function(elt, pInst) {
p5.Element.call(this, elt, pInst);
var self = this;
this.elt.crossOrigin = 'anonymous';
this._prevTime = 0;
this._cueIDCounter = 0;
this._cues = [];
this._pixelDensity = 1;
/**
* Path to the media element source.
*
* @property src
* @return {String} src
*/
Object.defineProperty(self, 'src', {
get: function() {
var firstChildSrc = self.elt.children[0].src;
var srcVal = self.elt.src === window.location.href ? '' : self.elt.src;
var ret = firstChildSrc === window.location.href ? srcVal : firstChildSrc;
return ret;
},
set: function(newValue) {
for (var i = 0; i < self.elt.children.length; i++) {
self.elt.removeChild(self.elt.children[i]);
}
var source = document.createElement('source');
source.src = newValue;
elt.appendChild(source);
self.elt.src = newValue;
},
});
// private _onended callback, set by the method: onended(callback)
self._onended = function() {};
self.elt.onended = function() {
self._onended(self);
}
};
p5.MediaElement.prototype = Object.create(p5.Element.prototype);
/**
* Play an HTML5 media element.
*
* @method play
* @return {Object|p5.Element}
*/
p5.MediaElement.prototype.play = function() {
if (this.elt.currentTime === this.elt.duration) {
this.elt.currentTime = 0;
}
if (this.elt.readyState > 1) {
this.elt.play();
} else {
// in Chrome, playback cannot resume after being stopped and must reload
this.elt.load();
this.elt.play();
}
return this;
};
/**
* Stops an HTML5 media element (sets current time to zero).
*
* @method stop
* @return {Object|p5.Element}
*/
p5.MediaElement.prototype.stop = function() {
this.elt.pause();
this.elt.currentTime = 0;
return this;
};
/**
* Pauses an HTML5 media element.
*
* @method pause
* @return {Object|p5.Element}
*/
p5.MediaElement.prototype.pause = function() {
this.elt.pause();
return this;
};
/**
* Set 'loop' to true for an HTML5 media element, and starts playing.
*
* @method loop
* @return {Object|p5.Element}
*/
p5.MediaElement.prototype.loop = function() {
this.elt.setAttribute('loop', true);
this.play();
return this;
};
/**
* Set 'loop' to false for an HTML5 media element. Element will stop
* when it reaches the end.
*
* @method noLoop
* @return {Object|p5.Element}
*/
p5.MediaElement.prototype.noLoop = function() {
this.elt.setAttribute('loop', false);
return this;
};
/**
* Set HTML5 media element to autoplay or not.
*
* @method autoplay
* @param {Boolean} autoplay whether the element should autoplay
* @return {Object|p5.Element}
*/
p5.MediaElement.prototype.autoplay = function(val) {
this.elt.setAttribute('autoplay', val);
return this;
};
/**
* Sets volume for this HTML5 media element. If no argument is given,
* returns the current volume.
*
* @param {Number} [val] volume between 0.0 and 1.0
* @return {Number|p5.MediaElement} current volume or p5.MediaElement
* @method volume
*/
p5.MediaElement.prototype.volume = function(val) {
if (typeof val === 'undefined') {
return this.elt.volume;
} else {
this.elt.volume = val;
}
};
/**
* If no arguments are given, returns the current playback speed of the
* element. The speed parameter sets the speed where 2.0 will play the
* element twice as fast, 0.5 will play at half the speed, and -1 will play
* the element in normal speed in reverse.(Note that not all browsers support
* backward playback and even if they do, playback might not be smooth.)
*
* @method speed
* @param {Number} [speed] speed multiplier for element playback
* @return {Number|Object|p5.MediaElement} current playback speed or p5.MediaElement
*/
p5.MediaElement.prototype.speed = function(val) {
if (typeof val === 'undefined') {
return this.elt.playbackRate;
} else {
this.elt.playbackRate = val;
}
};
/**
* If no arguments are given, returns the current time of the element.
* If an argument is given the current time of the element is set to it.
*
* @method time
* @param {Number} [time] time to jump to (in seconds)
* @return {Number|Object|p5.MediaElement} current time (in seconds)
* or p5.MediaElement
*/
p5.MediaElement.prototype.time = function(val) {
if (typeof val === 'undefined') {
return this.elt.currentTime;
} else {
this.elt.currentTime = val;
}
};
/**
* Returns the duration of the HTML5 media element.
*
* @method duration
* @return {Number} duration
*/
p5.MediaElement.prototype.duration = function() {
return this.elt.duration;
};
p5.MediaElement.prototype.pixels = [];
p5.MediaElement.prototype.loadPixels = function() {
if (!this.canvas) {
this.canvas = document.createElement('canvas');
this.drawingContext = this.canvas.getContext('2d');
}
if (this.loadedmetadata) { // wait for metadata for w/h
if (this.canvas.width !== this.elt.width) {
this.canvas.width = this.elt.width;
this.canvas.height = this.elt.height;
this.width = this.canvas.width;
this.height = this.canvas.height;
}
this.drawingContext.drawImage(this.elt, 0, 0, this.canvas.width, this.canvas.height);
p5.Renderer2D.prototype.loadPixels.call(this);
}
return this;
}
p5.MediaElement.prototype.updatePixels = function(x, y, w, h){
if (this.loadedmetadata) { // wait for metadata
p5.Renderer2D.prototype.updatePixels.call(this, x, y, w, h);
}
return this;
}
p5.MediaElement.prototype.get = function(x, y, w, h){
if (this.loadedmetadata) { // wait for metadata
return p5.Renderer2D.prototype.get.call(this, x, y, w, h);
} else if (typeof x === 'undefined') {
return new p5.Image(1, 1);
} else if (w > 1) {
return new p5.Image(x, y, w, h);
} else {
return [0, 0, 0, 255];
}
};
p5.MediaElement.prototype.set = function(x, y, imgOrCol){
if (this.loadedmetadata) { // wait for metadata
p5.Renderer2D.prototype.set.call(this, x, y, imgOrCol);
}
};
p5.MediaElement.prototype.copy = function(){
p5.Renderer2D.prototype.copy.apply(this, arguments);
};
p5.MediaElement.prototype.mask = function(){
this.loadPixels();
p5.Image.prototype.mask.apply(this, arguments);
};
/**
* Schedule an event to be called when the audio or video
* element reaches the end. If the element is looping,
* this will not be called. The element is passed in
* as the argument to the onended callback.
*
* @method onended
* @param {Function} callback function to call when the
* soundfile has ended. The
* media element will be passed
* in as the argument to the
* callback.
* @return {Object|p5.MediaElement}
* @example
*
* function setup() {
* audioEl = createAudio('assets/beat.mp3');
* audioEl.showControls(true);
* audioEl.onended(sayDone);
* }
*
* function sayDone(elt) {
* alert('done playing ' + elt.src );
* }
*
*/
p5.MediaElement.prototype.onended = function(callback) {
this._onended = callback;
return this;
};
/*** CONNECT TO WEB AUDIO API / p5.sound.js ***/
/**
* Send the audio output of this element to a specified audioNode or
* p5.sound object. If no element is provided, connects to p5's master
* output. That connection is established when this method is first called.
* All connections are removed by the .disconnect() method.
*
* This method is meant to be used with the p5.sound.js addon library.
*
* @method connect
* @param {AudioNode|p5.sound object} audioNode AudioNode from the Web Audio API,
* or an object from the p5.sound library
*/
p5.MediaElement.prototype.connect = function(obj) {
var audioContext, masterOutput;
// if p5.sound exists, same audio context
if (typeof p5.prototype.getAudioContext === 'function') {
audioContext = p5.prototype.getAudioContext();
masterOutput = p5.soundOut.input;
} else {
try {
audioContext = obj.context;
masterOutput = audioContext.destination
} catch(e) {
throw 'connect() is meant to be used with Web Audio API or p5.sound.js'
}
}
// create a Web Audio MediaElementAudioSourceNode if none already exists
if (!this.audioSourceNode) {
this.audioSourceNode = audioContext.createMediaElementSource(this.elt);
// connect to master output when this method is first called
this.audioSourceNode.connect(masterOutput);
}
// connect to object if provided
if (obj) {
if (obj.input) {
this.audioSourceNode.connect(obj.input);
} else {
this.audioSourceNode.connect(obj);
}
}
// otherwise connect to master output of p5.sound / AudioContext
else {
this.audioSourceNode.connect(masterOutput);
}
};
/**
* Disconnect all Web Audio routing, including to master output.
* This is useful if you want to re-route the output through
* audio effects, for example.
*
* @method disconnect
*/
p5.MediaElement.prototype.disconnect = function() {
if (this.audioSourceNode) {
this.audioSourceNode.disconnect();
} else {
throw 'nothing to disconnect';
}
};
/*** SHOW / HIDE CONTROLS ***/
/**
* Show the default MediaElement controls, as determined by the web browser.
*
* @method showControls
*/
p5.MediaElement.prototype.showControls = function() {
// must set style for the element to show on the page
this.elt.style['text-align'] = 'inherit';
this.elt.controls = true;
};
/**
* Hide the default mediaElement controls.
*
* @method hideControls
*/
p5.MediaElement.prototype.hideControls = function() {
this.elt.controls = false;
};
/*** SCHEDULE EVENTS ***/
/**
* Schedule events to trigger every time a MediaElement
* (audio/video) reaches a playback cue point.
*
* Accepts a callback function, a time (in seconds) at which to trigger
* the callback, and an optional parameter for the callback.
*
* Time will be passed as the first parameter to the callback function,
* and param will be the second parameter.
*
*
* @method addCue
* @param {Number} time Time in seconds, relative to this media
* element's playback. For example, to trigger
* an event every time playback reaches two
* seconds, pass in the number 2. This will be
* passed as the first parameter to
* the callback function.
* @param {Function} callback Name of a function that will be
* called at the given time. The callback will
* receive time and (optionally) param as its
* two parameters.
* @param {Object} [value] An object to be passed as the
* second parameter to the
* callback function.
* @return {Number} id ID of this cue,
* useful for removeCue(id)
* @example
*
* function setup() {
* background(255,255,255);
*
* audioEl = createAudio('assets/beat.mp3');
* audioEl.showControls();
*
* // schedule three calls to changeBackground
* audioEl.addCue(0.5, changeBackground, color(255,0,0) );
* audioEl.addCue(1.0, changeBackground, color(0,255,0) );
* audioEl.addCue(2.5, changeBackground, color(0,0,255) );
* audioEl.addCue(3.0, changeBackground, color(0,255,255) );
* audioEl.addCue(4.2, changeBackground, color(255,255,0) );
* audioEl.addCue(5.0, changeBackground, color(255,255,0) );
* }
*
* function changeBackground(val) {
* background(val);
* }
*
*/
p5.MediaElement.prototype.addCue = function(time, callback, val) {
var id = this._cueIDCounter++;
var cue = new Cue(callback, time, id, val);
this._cues.push(cue);
if (!this.elt.ontimeupdate) {
this.elt.ontimeupdate = this._onTimeUpdate.bind(this);
}
return id;
};
/**
* Remove a callback based on its ID. The ID is returned by the
* addCue method.
*
* @method removeCue
* @param {Number} id ID of the cue, as returned by addCue
*/
p5.MediaElement.prototype.removeCue = function(id) {
for (var i = 0; i < this._cues.length; i++) {
if (this._cues[i] === id) {
console.log(id)
this._cues.splice(i, 1);
}
}
if (this._cues.length === 0) {
this.elt.ontimeupdate = null
}
};
/**
* Remove all of the callbacks that had originally been scheduled
* via the addCue method.
*
* @method clearCues
*/
p5.MediaElement.prototype.clearCues = function() {
this._cues = [];
this.elt.ontimeupdate = null;
};
// private method that checks for cues to be fired if events
// have been scheduled using addCue(callback, time).
p5.MediaElement.prototype._onTimeUpdate = function() {
var playbackTime = this.time();
for (var i = 0 ; i < this._cues.length; i++) {
var callbackTime = this._cues[i].time;
var val = this._cues[i].val;
if (this._prevTime < callbackTime && callbackTime <= playbackTime) {
// pass the scheduled callbackTime as parameter to the callback
this._cues[i].callback(val);
}
}
this._prevTime = playbackTime;
};
// Cue inspired by JavaScript setTimeout, and the
// Tone.js Transport Timeline Event, MIT License Yotam Mann 2015 tonejs.org
var Cue = function(callback, time, id, val) {
this.callback = callback;
this.time = time;
this.id = id;
this.val = val;
};
// =============================================================================
// p5.File
// =============================================================================
/**
* Base class for a file
* Using this for createFileInput
*
* @class p5.File
* @constructor
* @param {File} file File that is wrapped
* @param {Object} [pInst] pointer to p5 instance
*/
p5.File = function(file, pInst) {
/**
* Underlying File object. All normal File methods can be called on this.
*
* @property file
*/
this.file = file;
this._pInst = pInst;
// Splitting out the file type into two components
// This makes determining if image or text etc simpler
var typeList = file.type.split('/');
/**
* File type (image, text, etc.)
*
* @property type
*/
this.type = typeList[0];
/**
* File subtype (usually the file extension jpg, png, xml, etc.)
*
* @property subtype
*/
this.subtype = typeList[1];
/**
* File name
*
* @property name
*/
this.name = file.name;
/**
* File size
*
* @property size
*/
this.size = file.size;
/**
* URL string containing image data.
*
* @property data
*/
this.data = undefined;
};
}));
================================================
FILE: flappyBird/libraries/p5.js
================================================
/*! p5.js v0.5.8 March 25, 2017 */
(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.p5 = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o postsJSON
values[1] // => commentsJSON
return values;
});
```
@class Promise
@param {function} resolver
Useful for tooling.
@constructor
*/
function Promise(resolver) {
this[PROMISE_ID] = nextId();
this._result = this._state = undefined;
this._subscribers = [];
if (noop !== resolver) {
typeof resolver !== 'function' && needsResolver();
this instanceof Promise ? initializePromise(this, resolver) : needsNew();
}
}
Promise.all = all;
Promise.race = race;
Promise.resolve = resolve;
Promise.reject = reject;
Promise._setScheduler = setScheduler;
Promise._setAsap = setAsap;
Promise._asap = asap;
Promise.prototype = {
constructor: Promise,
/**
The primary way of interacting with a promise is through its `then` method,
which registers callbacks to receive either a promise's eventual value or the
reason why the promise cannot be fulfilled.
```js
findUser().then(function(user){
// user is available
}, function(reason){
// user is unavailable, and you are given the reason why
});
```
Chaining
--------
The return value of `then` is itself a promise. This second, 'downstream'
promise is resolved with the return value of the first promise's fulfillment
or rejection handler, or rejected if the handler throws an exception.
```js
findUser().then(function (user) {
return user.name;
}, function (reason) {
return 'default name';
}).then(function (userName) {
// If `findUser` fulfilled, `userName` will be the user's name, otherwise it
// will be `'default name'`
});
findUser().then(function (user) {
throw new Error('Found user, but still unhappy');
}, function (reason) {
throw new Error('`findUser` rejected and we're unhappy');
}).then(function (value) {
// never reached
}, function (reason) {
// if `findUser` fulfilled, `reason` will be 'Found user, but still unhappy'.
// If `findUser` rejected, `reason` will be '`findUser` rejected and we're unhappy'.
});
```
If the downstream promise does not specify a rejection handler, rejection reasons will be propagated further downstream.
```js
findUser().then(function (user) {
throw new PedagogicalException('Upstream error');
}).then(function (value) {
// never reached
}).then(function (value) {
// never reached
}, function (reason) {
// The `PedgagocialException` is propagated all the way down to here
});
```
Assimilation
------------
Sometimes the value you want to propagate to a downstream promise can only be
retrieved asynchronously. This can be achieved by returning a promise in the
fulfillment or rejection handler. The downstream promise will then be pending
until the returned promise is settled. This is called *assimilation*.
```js
findUser().then(function (user) {
return findCommentsByAuthor(user);
}).then(function (comments) {
// The user's comments are now available
});
```
If the assimliated promise rejects, then the downstream promise will also reject.
```js
findUser().then(function (user) {
return findCommentsByAuthor(user);
}).then(function (comments) {
// If `findCommentsByAuthor` fulfills, we'll have the value here
}, function (reason) {
// If `findCommentsByAuthor` rejects, we'll have the reason here
});
```
Simple Example
--------------
Synchronous Example
```javascript
let result;
try {
result = findResult();
// success
} catch(reason) {
// failure
}
```
Errback Example
```js
findResult(function(result, err){
if (err) {
// failure
} else {
// success
}
});
```
Promise Example;
```javascript
findResult().then(function(result){
// success
}, function(reason){
// failure
});
```
Advanced Example
--------------
Synchronous Example
```javascript
let author, books;
try {
author = findAuthor();
books = findBooksByAuthor(author);
// success
} catch(reason) {
// failure
}
```
Errback Example
```js
function foundBooks(books) {
}
function failure(reason) {
}
findAuthor(function(author, err){
if (err) {
failure(err);
// failure
} else {
try {
findBoooksByAuthor(author, function(books, err) {
if (err) {
failure(err);
} else {
try {
foundBooks(books);
} catch(reason) {
failure(reason);
}
}
});
} catch(error) {
failure(err);
}
// success
}
});
```
Promise Example;
```javascript
findAuthor().
then(findBooksByAuthor).
then(function(books){
// found books
}).catch(function(reason){
// something went wrong
});
```
@method then
@param {Function} onFulfilled
@param {Function} onRejected
Useful for tooling.
@return {Promise}
*/
then: then,
/**
`catch` is simply sugar for `then(undefined, onRejection)` which makes it the same
as the catch block of a try/catch statement.
```js
function findAuthor(){
throw new Error('couldn't find that author');
}
// synchronous
try {
findAuthor();
} catch(reason) {
// something went wrong
}
// async with promises
findAuthor().catch(function(reason){
// something went wrong
});
```
@method catch
@param {Function} onRejection
Useful for tooling.
@return {Promise}
*/
'catch': function _catch(onRejection) {
return this.then(null, onRejection);
}
};
function polyfill() {
var local = undefined;
if (typeof global !== 'undefined') {
local = global;
} else if (typeof self !== 'undefined') {
local = self;
} else {
try {
local = Function('return this')();
} catch (e) {
throw new Error('polyfill failed because global object is unavailable in this environment');
}
}
var P = local.Promise;
if (P) {
var promiseToString = null;
try {
promiseToString = Object.prototype.toString.call(P.resolve());
} catch (e) {
// silently ignored
}
if (promiseToString === '[object Promise]' && !P.cast) {
return;
}
}
local.Promise = Promise;
}
// Strange compat..
Promise.polyfill = polyfill;
Promise.Promise = Promise;
return Promise;
})));
}).call(this,_dereq_('_process'),typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})
},{"_process":31}],3:[function(_dereq_,module,exports){
(function (global, factory) {
if (typeof define === 'function' && define.amd) {
define(['exports', 'module'], factory);
} else if (typeof exports !== 'undefined' && typeof module !== 'undefined') {
factory(exports, module);
} else {
var mod = {
exports: {}
};
factory(mod.exports, mod);
global.fetchJsonp = mod.exports;
}
})(this, function (exports, module) {
'use strict';
var defaultOptions = {
timeout: 5000,
jsonpCallback: 'callback',
jsonpCallbackFunction: null
};
function generateCallbackFunction() {
return 'jsonp_' + Date.now() + '_' + Math.ceil(Math.random() * 100000);
}
// Known issue: Will throw 'Uncaught ReferenceError: callback_*** is not defined'
// error if request timeout
function clearFunction(functionName) {
// IE8 throws an exception when you try to delete a property on window
// http://stackoverflow.com/a/1824228/751089
try {
delete window[functionName];
} catch (e) {
window[functionName] = undefined;
}
}
function removeScript(scriptId) {
var script = document.getElementById(scriptId);
document.getElementsByTagName('head')[0].removeChild(script);
}
function fetchJsonp(_url) {
var options = arguments.length <= 1 || arguments[1] === undefined ? {} : arguments[1];
// to avoid param reassign
var url = _url;
var timeout = options.timeout || defaultOptions.timeout;
var jsonpCallback = options.jsonpCallback || defaultOptions.jsonpCallback;
var timeoutId = undefined;
return new Promise(function (resolve, reject) {
var callbackFunction = options.jsonpCallbackFunction || generateCallbackFunction();
var scriptId = jsonpCallback + '_' + callbackFunction;
window[callbackFunction] = function (response) {
resolve({
ok: true,
// keep consistent with fetch API
json: function json() {
return Promise.resolve(response);
}
});
if (timeoutId) clearTimeout(timeoutId);
removeScript(scriptId);
clearFunction(callbackFunction);
};
// Check if the user set their own params, and if not add a ? to start a list of params
url += url.indexOf('?') === -1 ? '?' : '&';
var jsonpScript = document.createElement('script');
jsonpScript.setAttribute('src', '' + url + jsonpCallback + '=' + callbackFunction);
jsonpScript.id = scriptId;
document.getElementsByTagName('head')[0].appendChild(jsonpScript);
timeoutId = setTimeout(function () {
reject(new Error('JSONP request to ' + _url + ' timed out'));
clearFunction(callbackFunction);
removeScript(scriptId);
}, timeout);
});
}
// export as global function
/*
let local;
if (typeof global !== 'undefined') {
local = global;
} else if (typeof self !== 'undefined') {
local = self;
} else {
try {
local = Function('return this')();
} catch (e) {
throw new Error('polyfill failed because global object is unavailable in this environment');
}
}
local.fetchJsonp = fetchJsonp;
*/
module.exports = fetchJsonp;
});
},{}],4:[function(_dereq_,module,exports){
// Run-time checking of preconditions.
'use strict';
// Precondition function that checks if the given predicate is true.
// If not, it will throw an error.
exports.argument = function(predicate, message) {
if (!predicate) {
throw new Error(message);
}
};
// Precondition function that checks if the given assertion is true.
// If not, it will throw an error.
exports.assert = exports.argument;
},{}],5:[function(_dereq_,module,exports){
// Drawing utility functions.
'use strict';
// Draw a line on the given context from point `x1,y1` to point `x2,y2`.
function line(ctx, x1, y1, x2, y2) {
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
}
exports.line = line;
},{}],6:[function(_dereq_,module,exports){
// Glyph encoding
'use strict';
var cffStandardStrings = [
'.notdef', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright',
'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two',
'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater',
'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S',
'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore',
'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', 'exclamdown', 'cent', 'sterling',
'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle', 'quotedblleft', 'guillemotleft',
'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'endash', 'dagger', 'daggerdbl', 'periodcentered', 'paragraph',
'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright', 'guillemotright', 'ellipsis', 'perthousand',
'questiondown', 'grave', 'acute', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'dieresis', 'ring',
'cedilla', 'hungarumlaut', 'ogonek', 'caron', 'emdash', 'AE', 'ordfeminine', 'Lslash', 'Oslash', 'OE',
'ordmasculine', 'ae', 'dotlessi', 'lslash', 'oslash', 'oe', 'germandbls', 'onesuperior', 'logicalnot', 'mu',
'trademark', 'Eth', 'onehalf', 'plusminus', 'Thorn', 'onequarter', 'divide', 'brokenbar', 'degree', 'thorn',
'threequarters', 'twosuperior', 'registered', 'minus', 'eth', 'multiply', 'threesuperior', 'copyright',
'Aacute', 'Acircumflex', 'Adieresis', 'Agrave', 'Aring', 'Atilde', 'Ccedilla', 'Eacute', 'Ecircumflex',
'Edieresis', 'Egrave', 'Iacute', 'Icircumflex', 'Idieresis', 'Igrave', 'Ntilde', 'Oacute', 'Ocircumflex',
'Odieresis', 'Ograve', 'Otilde', 'Scaron', 'Uacute', 'Ucircumflex', 'Udieresis', 'Ugrave', 'Yacute',
'Ydieresis', 'Zcaron', 'aacute', 'acircumflex', 'adieresis', 'agrave', 'aring', 'atilde', 'ccedilla', 'eacute',
'ecircumflex', 'edieresis', 'egrave', 'iacute', 'icircumflex', 'idieresis', 'igrave', 'ntilde', 'oacute',
'ocircumflex', 'odieresis', 'ograve', 'otilde', 'scaron', 'uacute', 'ucircumflex', 'udieresis', 'ugrave',
'yacute', 'ydieresis', 'zcaron', 'exclamsmall', 'Hungarumlautsmall', 'dollaroldstyle', 'dollarsuperior',
'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', '266 ff', 'onedotenleader',
'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle', 'fouroldstyle', 'fiveoldstyle', 'sixoldstyle',
'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'commasuperior', 'threequartersemdash', 'periodsuperior',
'questionsmall', 'asuperior', 'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', 'isuperior', 'lsuperior',
'msuperior', 'nsuperior', 'osuperior', 'rsuperior', 'ssuperior', 'tsuperior', 'ff', 'ffi', 'ffl',
'parenleftinferior', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall',
'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall',
'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall',
'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', 'exclamdownsmall',
'centoldstyle', 'Lslashsmall', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall', 'Brevesmall', 'Caronsmall',
'Dotaccentsmall', 'Macronsmall', 'figuredash', 'hypheninferior', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall',
'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds',
'zerosuperior', 'foursuperior', 'fivesuperior', 'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior',
'zeroinferior', 'oneinferior', 'twoinferior', 'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior',
'seveninferior', 'eightinferior', 'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior',
'commainferior', 'Agravesmall', 'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall',
'Aringsmall', 'AEsmall', 'Ccedillasmall', 'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall',
'Igravesmall', 'Iacutesmall', 'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall',
'Oacutesmall', 'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall',
'Uacutesmall', 'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall', '001.000',
'001.001', '001.002', '001.003', 'Black', 'Bold', 'Book', 'Light', 'Medium', 'Regular', 'Roman', 'Semibold'];
var cffStandardEncoding = [
'', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
'', '', '', '', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright',
'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two',
'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater',
'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S',
'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore',
'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', '', '', '', '', '', '', '', '',
'', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
'exclamdown', 'cent', 'sterling', 'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle',
'quotedblleft', 'guillemotleft', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', '', 'endash', 'dagger',
'daggerdbl', 'periodcentered', '', 'paragraph', 'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright',
'guillemotright', 'ellipsis', 'perthousand', '', 'questiondown', '', 'grave', 'acute', 'circumflex', 'tilde',
'macron', 'breve', 'dotaccent', 'dieresis', '', 'ring', 'cedilla', '', 'hungarumlaut', 'ogonek', 'caron',
'emdash', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', 'AE', '', 'ordfeminine', '', '', '',
'', 'Lslash', 'Oslash', 'OE', 'ordmasculine', '', '', '', '', '', 'ae', '', '', '', 'dotlessi', '', '',
'lslash', 'oslash', 'oe', 'germandbls'];
var cffExpertEncoding = [
'', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
'', '', '', '', 'space', 'exclamsmall', 'Hungarumlautsmall', '', 'dollaroldstyle', 'dollarsuperior',
'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', 'twodotenleader', 'onedotenleader',
'comma', 'hyphen', 'period', 'fraction', 'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle',
'fouroldstyle', 'fiveoldstyle', 'sixoldstyle', 'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'colon',
'semicolon', 'commasuperior', 'threequartersemdash', 'periodsuperior', 'questionsmall', '', 'asuperior',
'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', '', '', 'isuperior', '', '', 'lsuperior', 'msuperior',
'nsuperior', 'osuperior', '', '', 'rsuperior', 'ssuperior', 'tsuperior', '', 'ff', 'fi', 'fl', 'ffi', 'ffl',
'parenleftinferior', '', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall',
'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall',
'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall',
'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', '', '', '', '', '', '', '',
'', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
'exclamdownsmall', 'centoldstyle', 'Lslashsmall', '', '', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall',
'Brevesmall', 'Caronsmall', '', 'Dotaccentsmall', '', '', 'Macronsmall', '', '', 'figuredash', 'hypheninferior',
'', '', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall', '', '', '', 'onequarter', 'onehalf', 'threequarters',
'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds', '',
'', 'zerosuperior', 'onesuperior', 'twosuperior', 'threesuperior', 'foursuperior', 'fivesuperior',
'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior', 'zeroinferior', 'oneinferior', 'twoinferior',
'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior', 'seveninferior', 'eightinferior',
'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior', 'commainferior', 'Agravesmall',
'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall', 'Aringsmall', 'AEsmall', 'Ccedillasmall',
'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall', 'Igravesmall', 'Iacutesmall',
'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall', 'Oacutesmall',
'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall', 'Uacutesmall',
'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall'];
var standardNames = [
'.notdef', '.null', 'nonmarkingreturn', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent',
'ampersand', 'quotesingle', 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash',
'zero', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less',
'equal', 'greater', 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright',
'asciicircum', 'underscore', 'grave', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o',
'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde',
'Adieresis', 'Aring', 'Ccedilla', 'Eacute', 'Ntilde', 'Odieresis', 'Udieresis', 'aacute', 'agrave',
'acircumflex', 'adieresis', 'atilde', 'aring', 'ccedilla', 'eacute', 'egrave', 'ecircumflex', 'edieresis',
'iacute', 'igrave', 'icircumflex', 'idieresis', 'ntilde', 'oacute', 'ograve', 'ocircumflex', 'odieresis',
'otilde', 'uacute', 'ugrave', 'ucircumflex', 'udieresis', 'dagger', 'degree', 'cent', 'sterling', 'section',
'bullet', 'paragraph', 'germandbls', 'registered', 'copyright', 'trademark', 'acute', 'dieresis', 'notequal',
'AE', 'Oslash', 'infinity', 'plusminus', 'lessequal', 'greaterequal', 'yen', 'mu', 'partialdiff', 'summation',
'product', 'pi', 'integral', 'ordfeminine', 'ordmasculine', 'Omega', 'ae', 'oslash', 'questiondown',
'exclamdown', 'logicalnot', 'radical', 'florin', 'approxequal', 'Delta', 'guillemotleft', 'guillemotright',
'ellipsis', 'nonbreakingspace', 'Agrave', 'Atilde', 'Otilde', 'OE', 'oe', 'endash', 'emdash', 'quotedblleft',
'quotedblright', 'quoteleft', 'quoteright', 'divide', 'lozenge', 'ydieresis', 'Ydieresis', 'fraction',
'currency', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'daggerdbl', 'periodcentered', 'quotesinglbase',
'quotedblbase', 'perthousand', 'Acircumflex', 'Ecircumflex', 'Aacute', 'Edieresis', 'Egrave', 'Iacute',
'Icircumflex', 'Idieresis', 'Igrave', 'Oacute', 'Ocircumflex', 'apple', 'Ograve', 'Uacute', 'Ucircumflex',
'Ugrave', 'dotlessi', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'ring', 'cedilla', 'hungarumlaut',
'ogonek', 'caron', 'Lslash', 'lslash', 'Scaron', 'scaron', 'Zcaron', 'zcaron', 'brokenbar', 'Eth', 'eth',
'Yacute', 'yacute', 'Thorn', 'thorn', 'minus', 'multiply', 'onesuperior', 'twosuperior', 'threesuperior',
'onehalf', 'onequarter', 'threequarters', 'franc', 'Gbreve', 'gbreve', 'Idotaccent', 'Scedilla', 'scedilla',
'Cacute', 'cacute', 'Ccaron', 'ccaron', 'dcroat'];
// This is the encoding used for fonts created from scratch.
// It loops through all glyphs and finds the appropriate unicode value.
// Since it's linear time, other encodings will be faster.
function DefaultEncoding(font) {
this.font = font;
}
DefaultEncoding.prototype.charToGlyphIndex = function(c) {
var code = c.charCodeAt(0);
var glyphs = this.font.glyphs;
if (glyphs) {
for (var i = 0; i < glyphs.length; i += 1) {
var glyph = glyphs.get(i);
for (var j = 0; j < glyph.unicodes.length; j += 1) {
if (glyph.unicodes[j] === code) {
return i;
}
}
}
} else {
return null;
}
};
function CmapEncoding(cmap) {
this.cmap = cmap;
}
CmapEncoding.prototype.charToGlyphIndex = function(c) {
return this.cmap.glyphIndexMap[c.charCodeAt(0)] || 0;
};
function CffEncoding(encoding, charset) {
this.encoding = encoding;
this.charset = charset;
}
CffEncoding.prototype.charToGlyphIndex = function(s) {
var code = s.charCodeAt(0);
var charName = this.encoding[code];
return this.charset.indexOf(charName);
};
function GlyphNames(post) {
var i;
switch (post.version) {
case 1:
this.names = exports.standardNames.slice();
break;
case 2:
this.names = new Array(post.numberOfGlyphs);
for (i = 0; i < post.numberOfGlyphs; i++) {
if (post.glyphNameIndex[i] < exports.standardNames.length) {
this.names[i] = exports.standardNames[post.glyphNameIndex[i]];
} else {
this.names[i] = post.names[post.glyphNameIndex[i] - exports.standardNames.length];
}
}
break;
case 2.5:
this.names = new Array(post.numberOfGlyphs);
for (i = 0; i < post.numberOfGlyphs; i++) {
this.names[i] = exports.standardNames[i + post.glyphNameIndex[i]];
}
break;
case 3:
this.names = [];
break;
}
}
GlyphNames.prototype.nameToGlyphIndex = function(name) {
return this.names.indexOf(name);
};
GlyphNames.prototype.glyphIndexToName = function(gid) {
return this.names[gid];
};
function addGlyphNames(font) {
var glyph;
var glyphIndexMap = font.tables.cmap.glyphIndexMap;
var charCodes = Object.keys(glyphIndexMap);
for (var i = 0; i < charCodes.length; i += 1) {
var c = charCodes[i];
var glyphIndex = glyphIndexMap[c];
glyph = font.glyphs.get(glyphIndex);
glyph.addUnicode(parseInt(c));
}
for (i = 0; i < font.glyphs.length; i += 1) {
glyph = font.glyphs.get(i);
if (font.cffEncoding) {
glyph.name = font.cffEncoding.charset[i];
} else {
glyph.name = font.glyphNames.glyphIndexToName(i);
}
}
}
exports.cffStandardStrings = cffStandardStrings;
exports.cffStandardEncoding = cffStandardEncoding;
exports.cffExpertEncoding = cffExpertEncoding;
exports.standardNames = standardNames;
exports.DefaultEncoding = DefaultEncoding;
exports.CmapEncoding = CmapEncoding;
exports.CffEncoding = CffEncoding;
exports.GlyphNames = GlyphNames;
exports.addGlyphNames = addGlyphNames;
},{}],7:[function(_dereq_,module,exports){
// The Font object
'use strict';
var path = _dereq_('./path');
var sfnt = _dereq_('./tables/sfnt');
var encoding = _dereq_('./encoding');
var glyphset = _dereq_('./glyphset');
// A Font represents a loaded OpenType font file.
// It contains a set of glyphs and methods to draw text on a drawing context,
// or to get a path representing the text.
function Font(options) {
options = options || {};
// OS X will complain if the names are empty, so we put a single space everywhere by default.
this.names = {
fontFamily: {en: options.familyName || ' '},
fontSubfamily: {en: options.styleName || ' '},
designer: {en: options.designer || ' '},
designerURL: {en: options.designerURL || ' '},
manufacturer: {en: options.manufacturer || ' '},
manufacturerURL: {en: options.manufacturerURL || ' '},
license: {en: options.license || ' '},
licenseURL: {en: options.licenseURL || ' '},
version: {en: options.version || 'Version 0.1'},
description: {en: options.description || ' '},
copyright: {en: options.copyright || ' '},
trademark: {en: options.trademark || ' '}
};
this.unitsPerEm = options.unitsPerEm || 1000;
this.ascender = options.ascender;
this.descender = options.descender;
this.supported = true; // Deprecated: parseBuffer will throw an error if font is not supported.
this.glyphs = new glyphset.GlyphSet(this, options.glyphs || []);
this.encoding = new encoding.DefaultEncoding(this);
this.tables = {};
}
// Check if the font has a glyph for the given character.
Font.prototype.hasChar = function(c) {
return this.encoding.charToGlyphIndex(c) !== null;
};
// Convert the given character to a single glyph index.
// Note that this function assumes that there is a one-to-one mapping between
// the given character and a glyph; for complex scripts this might not be the case.
Font.prototype.charToGlyphIndex = function(s) {
return this.encoding.charToGlyphIndex(s);
};
// Convert the given character to a single Glyph object.
// Note that this function assumes that there is a one-to-one mapping between
// the given character and a glyph; for complex scripts this might not be the case.
Font.prototype.charToGlyph = function(c) {
var glyphIndex = this.charToGlyphIndex(c);
var glyph = this.glyphs.get(glyphIndex);
if (!glyph) {
// .notdef
glyph = this.glyphs.get(0);
}
return glyph;
};
// Convert the given text to a list of Glyph objects.
// Note that there is no 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.
Font.prototype.stringToGlyphs = function(s) {
var glyphs = [];
for (var i = 0; i < s.length; i += 1) {
var c = s[i];
glyphs.push(this.charToGlyph(c));
}
return glyphs;
};
Font.prototype.nameToGlyphIndex = function(name) {
return this.glyphNames.nameToGlyphIndex(name);
};
Font.prototype.nameToGlyph = function(name) {
var glyphIndex = this.nametoGlyphIndex(name);
var glyph = this.glyphs.get(glyphIndex);
if (!glyph) {
// .notdef
glyph = this.glyphs.get(0);
}
return glyph;
};
Font.prototype.glyphIndexToName = function(gid) {
if (!this.glyphNames.glyphIndexToName) {
return '';
}
return this.glyphNames.glyphIndexToName(gid);
};
// Retrieve the value of the kerning pair between the left glyph (or its index)
// and the right glyph (or its index). If no kerning pair is found, return 0.
// The kerning value gets added to the advance width when calculating the spacing
// between glyphs.
Font.prototype.getKerningValue = function(leftGlyph, rightGlyph) {
leftGlyph = leftGlyph.index || leftGlyph;
rightGlyph = rightGlyph.index || rightGlyph;
var gposKerning = this.getGposKerningValue;
return gposKerning ? gposKerning(leftGlyph, rightGlyph) :
(this.kerningPairs[leftGlyph + ',' + rightGlyph] || 0);
};
// Helper function that invokes the given callback for each glyph in the given text.
// The callback gets `(glyph, x, y, fontSize, options)`.
Font.prototype.forEachGlyph = function(text, x, y, fontSize, options, callback) {
x = x !== undefined ? x : 0;
y = y !== undefined ? y : 0;
fontSize = fontSize !== undefined ? fontSize : 72;
options = options || {};
var kerning = options.kerning === undefined ? true : options.kerning;
var fontScale = 1 / this.unitsPerEm * fontSize;
var glyphs = this.stringToGlyphs(text);
for (var i = 0; i < glyphs.length; i += 1) {
var glyph = glyphs[i];
callback(glyph, x, y, fontSize, options);
if (glyph.advanceWidth) {
x += glyph.advanceWidth * fontScale;
}
if (kerning && i < glyphs.length - 1) {
var kerningValue = this.getKerningValue(glyph, glyphs[i + 1]);
x += kerningValue * fontScale;
}
}
};
// Create a Path object that represents the given text.
//
// text - The text to create.
// x - Horizontal position of the beginning of the text. (default: 0)
// y - Vertical position of the *baseline* of the text. (default: 0)
// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
// Options is an optional object that contains:
// - kerning - Whether to take kerning information into account. (default: true)
//
// Returns a Path object.
Font.prototype.getPath = function(text, x, y, fontSize, options) {
var fullPath = new path.Path();
this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) {
var glyphPath = glyph.getPath(gX, gY, gFontSize);
fullPath.extend(glyphPath);
});
return fullPath;
};
// Draw the text on the given drawing context.
//
// ctx - A 2D drawing context, like Canvas.
// text - The text to create.
// x - Horizontal position of the beginning of the text. (default: 0)
// y - Vertical position of the *baseline* of the text. (default: 0)
// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
// Options is an optional object that contains:
// - kerning - Whether to take kerning information into account. (default: true)
Font.prototype.draw = function(ctx, text, x, y, fontSize, options) {
this.getPath(text, x, y, fontSize, options).draw(ctx);
};
// Draw the points of all glyphs in the text.
// On-curve points will be drawn in blue, off-curve points will be drawn in red.
//
// ctx - A 2D drawing context, like Canvas.
// text - The text to create.
// x - Horizontal position of the beginning of the text. (default: 0)
// y - Vertical position of the *baseline* of the text. (default: 0)
// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
// Options is an optional object that contains:
// - kerning - Whether to take kerning information into account. (default: true)
Font.prototype.drawPoints = function(ctx, text, x, y, fontSize, options) {
this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) {
glyph.drawPoints(ctx, gX, gY, gFontSize);
});
};
// Draw lines indicating important font measurements for all glyphs in the text.
// Black lines indicate the origin of the coordinate system (point 0,0).
// Blue lines indicate the glyph bounding box.
// Green line indicates the advance width of the glyph.
//
// ctx - A 2D drawing context, like Canvas.
// text - The text to create.
// x - Horizontal position of the beginning of the text. (default: 0)
// y - Vertical position of the *baseline* of the text. (default: 0)
// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
// Options is an optional object that contains:
// - kerning - Whether to take kerning information into account. (default: true)
Font.prototype.drawMetrics = function(ctx, text, x, y, fontSize, options) {
this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) {
glyph.drawMetrics(ctx, gX, gY, gFontSize);
});
};
Font.prototype.getEnglishName = function(name) {
var translations = this.names[name];
if (translations) {
return translations.en;
}
};
// Validate
Font.prototype.validate = function() {
var warnings = [];
var _this = this;
function assert(predicate, message) {
if (!predicate) {
warnings.push(message);
}
}
function assertNamePresent(name) {
var englishName = _this.getEnglishName(name);
assert(englishName && englishName.trim().length > 0,
'No English ' + name + ' specified.');
}
// Identification information
assertNamePresent('fontFamily');
assertNamePresent('weightName');
assertNamePresent('manufacturer');
assertNamePresent('copyright');
assertNamePresent('version');
// Dimension information
assert(this.unitsPerEm > 0, 'No unitsPerEm specified.');
};
// Convert the font object to a SFNT data structure.
// This structure contains all the necessary tables and metadata to create a binary OTF file.
Font.prototype.toTables = function() {
return sfnt.fontToTable(this);
};
Font.prototype.toBuffer = function() {
var sfntTable = this.toTables();
var bytes = sfntTable.encode();
var buffer = new ArrayBuffer(bytes.length);
var intArray = new Uint8Array(buffer);
for (var i = 0; i < bytes.length; i++) {
intArray[i] = bytes[i];
}
return buffer;
};
// Initiate a download of the OpenType font.
Font.prototype.download = function() {
var familyName = this.getEnglishName('fontFamily');
var styleName = this.getEnglishName('fontSubfamily');
var fileName = familyName.replace(/\s/g, '') + '-' + styleName + '.otf';
var buffer = this.toBuffer();
window.requestFileSystem = window.requestFileSystem || window.webkitRequestFileSystem;
window.requestFileSystem(window.TEMPORARY, buffer.byteLength, function(fs) {
fs.root.getFile(fileName, {create: true}, function(fileEntry) {
fileEntry.createWriter(function(writer) {
var dataView = new DataView(buffer);
var blob = new Blob([dataView], {type: 'font/opentype'});
writer.write(blob);
writer.addEventListener('writeend', function() {
// Navigating to the file will download it.
location.href = fileEntry.toURL();
}, false);
});
});
},
function(err) {
throw err;
});
};
exports.Font = Font;
},{"./encoding":6,"./glyphset":9,"./path":12,"./tables/sfnt":29}],8:[function(_dereq_,module,exports){
// The Glyph object
'use strict';
var check = _dereq_('./check');
var draw = _dereq_('./draw');
var path = _dereq_('./path');
function getPathDefinition(glyph, path) {
var _path = path || { commands: [] };
return {
configurable: true,
get: function() {
if (typeof _path === 'function') {
_path = _path();
}
return _path;
},
set: function(p) {
_path = p;
}
};
}
// A Glyph is an individual mark that often corresponds to a character.
// Some glyphs, such as ligatures, are a combination of many characters.
// Glyphs are the basic building blocks of a font.
//
// The `Glyph` class contains utility methods for drawing the path and its points.
function Glyph(options) {
// By putting all the code on a prototype function (which is only declared once)
// we reduce the memory requirements for larger fonts by some 2%
this.bindConstructorValues(options);
}
Glyph.prototype.bindConstructorValues = function(options) {
this.index = options.index || 0;
// These three values cannnot be deferred for memory optimization:
this.name = options.name || null;
this.unicode = options.unicode || undefined;
this.unicodes = options.unicodes || options.unicode !== undefined ? [options.unicode] : [];
// But by binding these values only when necessary, we reduce can
// the memory requirements by almost 3% for larger fonts.
if (options.xMin) {
this.xMin = options.xMin;
}
if (options.yMin) {
this.yMin = options.yMin;
}
if (options.xMax) {
this.xMax = options.xMax;
}
if (options.yMax) {
this.yMax = options.yMax;
}
if (options.advanceWidth) {
this.advanceWidth = options.advanceWidth;
}
// The path for a glyph is the most memory intensive, and is bound as a value
// with a getter/setter to ensure we actually do path parsing only once the
// path is actually needed by anything.
Object.defineProperty(this, 'path', getPathDefinition(this, options.path));
};
Glyph.prototype.addUnicode = function(unicode) {
if (this.unicodes.length === 0) {
this.unicode = unicode;
}
this.unicodes.push(unicode);
};
// Convert the glyph to a Path we can draw on a drawing context.
//
// x - Horizontal position of the glyph. (default: 0)
// y - Vertical position of the *baseline* of the glyph. (default: 0)
// fontSize - Font size, in pixels (default: 72).
Glyph.prototype.getPath = function(x, y, fontSize) {
x = x !== undefined ? x : 0;
y = y !== undefined ? y : 0;
fontSize = fontSize !== undefined ? fontSize : 72;
var scale = 1 / this.path.unitsPerEm * fontSize;
var p = new path.Path();
var commands = this.path.commands;
for (var i = 0; i < commands.length; i += 1) {
var cmd = commands[i];
if (cmd.type === 'M') {
p.moveTo(x + (cmd.x * scale), y + (-cmd.y * scale));
} else if (cmd.type === 'L') {
p.lineTo(x + (cmd.x * scale), y + (-cmd.y * scale));
} else if (cmd.type === 'Q') {
p.quadraticCurveTo(x + (cmd.x1 * scale), y + (-cmd.y1 * scale),
x + (cmd.x * scale), y + (-cmd.y * scale));
} else if (cmd.type === 'C') {
p.curveTo(x + (cmd.x1 * scale), y + (-cmd.y1 * scale),
x + (cmd.x2 * scale), y + (-cmd.y2 * scale),
x + (cmd.x * scale), y + (-cmd.y * scale));
} else if (cmd.type === 'Z') {
p.closePath();
}
}
return p;
};
// Split the glyph into contours.
// This function is here for backwards compatibility, and to
// provide raw access to the TrueType glyph outlines.
Glyph.prototype.getContours = function() {
if (this.points === undefined) {
return [];
}
var contours = [];
var currentContour = [];
for (var i = 0; i < this.points.length; i += 1) {
var pt = this.points[i];
currentContour.push(pt);
if (pt.lastPointOfContour) {
contours.push(currentContour);
currentContour = [];
}
}
check.argument(currentContour.length === 0, 'There are still points left in the current contour.');
return contours;
};
// Calculate the xMin/yMin/xMax/yMax/lsb/rsb for a Glyph.
Glyph.prototype.getMetrics = function() {
var commands = this.path.commands;
var xCoords = [];
var yCoords = [];
for (var i = 0; i < commands.length; i += 1) {
var cmd = commands[i];
if (cmd.type !== 'Z') {
xCoords.push(cmd.x);
yCoords.push(cmd.y);
}
if (cmd.type === 'Q' || cmd.type === 'C') {
xCoords.push(cmd.x1);
yCoords.push(cmd.y1);
}
if (cmd.type === 'C') {
xCoords.push(cmd.x2);
yCoords.push(cmd.y2);
}
}
var metrics = {
xMin: Math.min.apply(null, xCoords),
yMin: Math.min.apply(null, yCoords),
xMax: Math.max.apply(null, xCoords),
yMax: Math.max.apply(null, yCoords),
leftSideBearing: 0
};
if (!isFinite(metrics.xMin)) {
metrics.xMin = 0;
}
if (!isFinite(metrics.xMax)) {
metrics.xMax = this.advanceWidth;
}
if (!isFinite(metrics.yMin)) {
metrics.yMin = 0;
}
if (!isFinite(metrics.yMax)) {
metrics.yMax = 0;
}
metrics.rightSideBearing = this.advanceWidth - metrics.leftSideBearing - (metrics.xMax - metrics.xMin);
return metrics;
};
// Draw the glyph on the given context.
//
// ctx - The drawing context.
// x - Horizontal position of the glyph. (default: 0)
// y - Vertical position of the *baseline* of the glyph. (default: 0)
// fontSize - Font size, in pixels (default: 72).
Glyph.prototype.draw = function(ctx, x, y, fontSize) {
this.getPath(x, y, fontSize).draw(ctx);
};
// Draw the points of the glyph.
// On-curve points will be drawn in blue, off-curve points will be drawn in red.
//
// ctx - The drawing context.
// x - Horizontal position of the glyph. (default: 0)
// y - Vertical position of the *baseline* of the glyph. (default: 0)
// fontSize - Font size, in pixels (default: 72).
Glyph.prototype.drawPoints = function(ctx, x, y, fontSize) {
function drawCircles(l, x, y, scale) {
var PI_SQ = Math.PI * 2;
ctx.beginPath();
for (var j = 0; j < l.length; j += 1) {
ctx.moveTo(x + (l[j].x * scale), y + (l[j].y * scale));
ctx.arc(x + (l[j].x * scale), y + (l[j].y * scale), 2, 0, PI_SQ, false);
}
ctx.closePath();
ctx.fill();
}
x = x !== undefined ? x : 0;
y = y !== undefined ? y : 0;
fontSize = fontSize !== undefined ? fontSize : 24;
var scale = 1 / this.path.unitsPerEm * fontSize;
var blueCircles = [];
var redCircles = [];
var path = this.path;
for (var i = 0; i < path.commands.length; i += 1) {
var cmd = path.commands[i];
if (cmd.x !== undefined) {
blueCircles.push({x: cmd.x, y: -cmd.y});
}
if (cmd.x1 !== undefined) {
redCircles.push({x: cmd.x1, y: -cmd.y1});
}
if (cmd.x2 !== undefined) {
redCircles.push({x: cmd.x2, y: -cmd.y2});
}
}
ctx.fillStyle = 'blue';
drawCircles(blueCircles, x, y, scale);
ctx.fillStyle = 'red';
drawCircles(redCircles, x, y, scale);
};
// Draw lines indicating important font measurements.
// Black lines indicate the origin of the coordinate system (point 0,0).
// Blue lines indicate the glyph bounding box.
// Green line indicates the advance width of the glyph.
//
// ctx - The drawing context.
// x - Horizontal position of the glyph. (default: 0)
// y - Vertical position of the *baseline* of the glyph. (default: 0)
// fontSize - Font size, in pixels (default: 72).
Glyph.prototype.drawMetrics = function(ctx, x, y, fontSize) {
var scale;
x = x !== undefined ? x : 0;
y = y !== undefined ? y : 0;
fontSize = fontSize !== undefined ? fontSize : 24;
scale = 1 / this.path.unitsPerEm * fontSize;
ctx.lineWidth = 1;
// Draw the origin
ctx.strokeStyle = 'black';
draw.line(ctx, x, -10000, x, 10000);
draw.line(ctx, -10000, y, 10000, y);
// This code is here due to memory optimization: by not using
// defaults in the constructor, we save a notable amount of memory.
var xMin = this.xMin || 0;
var yMin = this.yMin || 0;
var xMax = this.xMax || 0;
var yMax = this.yMax || 0;
var advanceWidth = this.advanceWidth || 0;
// Draw the glyph box
ctx.strokeStyle = 'blue';
draw.line(ctx, x + (xMin * scale), -10000, x + (xMin * scale), 10000);
draw.line(ctx, x + (xMax * scale), -10000, x + (xMax * scale), 10000);
draw.line(ctx, -10000, y + (-yMin * scale), 10000, y + (-yMin * scale));
draw.line(ctx, -10000, y + (-yMax * scale), 10000, y + (-yMax * scale));
// Draw the advance width
ctx.strokeStyle = 'green';
draw.line(ctx, x + (advanceWidth * scale), -10000, x + (advanceWidth * scale), 10000);
};
exports.Glyph = Glyph;
},{"./check":4,"./draw":5,"./path":12}],9:[function(_dereq_,module,exports){
// The GlyphSet object
'use strict';
var _glyph = _dereq_('./glyph');
// A GlyphSet represents all glyphs available in the font, but modelled using
// a deferred glyph loader, for retrieving glyphs only once they are absolutely
// necessary, to keep the memory footprint down.
function GlyphSet(font, glyphs) {
this.font = font;
this.glyphs = {};
if (Array.isArray(glyphs)) {
for (var i = 0; i < glyphs.length; i++) {
this.glyphs[i] = glyphs[i];
}
}
this.length = (glyphs && glyphs.length) || 0;
}
GlyphSet.prototype.get = function(index) {
if (typeof this.glyphs[index] === 'function') {
this.glyphs[index] = this.glyphs[index]();
}
return this.glyphs[index];
};
GlyphSet.prototype.push = function(index, loader) {
this.glyphs[index] = loader;
this.length++;
};
function glyphLoader(font, index) {
return new _glyph.Glyph({index: index, font: font});
}
/**
* Generate a stub glyph that can be filled with all metadata *except*
* the "points" and "path" properties, which must be loaded only once
* the glyph's path is actually requested for text shaping.
*/
function ttfGlyphLoader(font, index, parseGlyph, data, position, buildPath) {
return function() {
var glyph = new _glyph.Glyph({index: index, font: font});
glyph.path = function() {
parseGlyph(glyph, data, position);
var path = buildPath(font.glyphs, glyph);
path.unitsPerEm = font.unitsPerEm;
return path;
};
return glyph;
};
}
function cffGlyphLoader(font, index, parseCFFCharstring, charstring) {
return function() {
var glyph = new _glyph.Glyph({index: index, font: font});
glyph.path = function() {
var path = parseCFFCharstring(font, glyph, charstring);
path.unitsPerEm = font.unitsPerEm;
return path;
};
return glyph;
};
}
exports.GlyphSet = GlyphSet;
exports.glyphLoader = glyphLoader;
exports.ttfGlyphLoader = ttfGlyphLoader;
exports.cffGlyphLoader = cffGlyphLoader;
},{"./glyph":8}],10:[function(_dereq_,module,exports){
// opentype.js
// https://github.com/nodebox/opentype.js
// (c) 2015 Frederik De Bleser
// opentype.js may be freely distributed under the MIT license.
/* global ArrayBuffer, DataView, Uint8Array, XMLHttpRequest */
'use strict';
var encoding = _dereq_('./encoding');
var _font = _dereq_('./font');
var glyph = _dereq_('./glyph');
var parse = _dereq_('./parse');
var path = _dereq_('./path');
var cmap = _dereq_('./tables/cmap');
var cff = _dereq_('./tables/cff');
var fvar = _dereq_('./tables/fvar');
var glyf = _dereq_('./tables/glyf');
var gpos = _dereq_('./tables/gpos');
var head = _dereq_('./tables/head');
var hhea = _dereq_('./tables/hhea');
var hmtx = _dereq_('./tables/hmtx');
var kern = _dereq_('./tables/kern');
var ltag = _dereq_('./tables/ltag');
var loca = _dereq_('./tables/loca');
var maxp = _dereq_('./tables/maxp');
var _name = _dereq_('./tables/name');
var os2 = _dereq_('./tables/os2');
var post = _dereq_('./tables/post');
// File loaders /////////////////////////////////////////////////////////
// Convert a Node.js Buffer to an ArrayBuffer
function toArrayBuffer(buffer) {
var arrayBuffer = new ArrayBuffer(buffer.length);
var data = new Uint8Array(arrayBuffer);
for (var i = 0; i < buffer.length; i += 1) {
data[i] = buffer[i];
}
return arrayBuffer;
}
function loadFromFile(path, callback) {
var fs = _dereq_('fs');
fs.readFile(path, function(err, buffer) {
if (err) {
return callback(err.message);
}
callback(null, toArrayBuffer(buffer));
});
}
function loadFromUrl(url, callback) {
var request = new XMLHttpRequest();
request.open('get', url, true);
request.responseType = 'arraybuffer';
request.onload = function() {
if (request.status !== 200) {
return callback('Font could not be loaded: ' + request.statusText);
}
return callback(null, request.response);
};
request.send();
}
// Public API ///////////////////////////////////////////////////////////
// Parse the OpenType file data (as an ArrayBuffer) and return a Font object.
// Throws an error if the font could not be parsed.
function parseBuffer(buffer) {
var indexToLocFormat;
var ltagTable;
var cffOffset;
var fvarOffset;
var glyfOffset;
var gposOffset;
var hmtxOffset;
var kernOffset;
var locaOffset;
var nameOffset;
// OpenType fonts use big endian byte ordering.
// We can't rely on typed array view types, because they operate with the endianness of the host computer.
// Instead we use DataViews where we can specify endianness.
var font = new _font.Font();
var data = new DataView(buffer, 0);
var version = parse.getFixed(data, 0);
if (version === 1.0) {
font.outlinesFormat = 'truetype';
} else {
version = parse.getTag(data, 0);
if (version === 'OTTO') {
font.outlinesFormat = 'cff';
} else {
throw new Error('Unsupported OpenType version ' + version);
}
}
var numTables = parse.getUShort(data, 4);
// Offset into the table records.
var p = 12;
for (var i = 0; i < numTables; i += 1) {
var tag = parse.getTag(data, p);
var offset = parse.getULong(data, p + 8);
switch (tag) {
case 'cmap':
font.tables.cmap = cmap.parse(data, offset);
font.encoding = new encoding.CmapEncoding(font.tables.cmap);
break;
case 'fvar':
fvarOffset = offset;
break;
case 'head':
font.tables.head = head.parse(data, offset);
font.unitsPerEm = font.tables.head.unitsPerEm;
indexToLocFormat = font.tables.head.indexToLocFormat;
break;
case 'hhea':
font.tables.hhea = hhea.parse(data, offset);
font.ascender = font.tables.hhea.ascender;
font.descender = font.tables.hhea.descender;
font.numberOfHMetrics = font.tables.hhea.numberOfHMetrics;
break;
case 'hmtx':
hmtxOffset = offset;
break;
case 'ltag':
ltagTable = ltag.parse(data, offset);
break;
case 'maxp':
font.tables.maxp = maxp.parse(data, offset);
font.numGlyphs = font.tables.maxp.numGlyphs;
break;
case 'name':
nameOffset = offset;
break;
case 'OS/2':
font.tables.os2 = os2.parse(data, offset);
break;
case 'post':
font.tables.post = post.parse(data, offset);
font.glyphNames = new encoding.GlyphNames(font.tables.post);
break;
case 'glyf':
glyfOffset = offset;
break;
case 'loca':
locaOffset = offset;
break;
case 'CFF ':
cffOffset = offset;
break;
case 'kern':
kernOffset = offset;
break;
case 'GPOS':
gposOffset = offset;
break;
}
p += 16;
}
font.tables.name = _name.parse(data, nameOffset, ltagTable);
font.names = font.tables.name;
if (glyfOffset && locaOffset) {
var shortVersion = indexToLocFormat === 0;
var locaTable = loca.parse(data, locaOffset, font.numGlyphs, shortVersion);
font.glyphs = glyf.parse(data, glyfOffset, locaTable, font);
} else if (cffOffset) {
cff.parse(data, cffOffset, font);
} else {
throw new Error('Font doesn\'t contain TrueType or CFF outlines.');
}
hmtx.parse(data, hmtxOffset, font.numberOfHMetrics, font.numGlyphs, font.glyphs);
encoding.addGlyphNames(font);
if (kernOffset) {
font.kerningPairs = kern.parse(data, kernOffset);
} else {
font.kerningPairs = {};
}
if (gposOffset) {
gpos.parse(data, gposOffset, font);
}
if (fvarOffset) {
font.tables.fvar = fvar.parse(data, fvarOffset, font.names);
}
return font;
}
// Asynchronously load the font from a URL or a filesystem. When done, call the callback
// with two arguments `(err, font)`. The `err` will be null on success,
// the `font` is a Font object.
//
// We use the node.js callback convention so that
// opentype.js can integrate with frameworks like async.js.
function load(url, callback) {
var isNode = typeof window === 'undefined';
var loadFn = isNode ? loadFromFile : loadFromUrl;
loadFn(url, function(err, arrayBuffer) {
if (err) {
return callback(err);
}
var font = parseBuffer(arrayBuffer);
return callback(null, font);
});
}
// Syncronously load the font from a URL or file.
// When done, return the font object or throw an error.
function loadSync(url) {
var fs = _dereq_('fs');
var buffer = fs.readFileSync(url);
return parseBuffer(toArrayBuffer(buffer));
}
exports._parse = parse;
exports.Font = _font.Font;
exports.Glyph = glyph.Glyph;
exports.Path = path.Path;
exports.parse = parseBuffer;
exports.load = load;
exports.loadSync = loadSync;
},{"./encoding":6,"./font":7,"./glyph":8,"./parse":11,"./path":12,"./tables/cff":14,"./tables/cmap":15,"./tables/fvar":16,"./tables/glyf":17,"./tables/gpos":18,"./tables/head":19,"./tables/hhea":20,"./tables/hmtx":21,"./tables/kern":22,"./tables/loca":23,"./tables/ltag":24,"./tables/maxp":25,"./tables/name":26,"./tables/os2":27,"./tables/post":28,"fs":1}],11:[function(_dereq_,module,exports){
// Parsing utility functions
'use strict';
// Retrieve an unsigned byte from the DataView.
exports.getByte = function getByte(dataView, offset) {
return dataView.getUint8(offset);
};
exports.getCard8 = exports.getByte;
// Retrieve an unsigned 16-bit short from the DataView.
// The value is stored in big endian.
exports.getUShort = function(dataView, offset) {
return dataView.getUint16(offset, false);
};
exports.getCard16 = exports.getUShort;
// Retrieve a signed 16-bit short from the DataView.
// The value is stored in big endian.
exports.getShort = function(dataView, offset) {
return dataView.getInt16(offset, false);
};
// Retrieve an unsigned 32-bit long from the DataView.
// The value is stored in big endian.
exports.getULong = function(dataView, offset) {
return dataView.getUint32(offset, false);
};
// Retrieve a 32-bit signed fixed-point number (16.16) from the DataView.
// The value is stored in big endian.
exports.getFixed = function(dataView, offset) {
var decimal = dataView.getInt16(offset, false);
var fraction = dataView.getUint16(offset + 2, false);
return decimal + fraction / 65535;
};
// Retrieve a 4-character tag from the DataView.
// Tags are used to identify tables.
exports.getTag = function(dataView, offset) {
var tag = '';
for (var i = offset; i < offset + 4; i += 1) {
tag += String.fromCharCode(dataView.getInt8(i));
}
return tag;
};
// Retrieve an offset from the DataView.
// Offsets are 1 to 4 bytes in length, depending on the offSize argument.
exports.getOffset = function(dataView, offset, offSize) {
var v = 0;
for (var i = 0; i < offSize; i += 1) {
v <<= 8;
v += dataView.getUint8(offset + i);
}
return v;
};
// Retrieve a number of bytes from start offset to the end offset from the DataView.
exports.getBytes = function(dataView, startOffset, endOffset) {
var bytes = [];
for (var i = startOffset; i < endOffset; i += 1) {
bytes.push(dataView.getUint8(i));
}
return bytes;
};
// Convert the list of bytes to a string.
exports.bytesToString = function(bytes) {
var s = '';
for (var i = 0; i < bytes.length; i += 1) {
s += String.fromCharCode(bytes[i]);
}
return s;
};
var typeOffsets = {
byte: 1,
uShort: 2,
short: 2,
uLong: 4,
fixed: 4,
longDateTime: 8,
tag: 4
};
// A stateful parser that changes the offset whenever a value is retrieved.
// The data is a DataView.
function Parser(data, offset) {
this.data = data;
this.offset = offset;
this.relativeOffset = 0;
}
Parser.prototype.parseByte = function() {
var v = this.data.getUint8(this.offset + this.relativeOffset);
this.relativeOffset += 1;
return v;
};
Parser.prototype.parseChar = function() {
var v = this.data.getInt8(this.offset + this.relativeOffset);
this.relativeOffset += 1;
return v;
};
Parser.prototype.parseCard8 = Parser.prototype.parseByte;
Parser.prototype.parseUShort = function() {
var v = this.data.getUint16(this.offset + this.relativeOffset);
this.relativeOffset += 2;
return v;
};
Parser.prototype.parseCard16 = Parser.prototype.parseUShort;
Parser.prototype.parseSID = Parser.prototype.parseUShort;
Parser.prototype.parseOffset16 = Parser.prototype.parseUShort;
Parser.prototype.parseShort = function() {
var v = this.data.getInt16(this.offset + this.relativeOffset);
this.relativeOffset += 2;
return v;
};
Parser.prototype.parseF2Dot14 = function() {
var v = this.data.getInt16(this.offset + this.relativeOffset) / 16384;
this.relativeOffset += 2;
return v;
};
Parser.prototype.parseULong = function() {
var v = exports.getULong(this.data, this.offset + this.relativeOffset);
this.relativeOffset += 4;
return v;
};
Parser.prototype.parseFixed = function() {
var v = exports.getFixed(this.data, this.offset + this.relativeOffset);
this.relativeOffset += 4;
return v;
};
Parser.prototype.parseOffset16List =
Parser.prototype.parseUShortList = function(count) {
var offsets = new Array(count);
var dataView = this.data;
var offset = this.offset + this.relativeOffset;
for (var i = 0; i < count; i++) {
offsets[i] = exports.getUShort(dataView, offset);
offset += 2;
}
this.relativeOffset += count * 2;
return offsets;
};
Parser.prototype.parseString = function(length) {
var dataView = this.data;
var offset = this.offset + this.relativeOffset;
var string = '';
this.relativeOffset += length;
for (var i = 0; i < length; i++) {
string += String.fromCharCode(dataView.getUint8(offset + i));
}
return string;
};
Parser.prototype.parseTag = function() {
return this.parseString(4);
};
// LONGDATETIME is a 64-bit integer.
// JavaScript and unix timestamps traditionally use 32 bits, so we
// only take the last 32 bits.
Parser.prototype.parseLongDateTime = function() {
var v = exports.getULong(this.data, this.offset + this.relativeOffset + 4);
this.relativeOffset += 8;
return v;
};
Parser.prototype.parseFixed = function() {
var v = exports.getULong(this.data, this.offset + this.relativeOffset);
this.relativeOffset += 4;
return v / 65536;
};
Parser.prototype.parseVersion = function() {
var major = exports.getUShort(this.data, this.offset + this.relativeOffset);
// How to interpret the minor version is very vague in the spec. 0x5000 is 5, 0x1000 is 1
// This returns the correct number if minor = 0xN000 where N is 0-9
var minor = exports.getUShort(this.data, this.offset + this.relativeOffset + 2);
this.relativeOffset += 4;
return major + minor / 0x1000 / 10;
};
Parser.prototype.skip = function(type, amount) {
if (amount === undefined) {
amount = 1;
}
this.relativeOffset += typeOffsets[type] * amount;
};
exports.Parser = Parser;
},{}],12:[function(_dereq_,module,exports){
// Geometric objects
'use strict';
// A bézier path containing a set of path commands similar to a SVG path.
// Paths can be drawn on a context using `draw`.
function Path() {
this.commands = [];
this.fill = 'black';
this.stroke = null;
this.strokeWidth = 1;
}
Path.prototype.moveTo = function(x, y) {
this.commands.push({
type: 'M',
x: x,
y: y
});
};
Path.prototype.lineTo = function(x, y) {
this.commands.push({
type: 'L',
x: x,
y: y
});
};
Path.prototype.curveTo = Path.prototype.bezierCurveTo = function(x1, y1, x2, y2, x, y) {
this.commands.push({
type: 'C',
x1: x1,
y1: y1,
x2: x2,
y2: y2,
x: x,
y: y
});
};
Path.prototype.quadTo = Path.prototype.quadraticCurveTo = function(x1, y1, x, y) {
this.commands.push({
type: 'Q',
x1: x1,
y1: y1,
x: x,
y: y
});
};
Path.prototype.close = Path.prototype.closePath = function() {
this.commands.push({
type: 'Z'
});
};
// Add the given path or list of commands to the commands of this path.
Path.prototype.extend = function(pathOrCommands) {
if (pathOrCommands.commands) {
pathOrCommands = pathOrCommands.commands;
}
Array.prototype.push.apply(this.commands, pathOrCommands);
};
// Draw the path to a 2D context.
Path.prototype.draw = function(ctx) {
ctx.beginPath();
for (var i = 0; i < this.commands.length; i += 1) {
var cmd = this.commands[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();
}
}
if (this.fill) {
ctx.fillStyle = this.fill;
ctx.fill();
}
if (this.stroke) {
ctx.strokeStyle = this.stroke;
ctx.lineWidth = this.strokeWidth;
ctx.stroke();
}
};
// Convert the Path to a string of path data instructions
// See http://www.w3.org/TR/SVG/paths.html#PathData
// Parameters:
// - decimalPlaces: The amount of decimal places for floating-point values (default: 2)
Path.prototype.toPathData = function(decimalPlaces) {
decimalPlaces = decimalPlaces !== undefined ? decimalPlaces : 2;
function floatToString(v) {
if (Math.round(v) === v) {
return '' + Math.round(v);
} else {
return v.toFixed(decimalPlaces);
}
}
function packValues() {
var s = '';
for (var i = 0; i < arguments.length; i += 1) {
var v = arguments[i];
if (v >= 0 && i > 0) {
s += ' ';
}
s += floatToString(v);
}
return s;
}
var d = '';
for (var i = 0; i < this.commands.length; i += 1) {
var cmd = this.commands[i];
if (cmd.type === 'M') {
d += 'M' + packValues(cmd.x, cmd.y);
} else if (cmd.type === 'L') {
d += 'L' + packValues(cmd.x, cmd.y);
} else if (cmd.type === 'C') {
d += 'C' + packValues(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y);
} else if (cmd.type === 'Q') {
d += 'Q' + packValues(cmd.x1, cmd.y1, cmd.x, cmd.y);
} else if (cmd.type === 'Z') {
d += 'Z';
}
}
return d;
};
// Convert the path to a SVG element, as a string.
// Parameters:
// - decimalPlaces: The amount of decimal places for floating-point values (default: 2)
Path.prototype.toSVG = function(decimalPlaces) {
var svg = '';
return svg;
};
exports.Path = Path;
},{}],13:[function(_dereq_,module,exports){
// Table metadata
'use strict';
var check = _dereq_('./check');
var encode = _dereq_('./types').encode;
var sizeOf = _dereq_('./types').sizeOf;
function Table(tableName, fields, options) {
var i;
for (i = 0; i < fields.length; i += 1) {
var field = fields[i];
this[field.name] = field.value;
}
this.tableName = tableName;
this.fields = fields;
if (options) {
var optionKeys = Object.keys(options);
for (i = 0; i < optionKeys.length; i += 1) {
var k = optionKeys[i];
var v = options[k];
if (this[k] !== undefined) {
this[k] = v;
}
}
}
}
Table.prototype.sizeOf = function() {
var v = 0;
for (var i = 0; i < this.fields.length; i += 1) {
var field = this.fields[i];
var value = this[field.name];
if (value === undefined) {
value = field.value;
}
if (typeof value.sizeOf === 'function') {
v += value.sizeOf();
} else {
var sizeOfFunction = sizeOf[field.type];
check.assert(typeof sizeOfFunction === 'function', 'Could not find sizeOf function for field' + field.name);
v += sizeOfFunction(value);
}
}
return v;
};
Table.prototype.encode = function() {
return encode.TABLE(this);
};
exports.Table = Table;
},{"./check":4,"./types":30}],14:[function(_dereq_,module,exports){
// The `CFF` table contains the glyph outlines in PostScript format.
// https://www.microsoft.com/typography/OTSPEC/cff.htm
// http://download.microsoft.com/download/8/0/1/801a191c-029d-4af3-9642-555f6fe514ee/cff.pdf
// http://download.microsoft.com/download/8/0/1/801a191c-029d-4af3-9642-555f6fe514ee/type2.pdf
'use strict';
var encoding = _dereq_('../encoding');
var glyphset = _dereq_('../glyphset');
var parse = _dereq_('../parse');
var path = _dereq_('../path');
var table = _dereq_('../table');
// Custom equals function that can also check lists.
function equals(a, b) {
if (a === b) {
return true;
} else if (Array.isArray(a) && Array.isArray(b)) {
if (a.length !== b.length) {
return false;
}
for (var i = 0; i < a.length; i += 1) {
if (!equals(a[i], b[i])) {
return false;
}
}
return true;
} else {
return false;
}
}
// Parse a `CFF` INDEX array.
// An index array consists of a list of offsets, then a list of objects at those offsets.
function parseCFFIndex(data, start, conversionFn) {
//var i, objectOffset, endOffset;
var offsets = [];
var objects = [];
var count = parse.getCard16(data, start);
var i;
var objectOffset;
var endOffset;
if (count !== 0) {
var offsetSize = parse.getByte(data, start + 2);
objectOffset = start + ((count + 1) * offsetSize) + 2;
var pos = start + 3;
for (i = 0; i < count + 1; i += 1) {
offsets.push(parse.getOffset(data, pos, offsetSize));
pos += offsetSize;
}
// The total size of the index array is 4 header bytes + the value of the last offset.
endOffset = objectOffset + offsets[count];
} else {
endOffset = start + 2;
}
for (i = 0; i < offsets.length - 1; i += 1) {
var value = parse.getBytes(data, objectOffset + offsets[i], objectOffset + offsets[i + 1]);
if (conversionFn) {
value = conversionFn(value);
}
objects.push(value);
}
return {objects: objects, startOffset: start, endOffset: endOffset};
}
// Parse a `CFF` DICT real value.
function parseFloatOperand(parser) {
var s = '';
var eof = 15;
var lookup = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '.', 'E', 'E-', null, '-'];
while (true) {
var b = parser.parseByte();
var n1 = b >> 4;
var n2 = b & 15;
if (n1 === eof) {
break;
}
s += lookup[n1];
if (n2 === eof) {
break;
}
s += lookup[n2];
}
return parseFloat(s);
}
// Parse a `CFF` DICT operand.
function parseOperand(parser, b0) {
var b1;
var b2;
var b3;
var b4;
if (b0 === 28) {
b1 = parser.parseByte();
b2 = parser.parseByte();
return b1 << 8 | b2;
}
if (b0 === 29) {
b1 = parser.parseByte();
b2 = parser.parseByte();
b3 = parser.parseByte();
b4 = parser.parseByte();
return b1 << 24 | b2 << 16 | b3 << 8 | b4;
}
if (b0 === 30) {
return parseFloatOperand(parser);
}
if (b0 >= 32 && b0 <= 246) {
return b0 - 139;
}
if (b0 >= 247 && b0 <= 250) {
b1 = parser.parseByte();
return (b0 - 247) * 256 + b1 + 108;
}
if (b0 >= 251 && b0 <= 254) {
b1 = parser.parseByte();
return -(b0 - 251) * 256 - b1 - 108;
}
throw new Error('Invalid b0 ' + b0);
}
// Convert the entries returned by `parseDict` to a proper dictionary.
// If a value is a list of one, it is unpacked.
function entriesToObject(entries) {
var o = {};
for (var i = 0; i < entries.length; i += 1) {
var key = entries[i][0];
var values = entries[i][1];
var value;
if (values.length === 1) {
value = values[0];
} else {
value = values;
}
if (o.hasOwnProperty(key)) {
throw new Error('Object ' + o + ' already has key ' + key);
}
o[key] = value;
}
return o;
}
// Parse a `CFF` DICT object.
// A dictionary contains key-value pairs in a compact tokenized format.
function parseCFFDict(data, start, size) {
start = start !== undefined ? start : 0;
var parser = new parse.Parser(data, start);
var entries = [];
var operands = [];
size = size !== undefined ? size : data.length;
while (parser.relativeOffset < size) {
var op = parser.parseByte();
// The first byte for each dict item distinguishes between operator (key) and operand (value).
// Values <= 21 are operators.
if (op <= 21) {
// Two-byte operators have an initial escape byte of 12.
if (op === 12) {
op = 1200 + parser.parseByte();
}
entries.push([op, operands]);
operands = [];
} else {
// Since the operands (values) come before the operators (keys), we store all operands in a list
// until we encounter an operator.
operands.push(parseOperand(parser, op));
}
}
return entriesToObject(entries);
}
// Given a String Index (SID), return the value of the string.
// Strings below index 392 are standard CFF strings and are not encoded in the font.
function getCFFString(strings, index) {
if (index <= 390) {
index = encoding.cffStandardStrings[index];
} else {
index = strings[index - 391];
}
return index;
}
// Interpret a dictionary and return a new dictionary with readable keys and values for missing entries.
// This function takes `meta` which is a list of objects containing `operand`, `name` and `default`.
function interpretDict(dict, meta, strings) {
var newDict = {};
// Because we also want to include missing values, we start out from the meta list
// and lookup values in the dict.
for (var i = 0; i < meta.length; i += 1) {
var m = meta[i];
var value = dict[m.op];
if (value === undefined) {
value = m.value !== undefined ? m.value : null;
}
if (m.type === 'SID') {
value = getCFFString(strings, value);
}
newDict[m.name] = value;
}
return newDict;
}
// Parse the CFF header.
function parseCFFHeader(data, start) {
var header = {};
header.formatMajor = parse.getCard8(data, start);
header.formatMinor = parse.getCard8(data, start + 1);
header.size = parse.getCard8(data, start + 2);
header.offsetSize = parse.getCard8(data, start + 3);
header.startOffset = start;
header.endOffset = start + 4;
return header;
}
var TOP_DICT_META = [
{name: 'version', op: 0, type: 'SID'},
{name: 'notice', op: 1, type: 'SID'},
{name: 'copyright', op: 1200, type: 'SID'},
{name: 'fullName', op: 2, type: 'SID'},
{name: 'familyName', op: 3, type: 'SID'},
{name: 'weight', op: 4, type: 'SID'},
{name: 'isFixedPitch', op: 1201, type: 'number', value: 0},
{name: 'italicAngle', op: 1202, type: 'number', value: 0},
{name: 'underlinePosition', op: 1203, type: 'number', value: -100},
{name: 'underlineThickness', op: 1204, type: 'number', value: 50},
{name: 'paintType', op: 1205, type: 'number', value: 0},
{name: 'charstringType', op: 1206, type: 'number', value: 2},
{name: 'fontMatrix', op: 1207, type: ['real', 'real', 'real', 'real', 'real', 'real'], value: [0.001, 0, 0, 0.001, 0, 0]},
{name: 'uniqueId', op: 13, type: 'number'},
{name: 'fontBBox', op: 5, type: ['number', 'number', 'number', 'number'], value: [0, 0, 0, 0]},
{name: 'strokeWidth', op: 1208, type: 'number', value: 0},
{name: 'xuid', op: 14, type: [], value: null},
{name: 'charset', op: 15, type: 'offset', value: 0},
{name: 'encoding', op: 16, type: 'offset', value: 0},
{name: 'charStrings', op: 17, type: 'offset', value: 0},
{name: 'private', op: 18, type: ['number', 'offset'], value: [0, 0]}
];
var PRIVATE_DICT_META = [
{name: 'subrs', op: 19, type: 'offset', value: 0},
{name: 'defaultWidthX', op: 20, type: 'number', value: 0},
{name: 'nominalWidthX', op: 21, type: 'number', value: 0}
];
// Parse the CFF top dictionary. A CFF table can contain multiple fonts, each with their own top dictionary.
// The top dictionary contains the essential metadata for the font, together with the private dictionary.
function parseCFFTopDict(data, strings) {
var dict = parseCFFDict(data, 0, data.byteLength);
return interpretDict(dict, TOP_DICT_META, strings);
}
// Parse the CFF private dictionary. We don't fully parse out all the values, only the ones we need.
function parseCFFPrivateDict(data, start, size, strings) {
var dict = parseCFFDict(data, start, size);
return interpretDict(dict, PRIVATE_DICT_META, strings);
}
// Parse the CFF charset table, which contains internal names for all the glyphs.
// This function will return a list of glyph names.
// See Adobe TN #5176 chapter 13, "Charsets".
function parseCFFCharset(data, start, nGlyphs, strings) {
var i;
var sid;
var count;
var parser = new parse.Parser(data, start);
// The .notdef glyph is not included, so subtract 1.
nGlyphs -= 1;
var charset = ['.notdef'];
var format = parser.parseCard8();
if (format === 0) {
for (i = 0; i < nGlyphs; i += 1) {
sid = parser.parseSID();
charset.push(getCFFString(strings, sid));
}
} else if (format === 1) {
while (charset.length <= nGlyphs) {
sid = parser.parseSID();
count = parser.parseCard8();
for (i = 0; i <= count; i += 1) {
charset.push(getCFFString(strings, sid));
sid += 1;
}
}
} else if (format === 2) {
while (charset.length <= nGlyphs) {
sid = parser.parseSID();
count = parser.parseCard16();
for (i = 0; i <= count; i += 1) {
charset.push(getCFFString(strings, sid));
sid += 1;
}
}
} else {
throw new Error('Unknown charset format ' + format);
}
return charset;
}
// Parse the CFF encoding data. Only one encoding can be specified per font.
// See Adobe TN #5176 chapter 12, "Encodings".
function parseCFFEncoding(data, start, charset) {
var i;
var code;
var enc = {};
var parser = new parse.Parser(data, start);
var format = parser.parseCard8();
if (format === 0) {
var nCodes = parser.parseCard8();
for (i = 0; i < nCodes; i += 1) {
code = parser.parseCard8();
enc[code] = i;
}
} else if (format === 1) {
var nRanges = parser.parseCard8();
code = 1;
for (i = 0; i < nRanges; i += 1) {
var first = parser.parseCard8();
var nLeft = parser.parseCard8();
for (var j = first; j <= first + nLeft; j += 1) {
enc[j] = code;
code += 1;
}
}
} else {
throw new Error('Unknown encoding format ' + format);
}
return new encoding.CffEncoding(enc, charset);
}
// Take in charstring code and return a Glyph object.
// The encoding is described in the Type 2 Charstring Format
// https://www.microsoft.com/typography/OTSPEC/charstr2.htm
function parseCFFCharstring(font, glyph, code) {
var c1x;
var c1y;
var c2x;
var c2y;
var p = new path.Path();
var stack = [];
var nStems = 0;
var haveWidth = false;
var width = font.defaultWidthX;
var open = false;
var x = 0;
var y = 0;
function newContour(x, y) {
if (open) {
p.closePath();
}
p.moveTo(x, y);
open = true;
}
function parseStems() {
var hasWidthArg;
// The number of stem operators on the stack is always even.
// If the value is uneven, that means a width is specified.
hasWidthArg = stack.length % 2 !== 0;
if (hasWidthArg && !haveWidth) {
width = stack.shift() + font.nominalWidthX;
}
nStems += stack.length >> 1;
stack.length = 0;
haveWidth = true;
}
function parse(code) {
var b1;
var b2;
var b3;
var b4;
var codeIndex;
var subrCode;
var jpx;
var jpy;
var c3x;
var c3y;
var c4x;
var c4y;
var i = 0;
while (i < code.length) {
var v = code[i];
i += 1;
switch (v) {
case 1: // hstem
parseStems();
break;
case 3: // vstem
parseStems();
break;
case 4: // vmoveto
if (stack.length > 1 && !haveWidth) {
width = stack.shift() + font.nominalWidthX;
haveWidth = true;
}
y += stack.pop();
newContour(x, y);
break;
case 5: // rlineto
while (stack.length > 0) {
x += stack.shift();
y += stack.shift();
p.lineTo(x, y);
}
break;
case 6: // hlineto
while (stack.length > 0) {
x += stack.shift();
p.lineTo(x, y);
if (stack.length === 0) {
break;
}
y += stack.shift();
p.lineTo(x, y);
}
break;
case 7: // vlineto
while (stack.length > 0) {
y += stack.shift();
p.lineTo(x, y);
if (stack.length === 0) {
break;
}
x += stack.shift();
p.lineTo(x, y);
}
break;
case 8: // rrcurveto
while (stack.length > 0) {
c1x = x + stack.shift();
c1y = y + stack.shift();
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
x = c2x + stack.shift();
y = c2y + stack.shift();
p.curveTo(c1x, c1y, c2x, c2y, x, y);
}
break;
case 10: // callsubr
codeIndex = stack.pop() + font.subrsBias;
subrCode = font.subrs[codeIndex];
if (subrCode) {
parse(subrCode);
}
break;
case 11: // return
return;
case 12: // flex operators
v = code[i];
i += 1;
switch (v) {
case 35: // flex
// |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 dx6 dy6 fd flex (12 35) |-
c1x = x + stack.shift(); // dx1
c1y = y + stack.shift(); // dy1
c2x = c1x + stack.shift(); // dx2
c2y = c1y + stack.shift(); // dy2
jpx = c2x + stack.shift(); // dx3
jpy = c2y + stack.shift(); // dy3
c3x = jpx + stack.shift(); // dx4
c3y = jpy + stack.shift(); // dy4
c4x = c3x + stack.shift(); // dx5
c4y = c3y + stack.shift(); // dy5
x = c4x + stack.shift(); // dx6
y = c4y + stack.shift(); // dy6
stack.shift(); // flex depth
p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
p.curveTo(c3x, c3y, c4x, c4y, x, y);
break;
case 34: // hflex
// |- dx1 dx2 dy2 dx3 dx4 dx5 dx6 hflex (12 34) |-
c1x = x + stack.shift(); // dx1
c1y = y; // dy1
c2x = c1x + stack.shift(); // dx2
c2y = c1y + stack.shift(); // dy2
jpx = c2x + stack.shift(); // dx3
jpy = c2y; // dy3
c3x = jpx + stack.shift(); // dx4
c3y = c2y; // dy4
c4x = c3x + stack.shift(); // dx5
c4y = y; // dy5
x = c4x + stack.shift(); // dx6
p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
p.curveTo(c3x, c3y, c4x, c4y, x, y);
break;
case 36: // hflex1
// |- dx1 dy1 dx2 dy2 dx3 dx4 dx5 dy5 dx6 hflex1 (12 36) |-
c1x = x + stack.shift(); // dx1
c1y = y + stack.shift(); // dy1
c2x = c1x + stack.shift(); // dx2
c2y = c1y + stack.shift(); // dy2
jpx = c2x + stack.shift(); // dx3
jpy = c2y; // dy3
c3x = jpx + stack.shift(); // dx4
c3y = c2y; // dy4
c4x = c3x + stack.shift(); // dx5
c4y = c3y + stack.shift(); // dy5
x = c4x + stack.shift(); // dx6
p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
p.curveTo(c3x, c3y, c4x, c4y, x, y);
break;
case 37: // flex1
// |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 d6 flex1 (12 37) |-
c1x = x + stack.shift(); // dx1
c1y = y + stack.shift(); // dy1
c2x = c1x + stack.shift(); // dx2
c2y = c1y + stack.shift(); // dy2
jpx = c2x + stack.shift(); // dx3
jpy = c2y + stack.shift(); // dy3
c3x = jpx + stack.shift(); // dx4
c3y = jpy + stack.shift(); // dy4
c4x = c3x + stack.shift(); // dx5
c4y = c3y + stack.shift(); // dy5
if (Math.abs(c4x - x) > Math.abs(c4y - y)) {
x = c4x + stack.shift();
} else {
y = c4y + stack.shift();
}
p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
p.curveTo(c3x, c3y, c4x, c4y, x, y);
break;
default:
console.log('Glyph ' + glyph.index + ': unknown operator ' + 1200 + v);
stack.length = 0;
}
break;
case 14: // endchar
if (stack.length > 0 && !haveWidth) {
width = stack.shift() + font.nominalWidthX;
haveWidth = true;
}
if (open) {
p.closePath();
open = false;
}
break;
case 18: // hstemhm
parseStems();
break;
case 19: // hintmask
case 20: // cntrmask
parseStems();
i += (nStems + 7) >> 3;
break;
case 21: // rmoveto
if (stack.length > 2 && !haveWidth) {
width = stack.shift() + font.nominalWidthX;
haveWidth = true;
}
y += stack.pop();
x += stack.pop();
newContour(x, y);
break;
case 22: // hmoveto
if (stack.length > 1 && !haveWidth) {
width = stack.shift() + font.nominalWidthX;
haveWidth = true;
}
x += stack.pop();
newContour(x, y);
break;
case 23: // vstemhm
parseStems();
break;
case 24: // rcurveline
while (stack.length > 2) {
c1x = x + stack.shift();
c1y = y + stack.shift();
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
x = c2x + stack.shift();
y = c2y + stack.shift();
p.curveTo(c1x, c1y, c2x, c2y, x, y);
}
x += stack.shift();
y += stack.shift();
p.lineTo(x, y);
break;
case 25: // rlinecurve
while (stack.length > 6) {
x += stack.shift();
y += stack.shift();
p.lineTo(x, y);
}
c1x = x + stack.shift();
c1y = y + stack.shift();
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
x = c2x + stack.shift();
y = c2y + stack.shift();
p.curveTo(c1x, c1y, c2x, c2y, x, y);
break;
case 26: // vvcurveto
if (stack.length % 2) {
x += stack.shift();
}
while (stack.length > 0) {
c1x = x;
c1y = y + stack.shift();
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
x = c2x;
y = c2y + stack.shift();
p.curveTo(c1x, c1y, c2x, c2y, x, y);
}
break;
case 27: // hhcurveto
if (stack.length % 2) {
y += stack.shift();
}
while (stack.length > 0) {
c1x = x + stack.shift();
c1y = y;
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
x = c2x + stack.shift();
y = c2y;
p.curveTo(c1x, c1y, c2x, c2y, x, y);
}
break;
case 28: // shortint
b1 = code[i];
b2 = code[i + 1];
stack.push(((b1 << 24) | (b2 << 16)) >> 16);
i += 2;
break;
case 29: // callgsubr
codeIndex = stack.pop() + font.gsubrsBias;
subrCode = font.gsubrs[codeIndex];
if (subrCode) {
parse(subrCode);
}
break;
case 30: // vhcurveto
while (stack.length > 0) {
c1x = x;
c1y = y + stack.shift();
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
x = c2x + stack.shift();
y = c2y + (stack.length === 1 ? stack.shift() : 0);
p.curveTo(c1x, c1y, c2x, c2y, x, y);
if (stack.length === 0) {
break;
}
c1x = x + stack.shift();
c1y = y;
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
y = c2y + stack.shift();
x = c2x + (stack.length === 1 ? stack.shift() : 0);
p.curveTo(c1x, c1y, c2x, c2y, x, y);
}
break;
case 31: // hvcurveto
while (stack.length > 0) {
c1x = x + stack.shift();
c1y = y;
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
y = c2y + stack.shift();
x = c2x + (stack.length === 1 ? stack.shift() : 0);
p.curveTo(c1x, c1y, c2x, c2y, x, y);
if (stack.length === 0) {
break;
}
c1x = x;
c1y = y + stack.shift();
c2x = c1x + stack.shift();
c2y = c1y + stack.shift();
x = c2x + stack.shift();
y = c2y + (stack.length === 1 ? stack.shift() : 0);
p.curveTo(c1x, c1y, c2x, c2y, x, y);
}
break;
default:
if (v < 32) {
console.log('Glyph ' + glyph.index + ': unknown operator ' + v);
} else if (v < 247) {
stack.push(v - 139);
} else if (v < 251) {
b1 = code[i];
i += 1;
stack.push((v - 247) * 256 + b1 + 108);
} else if (v < 255) {
b1 = code[i];
i += 1;
stack.push(-(v - 251) * 256 - b1 - 108);
} else {
b1 = code[i];
b2 = code[i + 1];
b3 = code[i + 2];
b4 = code[i + 3];
i += 4;
stack.push(((b1 << 24) | (b2 << 16) | (b3 << 8) | b4) / 65536);
}
}
}
}
parse(code);
glyph.advanceWidth = width;
return p;
}
// Subroutines are encoded using the negative half of the number space.
// See type 2 chapter 4.7 "Subroutine operators".
function calcCFFSubroutineBias(subrs) {
var bias;
if (subrs.length < 1240) {
bias = 107;
} else if (subrs.length < 33900) {
bias = 1131;
} else {
bias = 32768;
}
return bias;
}
// Parse the `CFF` table, which contains the glyph outlines in PostScript format.
function parseCFFTable(data, start, font) {
font.tables.cff = {};
var header = parseCFFHeader(data, start);
var nameIndex = parseCFFIndex(data, header.endOffset, parse.bytesToString);
var topDictIndex = parseCFFIndex(data, nameIndex.endOffset);
var stringIndex = parseCFFIndex(data, topDictIndex.endOffset, parse.bytesToString);
var globalSubrIndex = parseCFFIndex(data, stringIndex.endOffset);
font.gsubrs = globalSubrIndex.objects;
font.gsubrsBias = calcCFFSubroutineBias(font.gsubrs);
var topDictData = new DataView(new Uint8Array(topDictIndex.objects[0]).buffer);
var topDict = parseCFFTopDict(topDictData, stringIndex.objects);
font.tables.cff.topDict = topDict;
var privateDictOffset = start + topDict['private'][1];
var privateDict = parseCFFPrivateDict(data, privateDictOffset, topDict['private'][0], stringIndex.objects);
font.defaultWidthX = privateDict.defaultWidthX;
font.nominalWidthX = privateDict.nominalWidthX;
if (privateDict.subrs !== 0) {
var subrOffset = privateDictOffset + privateDict.subrs;
var subrIndex = parseCFFIndex(data, subrOffset);
font.subrs = subrIndex.objects;
font.subrsBias = calcCFFSubroutineBias(font.subrs);
} else {
font.subrs = [];
font.subrsBias = 0;
}
// Offsets in the top dict are relative to the beginning of the CFF data, so add the CFF start offset.
var charStringsIndex = parseCFFIndex(data, start + topDict.charStrings);
font.nGlyphs = charStringsIndex.objects.length;
var charset = parseCFFCharset(data, start + topDict.charset, font.nGlyphs, stringIndex.objects);
if (topDict.encoding === 0) { // Standard encoding
font.cffEncoding = new encoding.CffEncoding(encoding.cffStandardEncoding, charset);
} else if (topDict.encoding === 1) { // Expert encoding
font.cffEncoding = new encoding.CffEncoding(encoding.cffExpertEncoding, charset);
} else {
font.cffEncoding = parseCFFEncoding(data, start + topDict.encoding, charset);
}
// Prefer the CMAP encoding to the CFF encoding.
font.encoding = font.encoding || font.cffEncoding;
font.glyphs = new glyphset.GlyphSet(font);
for (var i = 0; i < font.nGlyphs; i += 1) {
var charString = charStringsIndex.objects[i];
font.glyphs.push(i, glyphset.cffGlyphLoader(font, i, parseCFFCharstring, charString));
}
}
// Convert a string to a String ID (SID).
// The list of strings is modified in place.
function encodeString(s, strings) {
var sid;
// Is the string in the CFF standard strings?
var i = encoding.cffStandardStrings.indexOf(s);
if (i >= 0) {
sid = i;
}
// Is the string already in the string index?
i = strings.indexOf(s);
if (i >= 0) {
sid = i + encoding.cffStandardStrings.length;
} else {
sid = encoding.cffStandardStrings.length + strings.length;
strings.push(s);
}
return sid;
}
function makeHeader() {
return new table.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 makeNameIndex(fontNames) {
var t = new table.Table('Name INDEX', [
{name: 'names', type: 'INDEX', value: []}
]);
t.names = [];
for (var i = 0; i < fontNames.length; i += 1) {
t.names.push({name: 'name_' + i, type: 'NAME', value: fontNames[i]});
}
return t;
}
// Given a dictionary's metadata, create a DICT structure.
function makeDict(meta, attrs, strings) {
var m = {};
for (var i = 0; i < meta.length; i += 1) {
var entry = meta[i];
var value = attrs[entry.name];
if (value !== undefined && !equals(value, entry.value)) {
if (entry.type === 'SID') {
value = encodeString(value, strings);
}
m[entry.op] = {name: entry.name, type: entry.type, value: value};
}
}
return m;
}
// The Top DICT houses the global font attributes.
function makeTopDict(attrs, strings) {
var t = new table.Table('Top DICT', [
{name: 'dict', type: 'DICT', value: {}}
]);
t.dict = makeDict(TOP_DICT_META, attrs, strings);
return t;
}
function makeTopDictIndex(topDict) {
var t = new table.Table('Top DICT INDEX', [
{name: 'topDicts', type: 'INDEX', value: []}
]);
t.topDicts = [{name: 'topDict_0', type: 'TABLE', value: topDict}];
return t;
}
function makeStringIndex(strings) {
var t = new table.Table('String INDEX', [
{name: 'strings', type: 'INDEX', value: []}
]);
t.strings = [];
for (var i = 0; i < strings.length; i += 1) {
t.strings.push({name: 'string_' + i, type: 'STRING', value: strings[i]});
}
return t;
}
function makeGlobalSubrIndex() {
// Currently we don't use subroutines.
return new table.Table('Global Subr INDEX', [
{name: 'subrs', type: 'INDEX', value: []}
]);
}
function makeCharsets(glyphNames, strings) {
var t = new table.Table('Charsets', [
{name: 'format', type: 'Card8', value: 0}
]);
for (var i = 0; i < glyphNames.length; i += 1) {
var glyphName = glyphNames[i];
var glyphSID = encodeString(glyphName, strings);
t.fields.push({name: 'glyph_' + i, type: 'SID', value: glyphSID});
}
return t;
}
function glyphToOps(glyph) {
var ops = [];
var path = glyph.path;
ops.push({name: 'width', type: 'NUMBER', value: glyph.advanceWidth});
var x = 0;
var y = 0;
for (var i = 0; i < path.commands.length; i += 1) {
var dx;
var dy;
var cmd = path.commands[i];
if (cmd.type === 'Q') {
// CFF only supports bézier curves, so convert the quad to a bézier.
var _13 = 1 / 3;
var _23 = 2 / 3;
// We're going to create a new command so we don't change the original path.
cmd = {
type: 'C',
x: cmd.x,
y: cmd.y,
x1: _13 * x + _23 * cmd.x1,
y1: _13 * y + _23 * cmd.y1,
x2: _13 * cmd.x + _23 * cmd.x1,
y2: _13 * cmd.y + _23 * cmd.y1
};
}
if (cmd.type === 'M') {
dx = Math.round(cmd.x - x);
dy = Math.round(cmd.y - y);
ops.push({name: 'dx', type: 'NUMBER', value: dx});
ops.push({name: 'dy', type: 'NUMBER', value: dy});
ops.push({name: 'rmoveto', type: 'OP', value: 21});
x = Math.round(cmd.x);
y = Math.round(cmd.y);
} else if (cmd.type === 'L') {
dx = Math.round(cmd.x - x);
dy = Math.round(cmd.y - y);
ops.push({name: 'dx', type: 'NUMBER', value: dx});
ops.push({name: 'dy', type: 'NUMBER', value: dy});
ops.push({name: 'rlineto', type: 'OP', value: 5});
x = Math.round(cmd.x);
y = Math.round(cmd.y);
} else if (cmd.type === 'C') {
var dx1 = Math.round(cmd.x1 - x);
var dy1 = Math.round(cmd.y1 - y);
var dx2 = Math.round(cmd.x2 - cmd.x1);
var dy2 = Math.round(cmd.y2 - cmd.y1);
dx = Math.round(cmd.x - cmd.x2);
dy = Math.round(cmd.y - cmd.y2);
ops.push({name: 'dx1', type: 'NUMBER', value: dx1});
ops.push({name: 'dy1', type: 'NUMBER', value: dy1});
ops.push({name: 'dx2', type: 'NUMBER', value: dx2});
ops.push({name: 'dy2', type: 'NUMBER', value: dy2});
ops.push({name: 'dx', type: 'NUMBER', value: dx});
ops.push({name: 'dy', type: 'NUMBER', value: dy});
ops.push({name: 'rrcurveto', type: 'OP', value: 8});
x = Math.round(cmd.x);
y = Math.round(cmd.y);
}
// Contours are closed automatically.
}
ops.push({name: 'endchar', type: 'OP', value: 14});
return ops;
}
function makeCharStringsIndex(glyphs) {
var t = new table.Table('CharStrings INDEX', [
{name: 'charStrings', type: 'INDEX', value: []}
]);
for (var i = 0; i < glyphs.length; i += 1) {
var glyph = glyphs.get(i);
var ops = glyphToOps(glyph);
t.charStrings.push({name: glyph.name, type: 'CHARSTRING', value: ops});
}
return t;
}
function makePrivateDict(attrs, strings) {
var t = new table.Table('Private DICT', [
{name: 'dict', type: 'DICT', value: {}}
]);
t.dict = makeDict(PRIVATE_DICT_META, attrs, strings);
return t;
}
function makePrivateDictIndex(privateDict) {
var t = new table.Table('Private DICT INDEX', [
{name: 'privateDicts', type: 'INDEX', value: []}
]);
t.privateDicts = [{name: 'privateDict_0', type: 'TABLE', value: privateDict}];
return t;
}
function makeCFFTable(glyphs, options) {
var t = new table.Table('CFF ', [
{name: 'header', type: 'TABLE'},
{name: 'nameIndex', type: 'TABLE'},
{name: 'topDictIndex', type: 'TABLE'},
{name: 'stringIndex', type: 'TABLE'},
{name: 'globalSubrIndex', type: 'TABLE'},
{name: 'charsets', type: 'TABLE'},
{name: 'charStringsIndex', type: 'TABLE'},
{name: 'privateDictIndex', type: 'TABLE'}
]);
var fontScale = 1 / options.unitsPerEm;
// We use non-zero values for the offsets so that the DICT encodes them.
// This is important because the size of the Top DICT plays a role in offset calculation,
// and the size shouldn't change after we've written correct offsets.
var attrs = {
version: options.version,
fullName: options.fullName,
familyName: options.familyName,
weight: options.weightName,
fontMatrix: [fontScale, 0, 0, fontScale, 0, 0],
charset: 999,
encoding: 0,
charStrings: 999,
private: [0, 999]
};
var privateAttrs = {};
var glyphNames = [];
var glyph;
// Skip first glyph (.notdef)
for (var i = 1; i < glyphs.length; i += 1) {
glyph = glyphs.get(i);
glyphNames.push(glyph.name);
}
var strings = [];
t.header = makeHeader();
t.nameIndex = makeNameIndex([options.postScriptName]);
var topDict = makeTopDict(attrs, strings);
t.topDictIndex = makeTopDictIndex(topDict);
t.globalSubrIndex = makeGlobalSubrIndex();
t.charsets = makeCharsets(glyphNames, strings);
t.charStringsIndex = makeCharStringsIndex(glyphs);
var privateDict = makePrivateDict(privateAttrs, strings);
t.privateDictIndex = makePrivateDictIndex(privateDict);
// Needs to come at the end, to encode all custom strings used in the font.
t.stringIndex = makeStringIndex(strings);
var startOffset = t.header.sizeOf() +
t.nameIndex.sizeOf() +
t.topDictIndex.sizeOf() +
t.stringIndex.sizeOf() +
t.globalSubrIndex.sizeOf();
attrs.charset = startOffset;
// We use the CFF standard encoding; proper encoding will be handled in cmap.
attrs.encoding = 0;
attrs.charStrings = attrs.charset + t.charsets.sizeOf();
attrs.private[1] = attrs.charStrings + t.charStringsIndex.sizeOf();
// Recreate the Top DICT INDEX with the correct offsets.
topDict = makeTopDict(attrs, strings);
t.topDictIndex = makeTopDictIndex(topDict);
return t;
}
exports.parse = parseCFFTable;
exports.make = makeCFFTable;
},{"../encoding":6,"../glyphset":9,"../parse":11,"../path":12,"../table":13}],15:[function(_dereq_,module,exports){
// The `cmap` table stores the mappings from characters to glyphs.
// https://www.microsoft.com/typography/OTSPEC/cmap.htm
'use strict';
var check = _dereq_('../check');
var parse = _dereq_('../parse');
var table = _dereq_('../table');
// Parse the `cmap` table. This table stores the mappings from characters to glyphs.
// There are many available formats, but we only support the Windows format 4.
// This function returns a `CmapEncoding` object or null if no supported format could be found.
function parseCmapTable(data, start) {
var i;
var cmap = {};
cmap.version = parse.getUShort(data, start);
check.argument(cmap.version === 0, 'cmap table version should be 0.');
// The cmap table can contain many sub-tables, each with their own format.
// We're only interested in a "platform 3" table. This is a Windows format.
cmap.numTables = parse.getUShort(data, start + 2);
var offset = -1;
for (i = 0; i < cmap.numTables; i += 1) {
var platformId = parse.getUShort(data, start + 4 + (i * 8));
var encodingId = parse.getUShort(data, start + 4 + (i * 8) + 2);
if (platformId === 3 && (encodingId === 1 || encodingId === 0)) {
offset = parse.getULong(data, start + 4 + (i * 8) + 4);
break;
}
}
if (offset === -1) {
// There is no cmap table in the font that we support, so return null.
// This font will be marked as unsupported.
return null;
}
var p = new parse.Parser(data, start + offset);
cmap.format = p.parseUShort();
check.argument(cmap.format === 4, 'Only format 4 cmap tables are supported.');
// Length in bytes of the sub-tables.
cmap.length = p.parseUShort();
cmap.language = p.parseUShort();
// segCount is stored x 2.
var segCount;
cmap.segCount = segCount = p.parseUShort() >> 1;
// Skip searchRange, entrySelector, rangeShift.
p.skip('uShort', 3);
// The "unrolled" mapping from character codes to glyph indices.
cmap.glyphIndexMap = {};
var endCountParser = new parse.Parser(data, start + offset + 14);
var startCountParser = new parse.Parser(data, start + offset + 16 + segCount * 2);
var idDeltaParser = new parse.Parser(data, start + offset + 16 + segCount * 4);
var idRangeOffsetParser = new parse.Parser(data, start + offset + 16 + segCount * 6);
var glyphIndexOffset = start + offset + 16 + segCount * 8;
for (i = 0; i < segCount - 1; i += 1) {
var glyphIndex;
var endCount = endCountParser.parseUShort();
var startCount = startCountParser.parseUShort();
var idDelta = idDeltaParser.parseShort();
var idRangeOffset = idRangeOffsetParser.parseUShort();
for (var c = startCount; c <= endCount; c += 1) {
if (idRangeOffset !== 0) {
// The idRangeOffset is relative to the current position in the idRangeOffset array.
// Take the current offset in the idRangeOffset array.
glyphIndexOffset = (idRangeOffsetParser.offset + idRangeOffsetParser.relativeOffset - 2);
// Add the value of the idRangeOffset, which will move us into the glyphIndex array.
glyphIndexOffset += idRangeOffset;
// Then add the character index of the current segment, multiplied by 2 for USHORTs.
glyphIndexOffset += (c - startCount) * 2;
glyphIndex = parse.getUShort(data, glyphIndexOffset);
if (glyphIndex !== 0) {
glyphIndex = (glyphIndex + idDelta) & 0xFFFF;
}
} else {
glyphIndex = (c + idDelta) & 0xFFFF;
}
cmap.glyphIndexMap[c] = glyphIndex;
}
}
return cmap;
}
function addSegment(t, code, glyphIndex) {
t.segments.push({
end: code,
start: code,
delta: -(code - glyphIndex),
offset: 0
});
}
function addTerminatorSegment(t) {
t.segments.push({
end: 0xFFFF,
start: 0xFFFF,
delta: 1,
offset: 0
});
}
function makeCmapTable(glyphs) {
var i;
var t = new table.Table('cmap', [
{name: 'version', type: 'USHORT', value: 0},
{name: 'numTables', type: 'USHORT', value: 1},
{name: 'platformID', type: 'USHORT', value: 3},
{name: 'encodingID', type: 'USHORT', value: 1},
{name: 'offset', type: 'ULONG', value: 12},
{name: 'format', type: 'USHORT', value: 4},
{name: 'length', type: 'USHORT', value: 0},
{name: 'language', type: 'USHORT', value: 0},
{name: 'segCountX2', type: 'USHORT', value: 0},
{name: 'searchRange', type: 'USHORT', value: 0},
{name: 'entrySelector', type: 'USHORT', value: 0},
{name: 'rangeShift', type: 'USHORT', value: 0}
]);
t.segments = [];
for (i = 0; i < glyphs.length; i += 1) {
var glyph = glyphs.get(i);
for (var j = 0; j < glyph.unicodes.length; j += 1) {
addSegment(t, glyph.unicodes[j], i);
}
t.segments = t.segments.sort(function(a, b) {
return a.start - b.start;
});
}
addTerminatorSegment(t);
var segCount;
segCount = t.segments.length;
t.segCountX2 = segCount * 2;
t.searchRange = Math.pow(2, Math.floor(Math.log(segCount) / Math.log(2))) * 2;
t.entrySelector = Math.log(t.searchRange / 2) / Math.log(2);
t.rangeShift = t.segCountX2 - t.searchRange;
// Set up parallel segment arrays.
var endCounts = [];
var startCounts = [];
var idDeltas = [];
var idRangeOffsets = [];
var glyphIds = [];
for (i = 0; i < segCount; i += 1) {
var segment = t.segments[i];
endCounts = endCounts.concat({name: 'end_' + i, type: 'USHORT', value: segment.end});
startCounts = startCounts.concat({name: 'start_' + i, type: 'USHORT', value: segment.start});
idDeltas = idDeltas.concat({name: 'idDelta_' + i, type: 'SHORT', value: segment.delta});
idRangeOffsets = idRangeOffsets.concat({name: 'idRangeOffset_' + i, type: 'USHORT', value: segment.offset});
if (segment.glyphId !== undefined) {
glyphIds = glyphIds.concat({name: 'glyph_' + i, type: 'USHORT', value: segment.glyphId});
}
}
t.fields = t.fields.concat(endCounts);
t.fields.push({name: 'reservedPad', type: 'USHORT', value: 0});
t.fields = t.fields.concat(startCounts);
t.fields = t.fields.concat(idDeltas);
t.fields = t.fields.concat(idRangeOffsets);
t.fields = t.fields.concat(glyphIds);
t.length = 14 + // Subtable header
endCounts.length * 2 +
2 + // reservedPad
startCounts.length * 2 +
idDeltas.length * 2 +
idRangeOffsets.length * 2 +
glyphIds.length * 2;
return t;
}
exports.parse = parseCmapTable;
exports.make = makeCmapTable;
},{"../check":4,"../parse":11,"../table":13}],16:[function(_dereq_,module,exports){
// The `fvar` table stores font variation axes and instances.
// https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6fvar.html
'use strict';
var check = _dereq_('../check');
var parse = _dereq_('../parse');
var table = _dereq_('../table');
function addName(name, names) {
var nameString = JSON.stringify(name);
var nameID = 256;
for (var nameKey in names) {
var n = parseInt(nameKey);
if (!n || n < 256) {
continue;
}
if (JSON.stringify(names[nameKey]) === nameString) {
return n;
}
if (nameID <= n) {
nameID = n + 1;
}
}
names[nameID] = name;
return nameID;
}
function makeFvarAxis(axis, names) {
var nameID = addName(axis.name, names);
return new table.Table('fvarAxis', [
{name: 'tag', type: 'TAG', value: axis.tag},
{name: 'minValue', type: 'FIXED', value: axis.minValue << 16},
{name: 'defaultValue', type: 'FIXED', value: axis.defaultValue << 16},
{name: 'maxValue', type: 'FIXED', value: axis.maxValue << 16},
{name: 'flags', type: 'USHORT', value: 0},
{name: 'nameID', type: 'USHORT', value: nameID}
]);
}
function parseFvarAxis(data, start, names) {
var axis = {};
var p = new parse.Parser(data, start);
axis.tag = p.parseTag();
axis.minValue = p.parseFixed();
axis.defaultValue = p.parseFixed();
axis.maxValue = p.parseFixed();
p.skip('uShort', 1); // reserved for flags; no values defined
axis.name = names[p.parseUShort()] || {};
return axis;
}
function makeFvarInstance(inst, axes, names) {
var nameID = addName(inst.name, names);
var fields = [
{name: 'nameID', type: 'USHORT', value: nameID},
{name: 'flags', type: 'USHORT', value: 0}
];
for (var i = 0; i < axes.length; ++i) {
var axisTag = axes[i].tag;
fields.push({
name: 'axis ' + axisTag,
type: 'FIXED',
value: inst.coordinates[axisTag] << 16
});
}
return new table.Table('fvarInstance', fields);
}
function parseFvarInstance(data, start, axes, names) {
var inst = {};
var p = new parse.Parser(data, start);
inst.name = names[p.parseUShort()] || {};
p.skip('uShort', 1); // reserved for flags; no values defined
inst.coordinates = {};
for (var i = 0; i < axes.length; ++i) {
inst.coordinates[axes[i].tag] = p.parseFixed();
}
return inst;
}
function makeFvarTable(fvar, names) {
var result = new table.Table('fvar', [
{name: 'version', type: 'ULONG', value: 0x10000},
{name: 'offsetToData', type: 'USHORT', value: 0},
{name: 'countSizePairs', type: 'USHORT', value: 2},
{name: 'axisCount', type: 'USHORT', value: fvar.axes.length},
{name: 'axisSize', type: 'USHORT', value: 20},
{name: 'instanceCount', type: 'USHORT', value: fvar.instances.length},
{name: 'instanceSize', type: 'USHORT', value: 4 + fvar.axes.length * 4}
]);
result.offsetToData = result.sizeOf();
for (var i = 0; i < fvar.axes.length; i++) {
result.fields.push({
name: 'axis ' + i,
type: 'TABLE',
value: makeFvarAxis(fvar.axes[i], names)});
}
for (var j = 0; j < fvar.instances.length; j++) {
result.fields.push({
name: 'instance ' + j,
type: 'TABLE',
value: makeFvarInstance(fvar.instances[j], fvar.axes, names)
});
}
return result;
}
function parseFvarTable(data, start, names) {
var p = new parse.Parser(data, start);
var tableVersion = p.parseULong();
check.argument(tableVersion === 0x00010000, 'Unsupported fvar table version.');
var offsetToData = p.parseOffset16();
// Skip countSizePairs.
p.skip('uShort', 1);
var axisCount = p.parseUShort();
var axisSize = p.parseUShort();
var instanceCount = p.parseUShort();
var instanceSize = p.parseUShort();
var axes = [];
for (var i = 0; i < axisCount; i++) {
axes.push(parseFvarAxis(data, start + offsetToData + i * axisSize, names));
}
var instances = [];
var instanceStart = start + offsetToData + axisCount * axisSize;
for (var j = 0; j < instanceCount; j++) {
instances.push(parseFvarInstance(data, instanceStart + j * instanceSize, axes, names));
}
return {axes:axes, instances:instances};
}
exports.make = makeFvarTable;
exports.parse = parseFvarTable;
},{"../check":4,"../parse":11,"../table":13}],17:[function(_dereq_,module,exports){
// The `glyf` table describes the glyphs in TrueType outline format.
// http://www.microsoft.com/typography/otspec/glyf.htm
'use strict';
var check = _dereq_('../check');
var glyphset = _dereq_('../glyphset');
var parse = _dereq_('../parse');
var path = _dereq_('../path');
// Parse the coordinate data for a glyph.
function parseGlyphCoordinate(p, flag, previousValue, shortVectorBitMask, sameBitMask) {
var v;
if ((flag & shortVectorBitMask) > 0) {
// The coordinate is 1 byte long.
v = p.parseByte();
// The `same` bit is re-used for short values to signify the sign of the value.
if ((flag & sameBitMask) === 0) {
v = -v;
}
v = previousValue + v;
} else {
// The coordinate is 2 bytes long.
// If the `same` bit is set, the coordinate is the same as the previous coordinate.
if ((flag & sameBitMask) > 0) {
v = previousValue;
} else {
// Parse the coordinate as a signed 16-bit delta value.
v = previousValue + p.parseShort();
}
}
return v;
}
// Parse a TrueType glyph.
function parseGlyph(glyph, data, start) {
var p = new parse.Parser(data, start);
glyph.numberOfContours = p.parseShort();
glyph.xMin = p.parseShort();
glyph.yMin = p.parseShort();
glyph.xMax = p.parseShort();
glyph.yMax = p.parseShort();
var flags;
var flag;
if (glyph.numberOfContours > 0) {
var i;
// This glyph is not a composite.
var endPointIndices = glyph.endPointIndices = [];
for (i = 0; i < glyph.numberOfContours; i += 1) {
endPointIndices.push(p.parseUShort());
}
glyph.instructionLength = p.parseUShort();
glyph.instructions = [];
for (i = 0; i < glyph.instructionLength; i += 1) {
glyph.instructions.push(p.parseByte());
}
var numberOfCoordinates = endPointIndices[endPointIndices.length - 1] + 1;
flags = [];
for (i = 0; i < numberOfCoordinates; i += 1) {
flag = p.parseByte();
flags.push(flag);
// If bit 3 is set, we repeat this flag n times, where n is the next byte.
if ((flag & 8) > 0) {
var repeatCount = p.parseByte();
for (var j = 0; j < repeatCount; j += 1) {
flags.push(flag);
i += 1;
}
}
}
check.argument(flags.length === numberOfCoordinates, 'Bad flags.');
if (endPointIndices.length > 0) {
var points = [];
var point;
// X/Y coordinates are relative to the previous point, except for the first point which is relative to 0,0.
if (numberOfCoordinates > 0) {
for (i = 0; i < numberOfCoordinates; i += 1) {
flag = flags[i];
point = {};
point.onCurve = !!(flag & 1);
point.lastPointOfContour = endPointIndices.indexOf(i) >= 0;
points.push(point);
}
var px = 0;
for (i = 0; i < numberOfCoordinates; i += 1) {
flag = flags[i];
point = points[i];
point.x = parseGlyphCoordinate(p, flag, px, 2, 16);
px = point.x;
}
var py = 0;
for (i = 0; i < numberOfCoordinates; i += 1) {
flag = flags[i];
point = points[i];
point.y = parseGlyphCoordinate(p, flag, py, 4, 32);
py = point.y;
}
}
glyph.points = points;
} else {
glyph.points = [];
}
} else if (glyph.numberOfContours === 0) {
glyph.points = [];
} else {
glyph.isComposite = true;
glyph.points = [];
glyph.components = [];
var moreComponents = true;
while (moreComponents) {
flags = p.parseUShort();
var component = {
glyphIndex: p.parseUShort(),
xScale: 1,
scale01: 0,
scale10: 0,
yScale: 1,
dx: 0,
dy: 0
};
if ((flags & 1) > 0) {
// The arguments are words
component.dx = p.parseShort();
component.dy = p.parseShort();
} else {
// The arguments are bytes
component.dx = p.parseChar();
component.dy = p.parseChar();
}
if ((flags & 8) > 0) {
// We have a scale
component.xScale = component.yScale = p.parseF2Dot14();
} else if ((flags & 64) > 0) {
// We have an X / Y scale
component.xScale = p.parseF2Dot14();
component.yScale = p.parseF2Dot14();
} else if ((flags & 128) > 0) {
// We have a 2x2 transformation
component.xScale = p.parseF2Dot14();
component.scale01 = p.parseF2Dot14();
component.scale10 = p.parseF2Dot14();
component.yScale = p.parseF2Dot14();
}
glyph.components.push(component);
moreComponents = !!(flags & 32);
}
}
}
// Transform an array of points and return a new array.
function transformPoints(points, transform) {
var newPoints = [];
for (var i = 0; i < points.length; i += 1) {
var pt = points[i];
var newPt = {
x: transform.xScale * pt.x + transform.scale01 * pt.y + transform.dx,
y: transform.scale10 * pt.x + transform.yScale * pt.y + transform.dy,
onCurve: pt.onCurve,
lastPointOfContour: pt.lastPointOfContour
};
newPoints.push(newPt);
}
return newPoints;
}
function getContours(points) {
var contours = [];
var currentContour = [];
for (var i = 0; i < points.length; i += 1) {
var pt = points[i];
currentContour.push(pt);
if (pt.lastPointOfContour) {
contours.push(currentContour);
currentContour = [];
}
}
check.argument(currentContour.length === 0, 'There are still points left in the current contour.');
return contours;
}
// Convert the TrueType glyph outline to a Path.
function getPath(points) {
var p = new path.Path();
if (!points) {
return p;
}
var contours = getContours(points);
for (var i = 0; i < contours.length; i += 1) {
var contour = contours[i];
var firstPt = contour[0];
var lastPt = contour[contour.length - 1];
var curvePt;
var realFirstPoint;
if (firstPt.onCurve) {
curvePt = null;
// The first point will be consumed by the moveTo command,
// so skip it in the loop.
realFirstPoint = true;
} else {
if (lastPt.onCurve) {
// If the first point is off-curve and the last point is on-curve,
// start at the last point.
firstPt = lastPt;
} else {
// If both first and last points are off-curve, start at their middle.
firstPt = { x: (firstPt.x + lastPt.x) / 2, y: (firstPt.y + lastPt.y) / 2 };
}
curvePt = firstPt;
// The first point is synthesized, so don't skip the real first point.
realFirstPoint = false;
}
p.moveTo(firstPt.x, firstPt.y);
for (var j = realFirstPoint ? 1 : 0; j < contour.length; j += 1) {
var pt = contour[j];
var prevPt = j === 0 ? firstPt : contour[j - 1];
if (prevPt.onCurve && pt.onCurve) {
// This is a straight line.
p.lineTo(pt.x, pt.y);
} else if (prevPt.onCurve && !pt.onCurve) {
curvePt = pt;
} else if (!prevPt.onCurve && !pt.onCurve) {
var midPt = { x: (prevPt.x + pt.x) / 2, y: (prevPt.y + pt.y) / 2 };
p.quadraticCurveTo(prevPt.x, prevPt.y, midPt.x, midPt.y);
curvePt = pt;
} else if (!prevPt.onCurve && pt.onCurve) {
// Previous point off-curve, this point on-curve.
p.quadraticCurveTo(curvePt.x, curvePt.y, pt.x, pt.y);
curvePt = null;
} else {
throw new Error('Invalid state.');
}
}
if (firstPt !== lastPt) {
// Connect the last and first points
if (curvePt) {
p.quadraticCurveTo(curvePt.x, curvePt.y, firstPt.x, firstPt.y);
} else {
p.lineTo(firstPt.x, firstPt.y);
}
}
}
p.closePath();
return p;
}
function buildPath(glyphs, glyph) {
if (glyph.isComposite) {
for (var j = 0; j < glyph.components.length; j += 1) {
var component = glyph.components[j];
var componentGlyph = glyphs.get(component.glyphIndex);
// Force the ttfGlyphLoader to parse the glyph.
componentGlyph.getPath();
if (componentGlyph.points) {
var transformedPoints = transformPoints(componentGlyph.points, component);
glyph.points = glyph.points.concat(transformedPoints);
}
}
}
return getPath(glyph.points);
}
// Parse all the glyphs according to the offsets from the `loca` table.
function parseGlyfTable(data, start, loca, font) {
var glyphs = new glyphset.GlyphSet(font);
var i;
// The last element of the loca table is invalid.
for (i = 0; i < loca.length - 1; i += 1) {
var offset = loca[i];
var nextOffset = loca[i + 1];
if (offset !== nextOffset) {
glyphs.push(i, glyphset.ttfGlyphLoader(font, i, parseGlyph, data, start + offset, buildPath));
} else {
glyphs.push(i, glyphset.glyphLoader(font, i));
}
}
return glyphs;
}
exports.parse = parseGlyfTable;
},{"../check":4,"../glyphset":9,"../parse":11,"../path":12}],18:[function(_dereq_,module,exports){
// The `GPOS` table contains kerning pairs, among other things.
// https://www.microsoft.com/typography/OTSPEC/gpos.htm
'use strict';
var check = _dereq_('../check');
var parse = _dereq_('../parse');
// Parse ScriptList and FeatureList tables of GPOS, GSUB, GDEF, BASE, JSTF tables.
// These lists are unused by now, this function is just the basis for a real parsing.
function parseTaggedListTable(data, start) {
var p = new parse.Parser(data, start);
var n = p.parseUShort();
var list = [];
for (var i = 0; i < n; i++) {
list[p.parseTag()] = { offset: p.parseUShort() };
}
return list;
}
// Parse a coverage table in a GSUB, GPOS or GDEF table.
// Format 1 is a simple list of glyph ids,
// Format 2 is a list of ranges. It is expanded in a list of glyphs, maybe not the best idea.
function parseCoverageTable(data, start) {
var p = new parse.Parser(data, start);
var format = p.parseUShort();
var count = p.parseUShort();
if (format === 1) {
return p.parseUShortList(count);
}
else if (format === 2) {
var coverage = [];
for (; count--;) {
var begin = p.parseUShort();
var end = p.parseUShort();
var index = p.parseUShort();
for (var i = begin; i <= end; i++) {
coverage[index++] = i;
}
}
return coverage;
}
}
// Parse a Class Definition Table in a GSUB, GPOS or GDEF table.
// Returns a function that gets a class value from a glyph ID.
function parseClassDefTable(data, start) {
var p = new parse.Parser(data, start);
var format = p.parseUShort();
if (format === 1) {
// Format 1 specifies a range of consecutive glyph indices, one class per glyph ID.
var startGlyph = p.parseUShort();
var glyphCount = p.parseUShort();
var classes = p.parseUShortList(glyphCount);
return function(glyphID) {
return classes[glyphID - startGlyph] || 0;
};
}
else if (format === 2) {
// Format 2 defines multiple groups of glyph indices that belong to the same class.
var rangeCount = p.parseUShort();
var startGlyphs = [];
var endGlyphs = [];
var classValues = [];
for (var i = 0; i < rangeCount; i++) {
startGlyphs[i] = p.parseUShort();
endGlyphs[i] = p.parseUShort();
classValues[i] = p.parseUShort();
}
return function(glyphID) {
var l = 0;
var r = startGlyphs.length - 1;
while (l < r) {
var c = (l + r + 1) >> 1;
if (glyphID < startGlyphs[c]) {
r = c - 1;
} else {
l = c;
}
}
if (startGlyphs[l] <= glyphID && glyphID <= endGlyphs[l]) {
return classValues[l] || 0;
}
return 0;
};
}
}
// Parse a pair adjustment positioning subtable, format 1 or format 2
// The subtable is returned in the form of a lookup function.
function parsePairPosSubTable(data, start) {
var p = new parse.Parser(data, start);
// This part is common to format 1 and format 2 subtables
var format = p.parseUShort();
var coverageOffset = p.parseUShort();
var coverage = parseCoverageTable(data, start + coverageOffset);
// valueFormat 4: XAdvance only, 1: XPlacement only, 0: no ValueRecord for second glyph
// Only valueFormat1=4 and valueFormat2=0 is supported.
var valueFormat1 = p.parseUShort();
var valueFormat2 = p.parseUShort();
var value1;
var value2;
if (valueFormat1 !== 4 || valueFormat2 !== 0) return;
var sharedPairSets = {};
if (format === 1) {
// Pair Positioning Adjustment: Format 1
var pairSetCount = p.parseUShort();
var pairSet = [];
// Array of offsets to PairSet tables-from beginning of PairPos subtable-ordered by Coverage Index
var pairSetOffsets = p.parseOffset16List(pairSetCount);
for (var firstGlyph = 0; firstGlyph < pairSetCount; firstGlyph++) {
var pairSetOffset = pairSetOffsets[firstGlyph];
var sharedPairSet = sharedPairSets[pairSetOffset];
if (!sharedPairSet) {
// Parse a pairset table in a pair adjustment subtable format 1
sharedPairSet = {};
p.relativeOffset = pairSetOffset;
var pairValueCount = p.parseUShort();
for (; pairValueCount--;) {
var secondGlyph = p.parseUShort();
if (valueFormat1) value1 = p.parseShort();
if (valueFormat2) value2 = p.parseShort();
// We only support valueFormat1 = 4 and valueFormat2 = 0,
// so value1 is the XAdvance and value2 is empty.
sharedPairSet[secondGlyph] = value1;
}
}
pairSet[coverage[firstGlyph]] = sharedPairSet;
}
return function(leftGlyph, rightGlyph) {
var pairs = pairSet[leftGlyph];
if (pairs) return pairs[rightGlyph];
};
}
else if (format === 2) {
// Pair Positioning Adjustment: Format 2
var classDef1Offset = p.parseUShort();
var classDef2Offset = p.parseUShort();
var class1Count = p.parseUShort();
var class2Count = p.parseUShort();
var getClass1 = parseClassDefTable(data, start + classDef1Offset);
var getClass2 = parseClassDefTable(data, start + classDef2Offset);
// Parse kerning values by class pair.
var kerningMatrix = [];
for (var i = 0; i < class1Count; i++) {
var kerningRow = kerningMatrix[i] = [];
for (var j = 0; j < class2Count; j++) {
if (valueFormat1) value1 = p.parseShort();
if (valueFormat2) value2 = p.parseShort();
// We only support valueFormat1 = 4 and valueFormat2 = 0,
// so value1 is the XAdvance and value2 is empty.
kerningRow[j] = value1;
}
}
// Convert coverage list to a hash
var covered = {};
for (i = 0; i < coverage.length; i++) covered[coverage[i]] = 1;
// Get the kerning value for a specific glyph pair.
return function(leftGlyph, rightGlyph) {
if (!covered[leftGlyph]) return;
var class1 = getClass1(leftGlyph);
var class2 = getClass2(rightGlyph);
var kerningRow = kerningMatrix[class1];
if (kerningRow) {
return kerningRow[class2];
}
};
}
}
// Parse a LookupTable (present in of GPOS, GSUB, GDEF, BASE, JSTF tables).
function parseLookupTable(data, start) {
var p = new parse.Parser(data, start);
var lookupType = p.parseUShort();
var lookupFlag = p.parseUShort();
var useMarkFilteringSet = lookupFlag & 0x10;
var subTableCount = p.parseUShort();
var subTableOffsets = p.parseOffset16List(subTableCount);
var table = {
lookupType: lookupType,
lookupFlag: lookupFlag,
markFilteringSet: useMarkFilteringSet ? p.parseUShort() : -1
};
// LookupType 2, Pair adjustment
if (lookupType === 2) {
var subtables = [];
for (var i = 0; i < subTableCount; i++) {
subtables.push(parsePairPosSubTable(data, start + subTableOffsets[i]));
}
// Return a function which finds the kerning values in the subtables.
table.getKerningValue = function(leftGlyph, rightGlyph) {
for (var i = subtables.length; i--;) {
var value = subtables[i](leftGlyph, rightGlyph);
if (value !== undefined) return value;
}
return 0;
};
}
return table;
}
// Parse the `GPOS` table which contains, among other things, kerning pairs.
// https://www.microsoft.com/typography/OTSPEC/gpos.htm
function parseGposTable(data, start, font) {
var p = new parse.Parser(data, start);
var tableVersion = p.parseFixed();
check.argument(tableVersion === 1, 'Unsupported GPOS table version.');
// ScriptList and FeatureList - ignored for now
parseTaggedListTable(data, start + p.parseUShort());
// 'kern' is the feature we are looking for.
parseTaggedListTable(data, start + p.parseUShort());
// LookupList
var lookupListOffset = p.parseUShort();
p.relativeOffset = lookupListOffset;
var lookupCount = p.parseUShort();
var lookupTableOffsets = p.parseOffset16List(lookupCount);
var lookupListAbsoluteOffset = start + lookupListOffset;
for (var i = 0; i < lookupCount; i++) {
var table = parseLookupTable(data, lookupListAbsoluteOffset + lookupTableOffsets[i]);
if (table.lookupType === 2 && !font.getGposKerningValue) font.getGposKerningValue = table.getKerningValue;
}
}
exports.parse = parseGposTable;
},{"../check":4,"../parse":11}],19:[function(_dereq_,module,exports){
// The `head` table contains global information about the font.
// https://www.microsoft.com/typography/OTSPEC/head.htm
'use strict';
var check = _dereq_('../check');
var parse = _dereq_('../parse');
var table = _dereq_('../table');
// Parse the header `head` table
function parseHeadTable(data, start) {
var head = {};
var p = new parse.Parser(data, start);
head.version = p.parseVersion();
head.fontRevision = Math.round(p.parseFixed() * 1000) / 1000;
head.checkSumAdjustment = p.parseULong();
head.magicNumber = p.parseULong();
check.argument(head.magicNumber === 0x5F0F3CF5, 'Font header has wrong magic number.');
head.flags = p.parseUShort();
head.unitsPerEm = p.parseUShort();
head.created = p.parseLongDateTime();
head.modified = p.parseLongDateTime();
head.xMin = p.parseShort();
head.yMin = p.parseShort();
head.xMax = p.parseShort();
head.yMax = p.parseShort();
head.macStyle = p.parseUShort();
head.lowestRecPPEM = p.parseUShort();
head.fontDirectionHint = p.parseShort();
head.indexToLocFormat = p.parseShort(); // 50
head.glyphDataFormat = p.parseShort();
return head;
}
function makeHeadTable(options) {
return new table.Table('head', [
{name: 'version', type: 'FIXED', value: 0x00010000},
{name: 'fontRevision', type: 'FIXED', value: 0x00010000},
{name: 'checkSumAdjustment', type: 'ULONG', value: 0},
{name: 'magicNumber', type: 'ULONG', value: 0x5F0F3CF5},
{name: 'flags', type: 'USHORT', value: 0},
{name: 'unitsPerEm', type: 'USHORT', value: 1000},
{name: 'created', type: 'LONGDATETIME', value: 0},
{name: 'modified', type: 'LONGDATETIME', value: 0},
{name: 'xMin', type: 'SHORT', value: 0},
{name: 'yMin', type: 'SHORT', value: 0},
{name: 'xMax', type: 'SHORT', value: 0},
{name: 'yMax', type: 'SHORT', value: 0},
{name: 'macStyle', type: 'USHORT', value: 0},
{name: 'lowestRecPPEM', type: 'USHORT', value: 0},
{name: 'fontDirectionHint', type: 'SHORT', value: 2},
{name: 'indexToLocFormat', type: 'SHORT', value: 0},
{name: 'glyphDataFormat', type: 'SHORT', value: 0}
], options);
}
exports.parse = parseHeadTable;
exports.make = makeHeadTable;
},{"../check":4,"../parse":11,"../table":13}],20:[function(_dereq_,module,exports){
// The `hhea` table contains information for horizontal layout.
// https://www.microsoft.com/typography/OTSPEC/hhea.htm
'use strict';
var parse = _dereq_('../parse');
var table = _dereq_('../table');
// Parse the horizontal header `hhea` table
function parseHheaTable(data, start) {
var hhea = {};
var p = new parse.Parser(data, start);
hhea.version = p.parseVersion();
hhea.ascender = p.parseShort();
hhea.descender = p.parseShort();
hhea.lineGap = p.parseShort();
hhea.advanceWidthMax = p.parseUShort();
hhea.minLeftSideBearing = p.parseShort();
hhea.minRightSideBearing = p.parseShort();
hhea.xMaxExtent = p.parseShort();
hhea.caretSlopeRise = p.parseShort();
hhea.caretSlopeRun = p.parseShort();
hhea.caretOffset = p.parseShort();
p.relativeOffset += 8;
hhea.metricDataFormat = p.parseShort();
hhea.numberOfHMetrics = p.parseUShort();
return hhea;
}
function makeHheaTable(options) {
return new table.Table('hhea', [
{name: 'version', type: 'FIXED', value: 0x00010000},
{name: 'ascender', type: 'FWORD', value: 0},
{name: 'descender', type: 'FWORD', value: 0},
{name: 'lineGap', type: 'FWORD', value: 0},
{name: 'advanceWidthMax', type: 'UFWORD', value: 0},
{name: 'minLeftSideBearing', type: 'FWORD', value: 0},
{name: 'minRightSideBearing', type: 'FWORD', value: 0},
{name: 'xMaxExtent', type: 'FWORD', value: 0},
{name: 'caretSlopeRise', type: 'SHORT', value: 1},
{name: 'caretSlopeRun', type: 'SHORT', value: 0},
{name: 'caretOffset', type: 'SHORT', value: 0},
{name: 'reserved1', type: 'SHORT', value: 0},
{name: 'reserved2', type: 'SHORT', value: 0},
{name: 'reserved3', type: 'SHORT', value: 0},
{name: 'reserved4', type: 'SHORT', value: 0},
{name: 'metricDataFormat', type: 'SHORT', value: 0},
{name: 'numberOfHMetrics', type: 'USHORT', value: 0}
], options);
}
exports.parse = parseHheaTable;
exports.make = makeHheaTable;
},{"../parse":11,"../table":13}],21:[function(_dereq_,module,exports){
// The `hmtx` table contains the horizontal metrics for all glyphs.
// https://www.microsoft.com/typography/OTSPEC/hmtx.htm
'use strict';
var parse = _dereq_('../parse');
var table = _dereq_('../table');
// Parse the `hmtx` table, which contains the horizontal metrics for all glyphs.
// This function augments the glyph array, adding the advanceWidth and leftSideBearing to each glyph.
function parseHmtxTable(data, start, numMetrics, numGlyphs, glyphs) {
var advanceWidth;
var leftSideBearing;
var p = new parse.Parser(data, start);
for (var i = 0; i < numGlyphs; i += 1) {
// If the font is monospaced, only one entry is needed. This last entry applies to all subsequent glyphs.
if (i < numMetrics) {
advanceWidth = p.parseUShort();
leftSideBearing = p.parseShort();
}
var glyph = glyphs.get(i);
glyph.advanceWidth = advanceWidth;
glyph.leftSideBearing = leftSideBearing;
}
}
function makeHmtxTable(glyphs) {
var t = new table.Table('hmtx', []);
for (var i = 0; i < glyphs.length; i += 1) {
var glyph = glyphs.get(i);
var advanceWidth = glyph.advanceWidth || 0;
var leftSideBearing = glyph.leftSideBearing || 0;
t.fields.push({name: 'advanceWidth_' + i, type: 'USHORT', value: advanceWidth});
t.fields.push({name: 'leftSideBearing_' + i, type: 'SHORT', value: leftSideBearing});
}
return t;
}
exports.parse = parseHmtxTable;
exports.make = makeHmtxTable;
},{"../parse":11,"../table":13}],22:[function(_dereq_,module,exports){
// The `kern` table contains kerning pairs.
// Note that some fonts use the GPOS OpenType layout table to specify kerning.
// https://www.microsoft.com/typography/OTSPEC/kern.htm
'use strict';
var check = _dereq_('../check');
var parse = _dereq_('../parse');
// Parse the `kern` table which contains kerning pairs.
function parseKernTable(data, start) {
var pairs = {};
var p = new parse.Parser(data, start);
var tableVersion = p.parseUShort();
check.argument(tableVersion === 0, 'Unsupported kern table version.');
// Skip nTables.
p.skip('uShort', 1);
var subTableVersion = p.parseUShort();
check.argument(subTableVersion === 0, 'Unsupported kern sub-table version.');
// Skip subTableLength, subTableCoverage
p.skip('uShort', 2);
var nPairs = p.parseUShort();
// Skip searchRange, entrySelector, rangeShift.
p.skip('uShort', 3);
for (var i = 0; i < nPairs; i += 1) {
var leftIndex = p.parseUShort();
var rightIndex = p.parseUShort();
var value = p.parseShort();
pairs[leftIndex + ',' + rightIndex] = value;
}
return pairs;
}
exports.parse = parseKernTable;
},{"../check":4,"../parse":11}],23:[function(_dereq_,module,exports){
// The `loca` table stores the offsets to the locations of the glyphs in the font.
// https://www.microsoft.com/typography/OTSPEC/loca.htm
'use strict';
var parse = _dereq_('../parse');
// Parse the `loca` table. This table stores the offsets to the locations of the glyphs in the font,
// relative to the beginning of the glyphData table.
// The number of glyphs stored in the `loca` table is specified in the `maxp` table (under numGlyphs)
// The loca table has two versions: a short version where offsets are stored as uShorts, and a long
// version where offsets are stored as uLongs. The `head` table specifies which version to use
// (under indexToLocFormat).
function parseLocaTable(data, start, numGlyphs, shortVersion) {
var p = new parse.Parser(data, start);
var parseFn = shortVersion ? p.parseUShort : p.parseULong;
// There is an extra entry after the last index element to compute the length of the last glyph.
// That's why we use numGlyphs + 1.
var glyphOffsets = [];
for (var i = 0; i < numGlyphs + 1; i += 1) {
var glyphOffset = parseFn.call(p);
if (shortVersion) {
// The short table version stores the actual offset divided by 2.
glyphOffset *= 2;
}
glyphOffsets.push(glyphOffset);
}
return glyphOffsets;
}
exports.parse = parseLocaTable;
},{"../parse":11}],24:[function(_dereq_,module,exports){
// The `ltag` table stores IETF BCP-47 language tags. It allows supporting
// languages for which TrueType does not assign a numeric code.
// https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6ltag.html
// http://www.w3.org/International/articles/language-tags/
// http://www.iana.org/assignments/language-subtag-registry/language-subtag-registry
'use strict';
var check = _dereq_('../check');
var parse = _dereq_('../parse');
var table = _dereq_('../table');
function makeLtagTable(tags) {
var result = new table.Table('ltag', [
{name: 'version', type: 'ULONG', value: 1},
{name: 'flags', type: 'ULONG', value: 0},
{name: 'numTags', type: 'ULONG', value: tags.length}
]);
var stringPool = '';
var stringPoolOffset = 12 + tags.length * 4;
for (var i = 0; i < tags.length; ++i) {
var pos = stringPool.indexOf(tags[i]);
if (pos < 0) {
pos = stringPool.length;
stringPool += tags[i];
}
result.fields.push({name: 'offset ' + i, type: 'USHORT', value: stringPoolOffset + pos});
result.fields.push({name: 'length ' + i, type: 'USHORT', value: tags[i].length});
}
result.fields.push({name: 'stringPool', type: 'CHARARRAY', value: stringPool});
return result;
}
function parseLtagTable(data, start) {
var p = new parse.Parser(data, start);
var tableVersion = p.parseULong();
check.argument(tableVersion === 1, 'Unsupported ltag table version.');
// The 'ltag' specification does not define any flags; skip the field.
p.skip('uLong', 1);
var numTags = p.parseULong();
var tags = [];
for (var i = 0; i < numTags; i++) {
var tag = '';
var offset = start + p.parseUShort();
var length = p.parseUShort();
for (var j = offset; j < offset + length; ++j) {
tag += String.fromCharCode(data.getInt8(j));
}
tags.push(tag);
}
return tags;
}
exports.make = makeLtagTable;
exports.parse = parseLtagTable;
},{"../check":4,"../parse":11,"../table":13}],25:[function(_dereq_,module,exports){
// The `maxp` table establishes the memory requirements for the font.
// We need it just to get the number of glyphs in the font.
// https://www.microsoft.com/typography/OTSPEC/maxp.htm
'use strict';
var parse = _dereq_('../parse');
var table = _dereq_('../table');
// Parse the maximum profile `maxp` table.
function parseMaxpTable(data, start) {
var maxp = {};
var p = new parse.Parser(data, start);
maxp.version = p.parseVersion();
maxp.numGlyphs = p.parseUShort();
if (maxp.version === 1.0) {
maxp.maxPoints = p.parseUShort();
maxp.maxContours = p.parseUShort();
maxp.maxCompositePoints = p.parseUShort();
maxp.maxCompositeContours = p.parseUShort();
maxp.maxZones = p.parseUShort();
maxp.maxTwilightPoints = p.parseUShort();
maxp.maxStorage = p.parseUShort();
maxp.maxFunctionDefs = p.parseUShort();
maxp.maxInstructionDefs = p.parseUShort();
maxp.maxStackElements = p.parseUShort();
maxp.maxSizeOfInstructions = p.parseUShort();
maxp.maxComponentElements = p.parseUShort();
maxp.maxComponentDepth = p.parseUShort();
}
return maxp;
}
function makeMaxpTable(numGlyphs) {
return new table.Table('maxp', [
{name: 'version', type: 'FIXED', value: 0x00005000},
{name: 'numGlyphs', type: 'USHORT', value: numGlyphs}
]);
}
exports.parse = parseMaxpTable;
exports.make = makeMaxpTable;
},{"../parse":11,"../table":13}],26:[function(_dereq_,module,exports){
// The `name` naming table.
// https://www.microsoft.com/typography/OTSPEC/name.htm
'use strict';
var types = _dereq_('../types');
var decode = types.decode;
var encode = types.encode;
var parse = _dereq_('../parse');
var table = _dereq_('../table');
// NameIDs for the name table.
var nameTableNames = [
'copyright', // 0
'fontFamily', // 1
'fontSubfamily', // 2
'uniqueID', // 3
'fullName', // 4
'version', // 5
'postScriptName', // 6
'trademark', // 7
'manufacturer', // 8
'designer', // 9
'description', // 10
'manufacturerURL', // 11
'designerURL', // 12
'licence', // 13
'licenceURL', // 14
'reserved', // 15
'preferredFamily', // 16
'preferredSubfamily', // 17
'compatibleFullName', // 18
'sampleText', // 19
'postScriptFindFontName', // 20
'wwsFamily', // 21
'wwsSubfamily' // 22
];
var macLanguages = {
0: 'en',
1: 'fr',
2: 'de',
3: 'it',
4: 'nl',
5: 'sv',
6: 'es',
7: 'da',
8: 'pt',
9: 'no',
10: 'he',
11: 'ja',
12: 'ar',
13: 'fi',
14: 'el',
15: 'is',
16: 'mt',
17: 'tr',
18: 'hr',
19: 'zh-Hant',
20: 'ur',
21: 'hi',
22: 'th',
23: 'ko',
24: 'lt',
25: 'pl',
26: 'hu',
27: 'es',
28: 'lv',
29: 'se',
30: 'fo',
31: 'fa',
32: 'ru',
33: 'zh',
34: 'nl-BE',
35: 'ga',
36: 'sq',
37: 'ro',
38: 'cz',
39: 'sk',
40: 'si',
41: 'yi',
42: 'sr',
43: 'mk',
44: 'bg',
45: 'uk',
46: 'be',
47: 'uz',
48: 'kk',
49: 'az-Cyrl',
50: 'az-Arab',
51: 'hy',
52: 'ka',
53: 'mo',
54: 'ky',
55: 'tg',
56: 'tk',
57: 'mn-CN',
58: 'mn',
59: 'ps',
60: 'ks',
61: 'ku',
62: 'sd',
63: 'bo',
64: 'ne',
65: 'sa',
66: 'mr',
67: 'bn',
68: 'as',
69: 'gu',
70: 'pa',
71: 'or',
72: 'ml',
73: 'kn',
74: 'ta',
75: 'te',
76: 'si',
77: 'my',
78: 'km',
79: 'lo',
80: 'vi',
81: 'id',
82: 'tl',
83: 'ms',
84: 'ms-Arab',
85: 'am',
86: 'ti',
87: 'om',
88: 'so',
89: 'sw',
90: 'rw',
91: 'rn',
92: 'ny',
93: 'mg',
94: 'eo',
128: 'cy',
129: 'eu',
130: 'ca',
131: 'la',
132: 'qu',
133: 'gn',
134: 'ay',
135: 'tt',
136: 'ug',
137: 'dz',
138: 'jv',
139: 'su',
140: 'gl',
141: 'af',
142: 'br',
143: 'iu',
144: 'gd',
145: 'gv',
146: 'ga',
147: 'to',
148: 'el-polyton',
149: 'kl',
150: 'az',
151: 'nn'
};
// MacOS language ID → MacOS script ID
//
// Note that the script ID is not sufficient to determine what encoding
// to use in TrueType files. For some languages, MacOS used a modification
// of a mainstream script. For example, an Icelandic name would be stored
// with smRoman in the TrueType naming table, but the actual encoding
// is a special Icelandic version of the normal Macintosh Roman encoding.
// As another example, Inuktitut uses an 8-bit encoding for Canadian Aboriginal
// Syllables but MacOS had run out of available script codes, so this was
// done as a (pretty radical) "modification" of Ethiopic.
//
// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/Readme.txt
var macLanguageToScript = {
0: 0, // langEnglish → smRoman
1: 0, // langFrench → smRoman
2: 0, // langGerman → smRoman
3: 0, // langItalian → smRoman
4: 0, // langDutch → smRoman
5: 0, // langSwedish → smRoman
6: 0, // langSpanish → smRoman
7: 0, // langDanish → smRoman
8: 0, // langPortuguese → smRoman
9: 0, // langNorwegian → smRoman
10: 5, // langHebrew → smHebrew
11: 1, // langJapanese → smJapanese
12: 4, // langArabic → smArabic
13: 0, // langFinnish → smRoman
14: 6, // langGreek → smGreek
15: 0, // langIcelandic → smRoman (modified)
16: 0, // langMaltese → smRoman
17: 0, // langTurkish → smRoman (modified)
18: 0, // langCroatian → smRoman (modified)
19: 2, // langTradChinese → smTradChinese
20: 4, // langUrdu → smArabic
21: 9, // langHindi → smDevanagari
22: 21, // langThai → smThai
23: 3, // langKorean → smKorean
24: 29, // langLithuanian → smCentralEuroRoman
25: 29, // langPolish → smCentralEuroRoman
26: 29, // langHungarian → smCentralEuroRoman
27: 29, // langEstonian → smCentralEuroRoman
28: 29, // langLatvian → smCentralEuroRoman
29: 0, // langSami → smRoman
30: 0, // langFaroese → smRoman (modified)
31: 4, // langFarsi → smArabic (modified)
32: 7, // langRussian → smCyrillic
33: 25, // langSimpChinese → smSimpChinese
34: 0, // langFlemish → smRoman
35: 0, // langIrishGaelic → smRoman (modified)
36: 0, // langAlbanian → smRoman
37: 0, // langRomanian → smRoman (modified)
38: 29, // langCzech → smCentralEuroRoman
39: 29, // langSlovak → smCentralEuroRoman
40: 0, // langSlovenian → smRoman (modified)
41: 5, // langYiddish → smHebrew
42: 7, // langSerbian → smCyrillic
43: 7, // langMacedonian → smCyrillic
44: 7, // langBulgarian → smCyrillic
45: 7, // langUkrainian → smCyrillic (modified)
46: 7, // langByelorussian → smCyrillic
47: 7, // langUzbek → smCyrillic
48: 7, // langKazakh → smCyrillic
49: 7, // langAzerbaijani → smCyrillic
50: 4, // langAzerbaijanAr → smArabic
51: 24, // langArmenian → smArmenian
52: 23, // langGeorgian → smGeorgian
53: 7, // langMoldavian → smCyrillic
54: 7, // langKirghiz → smCyrillic
55: 7, // langTajiki → smCyrillic
56: 7, // langTurkmen → smCyrillic
57: 27, // langMongolian → smMongolian
58: 7, // langMongolianCyr → smCyrillic
59: 4, // langPashto → smArabic
60: 4, // langKurdish → smArabic
61: 4, // langKashmiri → smArabic
62: 4, // langSindhi → smArabic
63: 26, // langTibetan → smTibetan
64: 9, // langNepali → smDevanagari
65: 9, // langSanskrit → smDevanagari
66: 9, // langMarathi → smDevanagari
67: 13, // langBengali → smBengali
68: 13, // langAssamese → smBengali
69: 11, // langGujarati → smGujarati
70: 10, // langPunjabi → smGurmukhi
71: 12, // langOriya → smOriya
72: 17, // langMalayalam → smMalayalam
73: 16, // langKannada → smKannada
74: 14, // langTamil → smTamil
75: 15, // langTelugu → smTelugu
76: 18, // langSinhalese → smSinhalese
77: 19, // langBurmese → smBurmese
78: 20, // langKhmer → smKhmer
79: 22, // langLao → smLao
80: 30, // langVietnamese → smVietnamese
81: 0, // langIndonesian → smRoman
82: 0, // langTagalog → smRoman
83: 0, // langMalayRoman → smRoman
84: 4, // langMalayArabic → smArabic
85: 28, // langAmharic → smEthiopic
86: 28, // langTigrinya → smEthiopic
87: 28, // langOromo → smEthiopic
88: 0, // langSomali → smRoman
89: 0, // langSwahili → smRoman
90: 0, // langKinyarwanda → smRoman
91: 0, // langRundi → smRoman
92: 0, // langNyanja → smRoman
93: 0, // langMalagasy → smRoman
94: 0, // langEsperanto → smRoman
128: 0, // langWelsh → smRoman (modified)
129: 0, // langBasque → smRoman
130: 0, // langCatalan → smRoman
131: 0, // langLatin → smRoman
132: 0, // langQuechua → smRoman
133: 0, // langGuarani → smRoman
134: 0, // langAymara → smRoman
135: 7, // langTatar → smCyrillic
136: 4, // langUighur → smArabic
137: 26, // langDzongkha → smTibetan
138: 0, // langJavaneseRom → smRoman
139: 0, // langSundaneseRom → smRoman
140: 0, // langGalician → smRoman
141: 0, // langAfrikaans → smRoman
142: 0, // langBreton → smRoman (modified)
143: 28, // langInuktitut → smEthiopic (modified)
144: 0, // langScottishGaelic → smRoman (modified)
145: 0, // langManxGaelic → smRoman (modified)
146: 0, // langIrishGaelicScript → smRoman (modified)
147: 0, // langTongan → smRoman
148: 6, // langGreekAncient → smRoman
149: 0, // langGreenlandic → smRoman
150: 0, // langAzerbaijanRoman → smRoman
151: 0 // langNynorsk → smRoman
};
// While Microsoft indicates a region/country for all its language
// IDs, we omit the region code if it's equal to the "most likely
// region subtag" according to Unicode CLDR. For scripts, we omit
// the subtag if it is equal to the Suppress-Script entry in the
// IANA language subtag registry for IETF BCP 47.
//
// For example, Microsoft states that its language code 0x041A is
// Croatian in Croatia. We transform this to the BCP 47 language code 'hr'
// and not 'hr-HR' because Croatia is the default country for Croatian,
// according to Unicode CLDR. As another example, Microsoft states
// that 0x101A is Croatian (Latin) in Bosnia-Herzegovina. We transform
// this to 'hr-BA' and not 'hr-Latn-BA' because Latin is the default script
// for the Croatian language, according to IANA.
//
// http://www.unicode.org/cldr/charts/latest/supplemental/likely_subtags.html
// http://www.iana.org/assignments/language-subtag-registry/language-subtag-registry
var windowsLanguages = {
0x0436: 'af',
0x041C: 'sq',
0x0484: 'gsw',
0x045E: 'am',
0x1401: 'ar-DZ',
0x3C01: 'ar-BH',
0x0C01: 'ar',
0x0801: 'ar-IQ',
0x2C01: 'ar-JO',
0x3401: 'ar-KW',
0x3001: 'ar-LB',
0x1001: 'ar-LY',
0x1801: 'ary',
0x2001: 'ar-OM',
0x4001: 'ar-QA',
0x0401: 'ar-SA',
0x2801: 'ar-SY',
0x1C01: 'aeb',
0x3801: 'ar-AE',
0x2401: 'ar-YE',
0x042B: 'hy',
0x044D: 'as',
0x082C: 'az-Cyrl',
0x042C: 'az',
0x046D: 'ba',
0x042D: 'eu',
0x0423: 'be',
0x0845: 'bn',
0x0445: 'bn-IN',
0x201A: 'bs-Cyrl',
0x141A: 'bs',
0x047E: 'br',
0x0402: 'bg',
0x0403: 'ca',
0x0C04: 'zh-HK',
0x1404: 'zh-MO',
0x0804: 'zh',
0x1004: 'zh-SG',
0x0404: 'zh-TW',
0x0483: 'co',
0x041A: 'hr',
0x101A: 'hr-BA',
0x0405: 'cs',
0x0406: 'da',
0x048C: 'prs',
0x0465: 'dv',
0x0813: 'nl-BE',
0x0413: 'nl',
0x0C09: 'en-AU',
0x2809: 'en-BZ',
0x1009: 'en-CA',
0x2409: 'en-029',
0x4009: 'en-IN',
0x1809: 'en-IE',
0x2009: 'en-JM',
0x4409: 'en-MY',
0x1409: 'en-NZ',
0x3409: 'en-PH',
0x4809: 'en-SG',
0x1C09: 'en-ZA',
0x2C09: 'en-TT',
0x0809: 'en-GB',
0x0409: 'en',
0x3009: 'en-ZW',
0x0425: 'et',
0x0438: 'fo',
0x0464: 'fil',
0x040B: 'fi',
0x080C: 'fr-BE',
0x0C0C: 'fr-CA',
0x040C: 'fr',
0x140C: 'fr-LU',
0x180C: 'fr-MC',
0x100C: 'fr-CH',
0x0462: 'fy',
0x0456: 'gl',
0x0437: 'ka',
0x0C07: 'de-AT',
0x0407: 'de',
0x1407: 'de-LI',
0x1007: 'de-LU',
0x0807: 'de-CH',
0x0408: 'el',
0x046F: 'kl',
0x0447: 'gu',
0x0468: 'ha',
0x040D: 'he',
0x0439: 'hi',
0x040E: 'hu',
0x040F: 'is',
0x0470: 'ig',
0x0421: 'id',
0x045D: 'iu',
0x085D: 'iu-Latn',
0x083C: 'ga',
0x0434: 'xh',
0x0435: 'zu',
0x0410: 'it',
0x0810: 'it-CH',
0x0411: 'ja',
0x044B: 'kn',
0x043F: 'kk',
0x0453: 'km',
0x0486: 'quc',
0x0487: 'rw',
0x0441: 'sw',
0x0457: 'kok',
0x0412: 'ko',
0x0440: 'ky',
0x0454: 'lo',
0x0426: 'lv',
0x0427: 'lt',
0x082E: 'dsb',
0x046E: 'lb',
0x042F: 'mk',
0x083E: 'ms-BN',
0x043E: 'ms',
0x044C: 'ml',
0x043A: 'mt',
0x0481: 'mi',
0x047A: 'arn',
0x044E: 'mr',
0x047C: 'moh',
0x0450: 'mn',
0x0850: 'mn-CN',
0x0461: 'ne',
0x0414: 'nb',
0x0814: 'nn',
0x0482: 'oc',
0x0448: 'or',
0x0463: 'ps',
0x0415: 'pl',
0x0416: 'pt',
0x0816: 'pt-PT',
0x0446: 'pa',
0x046B: 'qu-BO',
0x086B: 'qu-EC',
0x0C6B: 'qu',
0x0418: 'ro',
0x0417: 'rm',
0x0419: 'ru',
0x243B: 'smn',
0x103B: 'smj-NO',
0x143B: 'smj',
0x0C3B: 'se-FI',
0x043B: 'se',
0x083B: 'se-SE',
0x203B: 'sms',
0x183B: 'sma-NO',
0x1C3B: 'sms',
0x044F: 'sa',
0x1C1A: 'sr-Cyrl-BA',
0x0C1A: 'sr',
0x181A: 'sr-Latn-BA',
0x081A: 'sr-Latn',
0x046C: 'nso',
0x0432: 'tn',
0x045B: 'si',
0x041B: 'sk',
0x0424: 'sl',
0x2C0A: 'es-AR',
0x400A: 'es-BO',
0x340A: 'es-CL',
0x240A: 'es-CO',
0x140A: 'es-CR',
0x1C0A: 'es-DO',
0x300A: 'es-EC',
0x440A: 'es-SV',
0x100A: 'es-GT',
0x480A: 'es-HN',
0x080A: 'es-MX',
0x4C0A: 'es-NI',
0x180A: 'es-PA',
0x3C0A: 'es-PY',
0x280A: 'es-PE',
0x500A: 'es-PR',
// Microsoft has defined two different language codes for
// “Spanish with modern sorting” and “Spanish with traditional
// sorting”. This makes sense for collation APIs, and it would be
// possible to express this in BCP 47 language tags via Unicode
// extensions (eg., es-u-co-trad is Spanish with traditional
// sorting). However, for storing names in fonts, the distinction
// does not make sense, so we give “es” in both cases.
0x0C0A: 'es',
0x040A: 'es',
0x540A: 'es-US',
0x380A: 'es-UY',
0x200A: 'es-VE',
0x081D: 'sv-FI',
0x041D: 'sv',
0x045A: 'syr',
0x0428: 'tg',
0x085F: 'tzm',
0x0449: 'ta',
0x0444: 'tt',
0x044A: 'te',
0x041E: 'th',
0x0451: 'bo',
0x041F: 'tr',
0x0442: 'tk',
0x0480: 'ug',
0x0422: 'uk',
0x042E: 'hsb',
0x0420: 'ur',
0x0843: 'uz-Cyrl',
0x0443: 'uz',
0x042A: 'vi',
0x0452: 'cy',
0x0488: 'wo',
0x0485: 'sah',
0x0478: 'ii',
0x046A: 'yo'
};
// Returns a IETF BCP 47 language code, for example 'zh-Hant'
// for 'Chinese in the traditional script'.
function getLanguageCode(platformID, languageID, ltag) {
switch (platformID) {
case 0: // Unicode
if (languageID === 0xFFFF) {
return 'und';
} else if (ltag) {
return ltag[languageID];
}
break;
case 1: // Macintosh
return macLanguages[languageID];
case 3: // Windows
return windowsLanguages[languageID];
}
return undefined;
}
var utf16 = 'utf-16';
// MacOS script ID → encoding. This table stores the default case,
// which can be overridden by macLanguageEncodings.
var macScriptEncodings = {
0: 'macintosh', // smRoman
1: 'x-mac-japanese', // smJapanese
2: 'x-mac-chinesetrad', // smTradChinese
3: 'x-mac-korean', // smKorean
6: 'x-mac-greek', // smGreek
7: 'x-mac-cyrillic', // smCyrillic
9: 'x-mac-devanagai', // smDevanagari
10: 'x-mac-gurmukhi', // smGurmukhi
11: 'x-mac-gujarati', // smGujarati
12: 'x-mac-oriya', // smOriya
13: 'x-mac-bengali', // smBengali
14: 'x-mac-tamil', // smTamil
15: 'x-mac-telugu', // smTelugu
16: 'x-mac-kannada', // smKannada
17: 'x-mac-malayalam', // smMalayalam
18: 'x-mac-sinhalese', // smSinhalese
19: 'x-mac-burmese', // smBurmese
20: 'x-mac-khmer', // smKhmer
21: 'x-mac-thai', // smThai
22: 'x-mac-lao', // smLao
23: 'x-mac-georgian', // smGeorgian
24: 'x-mac-armenian', // smArmenian
25: 'x-mac-chinesesimp', // smSimpChinese
26: 'x-mac-tibetan', // smTibetan
27: 'x-mac-mongolian', // smMongolian
28: 'x-mac-ethiopic', // smEthiopic
29: 'x-mac-ce', // smCentralEuroRoman
30: 'x-mac-vietnamese', // smVietnamese
31: 'x-mac-extarabic' // smExtArabic
};
// MacOS language ID → encoding. This table stores the exceptional
// cases, which override macScriptEncodings. For writing MacOS naming
// tables, we need to emit a MacOS script ID. Therefore, we cannot
// merge macScriptEncodings into macLanguageEncodings.
//
// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/Readme.txt
var macLanguageEncodings = {
15: 'x-mac-icelandic', // langIcelandic
17: 'x-mac-turkish', // langTurkish
18: 'x-mac-croatian', // langCroatian
24: 'x-mac-ce', // langLithuanian
25: 'x-mac-ce', // langPolish
26: 'x-mac-ce', // langHungarian
27: 'x-mac-ce', // langEstonian
28: 'x-mac-ce', // langLatvian
30: 'x-mac-icelandic', // langFaroese
37: 'x-mac-romanian', // langRomanian
38: 'x-mac-ce', // langCzech
39: 'x-mac-ce', // langSlovak
40: 'x-mac-ce', // langSlovenian
143: 'x-mac-inuit', // langInuktitut
146: 'x-mac-gaelic' // langIrishGaelicScript
};
function getEncoding(platformID, encodingID, languageID) {
switch (platformID) {
case 0: // Unicode
return utf16;
case 1: // Apple Macintosh
return macLanguageEncodings[languageID] || macScriptEncodings[encodingID];
case 3: // Microsoft Windows
if (encodingID === 1 || encodingID === 10) {
return utf16;
}
break;
}
return undefined;
}
// Parse the naming `name` table.
// FIXME: Format 1 additional fields are not supported yet.
// ltag is the content of the `ltag' table, such as ['en', 'zh-Hans', 'de-CH-1904'].
function parseNameTable(data, start, ltag) {
var name = {};
var p = new parse.Parser(data, start);
var format = p.parseUShort();
var count = p.parseUShort();
var stringOffset = p.offset + p.parseUShort();
for (var i = 0; i < count; i++) {
var platformID = p.parseUShort();
var encodingID = p.parseUShort();
var languageID = p.parseUShort();
var nameID = p.parseUShort();
var property = nameTableNames[nameID] || nameID;
var byteLength = p.parseUShort();
var offset = p.parseUShort();
var language = getLanguageCode(platformID, languageID, ltag);
var encoding = getEncoding(platformID, encodingID, languageID);
if (encoding !== undefined && language !== undefined) {
var text;
if (encoding === utf16) {
text = decode.UTF16(data, stringOffset + offset, byteLength);
} else {
text = decode.MACSTRING(data, stringOffset + offset, byteLength, encoding);
}
if (text) {
var translations = name[property];
if (translations === undefined) {
translations = name[property] = {};
}
translations[language] = text;
}
}
}
var langTagCount = 0;
if (format === 1) {
// FIXME: Also handle Microsoft's 'name' table 1.
langTagCount = p.parseUShort();
}
return name;
}
// {23: 'foo'} → {'foo': 23}
// ['bar', 'baz'] → {'bar': 0, 'baz': 1}
function reverseDict(dict) {
var result = {};
for (var key in dict) {
result[dict[key]] = parseInt(key);
}
return result;
}
function makeNameRecord(platformID, encodingID, languageID, nameID, length, offset) {
return new table.Table('NameRecord', [
{name: 'platformID', type: 'USHORT', value: platformID},
{name: 'encodingID', type: 'USHORT', value: encodingID},
{name: 'languageID', type: 'USHORT', value: languageID},
{name: 'nameID', type: 'USHORT', value: nameID},
{name: 'length', type: 'USHORT', value: length},
{name: 'offset', type: 'USHORT', value: offset}
]);
}
// Finds the position of needle in haystack, or -1 if not there.
// Like String.indexOf(), but for arrays.
function findSubArray(needle, haystack) {
var needleLength = needle.length;
var limit = haystack.length - needleLength + 1;
loop:
for (var pos = 0; pos < limit; pos++) {
for (; pos < limit; pos++) {
for (var k = 0; k < needleLength; k++) {
if (haystack[pos + k] !== needle[k]) {
continue loop;
}
}
return pos;
}
}
return -1;
}
function addStringToPool(s, pool) {
var offset = findSubArray(s, pool);
if (offset < 0) {
offset = pool.length;
for (var i = 0, len = s.length; i < len; ++i) {
pool.push(s[i]);
}
}
return offset;
}
function makeNameTable(names, ltag) {
var nameID;
var nameIDs = [];
var namesWithNumericKeys = {};
var nameTableIds = reverseDict(nameTableNames);
for (var key in names) {
var id = nameTableIds[key];
if (id === undefined) {
id = key;
}
nameID = parseInt(id);
namesWithNumericKeys[nameID] = names[key];
nameIDs.push(nameID);
}
var macLanguageIds = reverseDict(macLanguages);
var windowsLanguageIds = reverseDict(windowsLanguages);
var nameRecords = [];
var stringPool = [];
for (var i = 0; i < nameIDs.length; i++) {
nameID = nameIDs[i];
var translations = namesWithNumericKeys[nameID];
for (var lang in translations) {
var text = translations[lang];
// For MacOS, we try to emit the name in the form that was introduced
// in the initial version of the TrueType spec (in the late 1980s).
// However, this can fail for various reasons: the requested BCP 47
// language code might not have an old-style Mac equivalent;
// we might not have a codec for the needed character encoding;
// or the name might contain characters that cannot be expressed
// in the old-style Macintosh encoding. In case of failure, we emit
// the name in a more modern fashion (Unicode encoding with BCP 47
// language tags) that is recognized by MacOS 10.5, released in 2009.
// If fonts were only read by operating systems, we could simply
// emit all names in the modern form; this would be much easier.
// However, there are many applications and libraries that read
// 'name' tables directly, and these will usually only recognize
// the ancient form (silently skipping the unrecognized names).
var macPlatform = 1; // Macintosh
var macLanguage = macLanguageIds[lang];
var macScript = macLanguageToScript[macLanguage];
var macEncoding = getEncoding(macPlatform, macScript, macLanguage);
var macName = encode.MACSTRING(text, macEncoding);
if (macName === undefined) {
macPlatform = 0; // Unicode
macLanguage = ltag.indexOf(lang);
if (macLanguage < 0) {
macLanguage = ltag.length;
ltag.push(lang);
}
macScript = 4; // Unicode 2.0 and later
macName = encode.UTF16(text);
}
var macNameOffset = addStringToPool(macName, stringPool);
nameRecords.push(makeNameRecord(macPlatform, macScript, macLanguage,
nameID, macName.length, macNameOffset));
var winLanguage = windowsLanguageIds[lang];
if (winLanguage !== undefined) {
var winName = encode.UTF16(text);
var winNameOffset = addStringToPool(winName, stringPool);
nameRecords.push(makeNameRecord(3, 1, winLanguage,
nameID, winName.length, winNameOffset));
}
}
}
nameRecords.sort(function(a, b) {
return ((a.platformID - b.platformID) ||
(a.encodingID - b.encodingID) ||
(a.languageID - b.languageID) ||
(a.nameID - b.nameID));
});
var t = new table.Table('name', [
{name: 'format', type: 'USHORT', value: 0},
{name: 'count', type: 'USHORT', value: nameRecords.length},
{name: 'stringOffset', type: 'USHORT', value: 6 + nameRecords.length * 12}
]);
for (var r = 0; r < nameRecords.length; r++) {
t.fields.push({name: 'record_' + r, type: 'TABLE', value: nameRecords[r]});
}
t.fields.push({name: 'strings', type: 'LITERAL', value: stringPool});
return t;
}
exports.parse = parseNameTable;
exports.make = makeNameTable;
},{"../parse":11,"../table":13,"../types":30}],27:[function(_dereq_,module,exports){
// The `OS/2` table contains metrics required in OpenType fonts.
// https://www.microsoft.com/typography/OTSPEC/os2.htm
'use strict';
var parse = _dereq_('../parse');
var table = _dereq_('../table');
var unicodeRanges = [
{begin: 0x0000, end: 0x007F}, // Basic Latin
{begin: 0x0080, end: 0x00FF}, // Latin-1 Supplement
{begin: 0x0100, end: 0x017F}, // Latin Extended-A
{begin: 0x0180, end: 0x024F}, // Latin Extended-B
{begin: 0x0250, end: 0x02AF}, // IPA Extensions
{begin: 0x02B0, end: 0x02FF}, // Spacing Modifier Letters
{begin: 0x0300, end: 0x036F}, // Combining Diacritical Marks
{begin: 0x0370, end: 0x03FF}, // Greek and Coptic
{begin: 0x2C80, end: 0x2CFF}, // Coptic
{begin: 0x0400, end: 0x04FF}, // Cyrillic
{begin: 0x0530, end: 0x058F}, // Armenian
{begin: 0x0590, end: 0x05FF}, // Hebrew
{begin: 0xA500, end: 0xA63F}, // Vai
{begin: 0x0600, end: 0x06FF}, // Arabic
{begin: 0x07C0, end: 0x07FF}, // NKo
{begin: 0x0900, end: 0x097F}, // Devanagari
{begin: 0x0980, end: 0x09FF}, // Bengali
{begin: 0x0A00, end: 0x0A7F}, // Gurmukhi
{begin: 0x0A80, end: 0x0AFF}, // Gujarati
{begin: 0x0B00, end: 0x0B7F}, // Oriya
{begin: 0x0B80, end: 0x0BFF}, // Tamil
{begin: 0x0C00, end: 0x0C7F}, // Telugu
{begin: 0x0C80, end: 0x0CFF}, // Kannada
{begin: 0x0D00, end: 0x0D7F}, // Malayalam
{begin: 0x0E00, end: 0x0E7F}, // Thai
{begin: 0x0E80, end: 0x0EFF}, // Lao
{begin: 0x10A0, end: 0x10FF}, // Georgian
{begin: 0x1B00, end: 0x1B7F}, // Balinese
{begin: 0x1100, end: 0x11FF}, // Hangul Jamo
{begin: 0x1E00, end: 0x1EFF}, // Latin Extended Additional
{begin: 0x1F00, end: 0x1FFF}, // Greek Extended
{begin: 0x2000, end: 0x206F}, // General Punctuation
{begin: 0x2070, end: 0x209F}, // Superscripts And Subscripts
{begin: 0x20A0, end: 0x20CF}, // Currency Symbol
{begin: 0x20D0, end: 0x20FF}, // Combining Diacritical Marks For Symbols
{begin: 0x2100, end: 0x214F}, // Letterlike Symbols
{begin: 0x2150, end: 0x218F}, // Number Forms
{begin: 0x2190, end: 0x21FF}, // Arrows
{begin: 0x2200, end: 0x22FF}, // Mathematical Operators
{begin: 0x2300, end: 0x23FF}, // Miscellaneous Technical
{begin: 0x2400, end: 0x243F}, // Control Pictures
{begin: 0x2440, end: 0x245F}, // Optical Character Recognition
{begin: 0x2460, end: 0x24FF}, // Enclosed Alphanumerics
{begin: 0x2500, end: 0x257F}, // Box Drawing
{begin: 0x2580, end: 0x259F}, // Block Elements
{begin: 0x25A0, end: 0x25FF}, // Geometric Shapes
{begin: 0x2600, end: 0x26FF}, // Miscellaneous Symbols
{begin: 0x2700, end: 0x27BF}, // Dingbats
{begin: 0x3000, end: 0x303F}, // CJK Symbols And Punctuation
{begin: 0x3040, end: 0x309F}, // Hiragana
{begin: 0x30A0, end: 0x30FF}, // Katakana
{begin: 0x3100, end: 0x312F}, // Bopomofo
{begin: 0x3130, end: 0x318F}, // Hangul Compatibility Jamo
{begin: 0xA840, end: 0xA87F}, // Phags-pa
{begin: 0x3200, end: 0x32FF}, // Enclosed CJK Letters And Months
{begin: 0x3300, end: 0x33FF}, // CJK Compatibility
{begin: 0xAC00, end: 0xD7AF}, // Hangul Syllables
{begin: 0xD800, end: 0xDFFF}, // Non-Plane 0 *
{begin: 0x10900, end: 0x1091F}, // Phoenicia
{begin: 0x4E00, end: 0x9FFF}, // CJK Unified Ideographs
{begin: 0xE000, end: 0xF8FF}, // Private Use Area (plane 0)
{begin: 0x31C0, end: 0x31EF}, // CJK Strokes
{begin: 0xFB00, end: 0xFB4F}, // Alphabetic Presentation Forms
{begin: 0xFB50, end: 0xFDFF}, // Arabic Presentation Forms-A
{begin: 0xFE20, end: 0xFE2F}, // Combining Half Marks
{begin: 0xFE10, end: 0xFE1F}, // Vertical Forms
{begin: 0xFE50, end: 0xFE6F}, // Small Form Variants
{begin: 0xFE70, end: 0xFEFF}, // Arabic Presentation Forms-B
{begin: 0xFF00, end: 0xFFEF}, // Halfwidth And Fullwidth Forms
{begin: 0xFFF0, end: 0xFFFF}, // Specials
{begin: 0x0F00, end: 0x0FFF}, // Tibetan
{begin: 0x0700, end: 0x074F}, // Syriac
{begin: 0x0780, end: 0x07BF}, // Thaana
{begin: 0x0D80, end: 0x0DFF}, // Sinhala
{begin: 0x1000, end: 0x109F}, // Myanmar
{begin: 0x1200, end: 0x137F}, // Ethiopic
{begin: 0x13A0, end: 0x13FF}, // Cherokee
{begin: 0x1400, end: 0x167F}, // Unified Canadian Aboriginal Syllabics
{begin: 0x1680, end: 0x169F}, // Ogham
{begin: 0x16A0, end: 0x16FF}, // Runic
{begin: 0x1780, end: 0x17FF}, // Khmer
{begin: 0x1800, end: 0x18AF}, // Mongolian
{begin: 0x2800, end: 0x28FF}, // Braille Patterns
{begin: 0xA000, end: 0xA48F}, // Yi Syllables
{begin: 0x1700, end: 0x171F}, // Tagalog
{begin: 0x10300, end: 0x1032F}, // Old Italic
{begin: 0x10330, end: 0x1034F}, // Gothic
{begin: 0x10400, end: 0x1044F}, // Deseret
{begin: 0x1D000, end: 0x1D0FF}, // Byzantine Musical Symbols
{begin: 0x1D400, end: 0x1D7FF}, // Mathematical Alphanumeric Symbols
{begin: 0xFF000, end: 0xFFFFD}, // Private Use (plane 15)
{begin: 0xFE00, end: 0xFE0F}, // Variation Selectors
{begin: 0xE0000, end: 0xE007F}, // Tags
{begin: 0x1900, end: 0x194F}, // Limbu
{begin: 0x1950, end: 0x197F}, // Tai Le
{begin: 0x1980, end: 0x19DF}, // New Tai Lue
{begin: 0x1A00, end: 0x1A1F}, // Buginese
{begin: 0x2C00, end: 0x2C5F}, // Glagolitic
{begin: 0x2D30, end: 0x2D7F}, // Tifinagh
{begin: 0x4DC0, end: 0x4DFF}, // Yijing Hexagram Symbols
{begin: 0xA800, end: 0xA82F}, // Syloti Nagri
{begin: 0x10000, end: 0x1007F}, // Linear B Syllabary
{begin: 0x10140, end: 0x1018F}, // Ancient Greek Numbers
{begin: 0x10380, end: 0x1039F}, // Ugaritic
{begin: 0x103A0, end: 0x103DF}, // Old Persian
{begin: 0x10450, end: 0x1047F}, // Shavian
{begin: 0x10480, end: 0x104AF}, // Osmanya
{begin: 0x10800, end: 0x1083F}, // Cypriot Syllabary
{begin: 0x10A00, end: 0x10A5F}, // Kharoshthi
{begin: 0x1D300, end: 0x1D35F}, // Tai Xuan Jing Symbols
{begin: 0x12000, end: 0x123FF}, // Cuneiform
{begin: 0x1D360, end: 0x1D37F}, // Counting Rod Numerals
{begin: 0x1B80, end: 0x1BBF}, // Sundanese
{begin: 0x1C00, end: 0x1C4F}, // Lepcha
{begin: 0x1C50, end: 0x1C7F}, // Ol Chiki
{begin: 0xA880, end: 0xA8DF}, // Saurashtra
{begin: 0xA900, end: 0xA92F}, // Kayah Li
{begin: 0xA930, end: 0xA95F}, // Rejang
{begin: 0xAA00, end: 0xAA5F}, // Cham
{begin: 0x10190, end: 0x101CF}, // Ancient Symbols
{begin: 0x101D0, end: 0x101FF}, // Phaistos Disc
{begin: 0x102A0, end: 0x102DF}, // Carian
{begin: 0x1F030, end: 0x1F09F} // Domino Tiles
];
function getUnicodeRange(unicode) {
for (var i = 0; i < unicodeRanges.length; i += 1) {
var range = unicodeRanges[i];
if (unicode >= range.begin && unicode < range.end) {
return i;
}
}
return -1;
}
// Parse the OS/2 and Windows metrics `OS/2` table
function parseOS2Table(data, start) {
var os2 = {};
var p = new parse.Parser(data, start);
os2.version = p.parseUShort();
os2.xAvgCharWidth = p.parseShort();
os2.usWeightClass = p.parseUShort();
os2.usWidthClass = p.parseUShort();
os2.fsType = p.parseUShort();
os2.ySubscriptXSize = p.parseShort();
os2.ySubscriptYSize = p.parseShort();
os2.ySubscriptXOffset = p.parseShort();
os2.ySubscriptYOffset = p.parseShort();
os2.ySuperscriptXSize = p.parseShort();
os2.ySuperscriptYSize = p.parseShort();
os2.ySuperscriptXOffset = p.parseShort();
os2.ySuperscriptYOffset = p.parseShort();
os2.yStrikeoutSize = p.parseShort();
os2.yStrikeoutPosition = p.parseShort();
os2.sFamilyClass = p.parseShort();
os2.panose = [];
for (var i = 0; i < 10; i++) {
os2.panose[i] = p.parseByte();
}
os2.ulUnicodeRange1 = p.parseULong();
os2.ulUnicodeRange2 = p.parseULong();
os2.ulUnicodeRange3 = p.parseULong();
os2.ulUnicodeRange4 = p.parseULong();
os2.achVendID = String.fromCharCode(p.parseByte(), p.parseByte(), p.parseByte(), p.parseByte());
os2.fsSelection = p.parseUShort();
os2.usFirstCharIndex = p.parseUShort();
os2.usLastCharIndex = p.parseUShort();
os2.sTypoAscender = p.parseShort();
os2.sTypoDescender = p.parseShort();
os2.sTypoLineGap = p.parseShort();
os2.usWinAscent = p.parseUShort();
os2.usWinDescent = p.parseUShort();
if (os2.version >= 1) {
os2.ulCodePageRange1 = p.parseULong();
os2.ulCodePageRange2 = p.parseULong();
}
if (os2.version >= 2) {
os2.sxHeight = p.parseShort();
os2.sCapHeight = p.parseShort();
os2.usDefaultChar = p.parseUShort();
os2.usBreakChar = p.parseUShort();
os2.usMaxContent = p.parseUShort();
}
return os2;
}
function makeOS2Table(options) {
return new table.Table('OS/2', [
{name: 'version', type: 'USHORT', value: 0x0003},
{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}
], options);
}
exports.unicodeRanges = unicodeRanges;
exports.getUnicodeRange = getUnicodeRange;
exports.parse = parseOS2Table;
exports.make = makeOS2Table;
},{"../parse":11,"../table":13}],28:[function(_dereq_,module,exports){
// The `post` table stores additional PostScript information, such as glyph names.
// https://www.microsoft.com/typography/OTSPEC/post.htm
'use strict';
var encoding = _dereq_('../encoding');
var parse = _dereq_('../parse');
var table = _dereq_('../table');
// Parse the PostScript `post` table
function parsePostTable(data, start) {
var post = {};
var p = new parse.Parser(data, start);
var i;
post.version = p.parseVersion();
post.italicAngle = p.parseFixed();
post.underlinePosition = p.parseShort();
post.underlineThickness = p.parseShort();
post.isFixedPitch = p.parseULong();
post.minMemType42 = p.parseULong();
post.maxMemType42 = p.parseULong();
post.minMemType1 = p.parseULong();
post.maxMemType1 = p.parseULong();
switch (post.version) {
case 1:
post.names = encoding.standardNames.slice();
break;
case 2:
post.numberOfGlyphs = p.parseUShort();
post.glyphNameIndex = new Array(post.numberOfGlyphs);
for (i = 0; i < post.numberOfGlyphs; i++) {
post.glyphNameIndex[i] = p.parseUShort();
}
post.names = [];
for (i = 0; i < post.numberOfGlyphs; i++) {
if (post.glyphNameIndex[i] >= encoding.standardNames.length) {
var nameLength = p.parseChar();
post.names.push(p.parseString(nameLength));
}
}
break;
case 2.5:
post.numberOfGlyphs = p.parseUShort();
post.offset = new Array(post.numberOfGlyphs);
for (i = 0; i < post.numberOfGlyphs; i++) {
post.offset[i] = p.parseChar();
}
break;
}
return post;
}
function makePostTable() {
return new table.Table('post', [
{name: 'version', type: 'FIXED', value: 0x00030000},
{name: 'italicAngle', type: 'FIXED', value: 0},
{name: 'underlinePosition', type: 'FWORD', value: 0},
{name: 'underlineThickness', type: 'FWORD', value: 0},
{name: 'isFixedPitch', type: 'ULONG', value: 0},
{name: 'minMemType42', type: 'ULONG', value: 0},
{name: 'maxMemType42', type: 'ULONG', value: 0},
{name: 'minMemType1', type: 'ULONG', value: 0},
{name: 'maxMemType1', type: 'ULONG', value: 0}
]);
}
exports.parse = parsePostTable;
exports.make = makePostTable;
},{"../encoding":6,"../parse":11,"../table":13}],29:[function(_dereq_,module,exports){
// The `sfnt` wrapper provides organization for the tables in the font.
// It is the top-level data structure in a font.
// https://www.microsoft.com/typography/OTSPEC/otff.htm
// Recommendations for creating OpenType Fonts:
// http://www.microsoft.com/typography/otspec140/recom.htm
'use strict';
var check = _dereq_('../check');
var table = _dereq_('../table');
var cmap = _dereq_('./cmap');
var cff = _dereq_('./cff');
var head = _dereq_('./head');
var hhea = _dereq_('./hhea');
var hmtx = _dereq_('./hmtx');
var ltag = _dereq_('./ltag');
var maxp = _dereq_('./maxp');
var _name = _dereq_('./name');
var os2 = _dereq_('./os2');
var post = _dereq_('./post');
function log2(v) {
return Math.log(v) / Math.log(2) | 0;
}
function computeCheckSum(bytes) {
while (bytes.length % 4 !== 0) {
bytes.push(0);
}
var sum = 0;
for (var i = 0; i < bytes.length; i += 4) {
sum += (bytes[i] << 24) +
(bytes[i + 1] << 16) +
(bytes[i + 2] << 8) +
(bytes[i + 3]);
}
sum %= Math.pow(2, 32);
return sum;
}
function makeTableRecord(tag, checkSum, offset, length) {
return new table.Table('Table Record', [
{name: 'tag', type: 'TAG', value: tag !== undefined ? tag : ''},
{name: 'checkSum', type: 'ULONG', value: checkSum !== undefined ? checkSum : 0},
{name: 'offset', type: 'ULONG', value: offset !== undefined ? offset : 0},
{name: 'length', type: 'ULONG', value: length !== undefined ? length : 0}
]);
}
function makeSfntTable(tables) {
var sfnt = new table.Table('sfnt', [
{name: 'version', type: 'TAG', value: 'OTTO'},
{name: 'numTables', type: 'USHORT', value: 0},
{name: 'searchRange', type: 'USHORT', value: 0},
{name: 'entrySelector', type: 'USHORT', value: 0},
{name: 'rangeShift', type: 'USHORT', value: 0}
]);
sfnt.tables = tables;
sfnt.numTables = tables.length;
var highestPowerOf2 = Math.pow(2, log2(sfnt.numTables));
sfnt.searchRange = 16 * highestPowerOf2;
sfnt.entrySelector = log2(highestPowerOf2);
sfnt.rangeShift = sfnt.numTables * 16 - sfnt.searchRange;
var recordFields = [];
var tableFields = [];
var offset = sfnt.sizeOf() + (makeTableRecord().sizeOf() * sfnt.numTables);
while (offset % 4 !== 0) {
offset += 1;
tableFields.push({name: 'padding', type: 'BYTE', value: 0});
}
for (var i = 0; i < tables.length; i += 1) {
var t = tables[i];
check.argument(t.tableName.length === 4, 'Table name' + t.tableName + ' is invalid.');
var tableLength = t.sizeOf();
var tableRecord = makeTableRecord(t.tableName, computeCheckSum(t.encode()), offset, tableLength);
recordFields.push({name: tableRecord.tag + ' Table Record', type: 'TABLE', value: tableRecord});
tableFields.push({name: t.tableName + ' table', type: 'TABLE', value: t});
offset += tableLength;
check.argument(!isNaN(offset), 'Something went wrong calculating the offset.');
while (offset % 4 !== 0) {
offset += 1;
tableFields.push({name: 'padding', type: 'BYTE', value: 0});
}
}
// Table records need to be sorted alphabetically.
recordFields.sort(function(r1, r2) {
if (r1.value.tag > r2.value.tag) {
return 1;
} else {
return -1;
}
});
sfnt.fields = sfnt.fields.concat(recordFields);
sfnt.fields = sfnt.fields.concat(tableFields);
return sfnt;
}
// Get the metrics for a character. If the string has more than one character
// this function returns metrics for the first available character.
// You can provide optional fallback metrics if no characters are available.
function metricsForChar(font, chars, notFoundMetrics) {
for (var i = 0; i < chars.length; i += 1) {
var glyphIndex = font.charToGlyphIndex(chars[i]);
if (glyphIndex > 0) {
var glyph = font.glyphs.get(glyphIndex);
return glyph.getMetrics();
}
}
return notFoundMetrics;
}
function average(vs) {
var sum = 0;
for (var i = 0; i < vs.length; i += 1) {
sum += vs[i];
}
return sum / vs.length;
}
// Convert the font object to a SFNT data structure.
// This structure contains all the necessary tables and metadata to create a binary OTF file.
function fontToSfntTable(font) {
var xMins = [];
var yMins = [];
var xMaxs = [];
var yMaxs = [];
var advanceWidths = [];
var leftSideBearings = [];
var rightSideBearings = [];
var firstCharIndex;
var lastCharIndex = 0;
var ulUnicodeRange1 = 0;
var ulUnicodeRange2 = 0;
var ulUnicodeRange3 = 0;
var ulUnicodeRange4 = 0;
for (var i = 0; i < font.glyphs.length; i += 1) {
var glyph = font.glyphs.get(i);
var unicode = glyph.unicode | 0;
if (firstCharIndex > unicode || firstCharIndex === null) {
firstCharIndex = unicode;
}
if (lastCharIndex < unicode) {
lastCharIndex = unicode;
}
var position = os2.getUnicodeRange(unicode);
if (position < 32) {
ulUnicodeRange1 |= 1 << position;
} else if (position < 64) {
ulUnicodeRange2 |= 1 << position - 32;
} else if (position < 96) {
ulUnicodeRange3 |= 1 << position - 64;
} else if (position < 123) {
ulUnicodeRange4 |= 1 << position - 96;
} else {
throw new Error('Unicode ranges bits > 123 are reserved for internal usage');
}
// Skip non-important characters.
if (glyph.name === '.notdef') continue;
var metrics = glyph.getMetrics();
xMins.push(metrics.xMin);
yMins.push(metrics.yMin);
xMaxs.push(metrics.xMax);
yMaxs.push(metrics.yMax);
leftSideBearings.push(metrics.leftSideBearing);
rightSideBearings.push(metrics.rightSideBearing);
advanceWidths.push(glyph.advanceWidth);
}
var globals = {
xMin: Math.min.apply(null, xMins),
yMin: Math.min.apply(null, yMins),
xMax: Math.max.apply(null, xMaxs),
yMax: Math.max.apply(null, yMaxs),
advanceWidthMax: Math.max.apply(null, advanceWidths),
advanceWidthAvg: average(advanceWidths),
minLeftSideBearing: Math.min.apply(null, leftSideBearings),
maxLeftSideBearing: Math.max.apply(null, leftSideBearings),
minRightSideBearing: Math.min.apply(null, rightSideBearings)
};
globals.ascender = font.ascender !== undefined ? font.ascender : globals.yMax;
globals.descender = font.descender !== undefined ? font.descender : globals.yMin;
var headTable = head.make({
unitsPerEm: font.unitsPerEm,
xMin: globals.xMin,
yMin: globals.yMin,
xMax: globals.xMax,
yMax: globals.yMax
});
var hheaTable = hhea.make({
ascender: globals.ascender,
descender: globals.descender,
advanceWidthMax: globals.advanceWidthMax,
minLeftSideBearing: globals.minLeftSideBearing,
minRightSideBearing: globals.minRightSideBearing,
xMaxExtent: globals.maxLeftSideBearing + (globals.xMax - globals.xMin),
numberOfHMetrics: font.glyphs.length
});
var maxpTable = maxp.make(font.glyphs.length);
var os2Table = os2.make({
xAvgCharWidth: Math.round(globals.advanceWidthAvg),
usWeightClass: 500, // Medium FIXME Make this configurable
usWidthClass: 5, // Medium (normal) FIXME Make this configurable
usFirstCharIndex: firstCharIndex,
usLastCharIndex: lastCharIndex,
ulUnicodeRange1: ulUnicodeRange1,
ulUnicodeRange2: ulUnicodeRange2,
ulUnicodeRange3: ulUnicodeRange3,
ulUnicodeRange4: ulUnicodeRange4,
// See http://typophile.com/node/13081 for more info on vertical metrics.
// We get metrics for typical characters (such as "x" for xHeight).
// We provide some fallback characters if characters are unavailable: their
// ordering was chosen experimentally.
sTypoAscender: globals.ascender,
sTypoDescender: globals.descender,
sTypoLineGap: 0,
usWinAscent: globals.ascender,
usWinDescent: -globals.descender,
sxHeight: metricsForChar(font, 'xyvw', {yMax: 0}).yMax,
sCapHeight: metricsForChar(font, 'HIKLEFJMNTZBDPRAGOQSUVWXY', globals).yMax,
usBreakChar: font.hasChar(' ') ? 32 : 0 // Use space as the break character, if available.
});
var hmtxTable = hmtx.make(font.glyphs);
var cmapTable = cmap.make(font.glyphs);
var englishFamilyName = font.getEnglishName('fontFamily');
var englishStyleName = font.getEnglishName('fontSubfamily');
var englishFullName = englishFamilyName + ' ' + englishStyleName;
var postScriptName = font.getEnglishName('postScriptName');
if (!postScriptName) {
postScriptName = englishFamilyName.replace(/\s/g, '') + '-' + englishStyleName;
}
var names = {};
for (var n in font.names) {
names[n] = font.names[n];
}
if (!names.uniqueID) {
names.uniqueID = {en: font.getEnglishName('manufacturer') + ':' + englishFullName};
}
if (!names.postScriptName) {
names.postScriptName = {en: postScriptName};
}
if (!names.preferredFamily) {
names.preferredFamily = font.names.fontFamily;
}
if (!names.preferredSubfamily) {
names.preferredSubfamily = font.names.fontSubfamily;
}
var languageTags = [];
var nameTable = _name.make(names, languageTags);
var ltagTable = (languageTags.length > 0 ? ltag.make(languageTags) : undefined);
var postTable = post.make();
var cffTable = cff.make(font.glyphs, {
version: font.getEnglishName('version'),
fullName: englishFullName,
familyName: englishFamilyName,
weightName: englishStyleName,
postScriptName: postScriptName,
unitsPerEm: font.unitsPerEm
});
// The order does not matter because makeSfntTable() will sort them.
var tables = [headTable, hheaTable, maxpTable, os2Table, nameTable, cmapTable, postTable, cffTable, hmtxTable];
if (ltagTable) {
tables.push(ltagTable);
}
var sfntTable = makeSfntTable(tables);
// Compute the font's checkSum and store it in head.checkSumAdjustment.
var bytes = sfntTable.encode();
var checkSum = computeCheckSum(bytes);
var tableFields = sfntTable.fields;
var checkSumAdjusted = false;
for (i = 0; i < tableFields.length; i += 1) {
if (tableFields[i].name === 'head table') {
tableFields[i].value.checkSumAdjustment = 0xB1B0AFBA - checkSum;
checkSumAdjusted = true;
break;
}
}
if (!checkSumAdjusted) {
throw new Error('Could not find head table with checkSum to adjust.');
}
return sfntTable;
}
exports.computeCheckSum = computeCheckSum;
exports.make = makeSfntTable;
exports.fontToTable = fontToSfntTable;
},{"../check":4,"../table":13,"./cff":14,"./cmap":15,"./head":19,"./hhea":20,"./hmtx":21,"./ltag":24,"./maxp":25,"./name":26,"./os2":27,"./post":28}],30:[function(_dereq_,module,exports){
// Data types used in the OpenType font file.
// All OpenType fonts use Motorola-style byte ordering (Big Endian)
/* global WeakMap */
'use strict';
var check = _dereq_('./check');
var LIMIT16 = 32768; // The limit at which a 16-bit number switches signs == 2^15
var LIMIT32 = 2147483648; // The limit at which a 32-bit number switches signs == 2 ^ 31
var decode = {};
var encode = {};
var sizeOf = {};
// Return a function that always returns the same value.
function constant(v) {
return function() {
return v;
};
}
// OpenType data types //////////////////////////////////////////////////////
// Convert an 8-bit unsigned integer to a list of 1 byte.
encode.BYTE = function(v) {
check.argument(v >= 0 && v <= 255, 'Byte value should be between 0 and 255.');
return [v];
};
sizeOf.BYTE = constant(1);
// Convert a 8-bit signed integer to a list of 1 byte.
encode.CHAR = function(v) {
return [v.charCodeAt(0)];
};
sizeOf.CHAR = constant(1);
// Convert an ASCII string to a list of bytes.
encode.CHARARRAY = function(v) {
var b = [];
for (var i = 0; i < v.length; i += 1) {
b.push(v.charCodeAt(i));
}
return b;
};
sizeOf.CHARARRAY = function(v) {
return v.length;
};
// Convert a 16-bit unsigned integer to a list of 2 bytes.
encode.USHORT = function(v) {
return [(v >> 8) & 0xFF, v & 0xFF];
};
sizeOf.USHORT = constant(2);
// Convert a 16-bit signed integer to a list of 2 bytes.
encode.SHORT = function(v) {
// Two's complement
if (v >= LIMIT16) {
v = -(2 * LIMIT16 - v);
}
return [(v >> 8) & 0xFF, v & 0xFF];
};
sizeOf.SHORT = constant(2);
// Convert a 24-bit unsigned integer to a list of 3 bytes.
encode.UINT24 = function(v) {
return [(v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
};
sizeOf.UINT24 = constant(3);
// Convert a 32-bit unsigned integer to a list of 4 bytes.
encode.ULONG = function(v) {
return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
};
sizeOf.ULONG = constant(4);
// Convert a 32-bit unsigned integer to a list of 4 bytes.
encode.LONG = function(v) {
// Two's complement
if (v >= LIMIT32) {
v = -(2 * LIMIT32 - v);
}
return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
};
sizeOf.LONG = constant(4);
encode.FIXED = encode.ULONG;
sizeOf.FIXED = sizeOf.ULONG;
encode.FWORD = encode.SHORT;
sizeOf.FWORD = sizeOf.SHORT;
encode.UFWORD = encode.USHORT;
sizeOf.UFWORD = sizeOf.USHORT;
// FIXME Implement LONGDATETIME
encode.LONGDATETIME = function() {
return [0, 0, 0, 0, 0, 0, 0, 0];
};
sizeOf.LONGDATETIME = constant(8);
// Convert a 4-char tag to a list of 4 bytes.
encode.TAG = function(v) {
check.argument(v.length === 4, 'Tag should be exactly 4 ASCII characters.');
return [v.charCodeAt(0),
v.charCodeAt(1),
v.charCodeAt(2),
v.charCodeAt(3)];
};
sizeOf.TAG = constant(4);
// CFF data types ///////////////////////////////////////////////////////////
encode.Card8 = encode.BYTE;
sizeOf.Card8 = sizeOf.BYTE;
encode.Card16 = encode.USHORT;
sizeOf.Card16 = sizeOf.USHORT;
encode.OffSize = encode.BYTE;
sizeOf.OffSize = sizeOf.BYTE;
encode.SID = encode.USHORT;
sizeOf.SID = sizeOf.USHORT;
// Convert a numeric operand or charstring number to a variable-size list of bytes.
encode.NUMBER = function(v) {
if (v >= -107 && v <= 107) {
return [v + 139];
} else if (v >= 108 && v <= 1131) {
v = v - 108;
return [(v >> 8) + 247, v & 0xFF];
} else if (v >= -1131 && v <= -108) {
v = -v - 108;
return [(v >> 8) + 251, v & 0xFF];
} else if (v >= -32768 && v <= 32767) {
return encode.NUMBER16(v);
} else {
return encode.NUMBER32(v);
}
};
sizeOf.NUMBER = function(v) {
return encode.NUMBER(v).length;
};
// Convert a signed number between -32768 and +32767 to a three-byte value.
// This ensures we always use three bytes, but is not the most compact format.
encode.NUMBER16 = function(v) {
return [28, (v >> 8) & 0xFF, v & 0xFF];
};
sizeOf.NUMBER16 = constant(3);
// Convert a signed number between -(2^31) and +(2^31-1) to a five-byte value.
// This is useful if you want to be sure you always use four bytes,
// at the expense of wasting a few bytes for smaller numbers.
encode.NUMBER32 = function(v) {
return [29, (v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
};
sizeOf.NUMBER32 = constant(5);
encode.REAL = function(v) {
var value = v.toString();
// Some numbers use an epsilon to encode the value. (e.g. JavaScript will store 0.0000001 as 1e-7)
// This code converts it back to a number without the epsilon.
var m = /\.(\d*?)(?:9{5,20}|0{5,20})\d{0,2}(?:e(.+)|$)/.exec(value);
if (m) {
var epsilon = parseFloat('1e' + ((m[2] ? +m[2] : 0) + m[1].length));
value = (Math.round(v * epsilon) / epsilon).toString();
}
var nibbles = '';
var i;
var ii;
for (i = 0, ii = value.length; i < ii; i += 1) {
var c = value[i];
if (c === 'e') {
nibbles += value[++i] === '-' ? 'c' : 'b';
} else if (c === '.') {
nibbles += 'a';
} else if (c === '-') {
nibbles += 'e';
} else {
nibbles += c;
}
}
nibbles += (nibbles.length & 1) ? 'f' : 'ff';
var out = [30];
for (i = 0, ii = nibbles.length; i < ii; i += 2) {
out.push(parseInt(nibbles.substr(i, 2), 16));
}
return out;
};
sizeOf.REAL = function(v) {
return encode.REAL(v).length;
};
encode.NAME = encode.CHARARRAY;
sizeOf.NAME = sizeOf.CHARARRAY;
encode.STRING = encode.CHARARRAY;
sizeOf.STRING = sizeOf.CHARARRAY;
decode.UTF16 = function(data, offset, numBytes) {
var codePoints = [];
var numChars = numBytes / 2;
for (var j = 0; j < numChars; j++, offset += 2) {
codePoints[j] = data.getUint16(offset);
}
return String.fromCharCode.apply(null, codePoints);
};
// Convert a JavaScript string to UTF16-BE.
encode.UTF16 = function(v) {
var b = [];
for (var i = 0; i < v.length; i += 1) {
var codepoint = v.charCodeAt(i);
b.push((codepoint >> 8) & 0xFF);
b.push(codepoint & 0xFF);
}
return b;
};
sizeOf.UTF16 = function(v) {
return v.length * 2;
};
// Data for converting old eight-bit Macintosh encodings to Unicode.
// This representation is optimized for decoding; encoding is slower
// and needs more memory. The assumption is that all opentype.js users
// want to open fonts, but saving a font will be comperatively rare
// so it can be more expensive. Keyed by IANA character set name.
//
// Python script for generating these strings:
//
// s = u''.join([chr(c).decode('mac_greek') for c in range(128, 256)])
// print(s.encode('utf-8'))
var eightBitMacEncodings = {
'x-mac-croatian': // Python: 'mac_croatian'
'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®Š™´¨≠ŽØ∞±≤≥∆µ∂∑∏š∫ªºΩžø' +
'¿¡¬√ƒ≈ƫȅ ÀÃÕŒœĐ—“”‘’÷◊©⁄€‹›Æ»–·‚„‰ÂćÁčÈÍÎÏÌÓÔđÒÚÛÙıˆ˜¯πË˚¸Êæˇ',
'x-mac-cyrillic': // Python: 'mac_cyrillic'
'АБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯ†°Ґ£§•¶І®©™Ђђ≠Ѓѓ∞±≤≥іµґЈЄєЇїЉљЊњ' +
'јЅ¬√ƒ≈∆«»… ЋћЌќѕ–—“”‘’÷„ЎўЏџ№Ёёяабвгдежзийклмнопрстуфхцчшщъыьэю',
'x-mac-gaelic':
// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/GAELIC.TXT
'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØḂ±≤≥ḃĊċḊḋḞḟĠġṀæø' +
'ṁṖṗɼƒſṠ«»… ÀÃÕŒœ–—“”‘’ṡẛÿŸṪ€‹›Ŷŷṫ·Ỳỳ⁊ÂÊÁËÈÍÎÏÌÓÔ♣ÒÚÛÙıÝýŴŵẄẅẀẁẂẃ',
'x-mac-greek': // Python: 'mac_greek'
'Ĺ²É³ÖÜ΅àâä΄¨çéèê룙î‰ôö¦€ùûü†ΓΔΘΛΞΠß®©ΣΪ§≠°·Α±≤≥¥ΒΕΖΗΙΚΜΦΫΨΩ' +
'άΝ¬ΟΡ≈Τ«»… ΥΧΆΈœ–―“”‘’÷ΉΊΌΎέήίόΏύαβψδεφγηιξκλμνοπώρστθωςχυζϊϋΐΰ\u00AD',
'x-mac-icelandic': // Python: 'mac_iceland'
'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûüݰ¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' +
'¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€ÐðÞþý·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ',
'x-mac-inuit':
// http://unicode.org/Public/MAPPINGS/VENDORS/APPLE/INUIT.TXT
'ᐃᐄᐅᐆᐊᐋᐱᐲᐳᐴᐸᐹᑉᑎᑏᑐᑑᑕᑖᑦᑭᑮᑯᑰᑲᑳᒃᒋᒌᒍᒎᒐᒑ°ᒡᒥᒦ•¶ᒧ®©™ᒨᒪᒫᒻᓂᓃᓄᓅᓇᓈᓐᓯᓰᓱᓲᓴᓵᔅᓕᓖᓗ' +
'ᓘᓚᓛᓪᔨᔩᔪᔫᔭ… ᔮᔾᕕᕖᕗ–—“”‘’ᕘᕙᕚᕝᕆᕇᕈᕉᕋᕌᕐᕿᖀᖁᖂᖃᖄᖅᖏᖐᖑᖒᖓᖔᖕᙱᙲᙳᙴᙵᙶᖖᖠᖡᖢᖣᖤᖥᖦᕼŁł',
'x-mac-ce': // Python: 'mac_latin2'
'ÄĀāÉĄÖÜáąČäčĆć鏟ĎíďĒēĖóėôöõúĚěü†°Ę£§•¶ß®©™ę¨≠ģĮįĪ≤≥īĶ∂∑łĻļĽľĹĺŅ' +
'ņѬ√ńŇ∆«»… ňŐÕőŌ–—“”‘’÷◊ōŔŕŘ‹›řŖŗŠ‚„šŚśÁŤťÍŽžŪÓÔūŮÚůŰűŲųÝýķŻŁżĢˇ',
macintosh: // Python: 'mac_roman'
'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' +
'¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›fifl‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ',
'x-mac-romanian': // Python: 'mac_romanian'
'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ĂȘ∞±≤≥¥µ∂∑∏π∫ªºΩăș' +
'¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸ⁄€‹›Țț‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙıˆ˜¯˘˙˚¸˝˛ˇ',
'x-mac-turkish': // Python: 'mac_turkish'
'ÄÅÇÉÑÖÜáàâäãåçéèêëíìîïñóòôöõúùûü†°¢£§•¶ß®©™´¨≠ÆØ∞±≤≥¥µ∂∑∏π∫ªºΩæø' +
'¿¡¬√ƒ≈∆«»… ÀÃÕŒœ–—“”‘’÷◊ÿŸĞğİıŞş‡·‚„‰ÂÊÁËÈÍÎÏÌÓÔÒÚÛÙˆ˜¯˘˙˚¸˝˛ˇ'
};
// Decodes an old-style Macintosh string. Returns either a Unicode JavaScript
// string, or 'undefined' if the encoding is unsupported. For example, we do
// not support Chinese, Japanese or Korean because these would need large
// mapping tables.
decode.MACSTRING = function(dataView, offset, dataLength, encoding) {
var table = eightBitMacEncodings[encoding];
if (table === undefined) {
return undefined;
}
var result = '';
for (var i = 0; i < dataLength; i++) {
var c = dataView.getUint8(offset + i);
// In all eight-bit Mac encodings, the characters 0x00..0x7F are
// mapped to U+0000..U+007F; we only need to look up the others.
if (c <= 0x7F) {
result += String.fromCharCode(c);
} else {
result += table[c & 0x7F];
}
}
return result;
};
// Helper function for encode.MACSTRING. Returns a dictionary for mapping
// Unicode character codes to their 8-bit MacOS equivalent. This table
// is not exactly a super cheap data structure, but we do not care because
// encoding Macintosh strings is only rarely needed in typical applications.
var macEncodingTableCache = typeof WeakMap === 'function' && new WeakMap();
var macEncodingCacheKeys;
var getMacEncodingTable = function(encoding) {
// Since we use encoding as a cache key for WeakMap, it has to be
// a String object and not a literal. And at least on NodeJS 2.10.1,
// WeakMap requires that the same String instance is passed for cache hits.
if (!macEncodingCacheKeys) {
macEncodingCacheKeys = {};
for (var e in eightBitMacEncodings) {
/*jshint -W053 */ // Suppress "Do not use String as a constructor."
macEncodingCacheKeys[e] = new String(e);
}
}
var cacheKey = macEncodingCacheKeys[encoding];
if (cacheKey === undefined) {
return undefined;
}
// We can't do "if (cache.has(key)) {return cache.get(key)}" here:
// since garbage collection may run at any time, it could also kick in
// between the calls to cache.has() and cache.get(). In that case,
// we would return 'undefined' even though we do support the encoding.
if (macEncodingTableCache) {
var cachedTable = macEncodingTableCache.get(cacheKey);
if (cachedTable !== undefined) {
return cachedTable;
}
}
var decodingTable = eightBitMacEncodings[encoding];
if (decodingTable === undefined) {
return undefined;
}
var encodingTable = {};
for (var i = 0; i < decodingTable.length; i++) {
encodingTable[decodingTable.charCodeAt(i)] = i + 0x80;
}
if (macEncodingTableCache) {
macEncodingTableCache.set(cacheKey, encodingTable);
}
return encodingTable;
};
// Encodes an old-style Macintosh string. Returns a byte array upon success.
// If the requested encoding is unsupported, or if the input string contains
// a character that cannot be expressed in the encoding, the function returns
// 'undefined'.
encode.MACSTRING = function(str, encoding) {
var table = getMacEncodingTable(encoding);
if (table === undefined) {
return undefined;
}
var result = [];
for (var i = 0; i < str.length; i++) {
var c = str.charCodeAt(i);
// In all eight-bit Mac encodings, the characters 0x00..0x7F are
// mapped to U+0000..U+007F; we only need to look up the others.
if (c >= 0x80) {
c = table[c];
if (c === undefined) {
// str contains a Unicode character that cannot be encoded
// in the requested encoding.
return undefined;
}
}
result.push(c);
}
return result;
};
sizeOf.MACSTRING = function(str, encoding) {
var b = encode.MACSTRING(str, encoding);
if (b !== undefined) {
return b.length;
} else {
return 0;
}
};
// Convert a list of values to a CFF INDEX structure.
// The values should be objects containing name / type / value.
encode.INDEX = function(l) {
var i;
//var offset, offsets, offsetEncoder, encodedOffsets, encodedOffset, data,
// dataSize, i, v;
// Because we have to know which data type to use to encode the offsets,
// we have to go through the values twice: once to encode the data and
// calculate the offets, then again to encode the offsets using the fitting data type.
var offset = 1; // First offset is always 1.
var offsets = [offset];
var data = [];
var dataSize = 0;
for (i = 0; i < l.length; i += 1) {
var v = encode.OBJECT(l[i]);
Array.prototype.push.apply(data, v);
dataSize += v.length;
offset += v.length;
offsets.push(offset);
}
if (data.length === 0) {
return [0, 0];
}
var encodedOffsets = [];
var offSize = (1 + Math.floor(Math.log(dataSize) / Math.log(2)) / 8) | 0;
var offsetEncoder = [undefined, encode.BYTE, encode.USHORT, encode.UINT24, encode.ULONG][offSize];
for (i = 0; i < offsets.length; i += 1) {
var encodedOffset = offsetEncoder(offsets[i]);
Array.prototype.push.apply(encodedOffsets, encodedOffset);
}
return Array.prototype.concat(encode.Card16(l.length),
encode.OffSize(offSize),
encodedOffsets,
data);
};
sizeOf.INDEX = function(v) {
return encode.INDEX(v).length;
};
// Convert an object to a CFF DICT structure.
// The keys should be numeric.
// The values should be objects containing name / type / value.
encode.DICT = function(m) {
var d = [];
var keys = Object.keys(m);
var length = keys.length;
for (var i = 0; i < length; i += 1) {
// Object.keys() return string keys, but our keys are always numeric.
var k = parseInt(keys[i], 0);
var v = m[k];
// Value comes before the key.
d = d.concat(encode.OPERAND(v.value, v.type));
d = d.concat(encode.OPERATOR(k));
}
return d;
};
sizeOf.DICT = function(m) {
return encode.DICT(m).length;
};
encode.OPERATOR = function(v) {
if (v < 1200) {
return [v];
} else {
return [12, v - 1200];
}
};
encode.OPERAND = function(v, type) {
var d = [];
if (Array.isArray(type)) {
for (var i = 0; i < type.length; i += 1) {
check.argument(v.length === type.length, 'Not enough arguments given for type' + type);
d = d.concat(encode.OPERAND(v[i], type[i]));
}
} else {
if (type === 'SID') {
d = d.concat(encode.NUMBER(v));
} else if (type === 'offset') {
// We make it easy for ourselves and always encode offsets as
// 4 bytes. This makes offset calculation for the top dict easier.
d = d.concat(encode.NUMBER32(v));
} else if (type === 'number') {
d = d.concat(encode.NUMBER(v));
} else if (type === 'real') {
d = d.concat(encode.REAL(v));
} else {
throw new Error('Unknown operand type ' + type);
// FIXME Add support for booleans
}
}
return d;
};
encode.OP = encode.BYTE;
sizeOf.OP = sizeOf.BYTE;
// memoize charstring encoding using WeakMap if available
var wmm = typeof WeakMap === 'function' && new WeakMap();
// Convert a list of CharString operations to bytes.
encode.CHARSTRING = function(ops) {
// See encode.MACSTRING for why we don't do "if (wmm && wmm.has(ops))".
if (wmm) {
var cachedValue = wmm.get(ops);
if (cachedValue !== undefined) {
return cachedValue;
}
}
var d = [];
var length = ops.length;
for (var i = 0; i < length; i += 1) {
var op = ops[i];
d = d.concat(encode[op.type](op.value));
}
if (wmm) {
wmm.set(ops, d);
}
return d;
};
sizeOf.CHARSTRING = function(ops) {
return encode.CHARSTRING(ops).length;
};
// Utility functions ////////////////////////////////////////////////////////
// Convert an object containing name / type / value to bytes.
encode.OBJECT = function(v) {
var encodingFunction = encode[v.type];
check.argument(encodingFunction !== undefined, 'No encoding function for type ' + v.type);
return encodingFunction(v.value);
};
sizeOf.OBJECT = function(v) {
var sizeOfFunction = sizeOf[v.type];
check.argument(sizeOfFunction !== undefined, 'No sizeOf function for type ' + v.type);
return sizeOfFunction(v.value);
};
// Convert a table object to bytes.
// A table contains a list of fields containing the metadata (name, type and default value).
// The table itself has the field values set as attributes.
encode.TABLE = function(table) {
var d = [];
var length = table.fields.length;
for (var i = 0; i < length; i += 1) {
var field = table.fields[i];
var encodingFunction = encode[field.type];
check.argument(encodingFunction !== undefined, 'No encoding function for field type ' + field.type);
var value = table[field.name];
if (value === undefined) {
value = field.value;
}
var bytes = encodingFunction(value);
d = d.concat(bytes);
}
return d;
};
sizeOf.TABLE = function(table) {
var numBytes = 0;
var length = table.fields.length;
for (var i = 0; i < length; i += 1) {
var field = table.fields[i];
var sizeOfFunction = sizeOf[field.type];
check.argument(sizeOfFunction !== undefined, 'No sizeOf function for field type ' + field.type);
var value = table[field.name];
if (value === undefined) {
value = field.value;
}
numBytes += sizeOfFunction(value);
}
return numBytes;
};
// Merge in a list of bytes.
encode.LITERAL = function(v) {
return v;
};
sizeOf.LITERAL = function(v) {
return v.length;
};
exports.decode = decode;
exports.encode = encode;
exports.sizeOf = sizeOf;
},{"./check":4}],31:[function(_dereq_,module,exports){
// shim for using process in browser
var process = module.exports = {};
// cached from whatever global is present so that test runners that stub it
// don't break things. But we need to wrap it in a try catch in case it is
// wrapped in strict mode code which doesn't define any globals. It's inside a
// function because try/catches deoptimize in certain engines.
var cachedSetTimeout;
var cachedClearTimeout;
function defaultSetTimout() {
throw new Error('setTimeout has not been defined');
}
function defaultClearTimeout () {
throw new Error('clearTimeout has not been defined');
}
(function () {
try {
if (typeof setTimeout === 'function') {
cachedSetTimeout = setTimeout;
} else {
cachedSetTimeout = defaultSetTimout;
}
} catch (e) {
cachedSetTimeout = defaultSetTimout;
}
try {
if (typeof clearTimeout === 'function') {
cachedClearTimeout = clearTimeout;
} else {
cachedClearTimeout = defaultClearTimeout;
}
} catch (e) {
cachedClearTimeout = defaultClearTimeout;
}
} ())
function runTimeout(fun) {
if (cachedSetTimeout === setTimeout) {
//normal enviroments in sane situations
return setTimeout(fun, 0);
}
// if setTimeout wasn't available but was latter defined
if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {
cachedSetTimeout = setTimeout;
return setTimeout(fun, 0);
}
try {
// when when somebody has screwed with setTimeout but no I.E. maddness
return cachedSetTimeout(fun, 0);
} catch(e){
try {
// When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally
return cachedSetTimeout.call(null, fun, 0);
} catch(e){
// same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error
return cachedSetTimeout.call(this, fun, 0);
}
}
}
function runClearTimeout(marker) {
if (cachedClearTimeout === clearTimeout) {
//normal enviroments in sane situations
return clearTimeout(marker);
}
// if clearTimeout wasn't available but was latter defined
if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {
cachedClearTimeout = clearTimeout;
return clearTimeout(marker);
}
try {
// when when somebody has screwed with setTimeout but no I.E. maddness
return cachedClearTimeout(marker);
} catch (e){
try {
// When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally
return cachedClearTimeout.call(null, marker);
} catch (e){
// same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.
// Some versions of I.E. have different rules for clearTimeout vs setTimeout
return cachedClearTimeout.call(this, marker);
}
}
}
var queue = [];
var draining = false;
var currentQueue;
var queueIndex = -1;
function cleanUpNextTick() {
if (!draining || !currentQueue) {
return;
}
draining = false;
if (currentQueue.length) {
queue = currentQueue.concat(queue);
} else {
queueIndex = -1;
}
if (queue.length) {
drainQueue();
}
}
function drainQueue() {
if (draining) {
return;
}
var timeout = runTimeout(cleanUpNextTick);
draining = true;
var len = queue.length;
while(len) {
currentQueue = queue;
queue = [];
while (++queueIndex < len) {
if (currentQueue) {
currentQueue[queueIndex].run();
}
}
queueIndex = -1;
len = queue.length;
}
currentQueue = null;
draining = false;
runClearTimeout(timeout);
}
process.nextTick = function (fun) {
var args = new Array(arguments.length - 1);
if (arguments.length > 1) {
for (var i = 1; i < arguments.length; i++) {
args[i - 1] = arguments[i];
}
}
queue.push(new Item(fun, args));
if (queue.length === 1 && !draining) {
runTimeout(drainQueue);
}
};
// v8 likes predictible objects
function Item(fun, array) {
this.fun = fun;
this.array = array;
}
Item.prototype.run = function () {
this.fun.apply(null, this.array);
};
process.title = 'browser';
process.browser = true;
process.env = {};
process.argv = [];
process.version = ''; // empty string to avoid regexp issues
process.versions = {};
function noop() {}
process.on = noop;
process.addListener = noop;
process.once = noop;
process.off = noop;
process.removeListener = noop;
process.removeAllListeners = noop;
process.emit = noop;
process.binding = function (name) {
throw new Error('process.binding is not supported');
};
process.cwd = function () { return '/' };
process.chdir = function (dir) {
throw new Error('process.chdir is not supported');
};
process.umask = function() { return 0; };
},{}],32:[function(_dereq_,module,exports){
(function(self) {
'use strict';
if (self.fetch) {
return
}
var support = {
searchParams: 'URLSearchParams' in self,
iterable: 'Symbol' in self && 'iterator' in Symbol,
blob: 'FileReader' in self && 'Blob' in self && (function() {
try {
new Blob()
return true
} catch(e) {
return false
}
})(),
formData: 'FormData' in self,
arrayBuffer: 'ArrayBuffer' in self
}
if (support.arrayBuffer) {
var viewClasses = [
'[object Int8Array]',
'[object Uint8Array]',
'[object Uint8ClampedArray]',
'[object Int16Array]',
'[object Uint16Array]',
'[object Int32Array]',
'[object Uint32Array]',
'[object Float32Array]',
'[object Float64Array]'
]
var isDataView = function(obj) {
return obj && DataView.prototype.isPrototypeOf(obj)
}
var isArrayBufferView = ArrayBuffer.isView || function(obj) {
return obj && viewClasses.indexOf(Object.prototype.toString.call(obj)) > -1
}
}
function normalizeName(name) {
if (typeof name !== 'string') {
name = String(name)
}
if (/[^a-z0-9\-#$%&'*+.\^_`|~]/i.test(name)) {
throw new TypeError('Invalid character in header field name')
}
return name.toLowerCase()
}
function normalizeValue(value) {
if (typeof value !== 'string') {
value = String(value)
}
return value
}
// Build a destructive iterator for the value list
function iteratorFor(items) {
var iterator = {
next: function() {
var value = items.shift()
return {done: value === undefined, value: value}
}
}
if (support.iterable) {
iterator[Symbol.iterator] = function() {
return iterator
}
}
return iterator
}
function Headers(headers) {
this.map = {}
if (headers instanceof Headers) {
headers.forEach(function(value, name) {
this.append(name, value)
}, this)
} else if (Array.isArray(headers)) {
headers.forEach(function(header) {
this.append(header[0], header[1])
}, this)
} else if (headers) {
Object.getOwnPropertyNames(headers).forEach(function(name) {
this.append(name, headers[name])
}, this)
}
}
Headers.prototype.append = function(name, value) {
name = normalizeName(name)
value = normalizeValue(value)
var oldValue = this.map[name]
this.map[name] = oldValue ? oldValue+','+value : value
}
Headers.prototype['delete'] = function(name) {
delete this.map[normalizeName(name)]
}
Headers.prototype.get = function(name) {
name = normalizeName(name)
return this.has(name) ? this.map[name] : null
}
Headers.prototype.has = function(name) {
return this.map.hasOwnProperty(normalizeName(name))
}
Headers.prototype.set = function(name, value) {
this.map[normalizeName(name)] = normalizeValue(value)
}
Headers.prototype.forEach = function(callback, thisArg) {
for (var name in this.map) {
if (this.map.hasOwnProperty(name)) {
callback.call(thisArg, this.map[name], name, this)
}
}
}
Headers.prototype.keys = function() {
var items = []
this.forEach(function(value, name) { items.push(name) })
return iteratorFor(items)
}
Headers.prototype.values = function() {
var items = []
this.forEach(function(value) { items.push(value) })
return iteratorFor(items)
}
Headers.prototype.entries = function() {
var items = []
this.forEach(function(value, name) { items.push([name, value]) })
return iteratorFor(items)
}
if (support.iterable) {
Headers.prototype[Symbol.iterator] = Headers.prototype.entries
}
function consumed(body) {
if (body.bodyUsed) {
return Promise.reject(new TypeError('Already read'))
}
body.bodyUsed = true
}
function fileReaderReady(reader) {
return new Promise(function(resolve, reject) {
reader.onload = function() {
resolve(reader.result)
}
reader.onerror = function() {
reject(reader.error)
}
})
}
function readBlobAsArrayBuffer(blob) {
var reader = new FileReader()
var promise = fileReaderReady(reader)
reader.readAsArrayBuffer(blob)
return promise
}
function readBlobAsText(blob) {
var reader = new FileReader()
var promise = fileReaderReady(reader)
reader.readAsText(blob)
return promise
}
function readArrayBufferAsText(buf) {
var view = new Uint8Array(buf)
var chars = new Array(view.length)
for (var i = 0; i < view.length; i++) {
chars[i] = String.fromCharCode(view[i])
}
return chars.join('')
}
function bufferClone(buf) {
if (buf.slice) {
return buf.slice(0)
} else {
var view = new Uint8Array(buf.byteLength)
view.set(new Uint8Array(buf))
return view.buffer
}
}
function Body() {
this.bodyUsed = false
this._initBody = function(body) {
this._bodyInit = body
if (!body) {
this._bodyText = ''
} else if (typeof body === 'string') {
this._bodyText = body
} else if (support.blob && Blob.prototype.isPrototypeOf(body)) {
this._bodyBlob = body
} else if (support.formData && FormData.prototype.isPrototypeOf(body)) {
this._bodyFormData = body
} else if (support.searchParams && URLSearchParams.prototype.isPrototypeOf(body)) {
this._bodyText = body.toString()
} else if (support.arrayBuffer && support.blob && isDataView(body)) {
this._bodyArrayBuffer = bufferClone(body.buffer)
// IE 10-11 can't handle a DataView body.
this._bodyInit = new Blob([this._bodyArrayBuffer])
} else if (support.arrayBuffer && (ArrayBuffer.prototype.isPrototypeOf(body) || isArrayBufferView(body))) {
this._bodyArrayBuffer = bufferClone(body)
} else {
throw new Error('unsupported BodyInit type')
}
if (!this.headers.get('content-type')) {
if (typeof body === 'string') {
this.headers.set('content-type', 'text/plain;charset=UTF-8')
} else if (this._bodyBlob && this._bodyBlob.type) {
this.headers.set('content-type', this._bodyBlob.type)
} else if (support.searchParams && URLSearchParams.prototype.isPrototypeOf(body)) {
this.headers.set('content-type', 'application/x-www-form-urlencoded;charset=UTF-8')
}
}
}
if (support.blob) {
this.blob = function() {
var rejected = consumed(this)
if (rejected) {
return rejected
}
if (this._bodyBlob) {
return Promise.resolve(this._bodyBlob)
} else if (this._bodyArrayBuffer) {
return Promise.resolve(new Blob([this._bodyArrayBuffer]))
} else if (this._bodyFormData) {
throw new Error('could not read FormData body as blob')
} else {
return Promise.resolve(new Blob([this._bodyText]))
}
}
this.arrayBuffer = function() {
if (this._bodyArrayBuffer) {
return consumed(this) || Promise.resolve(this._bodyArrayBuffer)
} else {
return this.blob().then(readBlobAsArrayBuffer)
}
}
}
this.text = function() {
var rejected = consumed(this)
if (rejected) {
return rejected
}
if (this._bodyBlob) {
return readBlobAsText(this._bodyBlob)
} else if (this._bodyArrayBuffer) {
return Promise.resolve(readArrayBufferAsText(this._bodyArrayBuffer))
} else if (this._bodyFormData) {
throw new Error('could not read FormData body as text')
} else {
return Promise.resolve(this._bodyText)
}
}
if (support.formData) {
this.formData = function() {
return this.text().then(decode)
}
}
this.json = function() {
return this.text().then(JSON.parse)
}
return this
}
// HTTP methods whose capitalization should be normalized
var methods = ['DELETE', 'GET', 'HEAD', 'OPTIONS', 'POST', 'PUT']
function normalizeMethod(method) {
var upcased = method.toUpperCase()
return (methods.indexOf(upcased) > -1) ? upcased : method
}
function Request(input, options) {
options = options || {}
var body = options.body
if (input instanceof Request) {
if (input.bodyUsed) {
throw new TypeError('Already read')
}
this.url = input.url
this.credentials = input.credentials
if (!options.headers) {
this.headers = new Headers(input.headers)
}
this.method = input.method
this.mode = input.mode
if (!body && input._bodyInit != null) {
body = input._bodyInit
input.bodyUsed = true
}
} else {
this.url = String(input)
}
this.credentials = options.credentials || this.credentials || 'omit'
if (options.headers || !this.headers) {
this.headers = new Headers(options.headers)
}
this.method = normalizeMethod(options.method || this.method || 'GET')
this.mode = options.mode || this.mode || null
this.referrer = null
if ((this.method === 'GET' || this.method === 'HEAD') && body) {
throw new TypeError('Body not allowed for GET or HEAD requests')
}
this._initBody(body)
}
Request.prototype.clone = function() {
return new Request(this, { body: this._bodyInit })
}
function decode(body) {
var form = new FormData()
body.trim().split('&').forEach(function(bytes) {
if (bytes) {
var split = bytes.split('=')
var name = split.shift().replace(/\+/g, ' ')
var value = split.join('=').replace(/\+/g, ' ')
form.append(decodeURIComponent(name), decodeURIComponent(value))
}
})
return form
}
function parseHeaders(rawHeaders) {
var headers = new Headers()
rawHeaders.split(/\r?\n/).forEach(function(line) {
var parts = line.split(':')
var key = parts.shift().trim()
if (key) {
var value = parts.join(':').trim()
headers.append(key, value)
}
})
return headers
}
Body.call(Request.prototype)
function Response(bodyInit, options) {
if (!options) {
options = {}
}
this.type = 'default'
this.status = 'status' in options ? options.status : 200
this.ok = this.status >= 200 && this.status < 300
this.statusText = 'statusText' in options ? options.statusText : 'OK'
this.headers = new Headers(options.headers)
this.url = options.url || ''
this._initBody(bodyInit)
}
Body.call(Response.prototype)
Response.prototype.clone = function() {
return new Response(this._bodyInit, {
status: this.status,
statusText: this.statusText,
headers: new Headers(this.headers),
url: this.url
})
}
Response.error = function() {
var response = new Response(null, {status: 0, statusText: ''})
response.type = 'error'
return response
}
var redirectStatuses = [301, 302, 303, 307, 308]
Response.redirect = function(url, status) {
if (redirectStatuses.indexOf(status) === -1) {
throw new RangeError('Invalid status code')
}
return new Response(null, {status: status, headers: {location: url}})
}
self.Headers = Headers
self.Request = Request
self.Response = Response
self.fetch = function(input, init) {
return new Promise(function(resolve, reject) {
var request = new Request(input, init)
var xhr = new XMLHttpRequest()
xhr.onload = function() {
var options = {
status: xhr.status,
statusText: xhr.statusText,
headers: parseHeaders(xhr.getAllResponseHeaders() || '')
}
options.url = 'responseURL' in xhr ? xhr.responseURL : options.headers.get('X-Request-URL')
var body = 'response' in xhr ? xhr.response : xhr.responseText
resolve(new Response(body, options))
}
xhr.onerror = function() {
reject(new TypeError('Network request failed'))
}
xhr.ontimeout = function() {
reject(new TypeError('Network request failed'))
}
xhr.open(request.method, request.url, true)
if (request.credentials === 'include') {
xhr.withCredentials = true
}
if ('responseType' in xhr && support.blob) {
xhr.responseType = 'blob'
}
request.headers.forEach(function(value, name) {
xhr.setRequestHeader(name, value)
})
xhr.send(typeof request._bodyInit === 'undefined' ? null : request._bodyInit)
})
}
self.fetch.polyfill = true
})(typeof self !== 'undefined' ? self : this);
},{}],33:[function(_dereq_,module,exports){
'use strict';
var p5 = _dereq_('./core/core');
_dereq_('./color/p5.Color');
_dereq_('./core/p5.Element');
_dereq_('./typography/p5.Font');
_dereq_('./core/p5.Graphics');
_dereq_('./core/p5.Renderer2D');
_dereq_('./image/p5.Image');
_dereq_('./math/p5.Vector');
_dereq_('./io/p5.TableRow');
_dereq_('./io/p5.Table');
_dereq_('./io/p5.XML');
_dereq_('./color/creating_reading');
_dereq_('./color/setting');
_dereq_('./core/constants');
_dereq_('./utilities/conversion');
_dereq_('./utilities/array_functions');
_dereq_('./utilities/string_functions');
_dereq_('./core/environment');
_dereq_('./image/image');
_dereq_('./image/loading_displaying');
_dereq_('./image/pixels');
_dereq_('./io/files');
_dereq_('./events/keyboard');
_dereq_('./events/acceleration'); //john
_dereq_('./events/mouse');
_dereq_('./utilities/time_date');
_dereq_('./events/touch');
_dereq_('./math/math');
_dereq_('./math/calculation');
_dereq_('./math/random');
_dereq_('./math/noise');
_dereq_('./math/trigonometry');
_dereq_('./core/rendering');
_dereq_('./core/2d_primitives');
_dereq_('./core/attributes');
_dereq_('./core/curves');
_dereq_('./core/vertex');
_dereq_('./core/structure');
_dereq_('./core/transform');
_dereq_('./typography/attributes');
_dereq_('./typography/loading_displaying');
_dereq_('./webgl/p5.RendererGL');
_dereq_('./webgl/p5.Geometry');
_dereq_('./webgl/p5.RendererGL.Retained');
_dereq_('./webgl/p5.RendererGL.Immediate');
_dereq_('./webgl/primitives');
_dereq_('./webgl/loading');
_dereq_('./webgl/p5.Matrix');
_dereq_('./webgl/material');
_dereq_('./webgl/light');
_dereq_('./webgl/shader');
_dereq_('./webgl/camera');
_dereq_('./webgl/interaction');
/**
* _globalInit
*
* TODO: ???
* if sketch is on window
* assume "global" mode
* and instantiate p5 automatically
* otherwise do nothing
*
* @return {Undefined}
*/
var _globalInit = function() {
if (!window.PHANTOMJS && !window.mocha) {
// If there is a setup or draw function on the window
// then instantiate p5 in "global" mode
if(((window.setup && typeof window.setup === 'function') ||
(window.draw && typeof window.draw === 'function')) &&
!p5.instance) {
new p5();
}
}
};
// TODO: ???
if (document.readyState === 'complete') {
_globalInit();
} else {
window.addEventListener('load', _globalInit , false);
}
module.exports = p5;
},{"./color/creating_reading":35,"./color/p5.Color":36,"./color/setting":37,"./core/2d_primitives":38,"./core/attributes":39,"./core/constants":41,"./core/core":42,"./core/curves":43,"./core/environment":44,"./core/p5.Element":46,"./core/p5.Graphics":47,"./core/p5.Renderer2D":49,"./core/rendering":50,"./core/structure":52,"./core/transform":53,"./core/vertex":54,"./events/acceleration":55,"./events/keyboard":56,"./events/mouse":57,"./events/touch":58,"./image/image":60,"./image/loading_displaying":61,"./image/p5.Image":62,"./image/pixels":63,"./io/files":64,"./io/p5.Table":65,"./io/p5.TableRow":66,"./io/p5.XML":67,"./math/calculation":68,"./math/math":69,"./math/noise":70,"./math/p5.Vector":71,"./math/random":73,"./math/trigonometry":74,"./typography/attributes":75,"./typography/loading_displaying":76,"./typography/p5.Font":77,"./utilities/array_functions":78,"./utilities/conversion":79,"./utilities/string_functions":80,"./utilities/time_date":81,"./webgl/camera":82,"./webgl/interaction":83,"./webgl/light":84,"./webgl/loading":85,"./webgl/material":86,"./webgl/p5.Geometry":87,"./webgl/p5.Matrix":88,"./webgl/p5.RendererGL":91,"./webgl/p5.RendererGL.Immediate":89,"./webgl/p5.RendererGL.Retained":90,"./webgl/primitives":92,"./webgl/shader":93}],34:[function(_dereq_,module,exports){
/**
* module Conversion
* submodule Color Conversion
* @for p5
* @requires core
*/
'use strict';
/**
* Conversions adapted from .
*
* 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":42}],35:[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} 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":41,"../core/core":42,"./p5.Color":36}],36:[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":41,"../core/core":42,"./color_conversion":34}],37:[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":41,"../core/core":42,"./p5.Color":36}],38:[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":40,"./constants":41,"./core":42,"./error_helpers":45}],39:[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":41,"./core":42}],40:[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":41}],41:[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: 'source-over',
ADD: 'lighter',
//ADD: 'add', //
//SUBTRACT: 'subtract', //
DARKEST: 'darken',
LIGHTEST: 'lighten',
DIFFERENCE: 'difference',
EXCLUSION: 'exclusion',
MULTIPLY: 'multiply',
SCREEN: 'screen',
REPLACE: 'copy',
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'
};
},{}],42:[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).
* By default the text "loading..." will be displayed. To make your own
* loading page, include an HTML element with id "p5_loading" in your
* page. More information here.
*
* @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":42,"./error_helpers":45}],44:[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, 7) === 'http://') ||
(type.substring(0, 8) === 'https://')) {
// 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. The
* draw function must run at least once before it will return a value. 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":41,"./core":42}],45:[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":41,"./core":42}],46:[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 callback triggered when files are dropped.
* @param {Function} fxn 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":42}],47:[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);
p5.Graphics.prototype.remove = function() {
if (this.elt.parentNode) {
this.elt.parentNode.removeChild(this.elt);
}
for (var elt_ev in this._events) {
this.elt.removeEventListener(elt_ev, this._events[elt_ev]);
}
};
module.exports = p5.Graphics;
},{"./constants":41,"./core":42}],48:[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":41,"./core":42}],49:[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":59,"./canvas":40,"./constants":41,"./core":42,"./p5.Renderer":48}],50:[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":91,"./constants":41,"./core":42,"./p5.Graphics":47,"./p5.Renderer2D":49}],51:[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
});
}
}());
},{}],52:[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":42}],53:[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} the p5 object
*/
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 {p5} the p5 object
*/
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 {p5} the p5 object
*/
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 {p5} the p5 object
*/
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":41,"./core":42}],54:[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":41,"./core":42}],55:[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":42}],56:[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;
downKeys[e.which] = false;
if(!areDownKeys()) {
this._setProperty('isKeyPressed', false);
this._setProperty('keyIsPressed', false);
}
this._setProperty('_lastKeyCodeTyped', null);
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];
};
/**
* The checkDownKeys function returns a boolean true if any keys pressed
* and a false if no keys are currently pressed.
* Helps avoid instances where a multiple keys are pressed simultaneously and
* releasing a single key will then switch the
* keyIsPressed property to true.
* @private
**/
function areDownKeys() {
for (var key in downKeys) {
if (downKeys.hasOwnProperty(key) && downKeys[key] === true) {
return true;
}
}
return false;
}
module.exports = p5;
},{"../core/core":42}],57:[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 && (!e.touches || e.touches.length>0)) {
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":41,"../core/core":42}],58:[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 {Object[]} 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();
}
} else {
e.preventDefault();
return false;
}
};
module.exports = p5;
},{"../core/core":42}],59:[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 {Canvas} canvas
*/
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;
},{}],60:[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 {Canvas} [selectedCanvas] 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":42}],61:[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 x-coordinate 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":40,"../core/constants":41,"../core/core":42,"../core/error_helpers":45,"./filters":59}],62:[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 {Number[]} 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 alpha 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":42,"./filters":59}],63:[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 {Number[]} 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, and must be called before
* calling .get() or drawing the image.
*
* 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} [h] 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":36,"../core/core":42,"./filters":59}],64:[function(_dereq_,module,exports){
/**
* @module IO
* @submodule Input
* @for p5
* @requires core
*/
/* globals Request: false */
'use strict';
var p5 = _dereq_('../core/core');
var opentype = _dereq_('opentype.js');
_dereq_('whatwg-fetch');
_dereq_('es6-promise').polyfill();
var fetchJsonp = _dereq_('fetch-jsonp');
_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. JSONP is supported via a polyfill and you
* can pass in as the second argument an object with definitions of the json
* callback following the syntax specified here.
*
* @method loadJSON
* @param {String} path name of the file or url to load
* @param {Object} [jsonpOptions] options object for jsonp related settings
* @param {String} [datatype] "json" or "jsonp"
* @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
* @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;
var errorCallback;
var options;
var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
var ret = {}; // object needed for preload
var t = 'json';
// check for explicit data type argument
for (var i = 1; i < arguments.length; i++) {
var arg = arguments[i];
if (typeof arg === 'string') {
if (arg === 'jsonp' || arg === 'json') {
t = arg;
}
} else if (typeof arg === 'function') {
if(!callback){
callback = arg;
}else{
errorCallback = arg;
}
} else if (typeof arg === 'object' && arg.hasOwnProperty('jsonpCallback')){
t = 'jsonp';
options = arg;
}
}
p5.prototype.httpDo(path, 'GET', options, t, function(resp){
for (var k in resp) {
ret[k] = resp[k];
}
if (typeof callback !== 'undefined') {
callback(resp);
}
if (decrementPreload && (callback !== decrementPreload)) {
decrementPreload();
}
}, errorCallback);
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 decrementPreload = p5._getDecrementPreload.apply(this, arguments);
p5.prototype.httpDo(path, 'GET', 'text', function(data){
var arr = data.match(/[^\r\n]+/g);
for (var k in arr) {
ret[k] = arr[k];
}
if (typeof callback !== 'undefined') {
callback(ret);
}
if (decrementPreload && (callback !== decrementPreload)) {
decrementPreload();
}
}, errorCallback);
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} [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.
* @param {Function} [errorCallback] function to be executed if
* there is an error, response is passed
* in as first argument
* @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 errorCallback = 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)) {
if(!callback){
callback = arguments[i];
}else{
errorCallback = 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();
p5.prototype.httpDo(path, 'GET', 'text', function(resp){
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 tokenBegin = function () {
state.currentState = PRE_TOKEN;
state.token = '';
};
var tokenEnd = function () {
currentRecord.push(state.token);
tokenBegin();
};
var recordBegin = function () {
state.escaped = false;
currentRecord = [];
tokenBegin();
};
var recordEnd = function () {
state.currentState = POST_RECORD;
records.push(currentRecord);
currentRecord = null;
};
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();
}
}, function(err){
// Error handling
p5._friendlyFileLoadError(2, path);
if(errorCallback){
errorCallback(err.status + ' ' + err.statusText);
}else{
console.log(err.status + ' ' + err.statusText);
}
});
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);
p5.prototype.httpDo(path, 'GET', 'xml', function(xml){
for(var key in xml) {
ret[key] = xml[key];
}
if (typeof callback !== 'undefined') {
callback(ret);
}
if (decrementPreload && (callback !== decrementPreload)) {
decrementPreload();
}
}, errorCallback);
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. This is equivalent to
* calling httpDo(path, 'GET').
*
* @method httpGet
* @param {String} path name of the file or url to load
* @param {String} [datatype] "json", "jsonp", "xml", or "text"
* @param {Object} [data] param data passed sent with request
* @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);
args[0] = arguments[0];
args[1] = 'GET';
for (var i = 2; i < args.length; ++i) {
args[i] = arguments[i];
}
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. This is equivalent to
* calling httpDo(path, 'POST').
*
* @method httpPost
* @param {String} path name of the file or url to load
* @param {String} [datatype] "json", "jsonp", "xml", or "text"
* @param {Object} [data] param data passed sent with request
* @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);
args[0] = arguments[0];
args[1] = 'POST';
for (var i = 2; i < args.length; ++i) {
args[i] = arguments[i];
}
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.
* For more advanced use, you may also pass in the path as the first argument
* and a object as the second argument, the signature follows the one specified
* in the Fetch API specification.
*
* @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 {String} [datatype] "json", "jsonp", "xml", or "text"
* @param {Object} [data] param data passed sent with request
* @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
*/
/**
* @method httpDo
* @param {String} path
* @param {Object} options Request object options as documented in the
* "fetch" API
* reference
* @param {Function} [callback]
* @param {Function} [errorCallback]
*/
p5.prototype.httpDo = function () {
var type = '';
var callback;
var errorCallback;
var request;
var jsonpOptions = {};
var cbCount = 0;
// Trim the callbacks off the end to get an idea of how many arguments are passed
for (var i = arguments.length-1; i > 0; i--){
if(typeof arguments[i] === 'function'){
cbCount++;
}else{
break;
}
}
// The number of arguments minus callbacks
var argsCount = arguments.length - cbCount;
if(argsCount === 2 &&
typeof arguments[0] === 'string' &&
typeof arguments[1] === 'object'){
// Intended for more advanced use, pass in Request parameters directly
request = new Request(arguments[0], arguments[1]);
callback = arguments[2];
errorCallback = arguments[3];
// do some sort of smart type checking
if (type === '') {
if (request.url.indexOf('json') !== -1) {
type = 'json';
} else if (request.url.indexOf('xml') !== -1) {
type = 'xml';
} else {
type = 'text';
}
}
}else{
// Provided with arguments
var path = arguments[0];
var method = 'GET';
var data;
for (var j = 1; j < arguments.length; j++) {
var a = arguments[j];
if (typeof a === 'string') {
if (a === 'GET' || a === 'POST' || a === 'PUT' || a === 'DELETE') {
method = a;
} else if(a === 'json' || a === 'jsonp' || a === 'xml' || a === 'text') {
type = a;
} else {
data = a;
}
} else if (typeof a === 'object') {
if(a.hasOwnProperty('jsonpCallback')){
for (var attr in a) {
jsonpOptions[attr] = a[attr];
}
}else{
data = JSON.stringify(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';
}
}
request = new Request(path, {
method: method,
mode: 'cors',
body: data
});
}
if(type === 'jsonp'){
fetchJsonp(arguments[0], jsonpOptions)
.then(function(res){
if(res.ok){
return res.json();
}
throw res;
}).then(function(resp){
callback(resp);
}).catch(function(err){
if (errorCallback) {
errorCallback(err);
} else {
console.log(err.status + ' ' + err.statusText);
}
});
}else{
fetch(request)
.then(function(res){
if(res.ok){
if(type === 'json'){
return res.json();
}else{
return res.text();
}
}
throw res;
})
.then(function(resp){
if (type === 'xml'){
var parser = new DOMParser();
resp = parser.parseFromString(resp, 'text/xml');
resp = parseXML(resp.documentElement);
}
callback(resp);
}).catch(function(err, msg){
if (errorCallback) {
errorCallback(err);
} else {
console.log(err.status + ' ' + err.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 = function(e) {
destroyClickedElement(e);
e.stopPropagation();
};
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":42,"../core/error_helpers":45,"es6-promise":2,"fetch-jsonp":3,"opentype.js":10,"whatwg-fetch":32}],65:[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":42}],66:[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":42}],67:[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":42}],68:[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":42}],69:[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":42}],70:[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":42}],71:[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":41,"../core/core":42,"./polargeometry":72}],72:[function(_dereq_,module,exports){
module.exports = {
degreesToRadians: function(x) {
return 2 * Math.PI * x / 360;
},
radiansToDegrees: function(x) {
return 360 * x / (2 * Math.PI);
}
};
},{}],73:[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} the random number
* @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 {*} 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":42}],74:[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":41,"../core/core":42,"./polargeometry":72}],75:[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":42}],76:[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":41,"../core/core":42,"../core/error_helpers":45}],77:[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' && glyph.unicode !== 32) {
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++) {
if (glyphs[i].name !== 'space') { // fix to #1817
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":41,"../core/core":42}],78:[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":42}],79:[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":42}],80:[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":42}],81:[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":42}],82:[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) {
fovy = fovy || (60 / 180 * this.PI);
aspect = aspect || (this.width/this.height);
near = near || ((this.height/2.0) / this.tan(fovy/2.0) * 0.1);
far = far || ((this.height/2.0) / this.tan(fovy/2.0) * 10);
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":42}],83:[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":42}],84:[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":42}],85:[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":42,"./p5.Geometry":87}],86:[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":42}],87:[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":42}],88:[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} s 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":41,"../core/core":42,"../math/polargeometry":72}],89:[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":41,"../core/core":42}],90:[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":42}],91:[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
};
/**
* 3D graphics class
* @class p5.RendererGL
* @constructor
* @extends p5.Renderer
* @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":42,"../core/p5.Renderer":48,"./p5.Matrix":88,"./shader":93}],92:[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":42,"./p5.Geometry":87}],93:[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}"
};
},{}]},{},[33])(33)
});
================================================
FILE: flappyBird/libraries/p5.sound.js
================================================
/*! p5.sound.js v0.3.2 2016-11-01 */
(function (root, factory) {
if (typeof define === 'function' && define.amd)
define('p5.sound', ['p5'], function (p5) { (factory(p5));});
else if (typeof exports === 'object')
factory(require('../p5'));
else
factory(root['p5']);
}(this, function (p5) {
/**
* p5.sound extends p5 with Web Audio functionality including audio input,
* playback, analysis and synthesis.
*
* p5.SoundFile: Load and play sound files.
* p5.Amplitude: Get the current volume of a sound.
* p5.AudioIn: Get sound from an input source, typically
* a computer microphone.
* p5.FFT: Analyze the frequency of sound. Returns
* results from the frequency spectrum or time domain (waveform).
* p5.Oscillator: Generate Sine,
* Triangle, Square and Sawtooth waveforms. Base class of
* p5.Noise and p5.Pulse.
*
* p5.Env: An Envelope is a series
* of fades over time. Often used to control an object's
* output gain level as an "ADSR Envelope" (Attack, Decay,
* Sustain, Release). Can also modulate other parameters.
* p5.Delay: A delay effect with
* parameters for feedback, delayTime, and lowpass filter.
* p5.Filter: Filter the frequency range of a
* sound.
*
* p5.Reverb: Add reverb to a sound by specifying
* duration and decay.
* p5.Convolver: Extends
* p5.Reverb to simulate the sound of real
* physical spaces through convolution.
* p5.SoundRecorder: Record sound for playback
* / save the .wav file.
* p5.Phrase, p5.Part and
* p5.Score: Compose musical sequences.
*
* p5.sound is on GitHub.
* Download the latest version
* here.
*
* @module p5.sound
* @submodule p5.sound
* @for p5.sound
* @main
*/
/**
* p5.sound developed by Jason Sigal for the Processing Foundation, Google Summer of Code 2014. The MIT License (MIT).
*
* http://github.com/therewasaguy/p5.sound
*
* Some of the many audio libraries & resources that inspire p5.sound:
* - TONE.js (c) Yotam Mann, 2014. Licensed under The MIT License (MIT). https://github.com/TONEnoTONE/Tone.js
* - buzz.js (c) Jay Salvat, 2013. Licensed under The MIT License (MIT). http://buzz.jaysalvat.com/
* - Boris Smus Web Audio API book, 2013. Licensed under the Apache License http://www.apache.org/licenses/LICENSE-2.0
* - wavesurfer.js https://github.com/katspaugh/wavesurfer.js
* - Web Audio Components by Jordan Santell https://github.com/web-audio-components
* - Wilm Thoben's Sound library for Processing https://github.com/processing/processing/tree/master/java/libraries/sound
*
* Web Audio API: http://w3.org/TR/webaudio/
*/
var sndcore;
sndcore = function () {
'use strict';
/* AudioContext Monkeypatch
Copyright 2013 Chris Wilson
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
(function (global, exports, perf) {
exports = exports || {};
'use strict';
function fixSetTarget(param) {
if (!param)
// if NYI, just return
return;
if (!param.setTargetAtTime)
param.setTargetAtTime = param.setTargetValueAtTime;
}
if (window.hasOwnProperty('webkitAudioContext') && !window.hasOwnProperty('AudioContext')) {
window.AudioContext = webkitAudioContext;
if (typeof AudioContext.prototype.createGain !== 'function')
AudioContext.prototype.createGain = AudioContext.prototype.createGainNode;
if (typeof AudioContext.prototype.createDelay !== 'function')
AudioContext.prototype.createDelay = AudioContext.prototype.createDelayNode;
if (typeof AudioContext.prototype.createScriptProcessor !== 'function')
AudioContext.prototype.createScriptProcessor = AudioContext.prototype.createScriptProcessor;
if (typeof AudioContext.prototype.createPeriodicWave !== 'function')
AudioContext.prototype.createPeriodicWave = AudioContext.prototype.createWaveTable;
AudioContext.prototype.internal_createGain = AudioContext.prototype.createGain;
AudioContext.prototype.createGain = function () {
var node = this.internal_createGain();
fixSetTarget(node.gain);
return node;
};
AudioContext.prototype.internal_createDelay = AudioContext.prototype.createDelay;
AudioContext.prototype.createDelay = function (maxDelayTime) {
var node = maxDelayTime ? this.internal_createDelay(maxDelayTime) : this.internal_createDelay();
fixSetTarget(node.delayTime);
return node;
};
AudioContext.prototype.internal_createBufferSource = AudioContext.prototype.createBufferSource;
AudioContext.prototype.createBufferSource = function () {
var node = this.internal_createBufferSource();
if (!node.start) {
node.start = function (when, offset, duration) {
if (offset || duration)
this.noteGrainOn(when || 0, offset, duration);
else
this.noteOn(when || 0);
};
} else {
node.internal_start = node.start;
node.start = function (when, offset, duration) {
if (typeof duration !== 'undefined')
node.internal_start(when || 0, offset, duration);
else
node.internal_start(when || 0, offset || 0);
};
}
if (!node.stop) {
node.stop = function (when) {
this.noteOff(when || 0);
};
} else {
node.internal_stop = node.stop;
node.stop = function (when) {
node.internal_stop(when || 0);
};
}
fixSetTarget(node.playbackRate);
return node;
};
AudioContext.prototype.internal_createDynamicsCompressor = AudioContext.prototype.createDynamicsCompressor;
AudioContext.prototype.createDynamicsCompressor = function () {
var node = this.internal_createDynamicsCompressor();
fixSetTarget(node.threshold);
fixSetTarget(node.knee);
fixSetTarget(node.ratio);
fixSetTarget(node.reduction);
fixSetTarget(node.attack);
fixSetTarget(node.release);
return node;
};
AudioContext.prototype.internal_createBiquadFilter = AudioContext.prototype.createBiquadFilter;
AudioContext.prototype.createBiquadFilter = function () {
var node = this.internal_createBiquadFilter();
fixSetTarget(node.frequency);
fixSetTarget(node.detune);
fixSetTarget(node.Q);
fixSetTarget(node.gain);
return node;
};
if (typeof AudioContext.prototype.createOscillator !== 'function') {
AudioContext.prototype.internal_createOscillator = AudioContext.prototype.createOscillator;
AudioContext.prototype.createOscillator = function () {
var node = this.internal_createOscillator();
if (!node.start) {
node.start = function (when) {
this.noteOn(when || 0);
};
} else {
node.internal_start = node.start;
node.start = function (when) {
node.internal_start(when || 0);
};
}
if (!node.stop) {
node.stop = function (when) {
this.noteOff(when || 0);
};
} else {
node.internal_stop = node.stop;
node.stop = function (when) {
node.internal_stop(when || 0);
};
}
if (!node.setPeriodicWave)
node.setPeriodicWave = node.setWaveTable;
fixSetTarget(node.frequency);
fixSetTarget(node.detune);
return node;
};
}
}
if (window.hasOwnProperty('webkitOfflineAudioContext') && !window.hasOwnProperty('OfflineAudioContext')) {
window.OfflineAudioContext = webkitOfflineAudioContext;
}
return exports;
}(window));
// <-- end MonkeyPatch.
// Create the Audio Context
var audiocontext = new window.AudioContext();
/**
* Returns the Audio Context for this sketch. Useful for users
* who would like to dig deeper into the Web Audio API
* .
*
* @method getAudioContext
* @return {Object} AudioContext for this sketch
*/
p5.prototype.getAudioContext = function () {
return audiocontext;
};
// Polyfill for AudioIn, also handled by p5.dom createCapture
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
/**
* Determine which filetypes are supported (inspired by buzz.js)
* The audio element (el) will only be used to test browser support for various audio formats
*/
var el = document.createElement('audio');
p5.prototype.isSupported = function () {
return !!el.canPlayType;
};
var isOGGSupported = function () {
return !!el.canPlayType && el.canPlayType('audio/ogg; codecs="vorbis"');
};
var isMP3Supported = function () {
return !!el.canPlayType && el.canPlayType('audio/mpeg;');
};
var isWAVSupported = function () {
return !!el.canPlayType && el.canPlayType('audio/wav; codecs="1"');
};
var isAACSupported = function () {
return !!el.canPlayType && (el.canPlayType('audio/x-m4a;') || el.canPlayType('audio/aac;'));
};
var isAIFSupported = function () {
return !!el.canPlayType && el.canPlayType('audio/x-aiff;');
};
p5.prototype.isFileSupported = function (extension) {
switch (extension.toLowerCase()) {
case 'mp3':
return isMP3Supported();
case 'wav':
return isWAVSupported();
case 'ogg':
return isOGGSupported();
case 'aac', 'm4a', 'mp4':
return isAACSupported();
case 'aif', 'aiff':
return isAIFSupported();
default:
return false;
}
};
// if it is iOS, we have to have a user interaction to start Web Audio
// http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
var iOS = navigator.userAgent.match(/(iPad|iPhone|iPod)/g) ? true : false;
if (iOS) {
var iosStarted = false;
var startIOS = function () {
if (iosStarted)
return;
// create empty buffer
var buffer = audiocontext.createBuffer(1, 1, 22050);
var source = audiocontext.createBufferSource();
source.buffer = buffer;
// connect to output (your speakers)
source.connect(audiocontext.destination);
// play the file
source.start(0);
console.log('start ios!');
if (audiocontext.state === 'running') {
iosStarted = true;
}
};
document.addEventListener('touchend', startIOS, false);
document.addEventListener('touchstart', startIOS, false);
}
}();
var master;
master = function () {
'use strict';
/**
* Master contains AudioContext and the master sound output.
*/
var Master = function () {
var audiocontext = p5.prototype.getAudioContext();
this.input = audiocontext.createGain();
this.output = audiocontext.createGain();
//put a hard limiter on the output
this.limiter = audiocontext.createDynamicsCompressor();
this.limiter.threshold.value = 0;
this.limiter.ratio.value = 20;
this.audiocontext = audiocontext;
this.output.disconnect();
// an array of input sources
this.inputSources = [];
// connect input to limiter
this.input.connect(this.limiter);
// connect limiter to output
this.limiter.connect(this.output);
// meter is just for global Amplitude / FFT analysis
this.meter = audiocontext.createGain();
this.fftMeter = audiocontext.createGain();
this.output.connect(this.meter);
this.output.connect(this.fftMeter);
// connect output to destination
this.output.connect(this.audiocontext.destination);
// an array of all sounds in the sketch
this.soundArray = [];
// an array of all musical parts in the sketch
this.parts = [];
// file extensions to search for
this.extensions = [];
};
// create a single instance of the p5Sound / master output for use within this sketch
var p5sound = new Master();
/**
* Returns a number representing the master amplitude (volume) for sound
* in this sketch.
*
* @method getMasterVolume
* @return {Number} Master amplitude (volume) for sound in this sketch.
* Should be between 0.0 (silence) and 1.0.
*/
p5.prototype.getMasterVolume = function () {
return p5sound.output.gain.value;
};
/**
* Scale the output of all sound in this sketch
* Scaled between 0.0 (silence) and 1.0 (full volume).
* 1.0 is the maximum amplitude of a digital sound, so multiplying
* by greater than 1.0 may cause digital distortion. To
* fade, provide a rampTime parameter. For more
* complex fades, see the Env class.
*
* Alternately, you can pass in a signal source such as an
* oscillator to modulate the amplitude with an audio signal.
*
* How This Works: When you load the p5.sound module, it
* creates a single instance of p5sound. All sound objects in this
* module output to p5sound before reaching your computer's output.
* So if you change the amplitude of p5sound, it impacts all of the
* sound in this module.
*
* If no value is provided, returns a Web Audio API Gain Node
*
* @method masterVolume
* @param {Number|Object} volume Volume (amplitude) between 0.0
* and 1.0 or modulating signal/oscillator
* @param {Number} [rampTime] Fade for t seconds
* @param {Number} [timeFromNow] Schedule this event to happen at
* t seconds in the future
*/
p5.prototype.masterVolume = function (vol, rampTime, tFromNow) {
if (typeof vol === 'number') {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = p5sound.output.gain.value;
p5sound.output.gain.cancelScheduledValues(now + tFromNow);
p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
} else if (vol) {
vol.connect(p5sound.output.gain);
} else {
// return the Gain Node
return p5sound.output.gain;
}
};
/**
* `p5.soundOut` is the p5.sound master output. It sends output to
* the destination of this window's web audio context. It contains
* Web Audio API nodes including a dyanmicsCompressor (.limiter),
* and Gain Nodes for .input and .output.
*
* @property soundOut
* @type {Object}
*/
p5.prototype.soundOut = p5.soundOut = p5sound;
/**
* a silent connection to the DesinationNode
* which will ensure that anything connected to it
* will not be garbage collected
*
* @private
*/
p5.soundOut._silentNode = p5sound.audiocontext.createGain();
p5.soundOut._silentNode.gain.value = 0;
p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);
return p5sound;
}(sndcore);
var helpers;
helpers = function () {
'use strict';
var p5sound = master;
/**
* Returns a number representing the sample rate, in samples per second,
* of all sound objects in this audio context. It is determined by the
* sampling rate of your operating system's sound card, and it is not
* currently possile to change.
* It is often 44100, or twice the range of human hearing.
*
* @method sampleRate
* @return {Number} samplerate samples per second
*/
p5.prototype.sampleRate = function () {
return p5sound.audiocontext.sampleRate;
};
/**
* Returns the closest MIDI note value for
* a given frequency.
*
* @param {Number} frequency A freqeuncy, for example, the "A"
* above Middle C is 440Hz
* @return {Number} MIDI note value
*/
p5.prototype.freqToMidi = function (f) {
var mathlog2 = Math.log(f / 440) / Math.log(2);
var m = Math.round(12 * mathlog2) + 57;
return m;
};
/**
* Returns the frequency value of a MIDI note value.
* General MIDI treats notes as integers where middle C
* is 60, C# is 61, D is 62 etc. Useful for generating
* musical frequencies with oscillators.
*
* @method midiToFreq
* @param {Number} midiNote The number of a MIDI note
* @return {Number} Frequency value of the given MIDI note
* @example
*
* var notes = [60, 64, 67, 72];
* var i = 0;
*
* function setup() {
* osc = new p5.Oscillator('Triangle');
* osc.start();
* frameRate(1);
* }
*
* function draw() {
* var freq = midiToFreq(notes[i]);
* osc.freq(freq);
* i++;
* if (i >= notes.length){
* i = 0;
* }
* }
*
*/
p5.prototype.midiToFreq = function (m) {
return 440 * Math.pow(2, (m - 69) / 12);
};
/**
* List the SoundFile formats that you will include. LoadSound
* will search your directory for these extensions, and will pick
* a format that is compatable with the client's web browser.
* Here is a free online file
* converter.
*
* @method soundFormats
* @param {String} formats i.e. 'mp3', 'wav', 'ogg'
* @example
*
* function preload() {
* // set the global sound formats
* soundFormats('mp3', 'ogg');
*
* // load either beatbox.mp3, or .ogg, depending on browser
* mySound = loadSound('../sounds/beatbox.mp3');
* }
*
* function setup() {
* mySound.play();
* }
*
*/
p5.prototype.soundFormats = function () {
// reset extensions array
p5sound.extensions = [];
// add extensions
for (var i = 0; i < arguments.length; i++) {
arguments[i] = arguments[i].toLowerCase();
if ([
'mp3',
'wav',
'ogg',
'm4a',
'aac'
].indexOf(arguments[i]) > -1) {
p5sound.extensions.push(arguments[i]);
} else {
throw arguments[i] + ' is not a valid sound format!';
}
}
};
p5.prototype.disposeSound = function () {
for (var i = 0; i < p5sound.soundArray.length; i++) {
p5sound.soundArray[i].dispose();
}
};
// register removeSound to dispose of p5sound SoundFiles, Convolvers,
// Oscillators etc when sketch ends
p5.prototype.registerMethod('remove', p5.prototype.disposeSound);
p5.prototype._checkFileFormats = function (paths) {
var path;
// if path is a single string, check to see if extension is provided
if (typeof paths === 'string') {
path = paths;
// see if extension is provided
var extTest = path.split('.').pop();
// if an extension is provided...
if ([
'mp3',
'wav',
'ogg',
'm4a',
'aac'
].indexOf(extTest) > -1) {
var supported = p5.prototype.isFileSupported(extTest);
if (supported) {
path = path;
} else {
var pathSplit = path.split('.');
var pathCore = pathSplit[pathSplit.length - 1];
for (var i = 0; i < p5sound.extensions.length; i++) {
var extension = p5sound.extensions[i];
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
pathCore = '';
if (pathSplit.length === 2) {
pathCore += pathSplit[0];
}
for (var i = 1; i <= pathSplit.length - 2; i++) {
var p = pathSplit[i];
pathCore += '.' + p;
}
path = pathCore += '.';
path = path += extension;
break;
}
}
}
} else {
for (var i = 0; i < p5sound.extensions.length; i++) {
var extension = p5sound.extensions[i];
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
path = path + '.' + extension;
break;
}
}
}
} else if (typeof paths === 'object') {
for (var i = 0; i < paths.length; i++) {
var extension = paths[i].split('.').pop();
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
// console.log('.'+extension + ' is ' + supported +
// ' supported by your browser.');
path = paths[i];
break;
}
}
}
return path;
};
/**
* Used by Osc and Env to chain signal math
*/
p5.prototype._mathChain = function (o, math, thisChain, nextChain, type) {
// if this type of math already exists in the chain, replace it
for (var i in o.mathOps) {
if (o.mathOps[i] instanceof type) {
o.mathOps[i].dispose();
thisChain = i;
if (thisChain < o.mathOps.length - 1) {
nextChain = o.mathOps[i + 1];
}
}
}
o.mathOps[thisChain - 1].disconnect();
o.mathOps[thisChain - 1].connect(math);
math.connect(nextChain);
o.mathOps[thisChain] = math;
return o;
};
}(master);
var errorHandler;
errorHandler = function () {
'use strict';
/**
* Helper function to generate an error
* with a custom stack trace that points to the sketch
* and removes other parts of the stack trace.
*
* @private
*
* @param {String} name custom error name
* @param {String} errorTrace custom error trace
* @param {String} failedPath path to the file that failed to load
* @property {String} name custom error name
* @property {String} message custom error message
* @property {String} stack trace the error back to a line in the user's sketch.
* Note: this edits out stack trace within p5.js and p5.sound.
* @property {String} originalStack unedited, original stack trace
* @property {String} failedPath path to the file that failed to load
* @return {Error} returns a custom Error object
*/
var CustomError = function (name, errorTrace, failedPath) {
var err = new Error();
var tempStack, splitStack;
err.name = name;
err.originalStack = err.stack + errorTrace;
tempStack = err.stack + errorTrace;
err.failedPath = failedPath;
// only print the part of the stack trace that refers to the user code:
var splitStack = tempStack.split('\n');
splitStack = splitStack.filter(function (ln) {
return !ln.match(/(p5.|native code|globalInit)/g);
});
err.stack = splitStack.join('\n');
return err;
};
return CustomError;
}();
var panner;
panner = function () {
'use strict';
var p5sound = master;
var ac = p5sound.audiocontext;
// Stereo panner
// if there is a stereo panner node use it
if (typeof ac.createStereoPanner !== 'undefined') {
p5.Panner = function (input, output, numInputChannels) {
this.stereoPanner = this.input = ac.createStereoPanner();
input.connect(this.stereoPanner);
this.stereoPanner.connect(output);
};
p5.Panner.prototype.pan = function (val, tFromNow) {
var time = tFromNow || 0;
var t = ac.currentTime + time;
this.stereoPanner.pan.linearRampToValueAtTime(val, t);
};
p5.Panner.prototype.inputChannels = function (numChannels) {
};
p5.Panner.prototype.connect = function (obj) {
this.stereoPanner.connect(obj);
};
p5.Panner.prototype.disconnect = function (obj) {
this.stereoPanner.disconnect();
};
} else {
// if there is no createStereoPanner object
// such as in safari 7.1.7 at the time of writing this
// use this method to create the effect
p5.Panner = function (input, output, numInputChannels) {
this.input = ac.createGain();
input.connect(this.input);
this.left = ac.createGain();
this.right = ac.createGain();
this.left.channelInterpretation = 'discrete';
this.right.channelInterpretation = 'discrete';
// if input is stereo
if (numInputChannels > 1) {
this.splitter = ac.createChannelSplitter(2);
this.input.connect(this.splitter);
this.splitter.connect(this.left, 1);
this.splitter.connect(this.right, 0);
} else {
this.input.connect(this.left);
this.input.connect(this.right);
}
this.output = ac.createChannelMerger(2);
this.left.connect(this.output, 0, 1);
this.right.connect(this.output, 0, 0);
this.output.connect(output);
};
// -1 is left, +1 is right
p5.Panner.prototype.pan = function (val, tFromNow) {
var time = tFromNow || 0;
var t = ac.currentTime + time;
var v = (val + 1) / 2;
var rightVal = Math.cos(v * Math.PI / 2);
var leftVal = Math.sin(v * Math.PI / 2);
this.left.gain.linearRampToValueAtTime(leftVal, t);
this.right.gain.linearRampToValueAtTime(rightVal, t);
};
p5.Panner.prototype.inputChannels = function (numChannels) {
if (numChannels === 1) {
this.input.disconnect();
this.input.connect(this.left);
this.input.connect(this.right);
} else if (numChannels === 2) {
if (typeof (this.splitter === 'undefined')) {
this.splitter = ac.createChannelSplitter(2);
}
this.input.disconnect();
this.input.connect(this.splitter);
this.splitter.connect(this.left, 1);
this.splitter.connect(this.right, 0);
}
};
p5.Panner.prototype.connect = function (obj) {
this.output.connect(obj);
};
p5.Panner.prototype.disconnect = function (obj) {
this.output.disconnect();
};
}
// 3D panner
p5.Panner3D = function (input, output) {
var panner3D = ac.createPanner();
panner3D.panningModel = 'HRTF';
panner3D.distanceModel = 'linear';
panner3D.setPosition(0, 0, 0);
input.connect(panner3D);
panner3D.connect(output);
panner3D.pan = function (xVal, yVal, zVal) {
panner3D.setPosition(xVal, yVal, zVal);
};
return panner3D;
};
}(master);
var soundfile;
soundfile = function () {
'use strict';
var CustomError = errorHandler;
var p5sound = master;
var ac = p5sound.audiocontext;
/**
* SoundFile object with a path to a file.
*
* The p5.SoundFile may not be available immediately because
* it loads the file information asynchronously.
*
* To do something with the sound as soon as it loads
* pass the name of a function as the second parameter.
*
* Only one file path is required. However, audio file formats
* (i.e. mp3, ogg, wav and m4a/aac) are not supported by all
* web browsers. If you want to ensure compatability, instead of a single
* file path, you may include an Array of filepaths, and the browser will
* choose a format that works.
*
* @class p5.SoundFile
* @constructor
* @param {String|Array} path path to a sound file (String). Optionally,
* you may include multiple file formats in
* an array. Alternately, accepts an object
* from the HTML5 File API, or a p5.File.
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if file fails to
* load. This function will receive an error or
* XMLHttpRequest object with information
* about what went wrong.
* @param {Function} [whileLoadingCallback] Name of a function to call while file
* is loading. That function will
* receive progress of the request to
* load the sound file
* (between 0 and 1) as its first
* parameter. This progress
* does not account for the additional
* time needed to decode the audio data.
*
* @return {Object} p5.SoundFile Object
* @example
*
*
* function preload() {
* mySound = loadSound('assets/doorbell.mp3');
* }
*
* function setup() {
* mySound.setVolume(0.1);
* mySound.play();
* }
*
*
*/
p5.SoundFile = function (paths, onload, onerror, whileLoading) {
if (typeof paths !== 'undefined') {
if (typeof paths == 'string' || typeof paths[0] == 'string') {
var path = p5.prototype._checkFileFormats(paths);
this.url = path;
} else if (typeof paths == 'object') {
if (!(window.File && window.FileReader && window.FileList && window.Blob)) {
// The File API isn't supported in this browser
throw 'Unable to load file because the File API is not supported';
}
}
// if type is a p5.File...get the actual file
if (paths.file) {
paths = paths.file;
}
this.file = paths;
}
// private _onended callback, set by the method: onended(callback)
this._onended = function () {
};
this._looping = false;
this._playing = false;
this._paused = false;
this._pauseTime = 0;
// cues for scheduling events with addCue() removeCue()
this._cues = [];
// position of the most recently played sample
this._lastPos = 0;
this._counterNode;
this._scopeNode;
// array of sources so that they can all be stopped!
this.bufferSourceNodes = [];
// current source
this.bufferSourceNode = null;
this.buffer = null;
this.playbackRate = 1;
this.gain = 1;
this.input = p5sound.audiocontext.createGain();
this.output = p5sound.audiocontext.createGain();
this.reversed = false;
// start and end of playback / loop
this.startTime = 0;
this.endTime = null;
this.pauseTime = 0;
// "restart" would stop playback before retriggering
this.mode = 'sustain';
// time that playback was started, in millis
this.startMillis = null;
// stereo panning
this.panPosition = 0;
this.panner = new p5.Panner(this.output, p5sound.input, 2);
// it is possible to instantiate a soundfile with no path
if (this.url || this.file) {
this.load(onload, onerror);
}
// add this p5.SoundFile to the soundArray
p5sound.soundArray.push(this);
if (typeof whileLoading === 'function') {
this._whileLoading = whileLoading;
} else {
this._whileLoading = function () {
};
}
};
// register preload handling of loadSound
p5.prototype.registerPreloadMethod('loadSound', p5.prototype);
/**
* loadSound() returns a new p5.SoundFile from a specified
* path. If called during preload(), the p5.SoundFile will be ready
* to play in time for setup() and draw(). If called outside of
* preload, the p5.SoundFile will not be ready immediately, so
* loadSound accepts a callback as the second parameter. Using a
*
* local server is recommended when loading external files.
*
* @method loadSound
* @param {String|Array} path Path to the sound file, or an array with
* paths to soundfiles in multiple formats
* i.e. ['sound.ogg', 'sound.mp3'].
* Alternately, accepts an object: either
* from the HTML5 File API, or a p5.File.
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if there is
* an error loading the file.
* @param {Function} [whileLoading] Name of a function to call while file is loading.
* This function will receive the percentage loaded
* so far, from 0.0 to 1.0.
* @return {SoundFile} Returns a p5.SoundFile
* @example
*
* function preload() {
* mySound = loadSound('assets/doorbell.mp3');
* }
*
* function setup() {
* mySound.setVolume(0.1);
* mySound.play();
* }
*
*/
p5.prototype.loadSound = function (path, callback, onerror, whileLoading) {
// if loading locally without a server
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
var s = new p5.SoundFile(path, callback, onerror, whileLoading);
return s;
};
/**
* This is a helper function that the p5.SoundFile calls to load
* itself. Accepts a callback (the name of another function)
* as an optional parameter.
*
* @private
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if there is an error
*/
p5.SoundFile.prototype.load = function (callback, errorCallback) {
var loggedError = false;
var self = this;
var errorTrace = new Error().stack;
if (this.url != undefined && this.url != '') {
var request = new XMLHttpRequest();
request.addEventListener('progress', function (evt) {
self._updateProgress(evt);
}, false);
request.open('GET', this.url, true);
request.responseType = 'arraybuffer';
request.onload = function () {
if (request.status == 200) {
// on sucess loading file:
ac.decodeAudioData(request.response, // success decoding buffer:
function (buff) {
self.buffer = buff;
self.panner.inputChannels(buff.numberOfChannels);
if (callback) {
callback(self);
}
}, // error decoding buffer. "e" is undefined in Chrome 11/22/2015
function (e) {
var err = new CustomError('decodeAudioData', errorTrace, self.url);
var msg = 'AudioContext error at decodeAudioData for ' + self.url;
if (errorCallback) {
err.msg = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
});
} else {
var err = new CustomError('loadSound', errorTrace, self.url);
var msg = 'Unable to load ' + self.url + '. The request status was: ' + request.status + ' (' + request.statusText + ')';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
}
};
// if there is another error, aside from 404...
request.onerror = function (e) {
var err = new CustomError('loadSound', errorTrace, self.url);
var msg = 'There was no response from the server at ' + self.url + '. Check the url and internet connectivity.';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
};
request.send();
} else if (this.file != undefined) {
var reader = new FileReader();
var self = this;
reader.onload = function () {
ac.decodeAudioData(reader.result, function (buff) {
self.buffer = buff;
self.panner.inputChannels(buff.numberOfChannels);
if (callback) {
callback(self);
}
});
};
reader.onerror = function (e) {
if (onerror)
onerror(e);
};
reader.readAsArrayBuffer(this.file);
}
};
// TO DO: use this method to create a loading bar that shows progress during file upload/decode.
p5.SoundFile.prototype._updateProgress = function (evt) {
if (evt.lengthComputable) {
var percentComplete = evt.loaded / evt.total * 0.99;
this._whileLoading(percentComplete, evt);
} else {
// Unable to compute progress information since the total size is unknown
this._whileLoading('size unknown');
}
};
/**
* Returns true if the sound file finished loading successfully.
*
* @method isLoaded
* @return {Boolean}
*/
p5.SoundFile.prototype.isLoaded = function () {
if (this.buffer) {
return true;
} else {
return false;
}
};
/**
* Play the p5.SoundFile
*
* @method play
* @param {Number} [startTime] (optional) schedule playback to start (in seconds from now).
* @param {Number} [rate] (optional) playback rate
* @param {Number} [amp] (optional) amplitude (volume)
* of playback
* @param {Number} [cueStart] (optional) cue start time in seconds
* @param {Number} [duration] (optional) duration of playback in seconds
*/
p5.SoundFile.prototype.play = function (time, rate, amp, _cueStart, duration) {
var self = this;
var now = p5sound.audiocontext.currentTime;
var cueStart, cueEnd;
var time = time || 0;
if (time < 0) {
time = 0;
}
time = time + now;
// TO DO: if already playing, create array of buffers for easy stop()
if (this.buffer) {
// reset the pause time (if it was paused)
this._pauseTime = 0;
// handle restart playmode
if (this.mode === 'restart' && this.buffer && this.bufferSourceNode) {
var now = p5sound.audiocontext.currentTime;
this.bufferSourceNode.stop(time);
this._counterNode.stop(time);
}
// set playback rate
if (rate)
this.playbackRate = rate;
// make a new source and counter. They are automatically assigned playbackRate and buffer
this.bufferSourceNode = this._initSourceNode();
// garbage collect counterNode and create a new one
if (this._counterNode)
this._counterNode = undefined;
this._counterNode = this._initCounterNode();
if (_cueStart) {
if (_cueStart >= 0 && _cueStart < this.buffer.duration) {
// this.startTime = cueStart;
cueStart = _cueStart;
} else {
throw 'start time out of range';
}
} else {
cueStart = 0;
}
if (duration) {
// if duration is greater than buffer.duration, just play entire file anyway rather than throw an error
duration = duration <= this.buffer.duration - cueStart ? duration : this.buffer.duration;
} else {
duration = this.buffer.duration - cueStart;
}
// TO DO: Fix this. It broke in Safari
//
// method of controlling gain for individual bufferSourceNodes, without resetting overall soundfile volume
// if (typeof(this.bufferSourceNode.gain === 'undefined' ) ) {
// this.bufferSourceNode.gain = p5sound.audiocontext.createGain();
// }
// this.bufferSourceNode.connect(this.bufferSourceNode.gain);
// set local amp if provided, otherwise 1
var a = amp || 1;
// this.bufferSourceNode.gain.gain.setValueAtTime(a, p5sound.audiocontext.currentTime);
// this.bufferSourceNode.gain.connect(this.output);
this.bufferSourceNode.connect(this.output);
this.output.gain.value = a;
// if it was paused, play at the pause position
if (this._paused) {
this.bufferSourceNode.start(time, this.pauseTime, duration);
this._counterNode.start(time, this.pauseTime, duration);
} else {
this.bufferSourceNode.start(time, cueStart, duration);
this._counterNode.start(time, cueStart, duration);
}
this._playing = true;
this._paused = false;
// add source to sources array, which is used in stopAll()
this.bufferSourceNodes.push(this.bufferSourceNode);
this.bufferSourceNode._arrayIndex = this.bufferSourceNodes.length - 1;
// delete this.bufferSourceNode from the sources array when it is done playing:
var clearOnEnd = function (e) {
this._playing = false;
this.removeEventListener('ended', clearOnEnd, false);
// call the onended callback
self._onended(self);
self.bufferSourceNodes.forEach(function (n, i) {
if (n._playing === false) {
self.bufferSourceNodes.splice(i);
}
});
if (self.bufferSourceNodes.length === 0) {
self._playing = false;
}
};
this.bufferSourceNode.onended = clearOnEnd;
} else {
throw 'not ready to play file, buffer has yet to load. Try preload()';
}
// if looping, will restart at original time
this.bufferSourceNode.loop = this._looping;
this._counterNode.loop = this._looping;
if (this._looping === true) {
var cueEnd = cueStart + duration;
this.bufferSourceNode.loopStart = cueStart;
this.bufferSourceNode.loopEnd = cueEnd;
this._counterNode.loopStart = cueStart;
this._counterNode.loopEnd = cueEnd;
}
};
/**
* p5.SoundFile has two play modes: restart and
* sustain. Play Mode determines what happens to a
* p5.SoundFile if it is triggered while in the middle of playback.
* In sustain mode, playback will continue simultaneous to the
* new playback. In restart mode, play() will stop playback
* and start over. Sustain is the default mode.
*
* @method playMode
* @param {String} str 'restart' or 'sustain'
* @example
*
* function setup(){
* mySound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
* function mouseClicked() {
* mySound.playMode('sustain');
* mySound.play();
* }
* function keyPressed() {
* mySound.playMode('restart');
* mySound.play();
* }
*
*
*/
p5.SoundFile.prototype.playMode = function (str) {
var s = str.toLowerCase();
// if restart, stop all other sounds from playing
if (s === 'restart' && this.buffer && this.bufferSourceNode) {
for (var i = 0; i < this.bufferSourceNodes.length - 1; i++) {
var now = p5sound.audiocontext.currentTime;
this.bufferSourceNodes[i].stop(now);
}
}
// set play mode to effect future playback
if (s === 'restart' || s === 'sustain') {
this.mode = s;
} else {
throw 'Invalid play mode. Must be either "restart" or "sustain"';
}
};
/**
* Pauses a file that is currently playing. If the file is not
* playing, then nothing will happen.
*
* After pausing, .play() will resume from the paused
* position.
* If p5.SoundFile had been set to loop before it was paused,
* it will continue to loop after it is unpaused with .play().
*
* @method pause
* @param {Number} [startTime] (optional) schedule event to occur
* seconds from now
* @example
*
* var soundFile;
*
* function preload() {
* soundFormats('ogg', 'mp3');
* soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');
* }
* function setup() {
* background(0, 255, 0);
* soundFile.setVolume(0.1);
* soundFile.loop();
* }
* function keyTyped() {
* if (key == 'p') {
* soundFile.pause();
* background(255, 0, 0);
* }
* }
*
* function keyReleased() {
* if (key == 'p') {
* soundFile.play();
* background(0, 255, 0);
* }
* }
*
*
*/
p5.SoundFile.prototype.pause = function (time) {
var now = p5sound.audiocontext.currentTime;
var time = time || 0;
var pTime = time + now;
if (this.isPlaying() && this.buffer && this.bufferSourceNode) {
this.pauseTime = this.currentTime();
this.bufferSourceNode.stop(pTime);
this._counterNode.stop(pTime);
this._paused = true;
this._playing = false;
this._pauseTime = this.currentTime();
} else {
this._pauseTime = 0;
}
};
/**
* Loop the p5.SoundFile. Accepts optional parameters to set the
* playback rate, playback volume, loopStart, loopEnd.
*
* @method loop
* @param {Number} [startTime] (optional) schedule event to occur
* seconds from now
* @param {Number} [rate] (optional) playback rate
* @param {Number} [amp] (optional) playback volume
* @param {Number} [cueLoopStart](optional) startTime in seconds
* @param {Number} [duration] (optional) loop duration in seconds
*/
p5.SoundFile.prototype.loop = function (startTime, rate, amp, loopStart, duration) {
this._looping = true;
this.play(startTime, rate, amp, loopStart, duration);
};
/**
* Set a p5.SoundFile's looping flag to true or false. If the sound
* is currently playing, this change will take effect when it
* reaches the end of the current playback.
*
* @param {Boolean} Boolean set looping to true or false
*/
p5.SoundFile.prototype.setLoop = function (bool) {
if (bool === true) {
this._looping = true;
} else if (bool === false) {
this._looping = false;
} else {
throw 'Error: setLoop accepts either true or false';
}
if (this.bufferSourceNode) {
this.bufferSourceNode.loop = this._looping;
this._counterNode.loop = this._looping;
}
};
/**
* Returns 'true' if a p5.SoundFile is currently looping and playing, 'false' if not.
*
* @return {Boolean}
*/
p5.SoundFile.prototype.isLooping = function () {
if (!this.bufferSourceNode) {
return false;
}
if (this._looping === true && this.isPlaying() === true) {
return true;
}
return false;
};
/**
* Returns true if a p5.SoundFile is playing, false if not (i.e.
* paused or stopped).
*
* @method isPlaying
* @return {Boolean}
*/
p5.SoundFile.prototype.isPlaying = function () {
return this._playing;
};
/**
* Returns true if a p5.SoundFile is paused, false if not (i.e.
* playing or stopped).
*
* @method isPaused
* @return {Boolean}
*/
p5.SoundFile.prototype.isPaused = function () {
return this._paused;
};
/**
* Stop soundfile playback.
*
* @method stop
* @param {Number} [startTime] (optional) schedule event to occur
* in seconds from now
*/
p5.SoundFile.prototype.stop = function (timeFromNow) {
var time = timeFromNow || 0;
if (this.mode == 'sustain') {
this.stopAll(time);
this._playing = false;
this.pauseTime = 0;
this._paused = false;
} else if (this.buffer && this.bufferSourceNode) {
var now = p5sound.audiocontext.currentTime;
var t = time || 0;
this.pauseTime = 0;
this.bufferSourceNode.stop(now + t);
this._counterNode.stop(now + t);
this._playing = false;
this._paused = false;
}
};
/**
* Stop playback on all of this soundfile's sources.
* @private
*/
p5.SoundFile.prototype.stopAll = function (_time) {
var now = p5sound.audiocontext.currentTime;
var time = _time || 0;
if (this.buffer && this.bufferSourceNode) {
for (var i = 0; i < this.bufferSourceNodes.length; i++) {
if (typeof this.bufferSourceNodes[i] != undefined) {
try {
this.bufferSourceNodes[i].onended = function () {
};
this.bufferSourceNodes[i].stop(now + time);
} catch (e) {
}
}
}
this._counterNode.stop(now + time);
this._onended(this);
}
};
/**
* Multiply the output volume (amplitude) of a sound file
* between 0.0 (silence) and 1.0 (full volume).
* 1.0 is the maximum amplitude of a digital sound, so multiplying
* by greater than 1.0 may cause digital distortion. To
* fade, provide a rampTime parameter. For more
* complex fades, see the Env class.
*
* Alternately, you can pass in a signal source such as an
* oscillator to modulate the amplitude with an audio signal.
*
* @method setVolume
* @param {Number|Object} volume Volume (amplitude) between 0.0
* and 1.0 or modulating signal/oscillator
* @param {Number} [rampTime] Fade for t seconds
* @param {Number} [timeFromNow] Schedule this event to happen at
* t seconds in the future
*/
p5.SoundFile.prototype.setVolume = function (vol, rampTime, tFromNow) {
if (typeof vol === 'number') {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now + tFromNow);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
} else if (vol) {
vol.connect(this.output.gain);
} else {
// return the Gain Node
return this.output.gain;
}
};
// same as setVolume, to match Processing Sound
p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;
// these are the same thing
p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;
p5.SoundFile.prototype.getVolume = function () {
return this.output.gain.value;
};
/**
* Set the stereo panning of a p5.sound object to
* a floating point number between -1.0 (left) and 1.0 (right).
* Default is 0.0 (center).
*
* @method pan
* @param {Number} [panValue] Set the stereo panner
* @param {Number} timeFromNow schedule this event to happen
* seconds from now
* @example
*
*
* var ball = {};
* var soundFile;
*
* function setup() {
* soundFormats('ogg', 'mp3');
* soundFile = loadSound('assets/beatbox.mp3');
* }
*
* function draw() {
* background(0);
* ball.x = constrain(mouseX, 0, width);
* ellipse(ball.x, height/2, 20, 20)
* }
*
* function mousePressed(){
* // map the ball's x location to a panning degree
* // between -1.0 (left) and 1.0 (right)
* var panning = map(ball.x, 0., width,-1.0, 1.0);
* soundFile.pan(panning);
* soundFile.play();
* }
*
*/
p5.SoundFile.prototype.pan = function (pval, tFromNow) {
this.panPosition = pval;
this.panner.pan(pval, tFromNow);
};
/**
* Returns the current stereo pan position (-1.0 to 1.0)
*
* @return {Number} Returns the stereo pan setting of the Oscillator
* as a number between -1.0 (left) and 1.0 (right).
* 0.0 is center and default.
*/
p5.SoundFile.prototype.getPan = function () {
return this.panPosition;
};
/**
* Set the playback rate of a sound file. Will change the speed and the pitch.
* Values less than zero will reverse the audio buffer.
*
* @method rate
* @param {Number} [playbackRate] Set the playback rate. 1.0 is normal,
* .5 is half-speed, 2.0 is twice as fast.
* Values less than zero play backwards.
* @example
*
* var song;
*
* function preload() {
* song = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* song.loop();
* }
*
* function draw() {
* background(200);
*
* // Set the rate to a range between 0.1 and 4
* // Changing the rate also alters the pitch
* var speed = map(mouseY, 0.1, height, 0, 2);
* speed = constrain(speed, 0.01, 4);
* song.rate(speed);
*
* // Draw a circle to show what is going on
* stroke(0);
* fill(51, 100);
* ellipse(mouseX, 100, 48, 48);
* }
*
*
*
*
*/
p5.SoundFile.prototype.rate = function (playbackRate) {
if (this.playbackRate === playbackRate && this.bufferSourceNode) {
if (this.bufferSourceNode.playbackRate.value === playbackRate) {
return;
}
}
this.playbackRate = playbackRate;
var rate = playbackRate;
if (this.playbackRate === 0 && this._playing) {
this.pause();
}
if (this.playbackRate < 0 && !this.reversed) {
var cPos = this.currentTime();
var cRate = this.bufferSourceNode.playbackRate.value;
// this.pause();
this.reverseBuffer();
rate = Math.abs(playbackRate);
var newPos = (cPos - this.duration()) / rate;
this.pauseTime = newPos;
} else if (this.playbackRate > 0 && this.reversed) {
this.reverseBuffer();
}
if (this.bufferSourceNode) {
var now = p5sound.audiocontext.currentTime;
this.bufferSourceNode.playbackRate.cancelScheduledValues(now);
this.bufferSourceNode.playbackRate.linearRampToValueAtTime(Math.abs(rate), now);
this._counterNode.playbackRate.cancelScheduledValues(now);
this._counterNode.playbackRate.linearRampToValueAtTime(Math.abs(rate), now);
}
};
// TO DO: document this
p5.SoundFile.prototype.setPitch = function (num) {
var newPlaybackRate = midiToFreq(num) / midiToFreq(60);
this.rate(newPlaybackRate);
};
p5.SoundFile.prototype.getPlaybackRate = function () {
return this.playbackRate;
};
/**
* Returns the duration of a sound file in seconds.
*
* @method duration
* @return {Number} The duration of the soundFile in seconds.
*/
p5.SoundFile.prototype.duration = function () {
// Return Duration
if (this.buffer) {
return this.buffer.duration;
} else {
return 0;
}
};
/**
* Return the current position of the p5.SoundFile playhead, in seconds.
* Note that if you change the playbackRate while the p5.SoundFile is
* playing, the results may not be accurate.
*
* @method currentTime
* @return {Number} currentTime of the soundFile in seconds.
*/
p5.SoundFile.prototype.currentTime = function () {
// TO DO --> make reverse() flip these values appropriately
if (this._pauseTime > 0) {
return this._pauseTime;
} else {
return this._lastPos / ac.sampleRate;
}
};
/**
* Move the playhead of the song to a position, in seconds. Start
* and Stop time. If none are given, will reset the file to play
* entire duration from start to finish.
*
* @method jump
* @param {Number} cueTime cueTime of the soundFile in seconds.
* @param {Number} duration duration in seconds.
*/
p5.SoundFile.prototype.jump = function (cueTime, duration) {
if (cueTime < 0 || cueTime > this.buffer.duration) {
throw 'jump time out of range';
}
if (duration > this.buffer.duration - cueTime) {
throw 'end time out of range';
}
var cTime = cueTime || 0;
var eTime = duration || this.buffer.duration - cueTime;
if (this.isPlaying()) {
this.stop();
}
this.play(0, this.playbackRate, this.output.gain.value, cTime, eTime);
};
/**
* Return the number of channels in a sound file.
* For example, Mono = 1, Stereo = 2.
*
* @method channels
* @return {Number} [channels]
*/
p5.SoundFile.prototype.channels = function () {
return this.buffer.numberOfChannels;
};
/**
* Return the sample rate of the sound file.
*
* @method sampleRate
* @return {Number} [sampleRate]
*/
p5.SoundFile.prototype.sampleRate = function () {
return this.buffer.sampleRate;
};
/**
* Return the number of samples in a sound file.
* Equal to sampleRate * duration.
*
* @method frames
* @return {Number} [sampleCount]
*/
p5.SoundFile.prototype.frames = function () {
return this.buffer.length;
};
/**
* Returns an array of amplitude peaks in a p5.SoundFile that can be
* used to draw a static waveform. Scans through the p5.SoundFile's
* audio buffer to find the greatest amplitudes. Accepts one
* parameter, 'length', which determines size of the array.
* Larger arrays result in more precise waveform visualizations.
*
* Inspired by Wavesurfer.js.
*
* @method getPeaks
* @params {Number} [length] length is the size of the returned array.
* Larger length results in more precision.
* Defaults to 5*width of the browser window.
* @returns {Float32Array} Array of peaks.
*/
p5.SoundFile.prototype.getPeaks = function (length) {
if (this.buffer) {
// set length to window's width if no length is provided
if (!length) {
length = window.width * 5;
}
if (this.buffer) {
var buffer = this.buffer;
var sampleSize = buffer.length / length;
var sampleStep = ~~(sampleSize / 10) || 1;
var channels = buffer.numberOfChannels;
var peaks = new Float32Array(Math.round(length));
for (var c = 0; c < channels; c++) {
var chan = buffer.getChannelData(c);
for (var i = 0; i < length; i++) {
var start = ~~(i * sampleSize);
var end = ~~(start + sampleSize);
var max = 0;
for (var j = start; j < end; j += sampleStep) {
var value = chan[j];
if (value > max) {
max = value;
} else if (-value > max) {
max = value;
}
}
if (c === 0 || Math.abs(max) > peaks[i]) {
peaks[i] = max;
}
}
}
return peaks;
}
} else {
throw 'Cannot load peaks yet, buffer is not loaded';
}
};
/**
* Reverses the p5.SoundFile's buffer source.
* Playback must be handled separately (see example).
*
* @method reverseBuffer
* @example
*
* var drum;
*
* function preload() {
* drum = loadSound('assets/drum.mp3');
* }
*
* function setup() {
* drum.reverseBuffer();
* drum.play();
* }
*
*
*
*/
p5.SoundFile.prototype.reverseBuffer = function () {
var curVol = this.getVolume();
this.setVolume(0, 0.01, 0);
this.pause();
if (this.buffer) {
for (var i = 0; i < this.buffer.numberOfChannels; i++) {
Array.prototype.reverse.call(this.buffer.getChannelData(i));
}
// set reversed flag
this.reversed = !this.reversed;
} else {
throw 'SoundFile is not done loading';
}
this.setVolume(curVol, 0.01, 0.0101);
this.play();
};
/**
* Schedule an event to be called when the soundfile
* reaches the end of a buffer. If the soundfile is
* playing through once, this will be called when it
* ends. If it is looping, it will be called when
* stop is called.
*
* @method onended
* @param {Function} callback function to call when the
* soundfile has ended.
*/
p5.SoundFile.prototype.onended = function (callback) {
this._onended = callback;
return this;
};
p5.SoundFile.prototype.add = function () {
};
p5.SoundFile.prototype.dispose = function () {
var now = p5sound.audiocontext.currentTime;
// remove reference to soundfile
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.stop(now);
if (this.buffer && this.bufferSourceNode) {
for (var i = 0; i < this.bufferSourceNodes.length - 1; i++) {
if (this.bufferSourceNodes[i] !== null) {
this.bufferSourceNodes[i].disconnect();
try {
this.bufferSourceNodes[i].stop(now);
} catch (e) {
}
this.bufferSourceNodes[i] = null;
}
}
if (this.isPlaying()) {
try {
this._counterNode.stop(now);
} catch (e) {
console.log(e);
}
this._counterNode = null;
}
}
if (this.output) {
this.output.disconnect();
this.output = null;
}
if (this.panner) {
this.panner.disconnect();
this.panner = null;
}
};
/**
* Connects the output of a p5sound object to input of another
* p5.sound object. For example, you may connect a p5.SoundFile to an
* FFT or an Effect. If no parameter is given, it will connect to
* the master output. Most p5sound objects connect to the master
* output when they are created.
*
* @method connect
* @param {Object} [object] Audio object that accepts an input
*/
p5.SoundFile.prototype.connect = function (unit) {
if (!unit) {
this.panner.connect(p5sound.input);
} else {
if (unit.hasOwnProperty('input')) {
this.panner.connect(unit.input);
} else {
this.panner.connect(unit);
}
}
};
/**
* Disconnects the output of this p5sound object.
*
* @method disconnect
*/
p5.SoundFile.prototype.disconnect = function () {
this.panner.disconnect();
};
/**
*/
p5.SoundFile.prototype.getLevel = function (smoothing) {
console.warn('p5.SoundFile.getLevel has been removed from the library. Use p5.Amplitude instead');
};
/**
* Reset the source for this SoundFile to a
* new path (URL).
*
* @method setPath
* @param {String} path path to audio file
* @param {Function} callback Callback
*/
p5.SoundFile.prototype.setPath = function (p, callback) {
var path = p5.prototype._checkFileFormats(p);
this.url = path;
this.load(callback);
};
/**
* Replace the current Audio Buffer with a new Buffer.
*
* @param {Array} buf Array of Float32 Array(s). 2 Float32 Arrays
* will create a stereo source. 1 will create
* a mono source.
*/
p5.SoundFile.prototype.setBuffer = function (buf) {
var numChannels = buf.length;
var size = buf[0].length;
var newBuffer = ac.createBuffer(numChannels, size, ac.sampleRate);
if (!buf[0] instanceof Float32Array) {
buf[0] = new Float32Array(buf[0]);
}
for (var channelNum = 0; channelNum < numChannels; channelNum++) {
var channel = newBuffer.getChannelData(channelNum);
channel.set(buf[channelNum]);
}
this.buffer = newBuffer;
// set numbers of channels on input to the panner
this.panner.inputChannels(numChannels);
};
//////////////////////////////////////////////////
// script processor node with an empty buffer to help
// keep a sample-accurate position in playback buffer.
// Inspired by Chinmay Pendharkar's technique for Sonoport --> http://bit.ly/1HwdCsV
// Copyright [2015] [Sonoport (Asia) Pte. Ltd.],
// Licensed under the Apache License http://apache.org/licenses/LICENSE-2.0
////////////////////////////////////////////////////////////////////////////////////
// initialize counterNode, set its initial buffer and playbackRate
p5.SoundFile.prototype._initCounterNode = function () {
var self = this;
var now = ac.currentTime;
var cNode = ac.createBufferSource();
// dispose of scope node if it already exists
if (self._scopeNode) {
self._scopeNode.disconnect();
self._scopeNode.onaudioprocess = undefined;
self._scopeNode = null;
}
self._scopeNode = ac.createScriptProcessor(256, 1, 1);
// create counter buffer of the same length as self.buffer
cNode.buffer = _createCounterBuffer(self.buffer);
cNode.playbackRate.setValueAtTime(self.playbackRate, now);
cNode.connect(self._scopeNode);
self._scopeNode.connect(p5.soundOut._silentNode);
self._scopeNode.onaudioprocess = function (processEvent) {
var inputBuffer = processEvent.inputBuffer.getChannelData(0);
// update the lastPos
self._lastPos = inputBuffer[inputBuffer.length - 1] || 0;
// do any callbacks that have been scheduled
self._onTimeUpdate(self._lastPos);
};
return cNode;
};
// initialize sourceNode, set its initial buffer and playbackRate
p5.SoundFile.prototype._initSourceNode = function () {
var self = this;
var now = ac.currentTime;
var bufferSourceNode = ac.createBufferSource();
bufferSourceNode.buffer = self.buffer;
bufferSourceNode.playbackRate.value = self.playbackRate;
return bufferSourceNode;
};
var _createCounterBuffer = function (buffer) {
var array = new Float32Array(buffer.length);
var audioBuf = ac.createBuffer(1, buffer.length, 44100);
for (var index = 0; index < buffer.length; index++) {
array[index] = index;
}
audioBuf.getChannelData(0).set(array);
return audioBuf;
};
/**
* processPeaks returns an array of timestamps where it thinks there is a beat.
*
* This is an asynchronous function that processes the soundfile in an offline audio context,
* and sends the results to your callback function.
*
* The process involves running the soundfile through a lowpass filter, and finding all of the
* peaks above the initial threshold. If the total number of peaks are below the minimum number of peaks,
* it decreases the threshold and re-runs the analysis until either minPeaks or minThreshold are reached.
*
* @method processPeaks
* @param {Function} callback a function to call once this data is returned
* @param {Number} [initThreshold] initial threshold defaults to 0.9
* @param {Number} [minThreshold] minimum threshold defaults to 0.22
* @param {Number} [minPeaks] minimum number of peaks defaults to 200
* @return {Array} Array of timestamped peaks
*/
p5.SoundFile.prototype.processPeaks = function (callback, _initThreshold, _minThreshold, _minPeaks) {
var bufLen = this.buffer.length;
var sampleRate = this.buffer.sampleRate;
var buffer = this.buffer;
var initialThreshold = _initThreshold || 0.9, threshold = initialThreshold, minThreshold = _minThreshold || 0.22, minPeaks = _minPeaks || 200;
// Create offline context
var offlineContext = new OfflineAudioContext(1, bufLen, sampleRate);
// create buffer source
var source = offlineContext.createBufferSource();
source.buffer = buffer;
// Create filter. TO DO: allow custom setting of filter
var filter = offlineContext.createBiquadFilter();
filter.type = 'lowpass';
source.connect(filter);
filter.connect(offlineContext.destination);
// start playing at time:0
source.start(0);
offlineContext.startRendering();
// Render the song
// act on the result
offlineContext.oncomplete = function (e) {
var data = {};
var filteredBuffer = e.renderedBuffer;
var bufferData = filteredBuffer.getChannelData(0);
// step 1:
// create Peak instances, add them to array, with strength and sampleIndex
do {
allPeaks = getPeaksAtThreshold(bufferData, threshold);
threshold -= 0.005;
} while (Object.keys(allPeaks).length < minPeaks && threshold >= minThreshold);
// step 2:
// find intervals for each peak in the sampleIndex, add tempos array
var intervalCounts = countIntervalsBetweenNearbyPeaks(allPeaks);
// step 3: find top tempos
var groups = groupNeighborsByTempo(intervalCounts, filteredBuffer.sampleRate);
// sort top intervals
var topTempos = groups.sort(function (intA, intB) {
return intB.count - intA.count;
}).splice(0, 5);
// set this SoundFile's tempo to the top tempo ??
this.tempo = topTempos[0].tempo;
// step 4:
// new array of peaks at top tempo within a bpmVariance
var bpmVariance = 5;
var tempoPeaks = getPeaksAtTopTempo(allPeaks, topTempos[0].tempo, filteredBuffer.sampleRate, bpmVariance);
callback(tempoPeaks);
};
};
// process peaks
var Peak = function (amp, i) {
this.sampleIndex = i;
this.amplitude = amp;
this.tempos = [];
this.intervals = [];
};
var allPeaks = [];
// 1. for processPeaks() Function to identify peaks above a threshold
// returns an array of peak indexes as frames (samples) of the original soundfile
function getPeaksAtThreshold(data, threshold) {
var peaksObj = {};
var length = data.length;
for (var i = 0; i < length; i++) {
if (data[i] > threshold) {
var amp = data[i];
var peak = new Peak(amp, i);
peaksObj[i] = peak;
// Skip forward ~ 1/8s to get past this peak.
i += 6000;
}
i++;
}
return peaksObj;
}
// 2. for processPeaks()
function countIntervalsBetweenNearbyPeaks(peaksObj) {
var intervalCounts = [];
var peaksArray = Object.keys(peaksObj).sort();
for (var index = 0; index < peaksArray.length; index++) {
// find intervals in comparison to nearby peaks
for (var i = 0; i < 10; i++) {
var startPeak = peaksObj[peaksArray[index]];
var endPeak = peaksObj[peaksArray[index + i]];
if (startPeak && endPeak) {
var startPos = startPeak.sampleIndex;
var endPos = endPeak.sampleIndex;
var interval = endPos - startPos;
// add a sample interval to the startPeek in the allPeaks array
if (interval > 0) {
startPeak.intervals.push(interval);
}
// tally the intervals and return interval counts
var foundInterval = intervalCounts.some(function (intervalCount, p) {
if (intervalCount.interval === interval) {
intervalCount.count++;
return intervalCount;
}
});
// store with JSON like formatting
if (!foundInterval) {
intervalCounts.push({
interval: interval,
count: 1
});
}
}
}
}
return intervalCounts;
}
// 3. for processPeaks --> find tempo
function groupNeighborsByTempo(intervalCounts, sampleRate) {
var tempoCounts = [];
intervalCounts.forEach(function (intervalCount, i) {
try {
// Convert an interval to tempo
var theoreticalTempo = Math.abs(60 / (intervalCount.interval / sampleRate));
theoreticalTempo = mapTempo(theoreticalTempo);
var foundTempo = tempoCounts.some(function (tempoCount) {
if (tempoCount.tempo === theoreticalTempo)
return tempoCount.count += intervalCount.count;
});
if (!foundTempo) {
if (isNaN(theoreticalTempo)) {
return;
}
tempoCounts.push({
tempo: Math.round(theoreticalTempo),
count: intervalCount.count
});
}
} catch (e) {
throw e;
}
});
return tempoCounts;
}
// 4. for processPeaks - get peaks at top tempo
function getPeaksAtTopTempo(peaksObj, tempo, sampleRate, bpmVariance) {
var peaksAtTopTempo = [];
var peaksArray = Object.keys(peaksObj).sort();
// TO DO: filter out peaks that have the tempo and return
for (var i = 0; i < peaksArray.length; i++) {
var key = peaksArray[i];
var peak = peaksObj[key];
for (var j = 0; j < peak.intervals.length; j++) {
var intervalBPM = Math.round(Math.abs(60 / (peak.intervals[j] / sampleRate)));
intervalBPM = mapTempo(intervalBPM);
var dif = intervalBPM - tempo;
if (Math.abs(intervalBPM - tempo) < bpmVariance) {
// convert sampleIndex to seconds
peaksAtTopTempo.push(peak.sampleIndex / 44100);
}
}
}
// filter out peaks that are very close to each other
peaksAtTopTempo = peaksAtTopTempo.filter(function (peakTime, index, arr) {
var dif = arr[index + 1] - peakTime;
if (dif > 0.01) {
return true;
}
});
return peaksAtTopTempo;
}
// helper function for processPeaks
function mapTempo(theoreticalTempo) {
// these scenarios create infinite while loop
if (!isFinite(theoreticalTempo) || theoreticalTempo == 0) {
return;
}
// Adjust the tempo to fit within the 90-180 BPM range
while (theoreticalTempo < 90)
theoreticalTempo *= 2;
while (theoreticalTempo > 180 && theoreticalTempo > 90)
theoreticalTempo /= 2;
return theoreticalTempo;
}
/*** SCHEDULE EVENTS ***/
/**
* Schedule events to trigger every time a MediaElement
* (audio/video) reaches a playback cue point.
*
* Accepts a callback function, a time (in seconds) at which to trigger
* the callback, and an optional parameter for the callback.
*
* Time will be passed as the first parameter to the callback function,
* and param will be the second parameter.
*
*
* @method addCue
* @param {Number} time Time in seconds, relative to this media
* element's playback. For example, to trigger
* an event every time playback reaches two
* seconds, pass in the number 2. This will be
* passed as the first parameter to
* the callback function.
* @param {Function} callback Name of a function that will be
* called at the given time. The callback will
* receive time and (optionally) param as its
* two parameters.
* @param {Object} [value] An object to be passed as the
* second parameter to the
* callback function.
* @return {Number} id ID of this cue,
* useful for removeCue(id)
* @example
*
* function setup() {
* background(0);
* noStroke();
* fill(255);
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* mySound = loadSound('assets/beat.mp3');
*
* // schedule calls to changeText
* mySound.addCue(0.50, changeText, "hello" );
* mySound.addCue(1.00, changeText, "p5" );
* mySound.addCue(1.50, changeText, "what" );
* mySound.addCue(2.00, changeText, "do" );
* mySound.addCue(2.50, changeText, "you" );
* mySound.addCue(3.00, changeText, "want" );
* mySound.addCue(4.00, changeText, "to" );
* mySound.addCue(5.00, changeText, "make" );
* mySound.addCue(6.00, changeText, "?" );
* }
*
* function changeText(val) {
* background(0);
* text(val, width/2, height/2);
* }
*
* function mouseClicked() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* if (mySound.isPlaying() ) {
* mySound.stop();
* } else {
* mySound.play();
* }
* }
* }
*
*/
p5.SoundFile.prototype.addCue = function (time, callback, val) {
var id = this._cueIDCounter++;
var cue = new Cue(callback, time, id, val);
this._cues.push(cue);
// if (!this.elt.ontimeupdate) {
// this.elt.ontimeupdate = this._onTimeUpdate.bind(this);
// }
return id;
};
/**
* Remove a callback based on its ID. The ID is returned by the
* addCue method.
*
* @method removeCue
* @param {Number} id ID of the cue, as returned by addCue
*/
p5.SoundFile.prototype.removeCue = function (id) {
var cueLength = this._cues.length;
for (var i = 0; i < cueLength; i++) {
var cue = this._cues[i];
if (cue.id === id) {
this.cues.splice(i, 1);
}
}
if (this._cues.length === 0) {
}
};
/**
* Remove all of the callbacks that had originally been scheduled
* via the addCue method.
*
* @method clearCues
*/
p5.SoundFile.prototype.clearCues = function () {
this._cues = [];
};
// private method that checks for cues to be fired if events
// have been scheduled using addCue(callback, time).
p5.SoundFile.prototype._onTimeUpdate = function (position) {
var playbackTime = position / this.buffer.sampleRate;
var cueLength = this._cues.length;
for (var i = 0; i < cueLength; i++) {
var cue = this._cues[i];
var callbackTime = cue.time;
var val = cue.val;
if (this._prevTime < callbackTime && callbackTime <= playbackTime) {
// pass the scheduled callbackTime as parameter to the callback
cue.callback(val);
}
}
this._prevTime = playbackTime;
};
// Cue inspired by JavaScript setTimeout, and the
// Tone.js Transport Timeline Event, MIT License Yotam Mann 2015 tonejs.org
var Cue = function (callback, time, id, val) {
this.callback = callback;
this.time = time;
this.id = id;
this.val = val;
};
}(sndcore, errorHandler, master);
var amplitude;
amplitude = function () {
'use strict';
var p5sound = master;
/**
* Amplitude measures volume between 0.0 and 1.0.
* Listens to all p5sound by default, or use setInput()
* to listen to a specific sound source. Accepts an optional
* smoothing value, which defaults to 0.
*
* @class p5.Amplitude
* @constructor
* @param {Number} [smoothing] between 0.0 and .999 to smooth
* amplitude readings (defaults to 0)
* @return {Object} Amplitude Object
* @example
*
* var sound, amplitude, cnv;
*
* function preload(){
* sound = loadSound('assets/beat.mp3');
* }
* function setup() {
* cnv = createCanvas(100,100);
* amplitude = new p5.Amplitude();
*
* // start / stop the sound when canvas is clicked
* cnv.mouseClicked(function() {
* if (sound.isPlaying() ){
* sound.stop();
* } else {
* sound.play();
* }
* });
* }
* function draw() {
* background(0);
* fill(255);
* var level = amplitude.getLevel();
* var size = map(level, 0, 1, 0, 200);
* ellipse(width/2, height/2, size, size);
* }
*
*
*/
p5.Amplitude = function (smoothing) {
// Set to 2048 for now. In future iterations, this should be inherited or parsed from p5sound's default
this.bufferSize = 2048;
// set audio context
this.audiocontext = p5sound.audiocontext;
this.processor = this.audiocontext.createScriptProcessor(this.bufferSize, 2, 1);
// for connections
this.input = this.processor;
this.output = this.audiocontext.createGain();
// smoothing defaults to 0
this.smoothing = smoothing || 0;
// the variables to return
this.volume = 0;
this.average = 0;
this.stereoVol = [
0,
0
];
this.stereoAvg = [
0,
0
];
this.stereoVolNorm = [
0,
0
];
this.volMax = 0.001;
this.normalize = false;
this.processor.onaudioprocess = this._audioProcess.bind(this);
this.processor.connect(this.output);
this.output.gain.value = 0;
// this may only be necessary because of a Chrome bug
this.output.connect(this.audiocontext.destination);
// connect to p5sound master output by default, unless set by input()
p5sound.meter.connect(this.processor);
// add this p5.SoundFile to the soundArray
p5sound.soundArray.push(this);
};
/**
* Connects to the p5sound instance (master output) by default.
* Optionally, you can pass in a specific source (i.e. a soundfile).
*
* @method setInput
* @param {soundObject|undefined} [snd] set the sound source
* (optional, defaults to
* master output)
* @param {Number|undefined} [smoothing] a range between 0.0 and 1.0
* to smooth amplitude readings
* @example
*
* function preload(){
* sound1 = loadSound('assets/beat.mp3');
* sound2 = loadSound('assets/drum.mp3');
* }
* function setup(){
* amplitude = new p5.Amplitude();
* sound1.play();
* sound2.play();
* amplitude.setInput(sound2);
* }
* function draw() {
* background(0);
* fill(255);
* var level = amplitude.getLevel();
* var size = map(level, 0, 1, 0, 200);
* ellipse(width/2, height/2, size, size);
* }
* function mouseClicked(){
* sound1.stop();
* sound2.stop();
* }
*
*/
p5.Amplitude.prototype.setInput = function (source, smoothing) {
p5sound.meter.disconnect();
if (smoothing) {
this.smoothing = smoothing;
}
// connect to the master out of p5s instance if no snd is provided
if (source == null) {
console.log('Amplitude input source is not ready! Connecting to master output instead');
p5sound.meter.connect(this.processor);
} else if (source instanceof p5.Signal) {
source.output.connect(this.processor);
} else if (source) {
source.connect(this.processor);
this.processor.disconnect();
this.processor.connect(this.output);
} else {
p5sound.meter.connect(this.processor);
}
};
p5.Amplitude.prototype.connect = function (unit) {
if (unit) {
if (unit.hasOwnProperty('input')) {
this.output.connect(unit.input);
} else {
this.output.connect(unit);
}
} else {
this.output.connect(this.panner.connect(p5sound.input));
}
};
p5.Amplitude.prototype.disconnect = function (unit) {
this.output.disconnect();
};
// TO DO make this stereo / dependent on # of audio channels
p5.Amplitude.prototype._audioProcess = function (event) {
for (var channel = 0; channel < event.inputBuffer.numberOfChannels; channel++) {
var inputBuffer = event.inputBuffer.getChannelData(channel);
var bufLength = inputBuffer.length;
var total = 0;
var sum = 0;
var x;
for (var i = 0; i < bufLength; i++) {
x = inputBuffer[i];
if (this.normalize) {
total += Math.max(Math.min(x / this.volMax, 1), -1);
sum += Math.max(Math.min(x / this.volMax, 1), -1) * Math.max(Math.min(x / this.volMax, 1), -1);
} else {
total += x;
sum += x * x;
}
}
var average = total / bufLength;
// ... then take the square root of the sum.
var rms = Math.sqrt(sum / bufLength);
this.stereoVol[channel] = Math.max(rms, this.stereoVol[channel] * this.smoothing);
this.stereoAvg[channel] = Math.max(average, this.stereoVol[channel] * this.smoothing);
this.volMax = Math.max(this.stereoVol[channel], this.volMax);
}
// add volume from all channels together
var self = this;
var volSum = this.stereoVol.reduce(function (previousValue, currentValue, index) {
self.stereoVolNorm[index - 1] = Math.max(Math.min(self.stereoVol[index - 1] / self.volMax, 1), 0);
self.stereoVolNorm[index] = Math.max(Math.min(self.stereoVol[index] / self.volMax, 1), 0);
return previousValue + currentValue;
});
// volume is average of channels
this.volume = volSum / this.stereoVol.length;
// normalized value
this.volNorm = Math.max(Math.min(this.volume / this.volMax, 1), 0);
};
/**
* Returns a single Amplitude reading at the moment it is called.
* For continuous readings, run in the draw loop.
*
* @method getLevel
* @param {Number} [channel] Optionally return only channel 0 (left) or 1 (right)
* @return {Number} Amplitude as a number between 0.0 and 1.0
* @example
*
* function preload(){
* sound = loadSound('assets/beat.mp3');
* }
* function setup() {
* amplitude = new p5.Amplitude();
* sound.play();
* }
* function draw() {
* background(0);
* fill(255);
* var level = amplitude.getLevel();
* var size = map(level, 0, 1, 0, 200);
* ellipse(width/2, height/2, size, size);
* }
* function mouseClicked(){
* sound.stop();
* }
*
*/
p5.Amplitude.prototype.getLevel = function (channel) {
if (typeof channel !== 'undefined') {
if (this.normalize) {
return this.stereoVolNorm[channel];
} else {
return this.stereoVol[channel];
}
} else if (this.normalize) {
return this.volNorm;
} else {
return this.volume;
}
};
/**
* Determines whether the results of Amplitude.process() will be
* Normalized. To normalize, Amplitude finds the difference the
* loudest reading it has processed and the maximum amplitude of
* 1.0. Amplitude adds this difference to all values to produce
* results that will reliably map between 0.0 and 1.0. However,
* if a louder moment occurs, the amount that Normalize adds to
* all the values will change. Accepts an optional boolean parameter
* (true or false). Normalizing is off by default.
*
* @method toggleNormalize
* @param {boolean} [boolean] set normalize to true (1) or false (0)
*/
p5.Amplitude.prototype.toggleNormalize = function (bool) {
if (typeof bool === 'boolean') {
this.normalize = bool;
} else {
this.normalize = !this.normalize;
}
};
/**
* Smooth Amplitude analysis by averaging with the last analysis
* frame. Off by default.
*
* @method smooth
* @param {Number} set smoothing from 0.0 <= 1
*/
p5.Amplitude.prototype.smooth = function (s) {
if (s >= 0 && s < 1) {
this.smoothing = s;
} else {
console.log('Error: smoothing must be between 0 and 1');
}
};
p5.Amplitude.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.input.disconnect();
this.output.disconnect();
this.input = this.processor = undefined;
this.output = undefined;
};
}(master);
var fft;
fft = function () {
'use strict';
var p5sound = master;
/**
* FFT (Fast Fourier Transform) is an analysis algorithm that
* isolates individual
*
* audio frequencies within a waveform.
*
* Once instantiated, a p5.FFT object can return an array based on
* two types of analyses:
• FFT.waveform() computes
* amplitude values along the time domain. The array indices correspond
* to samples across a brief moment in time. Each value represents
* amplitude of the waveform at that sample of time.
* • FFT.analyze() computes amplitude values along the
* frequency domain. The array indices correspond to frequencies (i.e.
* pitches), from the lowest to the highest that humans can hear. Each
* value represents amplitude at that slice of the frequency spectrum.
* Use with getEnergy() to measure amplitude at specific
* frequencies, or within a range of frequencies.
*
* FFT analyzes a very short snapshot of sound called a sample
* buffer. It returns an array of amplitude measurements, referred
* to as bins. The array is 1024 bins long by default.
* You can change the bin array length, but it must be a power of 2
* between 16 and 1024 in order for the FFT algorithm to function
* correctly. The actual size of the FFT buffer is twice the
* number of bins, so given a standard sample rate, the buffer is
* 2048/44100 seconds long.
*
*
* @class p5.FFT
* @constructor
* @param {Number} [smoothing] Smooth results of Freq Spectrum.
* 0.0 < smoothing < 1.0.
* Defaults to 0.8.
* @param {Number} [bins] Length of resulting array.
* Must be a power of two between
* 16 and 1024. Defaults to 1024.
* @return {Object} FFT Object
* @example
*
* function preload(){
* sound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup(){
* var cnv = createCanvas(100,100);
* cnv.mouseClicked(togglePlay);
* fft = new p5.FFT();
* sound.amp(0.2);
* }
*
* function draw(){
* background(0);
*
* var spectrum = fft.analyze();
* noStroke();
* fill(0,255,0); // spectrum is green
* for (var i = 0; i< spectrum.length; i++){
* var x = map(i, 0, spectrum.length, 0, width);
* var h = -height + map(spectrum[i], 0, 255, height, 0);
* rect(x, height, width / spectrum.length, h )
* }
*
* var waveform = fft.waveform();
* noFill();
* beginShape();
* stroke(255,0,0); // waveform is red
* strokeWeight(1);
* for (var i = 0; i< waveform.length; i++){
* var x = map(i, 0, waveform.length, 0, width);
* var y = map( waveform[i], -1, 1, 0, height);
* vertex(x,y);
* }
* endShape();
*
* text('click to play/pause', 4, 10);
* }
*
* // fade sound if mouse is over canvas
* function togglePlay() {
* if (sound.isPlaying()) {
* sound.pause();
* } else {
* sound.loop();
* }
* }
*
*/
p5.FFT = function (smoothing, bins) {
this.smoothing = smoothing || 0.8;
this.bins = bins || 1024;
var FFT_SIZE = bins * 2 || 2048;
this.input = this.analyser = p5sound.audiocontext.createAnalyser();
// default connections to p5sound fftMeter
p5sound.fftMeter.connect(this.analyser);
this.analyser.smoothingTimeConstant = this.smoothing;
this.analyser.fftSize = FFT_SIZE;
this.freqDomain = new Uint8Array(this.analyser.frequencyBinCount);
this.timeDomain = new Uint8Array(this.analyser.frequencyBinCount);
// predefined frequency ranages, these will be tweakable
this.bass = [
20,
140
];
this.lowMid = [
140,
400
];
this.mid = [
400,
2600
];
this.highMid = [
2600,
5200
];
this.treble = [
5200,
14000
];
// add this p5.SoundFile to the soundArray
p5sound.soundArray.push(this);
};
/**
* Set the input source for the FFT analysis. If no source is
* provided, FFT will analyze all sound in the sketch.
*
* @method setInput
* @param {Object} [source] p5.sound object (or web audio API source node)
*/
p5.FFT.prototype.setInput = function (source) {
if (!source) {
p5sound.fftMeter.connect(this.analyser);
} else {
if (source.output) {
source.output.connect(this.analyser);
} else if (source.connect) {
source.connect(this.analyser);
}
p5sound.fftMeter.disconnect();
}
};
/**
* Returns an array of amplitude values (between -1.0 and +1.0) that represent
* a snapshot of amplitude readings in a single buffer. Length will be
* equal to bins (defaults to 1024). Can be used to draw the waveform
* of a sound.
*
* @method waveform
* @param {Number} [bins] Must be a power of two between
* 16 and 1024. Defaults to 1024.
* @param {String} [precision] If any value is provided, will return results
* in a Float32 Array which is more precise
* than a regular array.
* @return {Array} Array Array of amplitude values (-1 to 1)
* over time. Array length = bins.
*
*/
p5.FFT.prototype.waveform = function () {
var bins, mode, normalArray;
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] === 'number') {
bins = arguments[i];
this.analyser.fftSize = bins * 2;
}
if (typeof arguments[i] === 'string') {
mode = arguments[i];
}
}
// getFloatFrequencyData doesnt work in Safari as of 5/2015
if (mode && !p5.prototype._isSafari()) {
timeToFloat(this, this.timeDomain);
this.analyser.getFloatTimeDomainData(this.timeDomain);
return this.timeDomain;
} else {
timeToInt(this, this.timeDomain);
this.analyser.getByteTimeDomainData(this.timeDomain);
var normalArray = new Array();
for (var i = 0; i < this.timeDomain.length; i++) {
var scaled = p5.prototype.map(this.timeDomain[i], 0, 255, -1, 1);
normalArray.push(scaled);
}
return normalArray;
}
};
/**
* Returns an array of amplitude values (between 0 and 255)
* across the frequency spectrum. Length is equal to FFT bins
* (1024 by default). The array indices correspond to frequencies
* (i.e. pitches), from the lowest to the highest that humans can
* hear. Each value represents amplitude at that slice of the
* frequency spectrum. Must be called prior to using
* getEnergy().
*
* @method analyze
* @param {Number} [bins] Must be a power of two between
* 16 and 1024. Defaults to 1024.
* @param {Number} [scale] If "dB," returns decibel
* float measurements between
* -140 and 0 (max).
* Otherwise returns integers from 0-255.
* @return {Array} spectrum Array of energy (amplitude/volume)
* values across the frequency spectrum.
* Lowest energy (silence) = 0, highest
* possible is 255.
* @example
*
* var osc;
* var fft;
*
* function setup(){
* createCanvas(100,100);
* osc = new p5.Oscillator();
* osc.amp(0);
* osc.start();
* fft = new p5.FFT();
* }
*
* function draw(){
* background(0);
*
* var freq = map(mouseX, 0, 800, 20, 15000);
* freq = constrain(freq, 1, 20000);
* osc.freq(freq);
*
* var spectrum = fft.analyze();
* noStroke();
* fill(0,255,0); // spectrum is green
* for (var i = 0; i< spectrum.length; i++){
* var x = map(i, 0, spectrum.length, 0, width);
* var h = -height + map(spectrum[i], 0, 255, height, 0);
* rect(x, height, width / spectrum.length, h );
* }
*
* stroke(255);
* text('Freq: ' + round(freq)+'Hz', 10, 10);
*
* isMouseOverCanvas();
* }
*
* // only play sound when mouse is over canvas
* function isMouseOverCanvas() {
* var mX = mouseX, mY = mouseY;
* if (mX > 0 && mX < width && mY < height && mY > 0) {
* osc.amp(0.5, 0.2);
* } else {
* osc.amp(0, 0.2);
* }
* }
*
*
*
*/
p5.FFT.prototype.analyze = function () {
var bins, mode;
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] === 'number') {
bins = this.bins = arguments[i];
this.analyser.fftSize = this.bins * 2;
}
if (typeof arguments[i] === 'string') {
mode = arguments[i];
}
}
if (mode && mode.toLowerCase() === 'db') {
freqToFloat(this);
this.analyser.getFloatFrequencyData(this.freqDomain);
return this.freqDomain;
} else {
freqToInt(this, this.freqDomain);
this.analyser.getByteFrequencyData(this.freqDomain);
var normalArray = Array.apply([], this.freqDomain);
normalArray.length === this.analyser.fftSize;
normalArray.constructor === Array;
return normalArray;
}
};
/**
* Returns the amount of energy (volume) at a specific
*
* frequency, or the average amount of energy between two
* frequencies. Accepts Number(s) corresponding
* to frequency (in Hz), or a String corresponding to predefined
* frequency ranges ("bass", "lowMid", "mid", "highMid", "treble").
* Returns a range between 0 (no energy/volume at that frequency) and
* 255 (maximum energy).
* NOTE: analyze() must be called prior to getEnergy(). Analyze()
* tells the FFT to analyze frequency data, and getEnergy() uses
* the results determine the value at a specific frequency or
* range of frequencies.
*
* @method getEnergy
* @param {Number|String} frequency1 Will return a value representing
* energy at this frequency. Alternately,
* the strings "bass", "lowMid" "mid",
* "highMid", and "treble" will return
* predefined frequency ranges.
* @param {Number} [frequency2] If a second frequency is given,
* will return average amount of
* energy that exists between the
* two frequencies.
* @return {Number} Energy Energy (volume/amplitude) from
* 0 and 255.
*
*/
p5.FFT.prototype.getEnergy = function (frequency1, frequency2) {
var nyquist = p5sound.audiocontext.sampleRate / 2;
if (frequency1 === 'bass') {
frequency1 = this.bass[0];
frequency2 = this.bass[1];
} else if (frequency1 === 'lowMid') {
frequency1 = this.lowMid[0];
frequency2 = this.lowMid[1];
} else if (frequency1 === 'mid') {
frequency1 = this.mid[0];
frequency2 = this.mid[1];
} else if (frequency1 === 'highMid') {
frequency1 = this.highMid[0];
frequency2 = this.highMid[1];
} else if (frequency1 === 'treble') {
frequency1 = this.treble[0];
frequency2 = this.treble[1];
}
if (typeof frequency1 !== 'number') {
throw 'invalid input for getEnergy()';
} else if (!frequency2) {
var index = Math.round(frequency1 / nyquist * this.freqDomain.length);
return this.freqDomain[index];
} else if (frequency1 && frequency2) {
// if second is higher than first
if (frequency1 > frequency2) {
var swap = frequency2;
frequency2 = frequency1;
frequency1 = swap;
}
var lowIndex = Math.round(frequency1 / nyquist * this.freqDomain.length);
var highIndex = Math.round(frequency2 / nyquist * this.freqDomain.length);
var total = 0;
var numFrequencies = 0;
// add up all of the values for the frequencies
for (var i = lowIndex; i <= highIndex; i++) {
total += this.freqDomain[i];
numFrequencies += 1;
}
// divide by total number of frequencies
var toReturn = total / numFrequencies;
return toReturn;
} else {
throw 'invalid input for getEnergy()';
}
};
// compatability with v.012, changed to getEnergy in v.0121. Will be deprecated...
p5.FFT.prototype.getFreq = function (freq1, freq2) {
console.log('getFreq() is deprecated. Please use getEnergy() instead.');
var x = this.getEnergy(freq1, freq2);
return x;
};
/**
* Returns the
*
* spectral centroid of the input signal.
* NOTE: analyze() must be called prior to getCentroid(). Analyze()
* tells the FFT to analyze frequency data, and getCentroid() uses
* the results determine the spectral centroid.
*
* @method getCentroid
* @return {Number} Spectral Centroid Frequency Frequency of the spectral centroid in Hz.
*
*
* @example
*
*
*
*function setup(){
* cnv = createCanvas(800,400);
* sound = new p5.AudioIn();
* sound.start();
* fft = new p5.FFT();
* sound.connect(fft);
*}
*
*
*function draw(){
*
* var centroidplot = 0.0;
* var spectralCentroid = 0;
*
*
* background(0);
* stroke(0,255,0);
* var spectrum = fft.analyze();
* fill(0,255,0); // spectrum is green
*
* //draw the spectrum
*
* for (var i = 0; i< spectrum.length; i++){
* var x = map(log(i), 0, log(spectrum.length), 0, width);
* var h = map(spectrum[i], 0, 255, 0, height);
* var rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));
* rect(x, height, rectangle_width, -h )
* }
* var nyquist = 22050;
*
* // get the centroid
* spectralCentroid = fft.getCentroid();
*
* // the mean_freq_index calculation is for the display.
* var mean_freq_index = spectralCentroid/(nyquist/spectrum.length);
*
* centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);
*
*
* stroke(255,0,0); // the line showing where the centroid is will be red
*
* rect(centroidplot, 0, width / spectrum.length, height)
* noStroke();
* fill(255,255,255); // text is white
* textSize(40);
* text("centroid: "+round(spectralCentroid)+" Hz", 10, 40);
*}
*
*/
p5.FFT.prototype.getCentroid = function () {
var nyquist = p5sound.audiocontext.sampleRate / 2;
var cumulative_sum = 0;
var centroid_normalization = 0;
for (var i = 0; i < this.freqDomain.length; i++) {
cumulative_sum += i * this.freqDomain[i];
centroid_normalization += this.freqDomain[i];
}
var mean_freq_index = 0;
if (centroid_normalization != 0) {
mean_freq_index = cumulative_sum / centroid_normalization;
}
var spec_centroid_freq = mean_freq_index * (nyquist / this.freqDomain.length);
return spec_centroid_freq;
};
/**
* Smooth FFT analysis by averaging with the last analysis frame.
*
* @method smooth
* @param {Number} smoothing 0.0 < smoothing < 1.0.
* Defaults to 0.8.
*/
p5.FFT.prototype.smooth = function (s) {
if (s) {
this.smoothing = s;
}
this.analyser.smoothingTimeConstant = s;
};
p5.FFT.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.analyser.disconnect();
this.analyser = undefined;
};
/**
* Returns an array of average amplitude values for a given number
* of frequency bands split equally. N defaults to 16.
* NOTE: analyze() must be called prior to linAverages(). Analyze()
* tells the FFT to analyze frequency data, and linAverages() uses
* the results to group them into a smaller set of averages.
*
* @method linAverages
* @param {Number} N Number of returned frequency groups
* @return {Array} linearAverages Array of average amplitude values for each group
*/
p5.FFT.prototype.linAverages = function (N) {
var N = N || 16;
// This prevents undefined, null or 0 values of N
var spectrum = this.freqDomain;
var spectrumLength = spectrum.length;
var spectrumStep = Math.floor(spectrumLength / N);
var linearAverages = new Array(N);
// Keep a second index for the current average group and place the values accordingly
// with only one loop in the spectrum data
var groupIndex = 0;
for (var specIndex = 0; specIndex < spectrumLength; specIndex++) {
linearAverages[groupIndex] = linearAverages[groupIndex] !== undefined ? (linearAverages[groupIndex] + spectrum[specIndex]) / 2 : spectrum[specIndex];
// Increase the group index when the last element of the group is processed
if (specIndex % spectrumStep == spectrumStep - 1) {
groupIndex++;
}
}
return linearAverages;
};
/**
* Returns an array of average amplitude values of the spectrum, for a given
* set of
* Octave Bands
* NOTE: analyze() must be called prior to logAverages(). Analyze()
* tells the FFT to analyze frequency data, and logAverages() uses
* the results to group them into a smaller set of averages.
*
* @method logAverages
* @param {Array} octaveBands Array of Octave Bands objects for grouping
* @return {Array} logAverages Array of average amplitude values for each group
*/
p5.FFT.prototype.logAverages = function (octaveBands) {
var nyquist = p5sound.audiocontext.sampleRate / 2;
var spectrum = this.freqDomain;
var spectrumLength = spectrum.length;
var logAverages = new Array(octaveBands.length);
// Keep a second index for the current average group and place the values accordingly
// With only one loop in the spectrum data
var octaveIndex = 0;
for (var specIndex = 0; specIndex < spectrumLength; specIndex++) {
var specIndexFrequency = Math.round(specIndex * nyquist / this.freqDomain.length);
// Increase the group index if the current frequency exceeds the limits of the band
if (specIndexFrequency > octaveBands[octaveIndex].hi) {
octaveIndex++;
}
logAverages[octaveIndex] = logAverages[octaveIndex] !== undefined ? (logAverages[octaveIndex] + spectrum[specIndex]) / 2 : spectrum[specIndex];
}
return logAverages;
};
/**
* Calculates and Returns the 1/N
* Octave Bands
* N defaults to 3 and minimum central frequency to 15.625Hz.
* (1/3 Octave Bands ~= 31 Frequency Bands)
* Setting fCtr0 to a central value of a higher octave will ignore the lower bands
* and produce less frequency groups.
*
* @method getOctaveBands
* @param {Number} N Specifies the 1/N type of generated octave bands
* @param {Number} fCtr0 Minimum central frequency for the lowest band
* @return {Array} octaveBands Array of octave band objects with their bounds
*/
p5.FFT.prototype.getOctaveBands = function (N, fCtr0) {
var N = N || 3;
// Default to 1/3 Octave Bands
var fCtr0 = fCtr0 || 15.625;
// Minimum central frequency, defaults to 15.625Hz
var octaveBands = [];
var lastFrequencyBand = {
lo: fCtr0 / Math.pow(2, 1 / (2 * N)),
ctr: fCtr0,
hi: fCtr0 * Math.pow(2, 1 / (2 * N))
};
octaveBands.push(lastFrequencyBand);
var nyquist = p5sound.audiocontext.sampleRate / 2;
while (lastFrequencyBand.hi < nyquist) {
var newFrequencyBand = {};
newFrequencyBand.lo = lastFrequencyBand.hi, newFrequencyBand.ctr = lastFrequencyBand.ctr * Math.pow(2, 1 / N), newFrequencyBand.hi = newFrequencyBand.ctr * Math.pow(2, 1 / (2 * N)), octaveBands.push(newFrequencyBand);
lastFrequencyBand = newFrequencyBand;
}
return octaveBands;
};
// helper methods to convert type from float (dB) to int (0-255)
var freqToFloat = function (fft) {
if (fft.freqDomain instanceof Float32Array === false) {
fft.freqDomain = new Float32Array(fft.analyser.frequencyBinCount);
}
};
var freqToInt = function (fft) {
if (fft.freqDomain instanceof Uint8Array === false) {
fft.freqDomain = new Uint8Array(fft.analyser.frequencyBinCount);
}
};
var timeToFloat = function (fft) {
if (fft.timeDomain instanceof Float32Array === false) {
fft.timeDomain = new Float32Array(fft.analyser.frequencyBinCount);
}
};
var timeToInt = function (fft) {
if (fft.timeDomain instanceof Uint8Array === false) {
fft.timeDomain = new Uint8Array(fft.analyser.frequencyBinCount);
}
};
}(master);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_core_Tone;
Tone_core_Tone = function () {
'use strict';
function isUndef(val) {
return val === void 0;
}
function isFunction(val) {
return typeof val === 'function';
}
var audioContext;
if (isUndef(window.AudioContext)) {
window.AudioContext = window.webkitAudioContext;
}
if (isUndef(window.OfflineAudioContext)) {
window.OfflineAudioContext = window.webkitOfflineAudioContext;
}
if (!isUndef(AudioContext)) {
audioContext = new AudioContext();
} else {
throw new Error('Web Audio is not supported in this browser');
}
if (!isFunction(AudioContext.prototype.createGain)) {
AudioContext.prototype.createGain = AudioContext.prototype.createGainNode;
}
if (!isFunction(AudioContext.prototype.createDelay)) {
AudioContext.prototype.createDelay = AudioContext.prototype.createDelayNode;
}
if (!isFunction(AudioContext.prototype.createPeriodicWave)) {
AudioContext.prototype.createPeriodicWave = AudioContext.prototype.createWaveTable;
}
if (!isFunction(AudioBufferSourceNode.prototype.start)) {
AudioBufferSourceNode.prototype.start = AudioBufferSourceNode.prototype.noteGrainOn;
}
if (!isFunction(AudioBufferSourceNode.prototype.stop)) {
AudioBufferSourceNode.prototype.stop = AudioBufferSourceNode.prototype.noteOff;
}
if (!isFunction(OscillatorNode.prototype.start)) {
OscillatorNode.prototype.start = OscillatorNode.prototype.noteOn;
}
if (!isFunction(OscillatorNode.prototype.stop)) {
OscillatorNode.prototype.stop = OscillatorNode.prototype.noteOff;
}
if (!isFunction(OscillatorNode.prototype.setPeriodicWave)) {
OscillatorNode.prototype.setPeriodicWave = OscillatorNode.prototype.setWaveTable;
}
AudioNode.prototype._nativeConnect = AudioNode.prototype.connect;
AudioNode.prototype.connect = function (B, outNum, inNum) {
if (B.input) {
if (Array.isArray(B.input)) {
if (isUndef(inNum)) {
inNum = 0;
}
this.connect(B.input[inNum]);
} else {
this.connect(B.input, outNum, inNum);
}
} else {
try {
if (B instanceof AudioNode) {
this._nativeConnect(B, outNum, inNum);
} else {
this._nativeConnect(B, outNum);
}
} catch (e) {
throw new Error('error connecting to node: ' + B);
}
}
};
var Tone = function (inputs, outputs) {
if (isUndef(inputs) || inputs === 1) {
this.input = this.context.createGain();
} else if (inputs > 1) {
this.input = new Array(inputs);
}
if (isUndef(outputs) || outputs === 1) {
this.output = this.context.createGain();
} else if (outputs > 1) {
this.output = new Array(inputs);
}
};
Tone.prototype.set = function (params, value, rampTime) {
if (this.isObject(params)) {
rampTime = value;
} else if (this.isString(params)) {
var tmpObj = {};
tmpObj[params] = value;
params = tmpObj;
}
for (var attr in params) {
value = params[attr];
var parent = this;
if (attr.indexOf('.') !== -1) {
var attrSplit = attr.split('.');
for (var i = 0; i < attrSplit.length - 1; i++) {
parent = parent[attrSplit[i]];
}
attr = attrSplit[attrSplit.length - 1];
}
var param = parent[attr];
if (isUndef(param)) {
continue;
}
if (Tone.Signal && param instanceof Tone.Signal || Tone.Param && param instanceof Tone.Param) {
if (param.value !== value) {
if (isUndef(rampTime)) {
param.value = value;
} else {
param.rampTo(value, rampTime);
}
}
} else if (param instanceof AudioParam) {
if (param.value !== value) {
param.value = value;
}
} else if (param instanceof Tone) {
param.set(value);
} else if (param !== value) {
parent[attr] = value;
}
}
return this;
};
Tone.prototype.get = function (params) {
if (isUndef(params)) {
params = this._collectDefaults(this.constructor);
} else if (this.isString(params)) {
params = [params];
}
var ret = {};
for (var i = 0; i < params.length; i++) {
var attr = params[i];
var parent = this;
var subRet = ret;
if (attr.indexOf('.') !== -1) {
var attrSplit = attr.split('.');
for (var j = 0; j < attrSplit.length - 1; j++) {
var subAttr = attrSplit[j];
subRet[subAttr] = subRet[subAttr] || {};
subRet = subRet[subAttr];
parent = parent[subAttr];
}
attr = attrSplit[attrSplit.length - 1];
}
var param = parent[attr];
if (this.isObject(params[attr])) {
subRet[attr] = param.get();
} else if (Tone.Signal && param instanceof Tone.Signal) {
subRet[attr] = param.value;
} else if (Tone.Param && param instanceof Tone.Param) {
subRet[attr] = param.value;
} else if (param instanceof AudioParam) {
subRet[attr] = param.value;
} else if (param instanceof Tone) {
subRet[attr] = param.get();
} else if (!isFunction(param) && !isUndef(param)) {
subRet[attr] = param;
}
}
return ret;
};
Tone.prototype._collectDefaults = function (constr) {
var ret = [];
if (!isUndef(constr.defaults)) {
ret = Object.keys(constr.defaults);
}
if (!isUndef(constr._super)) {
var superDefs = this._collectDefaults(constr._super);
for (var i = 0; i < superDefs.length; i++) {
if (ret.indexOf(superDefs[i]) === -1) {
ret.push(superDefs[i]);
}
}
}
return ret;
};
Tone.prototype.toString = function () {
for (var className in Tone) {
var isLetter = className[0].match(/^[A-Z]$/);
var sameConstructor = Tone[className] === this.constructor;
if (isFunction(Tone[className]) && isLetter && sameConstructor) {
return className;
}
}
return 'Tone';
};
Tone.context = audioContext;
Tone.prototype.context = Tone.context;
Tone.prototype.bufferSize = 2048;
Tone.prototype.blockTime = 128 / Tone.context.sampleRate;
Tone.prototype.dispose = function () {
if (!this.isUndef(this.input)) {
if (this.input instanceof AudioNode) {
this.input.disconnect();
}
this.input = null;
}
if (!this.isUndef(this.output)) {
if (this.output instanceof AudioNode) {
this.output.disconnect();
}
this.output = null;
}
return this;
};
var _silentNode = null;
Tone.prototype.noGC = function () {
this.output.connect(_silentNode);
return this;
};
AudioNode.prototype.noGC = function () {
this.connect(_silentNode);
return this;
};
Tone.prototype.connect = function (unit, outputNum, inputNum) {
if (Array.isArray(this.output)) {
outputNum = this.defaultArg(outputNum, 0);
this.output[outputNum].connect(unit, 0, inputNum);
} else {
this.output.connect(unit, outputNum, inputNum);
}
return this;
};
Tone.prototype.disconnect = function (outputNum) {
if (Array.isArray(this.output)) {
outputNum = this.defaultArg(outputNum, 0);
this.output[outputNum].disconnect();
} else {
this.output.disconnect();
}
return this;
};
Tone.prototype.connectSeries = function () {
if (arguments.length > 1) {
var currentUnit = arguments[0];
for (var i = 1; i < arguments.length; i++) {
var toUnit = arguments[i];
currentUnit.connect(toUnit);
currentUnit = toUnit;
}
}
return this;
};
Tone.prototype.connectParallel = function () {
var connectFrom = arguments[0];
if (arguments.length > 1) {
for (var i = 1; i < arguments.length; i++) {
var connectTo = arguments[i];
connectFrom.connect(connectTo);
}
}
return this;
};
Tone.prototype.chain = function () {
if (arguments.length > 0) {
var currentUnit = this;
for (var i = 0; i < arguments.length; i++) {
var toUnit = arguments[i];
currentUnit.connect(toUnit);
currentUnit = toUnit;
}
}
return this;
};
Tone.prototype.fan = function () {
if (arguments.length > 0) {
for (var i = 0; i < arguments.length; i++) {
this.connect(arguments[i]);
}
}
return this;
};
AudioNode.prototype.chain = Tone.prototype.chain;
AudioNode.prototype.fan = Tone.prototype.fan;
Tone.prototype.defaultArg = function (given, fallback) {
if (this.isObject(given) && this.isObject(fallback)) {
var ret = {};
for (var givenProp in given) {
ret[givenProp] = this.defaultArg(fallback[givenProp], given[givenProp]);
}
for (var fallbackProp in fallback) {
ret[fallbackProp] = this.defaultArg(given[fallbackProp], fallback[fallbackProp]);
}
return ret;
} else {
return isUndef(given) ? fallback : given;
}
};
Tone.prototype.optionsObject = function (values, keys, defaults) {
var options = {};
if (values.length === 1 && this.isObject(values[0])) {
options = values[0];
} else {
for (var i = 0; i < keys.length; i++) {
options[keys[i]] = values[i];
}
}
if (!this.isUndef(defaults)) {
return this.defaultArg(options, defaults);
} else {
return options;
}
};
Tone.prototype.isUndef = isUndef;
Tone.prototype.isFunction = isFunction;
Tone.prototype.isNumber = function (arg) {
return typeof arg === 'number';
};
Tone.prototype.isObject = function (arg) {
return Object.prototype.toString.call(arg) === '[object Object]' && arg.constructor === Object;
};
Tone.prototype.isBoolean = function (arg) {
return typeof arg === 'boolean';
};
Tone.prototype.isArray = function (arg) {
return Array.isArray(arg);
};
Tone.prototype.isString = function (arg) {
return typeof arg === 'string';
};
Tone.noOp = function () {
};
Tone.prototype._readOnly = function (property) {
if (Array.isArray(property)) {
for (var i = 0; i < property.length; i++) {
this._readOnly(property[i]);
}
} else {
Object.defineProperty(this, property, {
writable: false,
enumerable: true
});
}
};
Tone.prototype._writable = function (property) {
if (Array.isArray(property)) {
for (var i = 0; i < property.length; i++) {
this._writable(property[i]);
}
} else {
Object.defineProperty(this, property, { writable: true });
}
};
Tone.State = {
Started: 'started',
Stopped: 'stopped',
Paused: 'paused'
};
Tone.prototype.equalPowerScale = function (percent) {
var piFactor = 0.5 * Math.PI;
return Math.sin(percent * piFactor);
};
Tone.prototype.dbToGain = function (db) {
return Math.pow(2, db / 6);
};
Tone.prototype.gainToDb = function (gain) {
return 20 * (Math.log(gain) / Math.LN10);
};
Tone.prototype.now = function () {
return this.context.currentTime;
};
Tone.extend = function (child, parent) {
if (isUndef(parent)) {
parent = Tone;
}
function TempConstructor() {
}
TempConstructor.prototype = parent.prototype;
child.prototype = new TempConstructor();
child.prototype.constructor = child;
child._super = parent;
};
var newContextCallbacks = [];
Tone._initAudioContext = function (callback) {
callback(Tone.context);
newContextCallbacks.push(callback);
};
Tone.setContext = function (ctx) {
Tone.prototype.context = ctx;
Tone.context = ctx;
for (var i = 0; i < newContextCallbacks.length; i++) {
newContextCallbacks[i](ctx);
}
};
Tone.startMobile = function () {
var osc = Tone.context.createOscillator();
var silent = Tone.context.createGain();
silent.gain.value = 0;
osc.connect(silent);
silent.connect(Tone.context.destination);
var now = Tone.context.currentTime;
osc.start(now);
osc.stop(now + 1);
};
Tone._initAudioContext(function (audioContext) {
Tone.prototype.blockTime = 128 / audioContext.sampleRate;
_silentNode = audioContext.createGain();
_silentNode.gain.value = 0;
_silentNode.connect(audioContext.destination);
});
Tone.version = 'r7-dev';
return Tone;
}();
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_signal_SignalBase;
Tone_signal_SignalBase = function (Tone) {
'use strict';
Tone.SignalBase = function () {
};
Tone.extend(Tone.SignalBase);
Tone.SignalBase.prototype.connect = function (node, outputNumber, inputNumber) {
if (Tone.Signal && Tone.Signal === node.constructor || Tone.Param && Tone.Param === node.constructor || Tone.TimelineSignal && Tone.TimelineSignal === node.constructor) {
node._param.cancelScheduledValues(0);
node._param.value = 0;
node.overridden = true;
} else if (node instanceof AudioParam) {
node.cancelScheduledValues(0);
node.value = 0;
}
Tone.prototype.connect.call(this, node, outputNumber, inputNumber);
return this;
};
return Tone.SignalBase;
}(Tone_core_Tone);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_signal_WaveShaper;
Tone_signal_WaveShaper = function (Tone) {
'use strict';
Tone.WaveShaper = function (mapping, bufferLen) {
this._shaper = this.input = this.output = this.context.createWaveShaper();
this._curve = null;
if (Array.isArray(mapping)) {
this.curve = mapping;
} else if (isFinite(mapping) || this.isUndef(mapping)) {
this._curve = new Float32Array(this.defaultArg(mapping, 1024));
} else if (this.isFunction(mapping)) {
this._curve = new Float32Array(this.defaultArg(bufferLen, 1024));
this.setMap(mapping);
}
};
Tone.extend(Tone.WaveShaper, Tone.SignalBase);
Tone.WaveShaper.prototype.setMap = function (mapping) {
for (var i = 0, len = this._curve.length; i < len; i++) {
var normalized = i / len * 2 - 1;
this._curve[i] = mapping(normalized, i);
}
this._shaper.curve = this._curve;
return this;
};
Object.defineProperty(Tone.WaveShaper.prototype, 'curve', {
get: function () {
return this._shaper.curve;
},
set: function (mapping) {
this._curve = new Float32Array(mapping);
this._shaper.curve = this._curve;
}
});
Object.defineProperty(Tone.WaveShaper.prototype, 'oversample', {
get: function () {
return this._shaper.oversample;
},
set: function (oversampling) {
if ([
'none',
'2x',
'4x'
].indexOf(oversampling) !== -1) {
this._shaper.oversample = oversampling;
} else {
throw new Error('invalid oversampling: ' + oversampling);
}
}
});
Tone.WaveShaper.prototype.dispose = function () {
Tone.prototype.dispose.call(this);
this._shaper.disconnect();
this._shaper = null;
this._curve = null;
return this;
};
return Tone.WaveShaper;
}(Tone_core_Tone);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_core_Type;
Tone_core_Type = function (Tone) {
'use strict';
Tone.Type = {
Default: 'number',
Time: 'time',
Frequency: 'frequency',
NormalRange: 'normalRange',
AudioRange: 'audioRange',
Decibels: 'db',
Interval: 'interval',
BPM: 'bpm',
Positive: 'positive',
Cents: 'cents',
Degrees: 'degrees',
MIDI: 'midi',
TransportTime: 'transportTime',
Ticks: 'tick',
Note: 'note',
Milliseconds: 'milliseconds',
Notation: 'notation'
};
Tone.prototype.isNowRelative = function () {
var nowRelative = new RegExp(/^\s*\+(.)+/i);
return function (note) {
return nowRelative.test(note);
};
}();
Tone.prototype.isTicks = function () {
var tickFormat = new RegExp(/^\d+i$/i);
return function (note) {
return tickFormat.test(note);
};
}();
Tone.prototype.isNotation = function () {
var notationFormat = new RegExp(/^[0-9]+[mnt]$/i);
return function (note) {
return notationFormat.test(note);
};
}();
Tone.prototype.isTransportTime = function () {
var transportTimeFormat = new RegExp(/^(\d+(\.\d+)?\:){1,2}(\d+(\.\d+)?)?$/i);
return function (transportTime) {
return transportTimeFormat.test(transportTime);
};
}();
Tone.prototype.isNote = function () {
var noteFormat = new RegExp(/^[a-g]{1}(b|#|x|bb)?-?[0-9]+$/i);
return function (note) {
return noteFormat.test(note);
};
}();
Tone.prototype.isFrequency = function () {
var freqFormat = new RegExp(/^\d*\.?\d+hz$/i);
return function (freq) {
return freqFormat.test(freq);
};
}();
function getTransportBpm() {
if (Tone.Transport && Tone.Transport.bpm) {
return Tone.Transport.bpm.value;
} else {
return 120;
}
}
function getTransportTimeSignature() {
if (Tone.Transport && Tone.Transport.timeSignature) {
return Tone.Transport.timeSignature;
} else {
return 4;
}
}
Tone.prototype.notationToSeconds = function (notation, bpm, timeSignature) {
bpm = this.defaultArg(bpm, getTransportBpm());
timeSignature = this.defaultArg(timeSignature, getTransportTimeSignature());
var beatTime = 60 / bpm;
if (notation === '1n') {
notation = '1m';
}
var subdivision = parseInt(notation, 10);
var beats = 0;
if (subdivision === 0) {
beats = 0;
}
var lastLetter = notation.slice(-1);
if (lastLetter === 't') {
beats = 4 / subdivision * 2 / 3;
} else if (lastLetter === 'n') {
beats = 4 / subdivision;
} else if (lastLetter === 'm') {
beats = subdivision * timeSignature;
} else {
beats = 0;
}
return beatTime * beats;
};
Tone.prototype.transportTimeToSeconds = function (transportTime, bpm, timeSignature) {
bpm = this.defaultArg(bpm, getTransportBpm());
timeSignature = this.defaultArg(timeSignature, getTransportTimeSignature());
var measures = 0;
var quarters = 0;
var sixteenths = 0;
var split = transportTime.split(':');
if (split.length === 2) {
measures = parseFloat(split[0]);
quarters = parseFloat(split[1]);
} else if (split.length === 1) {
quarters = parseFloat(split[0]);
} else if (split.length === 3) {
measures = parseFloat(split[0]);
quarters = parseFloat(split[1]);
sixteenths = parseFloat(split[2]);
}
var beats = measures * timeSignature + quarters + sixteenths / 4;
return beats * (60 / bpm);
};
Tone.prototype.ticksToSeconds = function (ticks, bpm) {
if (this.isUndef(Tone.Transport)) {
return 0;
}
ticks = parseFloat(ticks);
bpm = this.defaultArg(bpm, getTransportBpm());
var tickTime = 60 / bpm / Tone.Transport.PPQ;
return tickTime * ticks;
};
Tone.prototype.frequencyToSeconds = function (freq) {
return 1 / parseFloat(freq);
};
Tone.prototype.samplesToSeconds = function (samples) {
return samples / this.context.sampleRate;
};
Tone.prototype.secondsToSamples = function (seconds) {
return seconds * this.context.sampleRate;
};
Tone.prototype.secondsToTransportTime = function (seconds, bpm, timeSignature) {
bpm = this.defaultArg(bpm, getTransportBpm());
timeSignature = this.defaultArg(timeSignature, getTransportTimeSignature());
var quarterTime = 60 / bpm;
var quarters = seconds / quarterTime;
var measures = Math.floor(quarters / timeSignature);
var sixteenths = quarters % 1 * 4;
quarters = Math.floor(quarters) % timeSignature;
var progress = [
measures,
quarters,
sixteenths
];
return progress.join(':');
};
Tone.prototype.secondsToFrequency = function (seconds) {
return 1 / seconds;
};
Tone.prototype.toTransportTime = function (time, bpm, timeSignature) {
var seconds = this.toSeconds(time);
return this.secondsToTransportTime(seconds, bpm, timeSignature);
};
Tone.prototype.toFrequency = function (freq, now) {
if (this.isFrequency(freq)) {
return parseFloat(freq);
} else if (this.isNotation(freq) || this.isTransportTime(freq)) {
return this.secondsToFrequency(this.toSeconds(freq, now));
} else if (this.isNote(freq)) {
return this.noteToFrequency(freq);
} else {
return freq;
}
};
Tone.prototype.toTicks = function (time) {
if (this.isUndef(Tone.Transport)) {
return 0;
}
var bpm = Tone.Transport.bpm.value;
var plusNow = 0;
if (this.isNowRelative(time)) {
time = time.replace('+', '');
plusNow = Tone.Transport.ticks;
} else if (this.isUndef(time)) {
return Tone.Transport.ticks;
}
var seconds = this.toSeconds(time);
var quarter = 60 / bpm;
var quarters = seconds / quarter;
var tickNum = quarters * Tone.Transport.PPQ;
return Math.round(tickNum + plusNow);
};
Tone.prototype.toSamples = function (time) {
var seconds = this.toSeconds(time);
return Math.round(seconds * this.context.sampleRate);
};
Tone.prototype.toSeconds = function (time, now) {
now = this.defaultArg(now, this.now());
if (this.isNumber(time)) {
return time;
} else if (this.isString(time)) {
var plusTime = 0;
if (this.isNowRelative(time)) {
time = time.replace('+', '');
plusTime = now;
}
var betweenParens = time.match(/\(([^)(]+)\)/g);
if (betweenParens) {
for (var j = 0; j < betweenParens.length; j++) {
var symbol = betweenParens[j].replace(/[\(\)]/g, '');
var symbolVal = this.toSeconds(symbol);
time = time.replace(betweenParens[j], symbolVal);
}
}
if (time.indexOf('@') !== -1) {
var quantizationSplit = time.split('@');
if (!this.isUndef(Tone.Transport)) {
var toQuantize = quantizationSplit[0].trim();
if (toQuantize === '') {
toQuantize = undefined;
}
if (plusTime > 0) {
toQuantize = '+' + toQuantize;
plusTime = 0;
}
var subdivision = quantizationSplit[1].trim();
time = Tone.Transport.quantize(toQuantize, subdivision);
} else {
throw new Error('quantization requires Tone.Transport');
}
} else {
var components = time.split(/[\(\)\-\+\/\*]/);
if (components.length > 1) {
var originalTime = time;
for (var i = 0; i < components.length; i++) {
var symb = components[i].trim();
if (symb !== '') {
var val = this.toSeconds(symb);
time = time.replace(symb, val);
}
}
try {
time = eval(time);
} catch (e) {
throw new EvalError('cannot evaluate Time: ' + originalTime);
}
} else if (this.isNotation(time)) {
time = this.notationToSeconds(time);
} else if (this.isTransportTime(time)) {
time = this.transportTimeToSeconds(time);
} else if (this.isFrequency(time)) {
time = this.frequencyToSeconds(time);
} else if (this.isTicks(time)) {
time = this.ticksToSeconds(time);
} else {
time = parseFloat(time);
}
}
return time + plusTime;
} else {
return now;
}
};
Tone.prototype.toNotation = function (time, bpm, timeSignature) {
var testNotations = [
'1m',
'2n',
'4n',
'8n',
'16n',
'32n',
'64n',
'128n'
];
var retNotation = toNotationHelper.call(this, time, bpm, timeSignature, testNotations);
var testTripletNotations = [
'1m',
'2n',
'2t',
'4n',
'4t',
'8n',
'8t',
'16n',
'16t',
'32n',
'32t',
'64n',
'64t',
'128n'
];
var retTripletNotation = toNotationHelper.call(this, time, bpm, timeSignature, testTripletNotations);
if (retTripletNotation.split('+').length < retNotation.split('+').length) {
return retTripletNotation;
} else {
return retNotation;
}
};
function toNotationHelper(time, bpm, timeSignature, testNotations) {
var seconds = this.toSeconds(time);
var threshold = this.notationToSeconds(testNotations[testNotations.length - 1], bpm, timeSignature);
var retNotation = '';
for (var i = 0; i < testNotations.length; i++) {
var notationTime = this.notationToSeconds(testNotations[i], bpm, timeSignature);
var multiple = seconds / notationTime;
var floatingPointError = 0.000001;
if (1 - multiple % 1 < floatingPointError) {
multiple += floatingPointError;
}
multiple = Math.floor(multiple);
if (multiple > 0) {
if (multiple === 1) {
retNotation += testNotations[i];
} else {
retNotation += multiple.toString() + '*' + testNotations[i];
}
seconds -= multiple * notationTime;
if (seconds < threshold) {
break;
} else {
retNotation += ' + ';
}
}
}
if (retNotation === '') {
retNotation = '0';
}
return retNotation;
}
Tone.prototype.fromUnits = function (val, units) {
if (this.convert || this.isUndef(this.convert)) {
switch (units) {
case Tone.Type.Time:
return this.toSeconds(val);
case Tone.Type.Frequency:
return this.toFrequency(val);
case Tone.Type.Decibels:
return this.dbToGain(val);
case Tone.Type.NormalRange:
return Math.min(Math.max(val, 0), 1);
case Tone.Type.AudioRange:
return Math.min(Math.max(val, -1), 1);
case Tone.Type.Positive:
return Math.max(val, 0);
default:
return val;
}
} else {
return val;
}
};
Tone.prototype.toUnits = function (val, units) {
if (this.convert || this.isUndef(this.convert)) {
switch (units) {
case Tone.Type.Decibels:
return this.gainToDb(val);
default:
return val;
}
} else {
return val;
}
};
var noteToScaleIndex = {
'cbb': -2,
'cb': -1,
'c': 0,
'c#': 1,
'cx': 2,
'dbb': 0,
'db': 1,
'd': 2,
'd#': 3,
'dx': 4,
'ebb': 2,
'eb': 3,
'e': 4,
'e#': 5,
'ex': 6,
'fbb': 3,
'fb': 4,
'f': 5,
'f#': 6,
'fx': 7,
'gbb': 5,
'gb': 6,
'g': 7,
'g#': 8,
'gx': 9,
'abb': 7,
'ab': 8,
'a': 9,
'a#': 10,
'ax': 11,
'bbb': 9,
'bb': 10,
'b': 11,
'b#': 12,
'bx': 13
};
var scaleIndexToNote = [
'C',
'C#',
'D',
'D#',
'E',
'F',
'F#',
'G',
'G#',
'A',
'A#',
'B'
];
Tone.A4 = 440;
Tone.prototype.noteToFrequency = function (note) {
var parts = note.split(/(-?\d+)/);
if (parts.length === 3) {
var index = noteToScaleIndex[parts[0].toLowerCase()];
var octave = parts[1];
var noteNumber = index + (parseInt(octave, 10) + 1) * 12;
return this.midiToFrequency(noteNumber);
} else {
return 0;
}
};
Tone.prototype.frequencyToNote = function (freq) {
var log = Math.log(freq / Tone.A4) / Math.LN2;
var noteNumber = Math.round(12 * log) + 57;
var octave = Math.floor(noteNumber / 12);
if (octave < 0) {
noteNumber += -12 * octave;
}
var noteName = scaleIndexToNote[noteNumber % 12];
return noteName + octave.toString();
};
Tone.prototype.intervalToFrequencyRatio = function (interval) {
return Math.pow(2, interval / 12);
};
Tone.prototype.midiToNote = function (midiNumber) {
var octave = Math.floor(midiNumber / 12) - 1;
var note = midiNumber % 12;
return scaleIndexToNote[note] + octave;
};
Tone.prototype.noteToMidi = function (note) {
var parts = note.split(/(\d+)/);
if (parts.length === 3) {
var index = noteToScaleIndex[parts[0].toLowerCase()];
var octave = parts[1];
return index + (parseInt(octave, 10) + 1) * 12;
} else {
return 0;
}
};
Tone.prototype.midiToFrequency = function (midi) {
return Tone.A4 * Math.pow(2, (midi - 69) / 12);
};
return Tone;
}(Tone_core_Tone);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_core_Param;
Tone_core_Param = function (Tone) {
'use strict';
Tone.Param = function () {
var options = this.optionsObject(arguments, [
'param',
'units',
'convert'
], Tone.Param.defaults);
this._param = this.input = options.param;
this.units = options.units;
this.convert = options.convert;
this.overridden = false;
if (!this.isUndef(options.value)) {
this.value = options.value;
}
};
Tone.extend(Tone.Param);
Tone.Param.defaults = {
'units': Tone.Type.Default,
'convert': true,
'param': undefined
};
Object.defineProperty(Tone.Param.prototype, 'value', {
get: function () {
return this._toUnits(this._param.value);
},
set: function (value) {
var convertedVal = this._fromUnits(value);
this._param.value = convertedVal;
}
});
Tone.Param.prototype._fromUnits = function (val) {
if (this.convert || this.isUndef(this.convert)) {
switch (this.units) {
case Tone.Type.Time:
return this.toSeconds(val);
case Tone.Type.Frequency:
return this.toFrequency(val);
case Tone.Type.Decibels:
return this.dbToGain(val);
case Tone.Type.NormalRange:
return Math.min(Math.max(val, 0), 1);
case Tone.Type.AudioRange:
return Math.min(Math.max(val, -1), 1);
case Tone.Type.Positive:
return Math.max(val, 0);
default:
return val;
}
} else {
return val;
}
};
Tone.Param.prototype._toUnits = function (val) {
if (this.convert || this.isUndef(this.convert)) {
switch (this.units) {
case Tone.Type.Decibels:
return this.gainToDb(val);
default:
return val;
}
} else {
return val;
}
};
Tone.Param.prototype._minOutput = 0.00001;
Tone.Param.prototype.setValueAtTime = function (value, time) {
value = this._fromUnits(value);
this._param.setValueAtTime(value, this.toSeconds(time));
return this;
};
Tone.Param.prototype.setRampPoint = function (now) {
now = this.defaultArg(now, this.now());
var currentVal = this._param.value;
this._param.setValueAtTime(currentVal, now);
return this;
};
Tone.Param.prototype.linearRampToValueAtTime = function (value, endTime) {
value = this._fromUnits(value);
this._param.linearRampToValueAtTime(value, this.toSeconds(endTime));
return this;
};
Tone.Param.prototype.exponentialRampToValueAtTime = function (value, endTime) {
value = this._fromUnits(value);
value = Math.max(this._minOutput, value);
this._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));
return this;
};
Tone.Param.prototype.exponentialRampToValue = function (value, rampTime) {
var now = this.now();
var currentVal = this.value;
this.setValueAtTime(Math.max(currentVal, this._minOutput), now);
this.exponentialRampToValueAtTime(value, now + this.toSeconds(rampTime));
return this;
};
Tone.Param.prototype.linearRampToValue = function (value, rampTime) {
var now = this.now();
this.setRampPoint(now);
this.linearRampToValueAtTime(value, now + this.toSeconds(rampTime));
return this;
};
Tone.Param.prototype.setTargetAtTime = function (value, startTime, timeConstant) {
value = this._fromUnits(value);
value = Math.max(this._minOutput, value);
timeConstant = Math.max(this._minOutput, timeConstant);
this._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);
return this;
};
Tone.Param.prototype.setValueCurveAtTime = function (values, startTime, duration) {
for (var i = 0; i < values.length; i++) {
values[i] = this._fromUnits(values[i]);
}
this._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));
return this;
};
Tone.Param.prototype.cancelScheduledValues = function (startTime) {
this._param.cancelScheduledValues(this.toSeconds(startTime));
return this;
};
Tone.Param.prototype.rampTo = function (value, rampTime) {
rampTime = this.defaultArg(rampTime, 0);
if (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM) {
this.exponentialRampToValue(value, rampTime);
} else {
this.linearRampToValue(value, rampTime);
}
return this;
};
Tone.Param.prototype.dispose = function () {
Tone.prototype.dispose.call(this);
this._param = null;
return this;
};
return Tone.Param;
}(Tone_core_Tone);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_core_Gain;
Tone_core_Gain = function (Tone) {
'use strict';
Tone.Gain = function () {
var options = this.optionsObject(arguments, [
'gain',
'units'
], Tone.Gain.defaults);
this.input = this.output = this._gainNode = this.context.createGain();
this.gain = new Tone.Param({
'param': this._gainNode.gain,
'units': options.units,
'value': options.gain,
'convert': options.convert
});
this._readOnly('gain');
};
Tone.extend(Tone.Gain);
Tone.Gain.defaults = {
'gain': 1,
'convert': true
};
Tone.Gain.prototype.dispose = function () {
Tone.Param.prototype.dispose.call(this);
this._gainNode.disconnect();
this._gainNode = null;
this._writable('gain');
this.gain.dispose();
this.gain = null;
};
return Tone.Gain;
}(Tone_core_Tone, Tone_core_Param);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_signal_Signal;
Tone_signal_Signal = function (Tone) {
'use strict';
Tone.Signal = function () {
var options = this.optionsObject(arguments, [
'value',
'units'
], Tone.Signal.defaults);
this.output = this._gain = this.context.createGain();
options.param = this._gain.gain;
Tone.Param.call(this, options);
this.input = this._param = this._gain.gain;
Tone.Signal._constant.chain(this._gain);
};
Tone.extend(Tone.Signal, Tone.Param);
Tone.Signal.defaults = {
'value': 0,
'units': Tone.Type.Default,
'convert': true
};
Tone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;
Tone.Signal.prototype.dispose = function () {
Tone.Param.prototype.dispose.call(this);
this._param = null;
this._gain.disconnect();
this._gain = null;
return this;
};
Tone.Signal._constant = null;
Tone._initAudioContext(function (audioContext) {
var buffer = audioContext.createBuffer(1, 128, audioContext.sampleRate);
var arr = buffer.getChannelData(0);
for (var i = 0; i < arr.length; i++) {
arr[i] = 1;
}
Tone.Signal._constant = audioContext.createBufferSource();
Tone.Signal._constant.channelCount = 1;
Tone.Signal._constant.channelCountMode = 'explicit';
Tone.Signal._constant.buffer = buffer;
Tone.Signal._constant.loop = true;
Tone.Signal._constant.start(0);
Tone.Signal._constant.noGC();
});
return Tone.Signal;
}(Tone_core_Tone, Tone_signal_WaveShaper, Tone_core_Type, Tone_core_Param);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_signal_Add;
Tone_signal_Add = function (Tone) {
'use strict';
Tone.Add = function (value) {
Tone.call(this, 2, 0);
this._sum = this.input[0] = this.input[1] = this.output = this.context.createGain();
this._param = this.input[1] = new Tone.Signal(value);
this._param.connect(this._sum);
};
Tone.extend(Tone.Add, Tone.Signal);
Tone.Add.prototype.dispose = function () {
Tone.prototype.dispose.call(this);
this._sum.disconnect();
this._sum = null;
this._param.dispose();
this._param = null;
return this;
};
return Tone.Add;
}(Tone_core_Tone);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_signal_Multiply;
Tone_signal_Multiply = function (Tone) {
'use strict';
Tone.Multiply = function (value) {
Tone.call(this, 2, 0);
this._mult = this.input[0] = this.output = this.context.createGain();
this._param = this.input[1] = this.output.gain;
this._param.value = this.defaultArg(value, 0);
};
Tone.extend(Tone.Multiply, Tone.Signal);
Tone.Multiply.prototype.dispose = function () {
Tone.prototype.dispose.call(this);
this._mult.disconnect();
this._mult = null;
this._param = null;
return this;
};
return Tone.Multiply;
}(Tone_core_Tone);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_signal_Scale;
Tone_signal_Scale = function (Tone) {
'use strict';
Tone.Scale = function (outputMin, outputMax) {
this._outputMin = this.defaultArg(outputMin, 0);
this._outputMax = this.defaultArg(outputMax, 1);
this._scale = this.input = new Tone.Multiply(1);
this._add = this.output = new Tone.Add(0);
this._scale.connect(this._add);
this._setRange();
};
Tone.extend(Tone.Scale, Tone.SignalBase);
Object.defineProperty(Tone.Scale.prototype, 'min', {
get: function () {
return this._outputMin;
},
set: function (min) {
this._outputMin = min;
this._setRange();
}
});
Object.defineProperty(Tone.Scale.prototype, 'max', {
get: function () {
return this._outputMax;
},
set: function (max) {
this._outputMax = max;
this._setRange();
}
});
Tone.Scale.prototype._setRange = function () {
this._add.value = this._outputMin;
this._scale.value = this._outputMax - this._outputMin;
};
Tone.Scale.prototype.dispose = function () {
Tone.prototype.dispose.call(this);
this._add.dispose();
this._add = null;
this._scale.dispose();
this._scale = null;
return this;
};
return Tone.Scale;
}(Tone_core_Tone, Tone_signal_Add, Tone_signal_Multiply);
var signal;
signal = function () {
'use strict';
// Signal is built with the Tone.js signal by Yotam Mann
// https://github.com/TONEnoTONE/Tone.js/
var Signal = Tone_signal_Signal;
var Add = Tone_signal_Add;
var Mult = Tone_signal_Multiply;
var Scale = Tone_signal_Scale;
var Tone = Tone_core_Tone;
var p5sound = master;
Tone.setContext(p5sound.audiocontext);
/**
* p5.Signal is a constant audio-rate signal used by p5.Oscillator
* and p5.Envelope for modulation math.
*
* This is necessary because Web Audio is processed on a seprate clock.
* For example, the p5 draw loop runs about 60 times per second. But
* the audio clock must process samples 44100 times per second. If we
* want to add a value to each of those samples, we can't do it in the
* draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns
* a Tone.Signal from the Tone.js library by Yotam Mann.
* If you want to work directly with audio signals for modular
* synthesis, check out
* tone.js.
*
* @class p5.Signal
* @constructor
* @return {Tone.Signal} A Signal object from the Tone.js library
* @example
*
* function setup() {
* carrier = new p5.Oscillator('sine');
* carrier.amp(1); // set amplitude
* carrier.freq(220); // set frequency
* carrier.start(); // start oscillating
*
* modulator = new p5.Oscillator('sawtooth');
* modulator.disconnect();
* modulator.amp(1);
* modulator.freq(4);
* modulator.start();
*
* // Modulator's default amplitude range is -1 to 1.
* // Multiply it by -200, so the range is -200 to 200
* // then add 220 so the range is 20 to 420
* carrier.freq( modulator.mult(-200).add(220) );
* }
*
*/
p5.Signal = function (value) {
var s = new Signal(value);
// p5sound.soundArray.push(s);
return s;
};
/**
* Fade to value, for smooth transitions
*
* @method fade
* @param {Number} value Value to set this signal
* @param {Number} [secondsFromNow] Length of fade, in seconds from now
*/
Signal.prototype.fade = Signal.prototype.linearRampToValueAtTime;
Mult.prototype.fade = Signal.prototype.fade;
Add.prototype.fade = Signal.prototype.fade;
Scale.prototype.fade = Signal.prototype.fade;
/**
* Connect a p5.sound object or Web Audio node to this
* p5.Signal so that its amplitude values can be scaled.
*
* @param {Object} input
*/
Signal.prototype.setInput = function (_input) {
_input.connect(this);
};
Mult.prototype.setInput = Signal.prototype.setInput;
Add.prototype.setInput = Signal.prototype.setInput;
Scale.prototype.setInput = Signal.prototype.setInput;
// signals can add / mult / scale themselves
/**
* Add a constant value to this audio signal,
* and return the resulting audio signal. Does
* not change the value of the original signal,
* instead it returns a new p5.SignalAdd.
*
* @method add
* @param {Number} number
* @return {p5.SignalAdd} object
*/
Signal.prototype.add = function (num) {
var add = new Add(num);
// add.setInput(this);
this.connect(add);
return add;
};
Mult.prototype.add = Signal.prototype.add;
Add.prototype.add = Signal.prototype.add;
Scale.prototype.add = Signal.prototype.add;
/**
* Multiply this signal by a constant value,
* and return the resulting audio signal. Does
* not change the value of the original signal,
* instead it returns a new p5.SignalMult.
*
* @method mult
* @param {Number} number to multiply
* @return {Tone.Multiply} object
*/
Signal.prototype.mult = function (num) {
var mult = new Mult(num);
// mult.setInput(this);
this.connect(mult);
return mult;
};
Mult.prototype.mult = Signal.prototype.mult;
Add.prototype.mult = Signal.prototype.mult;
Scale.prototype.mult = Signal.prototype.mult;
/**
* Scale this signal value to a given range,
* and return the result as an audio signal. Does
* not change the value of the original signal,
* instead it returns a new p5.SignalScale.
*
* @method scale
* @param {Number} number to multiply
* @param {Number} inMin input range minumum
* @param {Number} inMax input range maximum
* @param {Number} outMin input range minumum
* @param {Number} outMax input range maximum
* @return {p5.SignalScale} object
*/
Signal.prototype.scale = function (inMin, inMax, outMin, outMax) {
var mapOutMin, mapOutMax;
if (arguments.length === 4) {
mapOutMin = p5.prototype.map(outMin, inMin, inMax, 0, 1) - 0.5;
mapOutMax = p5.prototype.map(outMax, inMin, inMax, 0, 1) - 0.5;
} else {
mapOutMin = arguments[0];
mapOutMax = arguments[1];
}
var scale = new Scale(mapOutMin, mapOutMax);
this.connect(scale);
return scale;
};
Mult.prototype.scale = Signal.prototype.scale;
Add.prototype.scale = Signal.prototype.scale;
Scale.prototype.scale = Signal.prototype.scale;
}(Tone_signal_Signal, Tone_signal_Add, Tone_signal_Multiply, Tone_signal_Scale, Tone_core_Tone, master);
var oscillator;
oscillator = function () {
'use strict';
var p5sound = master;
var Signal = Tone_signal_Signal;
var Add = Tone_signal_Add;
var Mult = Tone_signal_Multiply;
var Scale = Tone_signal_Scale;
/**
* Creates a signal that oscillates between -1.0 and 1.0.
* By default, the oscillation takes the form of a sinusoidal
* shape ('sine'). Additional types include 'triangle',
* 'sawtooth' and 'square'. The frequency defaults to
* 440 oscillations per second (440Hz, equal to the pitch of an
* 'A' note).
*
* Set the type of oscillation with setType(), or by creating a
* specific oscillator.
For example:
* new p5.SinOsc(freq)
* new p5.TriOsc(freq)
* new p5.SqrOsc(freq)
* new p5.SawOsc(freq).
*
*
* @class p5.Oscillator
* @constructor
* @param {Number} [freq] frequency defaults to 440Hz
* @param {String} [type] type of oscillator. Options:
* 'sine' (default), 'triangle',
* 'sawtooth', 'square'
* @return {Object} Oscillator object
* @example
*
* var osc;
* var playing = false;
*
* function setup() {
* backgroundColor = color(255,0,255);
* textAlign(CENTER);
*
* osc = new p5.Oscillator();
* osc.setType('sine');
* osc.freq(240);
* osc.amp(0);
* osc.start();
* }
*
* function draw() {
* background(backgroundColor)
* text('click to play', width/2, height/2);
* }
*
* function mouseClicked() {
* if (mouseX > 0 && mouseX < width && mouseY < height && mouseY > 0) {
* if (!playing) {
* // ramp amplitude to 0.5 over 0.1 seconds
* osc.amp(0.5, 0.05);
* playing = true;
* backgroundColor = color(0,255,255);
* } else {
* // ramp amplitude to 0 over 0.5 seconds
* osc.amp(0, 0.5);
* playing = false;
* backgroundColor = color(255,0,255);
* }
* }
* }
*
*/
p5.Oscillator = function (freq, type) {
if (typeof freq === 'string') {
var f = type;
type = freq;
freq = f;
}
if (typeof type === 'number') {
var f = type;
type = freq;
freq = f;
}
this.started = false;
// components
this.phaseAmount = undefined;
this.oscillator = p5sound.audiocontext.createOscillator();
this.f = freq || 440;
// frequency
this.oscillator.type = type || 'sine';
this.oscillator.frequency.setValueAtTime(this.f, p5sound.audiocontext.currentTime);
var o = this.oscillator;
// connections
this.output = p5sound.audiocontext.createGain();
this._freqMods = [];
// modulators connected to this oscillator's frequency
// set default output gain to 0.5
this.output.gain.value = 0.5;
this.output.gain.setValueAtTime(0.5, p5sound.audiocontext.currentTime);
this.oscillator.connect(this.output);
// stereo panning
this.panPosition = 0;
this.connection = p5sound.input;
// connect to p5sound by default
this.panner = new p5.Panner(this.output, this.connection, 1);
//array of math operation signal chaining
this.mathOps = [this.output];
// add to the soundArray so we can dispose of the osc later
p5sound.soundArray.push(this);
};
/**
* Start an oscillator. Accepts an optional parameter to
* determine how long (in seconds from now) until the
* oscillator starts.
*
* @method start
* @param {Number} [time] startTime in seconds from now.
* @param {Number} [frequency] frequency in Hz.
*/
p5.Oscillator.prototype.start = function (time, f) {
if (this.started) {
var now = p5sound.audiocontext.currentTime;
this.stop(now);
}
if (!this.started) {
var freq = f || this.f;
var type = this.oscillator.type;
// set old osc free to be garbage collected (memory)
if (this.oscillator) {
this.oscillator.disconnect();
this.oscillator = undefined;
}
// var detune = this.oscillator.frequency.value;
this.oscillator = p5sound.audiocontext.createOscillator();
this.oscillator.frequency.exponentialRampToValueAtTime(Math.abs(freq), p5sound.audiocontext.currentTime);
this.oscillator.type = type;
// this.oscillator.detune.value = detune;
this.oscillator.connect(this.output);
time = time || 0;
this.oscillator.start(time + p5sound.audiocontext.currentTime);
this.freqNode = this.oscillator.frequency;
// if other oscillators are already connected to this osc's freq
for (var i in this._freqMods) {
if (typeof this._freqMods[i].connect !== 'undefined') {
this._freqMods[i].connect(this.oscillator.frequency);
}
}
this.started = true;
}
};
/**
* Stop an oscillator. Accepts an optional parameter
* to determine how long (in seconds from now) until the
* oscillator stops.
*
* @method stop
* @param {Number} secondsFromNow Time, in seconds from now.
*/
p5.Oscillator.prototype.stop = function (time) {
if (this.started) {
var t = time || 0;
var now = p5sound.audiocontext.currentTime;
this.oscillator.stop(t + now);
this.started = false;
}
};
/**
* Set the amplitude between 0 and 1.0. Or, pass in an object
* such as an oscillator to modulate amplitude with an audio signal.
*
* @method amp
* @param {Number|Object} vol between 0 and 1.0
* or a modulating signal/oscillator
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
* @return {AudioParam} gain If no value is provided,
* returns the Web Audio API
* AudioParam that controls
* this oscillator's
* gain/amplitude/volume)
*/
p5.Oscillator.prototype.amp = function (vol, rampTime, tFromNow) {
var self = this;
if (typeof vol === 'number') {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
} else if (vol) {
vol.connect(self.output.gain);
} else {
// return the Gain Node
return this.output.gain;
}
};
// these are now the same thing
p5.Oscillator.prototype.fade = p5.Oscillator.prototype.amp;
p5.Oscillator.prototype.getAmp = function () {
return this.output.gain.value;
};
/**
* Set frequency of an oscillator to a value. Or, pass in an object
* such as an oscillator to modulate the frequency with an audio signal.
*
* @method freq
* @param {Number|Object} Frequency Frequency in Hz
* or modulating signal/oscillator
* @param {Number} [rampTime] Ramp time (in seconds)
* @param {Number} [timeFromNow] Schedule this event to happen
* at x seconds from now
* @return {AudioParam} Frequency If no value is provided,
* returns the Web Audio API
* AudioParam that controls
* this oscillator's frequency
* @example
*
* var osc = new p5.Oscillator(300);
* osc.start();
* osc.freq(40, 10);
*
*/
p5.Oscillator.prototype.freq = function (val, rampTime, tFromNow) {
if (typeof val === 'number' && !isNaN(val)) {
this.f = val;
var now = p5sound.audiocontext.currentTime;
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
// var currentFreq = this.oscillator.frequency.value;
// this.oscillator.frequency.cancelScheduledValues(now);
if (rampTime == 0) {
this.oscillator.frequency.cancelScheduledValues(now);
this.oscillator.frequency.setValueAtTime(val, tFromNow + now);
} else {
if (val > 0) {
this.oscillator.frequency.exponentialRampToValueAtTime(val, tFromNow + rampTime + now);
} else {
this.oscillator.frequency.linearRampToValueAtTime(val, tFromNow + rampTime + now);
}
}
// reset phase if oscillator has a phase
if (this.phaseAmount) {
this.phase(this.phaseAmount);
}
} else if (val) {
if (val.output) {
val = val.output;
}
val.connect(this.oscillator.frequency);
// keep track of what is modulating this param
// so it can be re-connected if
this._freqMods.push(val);
} else {
// return the Frequency Node
return this.oscillator.frequency;
}
};
p5.Oscillator.prototype.getFreq = function () {
return this.oscillator.frequency.value;
};
/**
* Set type to 'sine', 'triangle', 'sawtooth' or 'square'.
*
* @method setType
* @param {String} type 'sine', 'triangle', 'sawtooth' or 'square'.
*/
p5.Oscillator.prototype.setType = function (type) {
this.oscillator.type = type;
};
p5.Oscillator.prototype.getType = function () {
return this.oscillator.type;
};
/**
* Connect to a p5.sound / Web Audio object.
*
* @method connect
* @param {Object} unit A p5.sound or Web Audio object
*/
p5.Oscillator.prototype.connect = function (unit) {
if (!unit) {
this.panner.connect(p5sound.input);
} else if (unit.hasOwnProperty('input')) {
this.panner.connect(unit.input);
this.connection = unit.input;
} else {
this.panner.connect(unit);
this.connection = unit;
}
};
/**
* Disconnect all outputs
*
* @method disconnect
*/
p5.Oscillator.prototype.disconnect = function (unit) {
this.output.disconnect();
this.panner.disconnect();
this.output.connect(this.panner);
this.oscMods = [];
};
/**
* Pan between Left (-1) and Right (1)
*
* @method pan
* @param {Number} panning Number between -1 and 1
* @param {Number} timeFromNow schedule this event to happen
* seconds from now
*/
p5.Oscillator.prototype.pan = function (pval, tFromNow) {
this.panPosition = pval;
this.panner.pan(pval, tFromNow);
};
p5.Oscillator.prototype.getPan = function () {
return this.panPosition;
};
// get rid of the oscillator
p5.Oscillator.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.oscillator) {
var now = p5sound.audiocontext.currentTime;
this.stop(now);
this.disconnect();
this.panner = null;
this.oscillator = null;
}
// if it is a Pulse
if (this.osc2) {
this.osc2.dispose();
}
};
/**
* Set the phase of an oscillator between 0.0 and 1.0.
* In this implementation, phase is a delay time
* based on the oscillator's current frequency.
*
* @method phase
* @param {Number} phase float between 0.0 and 1.0
*/
p5.Oscillator.prototype.phase = function (p) {
var delayAmt = p5.prototype.map(p, 0, 1, 0, 1 / this.f);
var now = p5sound.audiocontext.currentTime;
this.phaseAmount = p;
if (!this.dNode) {
// create a delay node
this.dNode = p5sound.audiocontext.createDelay();
// put the delay node in between output and panner
this.oscillator.disconnect();
this.oscillator.connect(this.dNode);
this.dNode.connect(this.output);
}
// set delay time to match phase:
this.dNode.delayTime.setValueAtTime(delayAmt, now);
};
// ========================== //
// SIGNAL MATH FOR MODULATION //
// ========================== //
// return sigChain(this, scale, thisChain, nextChain, Scale);
var sigChain = function (o, mathObj, thisChain, nextChain, type) {
var chainSource = o.oscillator;
// if this type of math already exists in the chain, replace it
for (var i in o.mathOps) {
if (o.mathOps[i] instanceof type) {
chainSource.disconnect();
o.mathOps[i].dispose();
thisChain = i;
// assume nextChain is output gain node unless...
if (thisChain < o.mathOps.length - 2) {
nextChain = o.mathOps[i + 1];
}
}
}
if (thisChain == o.mathOps.length - 1) {
o.mathOps.push(nextChain);
}
// assume source is the oscillator unless i > 0
if (i > 0) {
chainSource = o.mathOps[i - 1];
}
chainSource.disconnect();
chainSource.connect(mathObj);
mathObj.connect(nextChain);
o.mathOps[thisChain] = mathObj;
return o;
};
/**
* Add a value to the p5.Oscillator's output amplitude,
* and return the oscillator. Calling this method again
* will override the initial add() with a new value.
*
* @method add
* @param {Number} number Constant number to add
* @return {p5.Oscillator} Oscillator Returns this oscillator
* with scaled output
*
*/
p5.Oscillator.prototype.add = function (num) {
var add = new Add(num);
var thisChain = this.mathOps.length - 1;
var nextChain = this.output;
return sigChain(this, add, thisChain, nextChain, Add);
};
/**
* Multiply the p5.Oscillator's output amplitude
* by a fixed value (i.e. turn it up!). Calling this method
* again will override the initial mult() with a new value.
*
* @method mult
* @param {Number} number Constant number to multiply
* @return {p5.Oscillator} Oscillator Returns this oscillator
* with multiplied output
*/
p5.Oscillator.prototype.mult = function (num) {
var mult = new Mult(num);
var thisChain = this.mathOps.length - 1;
var nextChain = this.output;
return sigChain(this, mult, thisChain, nextChain, Mult);
};
/**
* Scale this oscillator's amplitude values to a given
* range, and return the oscillator. Calling this method
* again will override the initial scale() with new values.
*
* @method scale
* @param {Number} inMin input range minumum
* @param {Number} inMax input range maximum
* @param {Number} outMin input range minumum
* @param {Number} outMax input range maximum
* @return {p5.Oscillator} Oscillator Returns this oscillator
* with scaled output
*/
p5.Oscillator.prototype.scale = function (inMin, inMax, outMin, outMax) {
var mapOutMin, mapOutMax;
if (arguments.length === 4) {
mapOutMin = p5.prototype.map(outMin, inMin, inMax, 0, 1) - 0.5;
mapOutMax = p5.prototype.map(outMax, inMin, inMax, 0, 1) - 0.5;
} else {
mapOutMin = arguments[0];
mapOutMax = arguments[1];
}
var scale = new Scale(mapOutMin, mapOutMax);
var thisChain = this.mathOps.length - 1;
var nextChain = this.output;
return sigChain(this, scale, thisChain, nextChain, Scale);
};
// ============================== //
// SinOsc, TriOsc, SqrOsc, SawOsc //
// ============================== //
/**
* Constructor: new p5.SinOsc().
* This creates a Sine Wave Oscillator and is
* equivalent to new p5.Oscillator('sine')
* or creating a p5.Oscillator and then calling
* its method setType('sine').
* See p5.Oscillator for methods.
*
* @method p5.SinOsc
* @param {Number} [freq] Set the frequency
*/
p5.SinOsc = function (freq) {
p5.Oscillator.call(this, freq, 'sine');
};
p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);
/**
* Constructor: new p5.TriOsc().
* This creates a Triangle Wave Oscillator and is
* equivalent to new p5.Oscillator('triangle')
* or creating a p5.Oscillator and then calling
* its method setType('triangle').
* See p5.Oscillator for methods.
*
* @method p5.TriOsc
* @param {Number} [freq] Set the frequency
*/
p5.TriOsc = function (freq) {
p5.Oscillator.call(this, freq, 'triangle');
};
p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);
/**
* Constructor: new p5.SawOsc().
* This creates a SawTooth Wave Oscillator and is
* equivalent to new p5.Oscillator('sawtooth')
* or creating a p5.Oscillator and then calling
* its method setType('sawtooth').
* See p5.Oscillator for methods.
*
* @method p5.SawOsc
* @param {Number} [freq] Set the frequency
*/
p5.SawOsc = function (freq) {
p5.Oscillator.call(this, freq, 'sawtooth');
};
p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);
/**
* Constructor: new p5.SqrOsc().
* This creates a Square Wave Oscillator and is
* equivalent to new p5.Oscillator('square')
* or creating a p5.Oscillator and then calling
* its method setType('square').
* See p5.Oscillator for methods.
*
* @method p5.SqrOsc
* @param {Number} [freq] Set the frequency
*/
p5.SqrOsc = function (freq) {
p5.Oscillator.call(this, freq, 'square');
};
p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);
}(master, Tone_signal_Signal, Tone_signal_Add, Tone_signal_Multiply, Tone_signal_Scale);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_core_Timeline;
Tone_core_Timeline = function (Tone) {
'use strict';
Tone.Timeline = function () {
var options = this.optionsObject(arguments, ['memory'], Tone.Timeline.defaults);
this._timeline = [];
this._toRemove = [];
this._iterating = false;
this.memory = options.memory;
};
Tone.extend(Tone.Timeline);
Tone.Timeline.defaults = { 'memory': Infinity };
Object.defineProperty(Tone.Timeline.prototype, 'length', {
get: function () {
return this._timeline.length;
}
});
Tone.Timeline.prototype.addEvent = function (event) {
if (this.isUndef(event.time)) {
throw new Error('events must have a time attribute');
}
event.time = this.toSeconds(event.time);
if (this._timeline.length) {
var index = this._search(event.time);
this._timeline.splice(index + 1, 0, event);
} else {
this._timeline.push(event);
}
if (this.length > this.memory) {
var diff = this.length - this.memory;
this._timeline.splice(0, diff);
}
return this;
};
Tone.Timeline.prototype.removeEvent = function (event) {
if (this._iterating) {
this._toRemove.push(event);
} else {
var index = this._timeline.indexOf(event);
if (index !== -1) {
this._timeline.splice(index, 1);
}
}
return this;
};
Tone.Timeline.prototype.getEvent = function (time) {
time = this.toSeconds(time);
var index = this._search(time);
if (index !== -1) {
return this._timeline[index];
} else {
return null;
}
};
Tone.Timeline.prototype.getEventAfter = function (time) {
time = this.toSeconds(time);
var index = this._search(time);
if (index + 1 < this._timeline.length) {
return this._timeline[index + 1];
} else {
return null;
}
};
Tone.Timeline.prototype.getEventBefore = function (time) {
time = this.toSeconds(time);
var index = this._search(time);
if (index - 1 >= 0) {
return this._timeline[index - 1];
} else {
return null;
}
};
Tone.Timeline.prototype.cancel = function (after) {
if (this._timeline.length > 1) {
after = this.toSeconds(after);
var index = this._search(after);
if (index >= 0) {
this._timeline = this._timeline.slice(0, index);
} else {
this._timeline = [];
}
} else if (this._timeline.length === 1) {
if (this._timeline[0].time >= after) {
this._timeline = [];
}
}
return this;
};
Tone.Timeline.prototype.cancelBefore = function (time) {
if (this._timeline.length) {
time = this.toSeconds(time);
var index = this._search(time);
if (index >= 0) {
this._timeline = this._timeline.slice(index + 1);
}
}
return this;
};
Tone.Timeline.prototype._search = function (time) {
var beginning = 0;
var len = this._timeline.length;
var end = len;
while (beginning <= end && beginning < len) {
var midPoint = Math.floor(beginning + (end - beginning) / 2);
var event = this._timeline[midPoint];
if (event.time === time) {
for (var i = midPoint; i < this._timeline.length; i++) {
var testEvent = this._timeline[i];
if (testEvent.time === time) {
midPoint = i;
}
}
return midPoint;
} else if (event.time > time) {
end = midPoint - 1;
} else if (event.time < time) {
beginning = midPoint + 1;
}
}
return beginning - 1;
};
Tone.Timeline.prototype._iterate = function (callback, lowerBound, upperBound) {
this._iterating = true;
lowerBound = this.defaultArg(lowerBound, 0);
upperBound = this.defaultArg(upperBound, this._timeline.length - 1);
for (var i = lowerBound; i <= upperBound; i++) {
callback(this._timeline[i]);
}
this._iterating = false;
if (this._toRemove.length > 0) {
for (var j = 0; j < this._toRemove.length; j++) {
var index = this._timeline.indexOf(this._toRemove[j]);
if (index !== -1) {
this._timeline.splice(index, 1);
}
}
this._toRemove = [];
}
};
Tone.Timeline.prototype.forEach = function (callback) {
this._iterate(callback);
return this;
};
Tone.Timeline.prototype.forEachBefore = function (time, callback) {
time = this.toSeconds(time);
var upperBound = this._search(time);
if (upperBound !== -1) {
this._iterate(callback, 0, upperBound);
}
return this;
};
Tone.Timeline.prototype.forEachAfter = function (time, callback) {
time = this.toSeconds(time);
var lowerBound = this._search(time);
this._iterate(callback, lowerBound + 1);
return this;
};
Tone.Timeline.prototype.forEachFrom = function (time, callback) {
time = this.toSeconds(time);
var lowerBound = this._search(time);
while (lowerBound >= 0 && this._timeline[lowerBound].time >= time) {
lowerBound--;
}
this._iterate(callback, lowerBound + 1);
return this;
};
Tone.Timeline.prototype.forEachAtTime = function (time, callback) {
time = this.toSeconds(time);
var upperBound = this._search(time);
if (upperBound !== -1) {
this._iterate(function (event) {
if (event.time === time) {
callback(event);
}
}, 0, upperBound);
}
return this;
};
Tone.Timeline.prototype.dispose = function () {
Tone.prototype.dispose.call(this);
this._timeline = null;
this._toRemove = null;
};
return Tone.Timeline;
}(Tone_core_Tone);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_signal_TimelineSignal;
Tone_signal_TimelineSignal = function (Tone) {
'use strict';
Tone.TimelineSignal = function () {
var options = this.optionsObject(arguments, [
'value',
'units'
], Tone.Signal.defaults);
Tone.Signal.apply(this, options);
options.param = this._param;
Tone.Param.call(this, options);
this._events = new Tone.Timeline(10);
this._initial = this._fromUnits(this._param.value);
};
Tone.extend(Tone.TimelineSignal, Tone.Param);
Tone.TimelineSignal.Type = {
Linear: 'linear',
Exponential: 'exponential',
Target: 'target',
Set: 'set'
};
Object.defineProperty(Tone.TimelineSignal.prototype, 'value', {
get: function () {
return this._toUnits(this._param.value);
},
set: function (value) {
var convertedVal = this._fromUnits(value);
this._initial = convertedVal;
this._param.value = convertedVal;
}
});
Tone.TimelineSignal.prototype.setValueAtTime = function (value, startTime) {
value = this._fromUnits(value);
startTime = this.toSeconds(startTime);
this._events.addEvent({
'type': Tone.TimelineSignal.Type.Set,
'value': value,
'time': startTime
});
this._param.setValueAtTime(value, startTime);
return this;
};
Tone.TimelineSignal.prototype.linearRampToValueAtTime = function (value, endTime) {
value = this._fromUnits(value);
endTime = this.toSeconds(endTime);
this._events.addEvent({
'type': Tone.TimelineSignal.Type.Linear,
'value': value,
'time': endTime
});
this._param.linearRampToValueAtTime(value, endTime);
return this;
};
Tone.TimelineSignal.prototype.exponentialRampToValueAtTime = function (value, endTime) {
value = this._fromUnits(value);
value = Math.max(this._minOutput, value);
endTime = this.toSeconds(endTime);
this._events.addEvent({
'type': Tone.TimelineSignal.Type.Exponential,
'value': value,
'time': endTime
});
this._param.exponentialRampToValueAtTime(value, endTime);
return this;
};
Tone.TimelineSignal.prototype.setTargetAtTime = function (value, startTime, timeConstant) {
value = this._fromUnits(value);
value = Math.max(this._minOutput, value);
timeConstant = Math.max(this._minOutput, timeConstant);
startTime = this.toSeconds(startTime);
this._events.addEvent({
'type': Tone.TimelineSignal.Type.Target,
'value': value,
'time': startTime,
'constant': timeConstant
});
this._param.setTargetAtTime(value, startTime, timeConstant);
return this;
};
Tone.TimelineSignal.prototype.cancelScheduledValues = function (after) {
this._events.cancel(after);
this._param.cancelScheduledValues(this.toSeconds(after));
return this;
};
Tone.TimelineSignal.prototype.setRampPoint = function (time) {
time = this.toSeconds(time);
var val = this.getValueAtTime(time);
var after = this._searchAfter(time);
if (after) {
this.cancelScheduledValues(time);
if (after.type === Tone.TimelineSignal.Type.Linear) {
this.linearRampToValueAtTime(val, time);
} else if (after.type === Tone.TimelineSignal.Type.Exponential) {
this.exponentialRampToValueAtTime(val, time);
}
}
this.setValueAtTime(val, time);
return this;
};
Tone.TimelineSignal.prototype.linearRampToValueBetween = function (value, start, finish) {
this.setRampPoint(start);
this.linearRampToValueAtTime(value, finish);
return this;
};
Tone.TimelineSignal.prototype.exponentialRampToValueBetween = function (value, start, finish) {
this.setRampPoint(start);
this.exponentialRampToValueAtTime(value, finish);
return this;
};
Tone.TimelineSignal.prototype._searchBefore = function (time) {
return this._events.getEvent(time);
};
Tone.TimelineSignal.prototype._searchAfter = function (time) {
return this._events.getEventAfter(time);
};
Tone.TimelineSignal.prototype.getValueAtTime = function (time) {
var after = this._searchAfter(time);
var before = this._searchBefore(time);
var value = this._initial;
if (before === null) {
value = this._initial;
} else if (before.type === Tone.TimelineSignal.Type.Target) {
var previous = this._events.getEventBefore(before.time);
var previouVal;
if (previous === null) {
previouVal = this._initial;
} else {
previouVal = previous.value;
}
value = this._exponentialApproach(before.time, previouVal, before.value, before.constant, time);
} else if (after === null) {
value = before.value;
} else if (after.type === Tone.TimelineSignal.Type.Linear) {
value = this._linearInterpolate(before.time, before.value, after.time, after.value, time);
} else if (after.type === Tone.TimelineSignal.Type.Exponential) {
value = this._exponentialInterpolate(before.time, before.value, after.time, after.value, time);
} else {
value = before.value;
}
return value;
};
Tone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;
Tone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {
return v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);
};
Tone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {
return v0 + (v1 - v0) * ((t - t0) / (t1 - t0));
};
Tone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {
v0 = Math.max(this._minOutput, v0);
return v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));
};
Tone.TimelineSignal.prototype.dispose = function () {
Tone.Signal.prototype.dispose.call(this);
Tone.Param.prototype.dispose.call(this);
this._events.dispose();
this._events = null;
};
return Tone.TimelineSignal;
}(Tone_core_Tone, Tone_signal_Signal);
var env;
env = function () {
'use strict';
var p5sound = master;
var Add = Tone_signal_Add;
var Mult = Tone_signal_Multiply;
var Scale = Tone_signal_Scale;
var TimelineSignal = Tone_signal_TimelineSignal;
var Tone = Tone_core_Tone;
Tone.setContext(p5sound.audiocontext);
/**
* Envelopes are pre-defined amplitude distribution over time.
* Typically, envelopes are used to control the output volume
* of an object, a series of fades referred to as Attack, Decay,
* Sustain and Release (
* ADSR
* ). Envelopes can also control other Web Audio Parameters—for example, a p5.Env can
* control an Oscillator's frequency like this: osc.freq(env).
* Use setRange to change the attack/release level.
* Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
* Use the play method to play the entire envelope,
* the ramp method for a pingable trigger,
* or triggerAttack/
* triggerRelease to trigger noteOn/noteOff.
*
* @class p5.Env
* @constructor
* @example
*
* var attackLevel = 1.0;
* var releaseLevel = 0;
*
* var attackTime = 0.001
* var decayTime = 0.2;
* var susPercent = 0.2;
* var releaseTime = 0.5;
*
* var env, triOsc;
*
* function setup() {
* var cnv = createCanvas(100, 100);
*
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* env = new p5.Env();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(attackLevel, releaseLevel);
*
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.start();
* triOsc.freq(220);
*
* cnv.mousePressed(playEnv);
* }
*
* function playEnv(){
* env.play();
* }
*
*/
p5.Env = function (t1, l1, t2, l2, t3, l3) {
var now = p5sound.audiocontext.currentTime;
/**
* Time until envelope reaches attackLevel
* @property attackTime
*/
this.aTime = t1 || 0.1;
/**
* Level once attack is complete.
* @property attackLevel
*/
this.aLevel = l1 || 1;
/**
* Time until envelope reaches decayLevel.
* @property decayTime
*/
this.dTime = t2 || 0.5;
/**
* Level after decay. The envelope will sustain here until it is released.
* @property decayLevel
*/
this.dLevel = l2 || 0;
/**
* Duration of the release portion of the envelope.
* @property releaseTime
*/
this.rTime = t3 || 0;
/**
* Level at the end of the release.
* @property releaseLevel
*/
this.rLevel = l3 || 0;
this._rampHighPercentage = 0.98;
this._rampLowPercentage = 0.02;
this.output = p5sound.audiocontext.createGain();
this.control = new TimelineSignal();
this._init();
// this makes sure the envelope starts at zero
this.control.connect(this.output);
// connect to the output
this.connection = null;
// store connection
//array of math operation signal chaining
this.mathOps = [this.control];
//whether envelope should be linear or exponential curve
this.isExponential = false;
// oscillator or buffer source to clear on env complete
// to save resources if/when it is retriggered
this.sourceToClear = null;
// set to true if attack is set, then false on release
this.wasTriggered = false;
// add to the soundArray so we can dispose of the env later
p5sound.soundArray.push(this);
};
// this init function just smooths the starting value to zero and gives a start point for the timeline
// - it was necessary to remove glitches at the beginning.
p5.Env.prototype._init = function () {
var now = p5sound.audiocontext.currentTime;
var t = now;
this.control.setTargetAtTime(0.00001, t, 0.001);
//also, compute the correct time constants
this._setRampAD(this.aTime, this.dTime);
};
/**
* Reset the envelope with a series of time/value pairs.
*
* @method set
* @param {Number} attackTime Time (in seconds) before level
* reaches attackLevel
* @param {Number} attackLevel Typically an amplitude between
* 0.0 and 1.0
* @param {Number} decayTime Time
* @param {Number} decayLevel Amplitude (In a standard ADSR envelope,
* decayLevel = sustainLevel)
* @param {Number} releaseTime Release Time (in seconds)
* @param {Number} releaseLevel Amplitude
* @example
*
* var t1 = 0.1; // attack time in seconds
* var l1 = 0.7; // attack level 0.0 to 1.0
* var t2 = 0.3; // decay time in seconds
* var l2 = 0.1; // decay level 0.0 to 1.0
* var t3 = 0.2; // sustain time in seconds
* var l3 = dL; // sustain level 0.0 to 1.0
* // release level defaults to zero
*
* var env;
* var triOsc;
*
* function setup() {
* background(0);
* noStroke();
* fill(255);
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* env = new p5.Env(t1, l1, t2, l2, t3, l3);
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env); // give the env control of the triOsc's amp
* triOsc.start();
* }
*
* // mouseClick triggers envelope if over canvas
* function mouseClicked() {
* // is mouse over canvas?
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* env.play(triOsc);
* }
* }
*
*
*/
p5.Env.prototype.set = function (t1, l1, t2, l2, t3, l3) {
this.aTime = t1;
this.aLevel = l1;
this.dTime = t2 || 0;
this.dLevel = l2 || 0;
this.rTime = t3 || 0;
this.rLevel = l3 || 0;
// set time constants for ramp
this._setRampAD(t1, t2);
};
/**
* Set values like a traditional
*
* ADSR envelope
* .
*
* @method setADSR
* @param {Number} attackTime Time (in seconds before envelope
* reaches Attack Level
* @param {Number} [decayTime] Time (in seconds) before envelope
* reaches Decay/Sustain Level
* @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,
* where 1.0 = attackLevel, 0.0 = releaseLevel.
* The susRatio determines the decayLevel and the level at which the
* sustain portion of the envelope will sustain.
* For example, if attackLevel is 0.4, releaseLevel is 0,
* and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is
* increased to 1.0 (using setRange),
* then decayLevel would increase proportionally, to become 0.5.
* @param {Number} [releaseTime] Time in seconds from now (defaults to 0)
* @example
*
* var attackLevel = 1.0;
* var releaseLevel = 0;
*
* var attackTime = 0.001
* var decayTime = 0.2;
* var susPercent = 0.2;
* var releaseTime = 0.5;
*
* var env, triOsc;
*
* function setup() {
* var cnv = createCanvas(100, 100);
*
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* env = new p5.Env();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(attackLevel, releaseLevel);
*
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.start();
* triOsc.freq(220);
*
* cnv.mousePressed(playEnv);
* }
*
* function playEnv(){
* env.play();
* }
*
*/
p5.Env.prototype.setADSR = function (aTime, dTime, sPercent, rTime) {
this.aTime = aTime;
this.dTime = dTime || 0;
// lerp
this.sPercent = sPercent || 0;
this.dLevel = typeof sPercent !== 'undefined' ? sPercent * (this.aLevel - this.rLevel) + this.rLevel : 0;
this.rTime = rTime || 0;
// also set time constants for ramp
this._setRampAD(aTime, dTime);
};
/**
* Set max (attackLevel) and min (releaseLevel) of envelope.
*
* @method setRange
* @param {Number} aLevel attack level (defaults to 1)
* @param {Number} rLevel release level (defaults to 0)
* @example
*
* var attackLevel = 1.0;
* var releaseLevel = 0;
*
* var attackTime = 0.001
* var decayTime = 0.2;
* var susPercent = 0.2;
* var releaseTime = 0.5;
*
* var env, triOsc;
*
* function setup() {
* var cnv = createCanvas(100, 100);
*
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* env = new p5.Env();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(attackLevel, releaseLevel);
*
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.start();
* triOsc.freq(220);
*
* cnv.mousePressed(playEnv);
* }
*
* function playEnv(){
* env.play();
* }
*
*/
p5.Env.prototype.setRange = function (aLevel, rLevel) {
this.aLevel = aLevel || 1;
this.rLevel = rLevel || 0;
};
// private (undocumented) method called when ADSR is set to set time constants for ramp
//
// Set the
// time constants for simple exponential ramps.
// The larger the time constant value, the slower the
// transition will be.
//
// method _setRampAD
// param {Number} attackTimeConstant attack time constant
// param {Number} decayTimeConstant decay time constant
//
p5.Env.prototype._setRampAD = function (t1, t2) {
this._rampAttackTime = this.checkExpInput(t1);
this._rampDecayTime = this.checkExpInput(t2);
var TCDenominator = 1;
/// Aatish Bhatia's calculation for time constant for rise(to adjust 1/1-e calculation to any percentage)
TCDenominator = Math.log(1 / this.checkExpInput(1 - this._rampHighPercentage));
this._rampAttackTC = t1 / this.checkExpInput(TCDenominator);
TCDenominator = Math.log(1 / this._rampLowPercentage);
this._rampDecayTC = t2 / this.checkExpInput(TCDenominator);
};
// private method
p5.Env.prototype.setRampPercentages = function (p1, p2) {
//set the percentages that the simple exponential ramps go to
this._rampHighPercentage = this.checkExpInput(p1);
this._rampLowPercentage = this.checkExpInput(p2);
var TCDenominator = 1;
//now re-compute the time constants based on those percentages
/// Aatish Bhatia's calculation for time constant for rise(to adjust 1/1-e calculation to any percentage)
TCDenominator = Math.log(1 / this.checkExpInput(1 - this._rampHighPercentage));
this._rampAttackTC = this._rampAttackTime / this.checkExpInput(TCDenominator);
TCDenominator = Math.log(1 / this._rampLowPercentage);
this._rampDecayTC = this._rampDecayTime / this.checkExpInput(TCDenominator);
};
/**
* Assign a parameter to be controlled by this envelope.
* If a p5.Sound object is given, then the p5.Env will control its
* output gain. If multiple inputs are provided, the env will
* control all of them.
*
* @method setInput
* @param {Object} unit A p5.sound object or
* Web Audio Param.
*/
p5.Env.prototype.setInput = function (unit) {
for (var i = 0; i < arguments.length; i++) {
this.connect(arguments[i]);
}
};
/**
* Set whether the envelope ramp is linear (default) or exponential.
* Exponential ramps can be useful because we perceive amplitude
* and frequency logarithmically.
*
* @method setExp
* @param {Boolean} isExp true is exponential, false is linear
*/
p5.Env.prototype.setExp = function (isExp) {
this.isExponential = isExp;
};
//helper method to protect against zero values being sent to exponential functions
p5.Env.prototype.checkExpInput = function (value) {
if (value <= 0) {
value = 1e-8;
}
return value;
};
/**
* Play tells the envelope to start acting on a given input.
* If the input is a p5.sound object (i.e. AudioIn, Oscillator,
* SoundFile), then Env will control its output volume.
* Envelopes can also be used to control any
* Web Audio Audio Param.
*
* @method play
* @param {Object} unit A p5.sound object or
* Web Audio Param.
* @param {Number} [startTime] time from now (in seconds) at which to play
* @param {Number} [sustainTime] time to sustain before releasing the envelope
* @example
*
* var attackLevel = 1.0;
* var releaseLevel = 0;
*
* var attackTime = 0.001
* var decayTime = 0.2;
* var susPercent = 0.2;
* var releaseTime = 0.5;
*
* var env, triOsc;
*
* function setup() {
* var cnv = createCanvas(100, 100);
*
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* env = new p5.Env();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(attackLevel, releaseLevel);
*
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.start();
* triOsc.freq(220);
*
* cnv.mousePressed(playEnv);
* }
*
* function playEnv(){
* // trigger env on triOsc, 0 seconds from now
* // After decay, sustain for 0.2 seconds before release
* env.play(triOsc, 0, 0.2);
* }
*
*/
p5.Env.prototype.play = function (unit, secondsFromNow, susTime) {
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var susTime = susTime || 0;
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
this.triggerAttack(unit, tFromNow);
this.triggerRelease(unit, tFromNow + this.aTime + this.dTime + susTime);
};
/**
* Trigger the Attack, and Decay portion of the Envelope.
* Similar to holding down a key on a piano, but it will
* hold the sustain level until you let go. Input can be
* any p5.sound object, or a
* Web Audio Param.
*
* @method triggerAttack
* @param {Object} unit p5.sound Object or Web Audio Param
* @param {Number} secondsFromNow time from now (in seconds)
* @example
*
*
* var attackLevel = 1.0;
* var releaseLevel = 0;
*
* var attackTime = 0.001
* var decayTime = 0.3;
* var susPercent = 0.4;
* var releaseTime = 0.5;
*
* var env, triOsc;
*
* function setup() {
* var cnv = createCanvas(100, 100);
* background(200);
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* env = new p5.Env();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(attackLevel, releaseLevel);
*
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.start();
* triOsc.freq(220);
*
* cnv.mousePressed(envAttack);
* }
*
* function envAttack(){
* console.log('trigger attack');
* env.triggerAttack();
*
* background(0,255,0);
* text('attack!', width/2, height/2);
* }
*
* function mouseReleased() {
* env.triggerRelease();
*
* background(200);
* text('click to play', width/2, height/2);
* }
*
*/
p5.Env.prototype.triggerAttack = function (unit, secondsFromNow) {
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var t = now + tFromNow;
this.lastAttack = t;
this.wasTriggered = true;
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
// get and set value (with linear ramp) to anchor automation
var valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
// not sure if this is necessary
if (this.isExponential == true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(valToSet), t);
} else {
this.control.linearRampToValueAtTime(valToSet, t);
}
// after each ramp completes, cancel scheduled values
// (so they can be overridden in case env has been re-triggered)
// then, set current value (with linearRamp to avoid click)
// then, schedule the next automation...
// attack
t += this.aTime;
if (this.isExponential == true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(this.aLevel), t);
valToSet = this.checkExpInput(this.control.getValueAtTime(t));
this.control.cancelScheduledValues(t);
this.control.exponentialRampToValueAtTime(valToSet, t);
} else {
this.control.linearRampToValueAtTime(this.aLevel, t);
valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
this.control.linearRampToValueAtTime(valToSet, t);
}
// decay to decay level (if using ADSR, then decay level == sustain level)
t += this.dTime;
if (this.isExponential == true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(this.dLevel), t);
valToSet = this.checkExpInput(this.control.getValueAtTime(t));
this.control.cancelScheduledValues(t);
this.control.exponentialRampToValueAtTime(valToSet, t);
} else {
this.control.linearRampToValueAtTime(this.dLevel, t);
valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
this.control.linearRampToValueAtTime(valToSet, t);
}
};
/**
* Trigger the Release of the Envelope. This is similar to releasing
* the key on a piano and letting the sound fade according to the
* release level and release time.
*
* @method triggerRelease
* @param {Object} unit p5.sound Object or Web Audio Param
* @param {Number} secondsFromNow time to trigger the release
* @example
*
*
* var attackLevel = 1.0;
* var releaseLevel = 0;
*
* var attackTime = 0.001
* var decayTime = 0.3;
* var susPercent = 0.4;
* var releaseTime = 0.5;
*
* var env, triOsc;
*
* function setup() {
* var cnv = createCanvas(100, 100);
* background(200);
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* env = new p5.Env();
* env.setADSR(attackTime, decayTime, susPercent, releaseTime);
* env.setRange(attackLevel, releaseLevel);
*
* triOsc = new p5.Oscillator('triangle');
* triOsc.amp(env);
* triOsc.start();
* triOsc.freq(220);
*
* cnv.mousePressed(envAttack);
* }
*
* function envAttack(){
* console.log('trigger attack');
* env.triggerAttack();
*
* background(0,255,0);
* text('attack!', width/2, height/2);
* }
*
* function mouseReleased() {
* env.triggerRelease();
*
* background(200);
* text('click to play', width/2, height/2);
* }
*
*/
p5.Env.prototype.triggerRelease = function (unit, secondsFromNow) {
// only trigger a release if an attack was triggered
if (!this.wasTriggered) {
// this currently causes a bit of trouble:
// if a later release has been scheduled (via the play function)
// a new earlier release won't interrupt it, because
// this.wasTriggered has already been set to false.
// If we want new earlier releases to override, then we need to
// keep track of the last release time, and if the new release time is
// earlier, then use it.
return;
}
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var t = now + tFromNow;
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
// get and set value (with linear or exponential ramp) to anchor automation
var valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
// not sure if this is necessary
if (this.isExponential == true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(valToSet), t);
} else {
this.control.linearRampToValueAtTime(valToSet, t);
}
// release
t += this.rTime;
if (this.isExponential == true) {
this.control.exponentialRampToValueAtTime(this.checkExpInput(this.rLevel), t);
valToSet = this.checkExpInput(this.control.getValueAtTime(t));
this.control.cancelScheduledValues(t);
this.control.exponentialRampToValueAtTime(valToSet, t);
} else {
this.control.linearRampToValueAtTime(this.rLevel, t);
valToSet = this.control.getValueAtTime(t);
this.control.cancelScheduledValues(t);
this.control.linearRampToValueAtTime(valToSet, t);
}
this.wasTriggered = false;
};
/**
* Exponentially ramp to a value using the first two
* values from setADSR(attackTime, decayTime)
* as
* time constants for simple exponential ramps.
* If the value is higher than current value, it uses attackTime,
* while a decrease uses decayTime.
*
* @method ramp
* @param {Object} unit p5.sound Object or Web Audio Param
* @param {Number} secondsFromNow When to trigger the ramp
* @param {Number} v Target value
* @param {Number} [v2] Second target value (optional)
* @example
*
* var env, osc, amp, cnv;
*
* var attackTime = 0.001;
* var decayTime = 0.2;
* var attackLevel = 1;
* var decayLevel = 0;
*
* function setup() {
* cnv = createCanvas(100, 100);
* fill(0,255,0);
* noStroke();
*
* env = new p5.Env();
* env.setADSR(attackTime, decayTime);
*
* osc = new p5.Oscillator();
* osc.amp(env);
* osc.start();
*
* amp = new p5.Amplitude();
*
* cnv.mousePressed(triggerRamp);
* }
*
* function triggerRamp() {
* env.ramp(osc, 0, attackLevel, decayLevel);
* }
*
* function draw() {
* background(20,20,20);
* text('click me', 10, 20);
* var h = map(amp.getLevel(), 0, 0.4, 0, height);;
*
* rect(0, height, width, -h);
* }
*
*/
p5.Env.prototype.ramp = function (unit, secondsFromNow, v1, v2) {
var now = p5sound.audiocontext.currentTime;
var tFromNow = secondsFromNow || 0;
var t = now + tFromNow;
var destination1 = this.checkExpInput(v1);
var destination2 = typeof v2 !== 'undefined' ? this.checkExpInput(v2) : undefined;
// connect env to unit if not already connected
if (unit) {
if (this.connection !== unit) {
this.connect(unit);
}
}
//get current value
var currentVal = this.checkExpInput(this.control.getValueAtTime(t));
this.control.cancelScheduledValues(t);
//if it's going up
if (destination1 > currentVal) {
this.control.setTargetAtTime(destination1, t, this._rampAttackTC);
t += this._rampAttackTime;
} else if (destination1 < currentVal) {
this.control.setTargetAtTime(destination1, t, this._rampDecayTC);
t += this._rampDecayTime;
}
// Now the second part of envelope begins
if (destination2 === undefined)
return;
//if it's going up
if (destination2 > destination1) {
this.control.setTargetAtTime(destination2, t, this._rampAttackTC);
} else if (destination2 < destination1) {
this.control.setTargetAtTime(destination2, t, this._rampDecayTC);
}
};
p5.Env.prototype.connect = function (unit) {
this.connection = unit;
// assume we're talking about output gain
// unless given a different audio param
if (unit instanceof p5.Oscillator || unit instanceof p5.SoundFile || unit instanceof p5.AudioIn || unit instanceof p5.Reverb || unit instanceof p5.Noise || unit instanceof p5.Filter || unit instanceof p5.Delay) {
unit = unit.output.gain;
}
if (unit instanceof AudioParam) {
//set the initial value
unit.setValueAtTime(0, p5sound.audiocontext.currentTime);
}
if (unit instanceof p5.Signal) {
unit.setValue(0);
}
this.output.connect(unit);
};
p5.Env.prototype.disconnect = function (unit) {
this.output.disconnect();
};
// Signal Math
/**
* Add a value to the p5.Oscillator's output amplitude,
* and return the oscillator. Calling this method
* again will override the initial add() with new values.
*
* @method add
* @param {Number} number Constant number to add
* @return {p5.Env} Envelope Returns this envelope
* with scaled output
*/
p5.Env.prototype.add = function (num) {
var add = new Add(num);
var thisChain = this.mathOps.length;
var nextChain = this.output;
return p5.prototype._mathChain(this, add, thisChain, nextChain, Add);
};
/**
* Multiply the p5.Env's output amplitude
* by a fixed value. Calling this method
* again will override the initial mult() with new values.
*
* @method mult
* @param {Number} number Constant number to multiply
* @return {p5.Env} Envelope Returns this envelope
* with scaled output
*/
p5.Env.prototype.mult = function (num) {
var mult = new Mult(num);
var thisChain = this.mathOps.length;
var nextChain = this.output;
return p5.prototype._mathChain(this, mult, thisChain, nextChain, Mult);
};
/**
* Scale this envelope's amplitude values to a given
* range, and return the envelope. Calling this method
* again will override the initial scale() with new values.
*
* @method scale
* @param {Number} inMin input range minumum
* @param {Number} inMax input range maximum
* @param {Number} outMin input range minumum
* @param {Number} outMax input range maximum
* @return {p5.Env} Envelope Returns this envelope
* with scaled output
*/
p5.Env.prototype.scale = function (inMin, inMax, outMin, outMax) {
var scale = new Scale(inMin, inMax, outMin, outMax);
var thisChain = this.mathOps.length;
var nextChain = this.output;
return p5.prototype._mathChain(this, scale, thisChain, nextChain, Scale);
};
// get rid of the oscillator
p5.Env.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
var now = p5sound.audiocontext.currentTime;
this.disconnect();
try {
this.control.dispose();
this.control = null;
} catch (e) {
}
for (var i = 1; i < this.mathOps.length; i++) {
mathOps[i].dispose();
}
};
}(master, Tone_signal_Add, Tone_signal_Multiply, Tone_signal_Scale, Tone_signal_TimelineSignal, Tone_core_Tone);
var pulse;
pulse = function () {
'use strict';
var p5sound = master;
/**
* Creates a Pulse object, an oscillator that implements
* Pulse Width Modulation.
* The pulse is created with two oscillators.
* Accepts a parameter for frequency, and to set the
* width between the pulses. See
* p5.Oscillator for a full list of methods.
*
* @class p5.Pulse
* @constructor
* @param {Number} [freq] Frequency in oscillations per second (Hz)
* @param {Number} [w] Width between the pulses (0 to 1.0,
* defaults to 0)
* @example
*
* var pulse;
* function setup() {
* background(0);
*
* // Create and start the pulse wave oscillator
* pulse = new p5.Pulse();
* pulse.amp(0.5);
* pulse.freq(220);
* pulse.start();
* }
*
* function draw() {
* var w = map(mouseX, 0, width, 0, 1);
* w = constrain(w, 0, 1);
* pulse.width(w)
* }
*
*/
p5.Pulse = function (freq, w) {
p5.Oscillator.call(this, freq, 'sawtooth');
// width of PWM, should be betw 0 to 1.0
this.w = w || 0;
// create a second oscillator with inverse frequency
this.osc2 = new p5.SawOsc(freq);
// create a delay node
this.dNode = p5sound.audiocontext.createDelay();
// dc offset
this.dcOffset = createDCOffset();
this.dcGain = p5sound.audiocontext.createGain();
this.dcOffset.connect(this.dcGain);
this.dcGain.connect(this.output);
// set delay time based on PWM width
this.f = freq || 440;
var mW = this.w / this.oscillator.frequency.value;
this.dNode.delayTime.value = mW;
this.dcGain.gain.value = 1.7 * (0.5 - this.w);
// disconnect osc2 and connect it to delay, which is connected to output
this.osc2.disconnect();
this.osc2.panner.disconnect();
this.osc2.amp(-1);
// inverted amplitude
this.osc2.output.connect(this.dNode);
this.dNode.connect(this.output);
this.output.gain.value = 1;
this.output.connect(this.panner);
};
p5.Pulse.prototype = Object.create(p5.Oscillator.prototype);
/**
* Set the width of a Pulse object (an oscillator that implements
* Pulse Width Modulation).
*
* @method width
* @param {Number} [width] Width between the pulses (0 to 1.0,
* defaults to 0)
*/
p5.Pulse.prototype.width = function (w) {
if (typeof w === 'number') {
if (w <= 1 && w >= 0) {
this.w = w;
// set delay time based on PWM width
// var mW = map(this.w, 0, 1.0, 0, 1/this.f);
var mW = this.w / this.oscillator.frequency.value;
this.dNode.delayTime.value = mW;
}
this.dcGain.gain.value = 1.7 * (0.5 - this.w);
} else {
w.connect(this.dNode.delayTime);
var sig = new p5.SignalAdd(-0.5);
sig.setInput(w);
sig = sig.mult(-1);
sig = sig.mult(1.7);
sig.connect(this.dcGain.gain);
}
};
p5.Pulse.prototype.start = function (f, time) {
var now = p5sound.audiocontext.currentTime;
var t = time || 0;
if (!this.started) {
var freq = f || this.f;
var type = this.oscillator.type;
this.oscillator = p5sound.audiocontext.createOscillator();
this.oscillator.frequency.setValueAtTime(freq, now);
this.oscillator.type = type;
this.oscillator.connect(this.output);
this.oscillator.start(t + now);
// set up osc2
this.osc2.oscillator = p5sound.audiocontext.createOscillator();
this.osc2.oscillator.frequency.setValueAtTime(freq, t + now);
this.osc2.oscillator.type = type;
this.osc2.oscillator.connect(this.osc2.output);
this.osc2.start(t + now);
this.freqNode = [
this.oscillator.frequency,
this.osc2.oscillator.frequency
];
// start dcOffset, too
this.dcOffset = createDCOffset();
this.dcOffset.connect(this.dcGain);
this.dcOffset.start(t + now);
// if LFO connections depend on these oscillators
if (this.mods !== undefined && this.mods.frequency !== undefined) {
this.mods.frequency.connect(this.freqNode[0]);
this.mods.frequency.connect(this.freqNode[1]);
}
this.started = true;
this.osc2.started = true;
}
};
p5.Pulse.prototype.stop = function (time) {
if (this.started) {
var t = time || 0;
var now = p5sound.audiocontext.currentTime;
this.oscillator.stop(t + now);
this.osc2.oscillator.stop(t + now);
this.dcOffset.stop(t + now);
this.started = false;
this.osc2.started = false;
}
};
p5.Pulse.prototype.freq = function (val, rampTime, tFromNow) {
if (typeof val === 'number') {
this.f = val;
var now = p5sound.audiocontext.currentTime;
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var currentFreq = this.oscillator.frequency.value;
this.oscillator.frequency.cancelScheduledValues(now);
this.oscillator.frequency.setValueAtTime(currentFreq, now + tFromNow);
this.oscillator.frequency.exponentialRampToValueAtTime(val, tFromNow + rampTime + now);
this.osc2.oscillator.frequency.cancelScheduledValues(now);
this.osc2.oscillator.frequency.setValueAtTime(currentFreq, now + tFromNow);
this.osc2.oscillator.frequency.exponentialRampToValueAtTime(val, tFromNow + rampTime + now);
if (this.freqMod) {
this.freqMod.output.disconnect();
this.freqMod = null;
}
} else if (val.output) {
val.output.disconnect();
val.output.connect(this.oscillator.frequency);
val.output.connect(this.osc2.oscillator.frequency);
this.freqMod = val;
}
};
// inspiration: http://webaudiodemos.appspot.com/oscilloscope/
function createDCOffset() {
var ac = p5sound.audiocontext;
var buffer = ac.createBuffer(1, 2048, ac.sampleRate);
var data = buffer.getChannelData(0);
for (var i = 0; i < 2048; i++)
data[i] = 1;
var bufferSource = ac.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.loop = true;
return bufferSource;
}
}(master, oscillator);
var noise;
noise = function () {
'use strict';
var p5sound = master;
/**
* Noise is a type of oscillator that generates a buffer with random values.
*
* @class p5.Noise
* @constructor
* @param {String} type Type of noise can be 'white' (default),
* 'brown' or 'pink'.
* @return {Object} Noise Object
*/
p5.Noise = function (type) {
var assignType;
p5.Oscillator.call(this);
delete this.f;
delete this.freq;
delete this.oscillator;
if (type === 'brown') {
assignType = _brownNoise;
} else if (type === 'pink') {
assignType = _pinkNoise;
} else {
assignType = _whiteNoise;
}
this.buffer = assignType;
};
p5.Noise.prototype = Object.create(p5.Oscillator.prototype);
// generate noise buffers
var _whiteNoise = function () {
var bufferSize = 2 * p5sound.audiocontext.sampleRate;
var whiteBuffer = p5sound.audiocontext.createBuffer(1, bufferSize, p5sound.audiocontext.sampleRate);
var noiseData = whiteBuffer.getChannelData(0);
for (var i = 0; i < bufferSize; i++) {
noiseData[i] = Math.random() * 2 - 1;
}
whiteBuffer.type = 'white';
return whiteBuffer;
}();
var _pinkNoise = function () {
var bufferSize = 2 * p5sound.audiocontext.sampleRate;
var pinkBuffer = p5sound.audiocontext.createBuffer(1, bufferSize, p5sound.audiocontext.sampleRate);
var noiseData = pinkBuffer.getChannelData(0);
var b0, b1, b2, b3, b4, b5, b6;
b0 = b1 = b2 = b3 = b4 = b5 = b6 = 0;
for (var i = 0; i < bufferSize; i++) {
var white = Math.random() * 2 - 1;
b0 = 0.99886 * b0 + white * 0.0555179;
b1 = 0.99332 * b1 + white * 0.0750759;
b2 = 0.969 * b2 + white * 0.153852;
b3 = 0.8665 * b3 + white * 0.3104856;
b4 = 0.55 * b4 + white * 0.5329522;
b5 = -0.7616 * b5 - white * 0.016898;
noiseData[i] = b0 + b1 + b2 + b3 + b4 + b5 + b6 + white * 0.5362;
noiseData[i] *= 0.11;
// (roughly) compensate for gain
b6 = white * 0.115926;
}
pinkBuffer.type = 'pink';
return pinkBuffer;
}();
var _brownNoise = function () {
var bufferSize = 2 * p5sound.audiocontext.sampleRate;
var brownBuffer = p5sound.audiocontext.createBuffer(1, bufferSize, p5sound.audiocontext.sampleRate);
var noiseData = brownBuffer.getChannelData(0);
var lastOut = 0;
for (var i = 0; i < bufferSize; i++) {
var white = Math.random() * 2 - 1;
noiseData[i] = (lastOut + 0.02 * white) / 1.02;
lastOut = noiseData[i];
noiseData[i] *= 3.5;
}
brownBuffer.type = 'brown';
return brownBuffer;
}();
/**
* Set type of noise to 'white', 'pink' or 'brown'.
* White is the default.
*
* @method setType
* @param {String} [type] 'white', 'pink' or 'brown'
*/
p5.Noise.prototype.setType = function (type) {
switch (type) {
case 'white':
this.buffer = _whiteNoise;
break;
case 'pink':
this.buffer = _pinkNoise;
break;
case 'brown':
this.buffer = _brownNoise;
break;
default:
this.buffer = _whiteNoise;
}
if (this.started) {
var now = p5sound.audiocontext.currentTime;
this.stop(now);
this.start(now + 0.01);
}
};
p5.Noise.prototype.getType = function () {
return this.buffer.type;
};
/**
* Start the noise
*
* @method start
*/
p5.Noise.prototype.start = function () {
if (this.started) {
this.stop();
}
this.noise = p5sound.audiocontext.createBufferSource();
this.noise.buffer = this.buffer;
this.noise.loop = true;
this.noise.connect(this.output);
var now = p5sound.audiocontext.currentTime;
this.noise.start(now);
this.started = true;
};
/**
* Stop the noise.
*
* @method stop
*/
p5.Noise.prototype.stop = function () {
var now = p5sound.audiocontext.currentTime;
if (this.noise) {
this.noise.stop(now);
this.started = false;
}
};
/**
* Pan the noise.
*
* @method pan
* @param {Number} panning Number between -1 (left)
* and 1 (right)
* @param {Number} timeFromNow schedule this event to happen
* seconds from now
*/
/**
* Set the amplitude of the noise between 0 and 1.0. Or,
* modulate amplitude with an audio signal such as an oscillator.
*
* @param {Number|Object} volume amplitude between 0 and 1.0
* or modulating signal/oscillator
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @param {Object} unit
*/
/**
* Disconnect all output.
*
* @method disconnect
*/
p5.Noise.prototype.dispose = function () {
var now = p5sound.audiocontext.currentTime;
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.noise) {
this.noise.disconnect();
this.stop(now);
}
if (this.output) {
this.output.disconnect();
}
if (this.panner) {
this.panner.disconnect();
}
this.output = null;
this.panner = null;
this.buffer = null;
this.noise = null;
};
}(master);
var audioin;
audioin = function () {
'use strict';
var p5sound = master;
var CustomError = errorHandler;
/**
* Get audio from an input, i.e. your computer's microphone.
*
* Turn the mic on/off with the start() and stop() methods. When the mic
* is on, its volume can be measured with getLevel or by connecting an
* FFT object.
*
* If you want to hear the AudioIn, use the .connect() method.
* AudioIn does not connect to p5.sound output by default to prevent
* feedback.
*
* Note: This uses the getUserMedia/
* Stream API, which is not supported by certain browsers. Access in Chrome browser
* is limited to localhost and https, but access over http may be limited.
*
* @class p5.AudioIn
* @constructor
* @param {Function} [errorCallback] A function to call if there is an error
* accessing the AudioIn. For example,
* Safari and iOS devices do not
* currently allow microphone access.
* @return {Object} AudioIn
* @example
*
* var mic;
* function setup(){
* mic = new p5.AudioIn()
* mic.start();
* }
* function draw(){
* background(0);
* micLevel = mic.getLevel();
* ellipse(width/2, constrain(height-micLevel*height*5, 0, height), 10, 10);
* }
*
*/
p5.AudioIn = function (errorCallback) {
// set up audio input
this.input = p5sound.audiocontext.createGain();
this.output = p5sound.audiocontext.createGain();
this.stream = null;
this.mediaStream = null;
this.currentSource = 0;
/**
* Client must allow browser to access their microphone / audioin source.
* Default: false. Will become true when the client enables acces.
*
* @property {Boolean} enabled
*/
this.enabled = false;
// create an amplitude, connect to it by default but not to master out
this.amplitude = new p5.Amplitude();
this.output.connect(this.amplitude.input);
// Some browsers let developer determine their input sources
if (typeof window.MediaStreamTrack === 'undefined') {
if (errorCallback) {
errorCallback();
} else {
window.alert('This browser does not support AudioIn');
}
} else if (typeof window.MediaDevices.enumerateDevices === 'function') {
// Chrome supports getSources to list inputs. Dev picks default
window.MediaDevices.enumerateDevices(this._gotSources);
} else {
}
// add to soundArray so we can dispose on close
p5sound.soundArray.push(this);
};
/**
* Start processing audio input. This enables the use of other
* AudioIn methods like getLevel(). Note that by default, AudioIn
* is not connected to p5.sound's output. So you won't hear
* anything unless you use the connect() method.
*
* Certain browsers limit access to the user's microphone. For example,
* Chrome only allows access from localhost and over https. For this reason,
* you may want to include an errorCallback—a function that is called in case
* the browser won't provide mic access.
*
* @method start
* @param {Function} successCallback Name of a function to call on
* success.
* @param {Function} errorCallback Name of a function to call if
* there was an error. For example,
* some browsers do not support
* getUserMedia.
*/
p5.AudioIn.prototype.start = function (successCallback, errorCallback) {
var self = this;
// if stream was already started...
// if _gotSources() i.e. developers determine which source to use
if (p5sound.inputSources[self.currentSource]) {
// set the audio source
var audioSource = p5sound.inputSources[self.currentSource].id;
var constraints = { audio: { optional: [{ sourceId: audioSource }] } };
window.navigator.getUserMedia(constraints, this._onStream = function (stream) {
self.stream = stream;
self.enabled = true;
// Wrap a MediaStreamSourceNode around the live input
self.mediaStream = p5sound.audiocontext.createMediaStreamSource(stream);
self.mediaStream.connect(self.output);
if (successCallback)
successCallback();
// only send to the Amplitude reader, so we can see it but not hear it.
self.amplitude.setInput(self.output);
}, this._onStreamError = function (e) {
if (errorCallback)
errorCallback(e);
else
console.error(e);
});
} else {
// if Firefox where users select their source via browser
// if (typeof MediaStreamTrack.getSources === 'undefined') {
// Only get the audio stream.
window.navigator.getUserMedia({ 'audio': true }, this._onStream = function (stream) {
self.stream = stream;
self.enabled = true;
// Wrap a MediaStreamSourceNode around the live input
self.mediaStream = p5sound.audiocontext.createMediaStreamSource(stream);
self.mediaStream.connect(self.output);
// only send to the Amplitude reader, so we can see it but not hear it.
self.amplitude.setInput(self.output);
if (successCallback)
successCallback();
}, this._onStreamError = function (e) {
if (errorCallback)
errorCallback(e);
else
console.error(e);
});
}
};
/**
* Turn the AudioIn off. If the AudioIn is stopped, it cannot getLevel().
* If re-starting, the user may be prompted for permission access.
*
* @method stop
*/
p5.AudioIn.prototype.stop = function () {
if (this.stream) {
// assume only one track
this.stream.getTracks()[0].stop();
}
};
/**
* Connect to an audio unit. If no parameter is provided, will
* connect to the master output (i.e. your speakers).
*
* @method connect
* @param {Object} [unit] An object that accepts audio input,
* such as an FFT
*/
p5.AudioIn.prototype.connect = function (unit) {
if (unit) {
if (unit.hasOwnProperty('input')) {
this.output.connect(unit.input);
} else if (unit.hasOwnProperty('analyser')) {
this.output.connect(unit.analyser);
} else {
this.output.connect(unit);
}
} else {
this.output.connect(p5sound.input);
}
};
/**
* Disconnect the AudioIn from all audio units. For example, if
* connect() had been called, disconnect() will stop sending
* signal to your speakers.
*
* @method disconnect
*/
p5.AudioIn.prototype.disconnect = function () {
this.output.disconnect();
// stay connected to amplitude even if not outputting to p5
this.output.connect(this.amplitude.input);
};
/**
* Read the Amplitude (volume level) of an AudioIn. The AudioIn
* class contains its own instance of the Amplitude class to help
* make it easy to get a microphone's volume level. Accepts an
* optional smoothing value (0.0 < 1.0). NOTE: AudioIn must
* .start() before using .getLevel().
*
* @method getLevel
* @param {Number} [smoothing] Smoothing is 0.0 by default.
* Smooths values based on previous values.
* @return {Number} Volume level (between 0.0 and 1.0)
*/
p5.AudioIn.prototype.getLevel = function (smoothing) {
if (smoothing) {
this.amplitude.smoothing = smoothing;
}
return this.amplitude.getLevel();
};
/**
* Add input sources to the list of available sources.
*
* @private
*/
p5.AudioIn.prototype._gotSources = function (sourceInfos) {
for (var i = 0; i < sourceInfos.length; i++) {
var sourceInfo = sourceInfos[i];
if (sourceInfo.kind === 'audio') {
// add the inputs to inputSources
//p5sound.inputSources.push(sourceInfo);
return sourceInfo;
}
}
};
/**
* Set amplitude (volume) of a mic input between 0 and 1.0.
*
* @method amp
* @param {Number} vol between 0 and 1.0
* @param {Number} [time] ramp time (optional)
*/
p5.AudioIn.prototype.amp = function (vol, t) {
if (t) {
var rampTime = t || 0;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(p5sound.audiocontext.currentTime);
this.output.gain.setValueAtTime(currentVol, p5sound.audiocontext.currentTime);
this.output.gain.linearRampToValueAtTime(vol, rampTime + p5sound.audiocontext.currentTime);
} else {
this.output.gain.cancelScheduledValues(p5sound.audiocontext.currentTime);
this.output.gain.setValueAtTime(vol, p5sound.audiocontext.currentTime);
}
};
p5.AudioIn.prototype.listSources = function () {
console.log('listSources is deprecated - please use AudioIn.getSources');
console.log('input sources: ');
if (p5sound.inputSources.length > 0) {
return p5sound.inputSources;
} else {
return 'This browser does not support MediaStreamTrack.getSources()';
}
};
/**
* Chrome only. Returns a list of available input sources
* and allows the user to set the media source. Firefox allows
* the user to choose from input sources in the permissions dialogue
* instead of enumerating available sources and selecting one.
* Note: in order to have descriptive media names your page must be
* served over a secure (HTTPS) connection and the page should
* request user media before enumerating devices. Otherwise device
* ID will be a long device ID number and does not specify device
* type. For example see
* https://simpl.info/getusermedia/sources/index.html vs.
* http://simpl.info/getusermedia/sources/index.html
*
* @method getSources
* @param {Function} callback a callback to handle the sources
* when they have been enumerated
* @example
*
* var audiograb;
*
* function setup(){
* //new audioIn
* audioGrab = new p5.AudioIn();
*
* audioGrab.getSources(function(sourceList) {
* //print out the array of available sources
* console.log(sourceList);
* //set the source to the first item in the inputSources array
* audioGrab.setSource(0);
* });
* }
*
*/
p5.AudioIn.prototype.getSources = function (callback) {
if (typeof window.MediaStreamTrack.getSources === 'function') {
window.MediaStreamTrack.getSources(function (data) {
for (var i = 0, max = data.length; i < max; i++) {
var sourceInfo = data[i];
if (sourceInfo.kind === 'audio') {
// add the inputs to inputSources
p5sound.inputSources.push(sourceInfo);
}
}
callback(p5sound.inputSources);
});
} else {
console.log('This browser does not support MediaStreamTrack.getSources()');
}
};
/**
* Set the input source. Accepts a number representing a
* position in the array returned by listSources().
* This is only available in browsers that support
* MediaStreamTrack.getSources(). Instead, some browsers
* give users the option to set their own media source.
*
* @method setSource
* @param {number} num position of input source in the array
*/
p5.AudioIn.prototype.setSource = function (num) {
// TO DO - set input by string or # (array position)
var self = this;
if (p5sound.inputSources.length > 0 && num < p5sound.inputSources.length) {
// set the current source
self.currentSource = num;
console.log('set source to ' + p5sound.inputSources[self.currentSource].id);
} else {
console.log('unable to set input source');
}
};
// private method
p5.AudioIn.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.stop();
if (this.output) {
this.output.disconnect();
}
if (this.amplitude) {
this.amplitude.disconnect();
}
this.amplitude = null;
this.output = null;
};
}(master, errorHandler);
var filter;
filter = function () {
'use strict';
var p5sound = master;
/**
* A p5.Filter uses a Web Audio Biquad Filter to filter
* the frequency response of an input source. Inheriting
* classes include:
* * p5.LowPass - allows frequencies below
* the cutoff frequency to pass through, and attenuates
* frequencies above the cutoff.
* * p5.HighPass - the opposite of a lowpass
* filter.
* * p5.BandPass - allows a range of
* frequencies to pass through and attenuates the frequencies
* below and above this frequency range.
*
* The .res() method controls either width of the
* bandpass, or resonance of the low/highpass cutoff frequency.
*
* @class p5.Filter
* @constructor
* @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'
* @return {Object} p5.Filter
* @example
*
* var fft, noise, filter;
*
* function setup() {
* fill(255, 40, 255);
*
* filter = new p5.BandPass();
*
* noise = new p5.Noise();
* // disconnect unfiltered noise,
* // and connect to filter
* noise.disconnect();
* noise.connect(filter);
* noise.start();
*
* fft = new p5.FFT();
* }
*
* function draw() {
* background(30);
*
* // set the BandPass frequency based on mouseX
* var freq = map(mouseX, 0, width, 20, 10000);
* filter.freq(freq);
* // give the filter a narrow band (lower res = wider bandpass)
* filter.res(50);
*
* // draw filtered spectrum
* var spectrum = fft.analyze();
* noStroke();
* for (var i = 0; i < spectrum.length; i++) {
* var x = map(i, 0, spectrum.length, 0, width);
* var h = -height + map(spectrum[i], 0, 255, height, 0);
* rect(x, height, width/spectrum.length, h);
* }
*
* isMouseOverCanvas();
* }
*
* function isMouseOverCanvas() {
* var mX = mouseX, mY = mouseY;
* if (mX > 0 && mX < width && mY < height && mY > 0) {
* noise.amp(0.5, 0.2);
* } else {
* noise.amp(0, 0.2);
* }
* }
*
*/
p5.Filter = function (type) {
this.ac = p5sound.audiocontext;
this.input = this.ac.createGain();
this.output = this.ac.createGain();
/**
* The p5.Filter is built with a
*
* Web Audio BiquadFilter Node.
*
* @property biquadFilter
* @type {Object} Web Audio Delay Node
*/
this.biquad = this.ac.createBiquadFilter();
this.input.connect(this.biquad);
this.biquad.connect(this.output);
this.connect();
if (type) {
this.setType(type);
}
// add to the soundArray
p5sound.soundArray.push(this);
};
/**
* Filter an audio signal according to a set
* of filter parameters.
*
* @method process
* @param {Object} Signal An object that outputs audio
* @param {Number} [freq] Frequency in Hz, from 10 to 22050
* @param {Number} [res] Resonance/Width of the filter frequency
* from 0.001 to 1000
*/
p5.Filter.prototype.process = function (src, freq, res) {
src.connect(this.input);
this.set(freq, res);
};
/**
* Set the frequency and the resonance of the filter.
*
* @method set
* @param {Number} freq Frequency in Hz, from 10 to 22050
* @param {Number} res Resonance (Q) from 0.001 to 1000
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
p5.Filter.prototype.set = function (freq, res, time) {
if (freq) {
this.freq(freq, time);
}
if (res) {
this.res(res, time);
}
};
/**
* Set the filter frequency, in Hz, from 10 to 22050 (the range of
* human hearing, although in reality most people hear in a narrower
* range).
*
* @method freq
* @param {Number} freq Filter Frequency
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
* @return {Number} value Returns the current frequency value
*/
p5.Filter.prototype.freq = function (freq, time) {
var self = this;
var t = time || 0;
if (freq <= 0) {
freq = 1;
}
if (typeof freq === 'number') {
self.biquad.frequency.value = freq;
self.biquad.frequency.cancelScheduledValues(this.ac.currentTime + 0.01 + t);
self.biquad.frequency.exponentialRampToValueAtTime(freq, this.ac.currentTime + 0.02 + t);
} else if (freq) {
freq.connect(this.biquad.frequency);
}
return self.biquad.frequency.value;
};
/**
* Controls either width of a bandpass frequency,
* or the resonance of a low/highpass cutoff frequency.
*
* @method res
* @param {Number} res Resonance/Width of filter freq
* from 0.001 to 1000
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
* @return {Number} value Returns the current res value
*/
p5.Filter.prototype.res = function (res, time) {
var self = this;
var t = time || 0;
if (typeof res == 'number') {
self.biquad.Q.value = res;
self.biquad.Q.cancelScheduledValues(self.ac.currentTime + 0.01 + t);
self.biquad.Q.linearRampToValueAtTime(res, self.ac.currentTime + 0.02 + t);
} else if (res) {
freq.connect(this.biquad.Q);
}
return self.biquad.Q.value;
};
/**
* Set the type of a p5.Filter. Possible types include:
* "lowpass" (default), "highpass", "bandpass",
* "lowshelf", "highshelf", "peaking", "notch",
* "allpass".
*
* @method setType
* @param {String} t type of filter
*/
p5.Filter.prototype.setType = function (t) {
this.biquad.type = t;
};
/**
* Set the output level of the filter.
*
* @method amp
* @param {Number} volume amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
p5.Filter.prototype.amp = function (vol, rampTime, tFromNow) {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow + 0.001);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime + 0.001);
};
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @param {Object} unit
*/
p5.Filter.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
this.output.connect(u);
};
/**
* Disconnect all output.
*
* @method disconnect
*/
p5.Filter.prototype.disconnect = function () {
this.output.disconnect();
};
p5.Filter.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.input.disconnect();
this.input = undefined;
this.output.disconnect();
this.output = undefined;
this.biquad.disconnect();
this.biquad = undefined;
};
/**
* Constructor: new p5.LowPass() Filter.
* This is the same as creating a p5.Filter and then calling
* its method setType('lowpass').
* See p5.Filter for methods.
*
* @method p5.LowPass
*/
p5.LowPass = function () {
p5.Filter.call(this, 'lowpass');
};
p5.LowPass.prototype = Object.create(p5.Filter.prototype);
/**
* Constructor: new p5.HighPass() Filter.
* This is the same as creating a p5.Filter and then calling
* its method setType('highpass').
* See p5.Filter for methods.
*
* @method p5.HighPass
*/
p5.HighPass = function () {
p5.Filter.call(this, 'highpass');
};
p5.HighPass.prototype = Object.create(p5.Filter.prototype);
/**
* Constructor: new p5.BandPass() Filter.
* This is the same as creating a p5.Filter and then calling
* its method setType('bandpass').
* See p5.Filter for methods.
*
* @method p5.BandPass
*/
p5.BandPass = function () {
p5.Filter.call(this, 'bandpass');
};
p5.BandPass.prototype = Object.create(p5.Filter.prototype);
}(master);
var delay;
delay = function () {
'use strict';
var p5sound = master;
var Filter = filter;
/**
* Delay is an echo effect. It processes an existing sound source,
* and outputs a delayed version of that sound. The p5.Delay can
* produce different effects depending on the delayTime, feedback,
* filter, and type. In the example below, a feedback of 0.5 will
* produce a looping delay that decreases in volume by
* 50% each repeat. A filter will cut out the high frequencies so
* that the delay does not sound as piercing as the original source.
*
* @class p5.Delay
* @constructor
* @return {Object} Returns a p5.Delay object
* @example
*
* var noise, env, delay;
*
* function setup() {
* background(0);
* noStroke();
* fill(255);
* textAlign(CENTER);
* text('click to play', width/2, height/2);
*
* noise = new p5.Noise('brown');
* noise.amp(0);
* noise.start();
*
* delay = new p5.Delay();
*
* // delay.process() accepts 4 parameters:
* // source, delayTime, feedback, filter frequency
* // play with these numbers!!
* delay.process(noise, .12, .7, 2300);
*
* // play the noise with an envelope,
* // a series of fades ( time / value pairs )
* env = new p5.Env(.01, 0.2, .2, .1);
* }
*
* // mouseClick triggers envelope
* function mouseClicked() {
* // is mouse over canvas?
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* env.play(noise);
* }
* }
*
*/
p5.Delay = function () {
this.ac = p5sound.audiocontext;
this.input = this.ac.createGain();
this.output = this.ac.createGain();
this._split = this.ac.createChannelSplitter(2);
this._merge = this.ac.createChannelMerger(2);
this._leftGain = this.ac.createGain();
this._rightGain = this.ac.createGain();
/**
* The p5.Delay is built with two
*
* Web Audio Delay Nodes, one for each stereo channel.
*
* @property leftDelay
* @type {Object} Web Audio Delay Node
*/
this.leftDelay = this.ac.createDelay();
/**
* The p5.Delay is built with two
*
* Web Audio Delay Nodes, one for each stereo channel.
*
* @property rightDelay
* @type {Object} Web Audio Delay Node
*/
this.rightDelay = this.ac.createDelay();
this._leftFilter = new p5.Filter();
this._rightFilter = new p5.Filter();
this._leftFilter.disconnect();
this._rightFilter.disconnect();
this._leftFilter.biquad.frequency.setValueAtTime(1200, this.ac.currentTime);
this._rightFilter.biquad.frequency.setValueAtTime(1200, this.ac.currentTime);
this._leftFilter.biquad.Q.setValueAtTime(0.3, this.ac.currentTime);
this._rightFilter.biquad.Q.setValueAtTime(0.3, this.ac.currentTime);
// graph routing
this.input.connect(this._split);
this.leftDelay.connect(this._leftGain);
this.rightDelay.connect(this._rightGain);
this._leftGain.connect(this._leftFilter.input);
this._rightGain.connect(this._rightFilter.input);
this._merge.connect(this.output);
this.output.connect(p5.soundOut.input);
this._leftFilter.biquad.gain.setValueAtTime(1, this.ac.currentTime);
this._rightFilter.biquad.gain.setValueAtTime(1, this.ac.currentTime);
// default routing
this.setType(0);
this._maxDelay = this.leftDelay.delayTime.maxValue;
// add this p5.SoundFile to the soundArray
p5sound.soundArray.push(this);
};
/**
* Add delay to an audio signal according to a set
* of delay parameters.
*
* @method process
* @param {Object} Signal An object that outputs audio
* @param {Number} [delayTime] Time (in seconds) of the delay/echo.
* Some browsers limit delayTime to
* 1 second.
* @param {Number} [feedback] sends the delay back through itself
* in a loop that decreases in volume
* each time.
* @param {Number} [lowPass] Cutoff frequency. Only frequencies
* below the lowPass will be part of the
* delay.
*/
p5.Delay.prototype.process = function (src, _delayTime, _feedback, _filter) {
var feedback = _feedback || 0;
var delayTime = _delayTime || 0;
if (feedback >= 1) {
throw new Error('Feedback value will force a positive feedback loop.');
}
if (delayTime >= this._maxDelay) {
throw new Error('Delay Time exceeds maximum delay time of ' + this._maxDelay + ' second.');
}
src.connect(this.input);
this.leftDelay.delayTime.setValueAtTime(delayTime, this.ac.currentTime);
this.rightDelay.delayTime.setValueAtTime(delayTime, this.ac.currentTime);
this._leftGain.gain.setValueAtTime(feedback, this.ac.currentTime);
this._rightGain.gain.setValueAtTime(feedback, this.ac.currentTime);
if (_filter) {
this._leftFilter.freq(_filter);
this._rightFilter.freq(_filter);
}
};
/**
* Set the delay (echo) time, in seconds. Usually this value will be
* a floating point number between 0.0 and 1.0.
*
* @method delayTime
* @param {Number} delayTime Time (in seconds) of the delay
*/
p5.Delay.prototype.delayTime = function (t) {
// if t is an audio node...
if (typeof t !== 'number') {
t.connect(this.leftDelay.delayTime);
t.connect(this.rightDelay.delayTime);
} else {
this.leftDelay.delayTime.cancelScheduledValues(this.ac.currentTime);
this.rightDelay.delayTime.cancelScheduledValues(this.ac.currentTime);
this.leftDelay.delayTime.linearRampToValueAtTime(t, this.ac.currentTime);
this.rightDelay.delayTime.linearRampToValueAtTime(t, this.ac.currentTime);
}
};
/**
* Feedback occurs when Delay sends its signal back through its input
* in a loop. The feedback amount determines how much signal to send each
* time through the loop. A feedback greater than 1.0 is not desirable because
* it will increase the overall output each time through the loop,
* creating an infinite feedback loop.
*
* @method feedback
* @param {Number|Object} feedback 0.0 to 1.0, or an object such as an
* Oscillator that can be used to
* modulate this param
*/
p5.Delay.prototype.feedback = function (f) {
// if f is an audio node...
if (typeof f !== 'number') {
f.connect(this._leftGain.gain);
f.connect(this._rightGain.gain);
} else if (f >= 1) {
throw new Error('Feedback value will force a positive feedback loop.');
} else {
this._leftGain.gain.exponentialRampToValueAtTime(f, this.ac.currentTime);
this._rightGain.gain.exponentialRampToValueAtTime(f, this.ac.currentTime);
}
};
/**
* Set a lowpass filter frequency for the delay. A lowpass filter
* will cut off any frequencies higher than the filter frequency.
*
* @method filter
* @param {Number|Object} cutoffFreq A lowpass filter will cut off any
* frequencies higher than the filter frequency.
* @param {Number|Object} res Resonance of the filter frequency
* cutoff, or an object (i.e. a p5.Oscillator)
* that can be used to modulate this parameter.
* High numbers (i.e. 15) will produce a resonance,
* low numbers (i.e. .2) will produce a slope.
*/
p5.Delay.prototype.filter = function (freq, q) {
this._leftFilter.set(freq, q);
this._rightFilter.set(freq, q);
};
/**
* Choose a preset type of delay. 'pingPong' bounces the signal
* from the left to the right channel to produce a stereo effect.
* Any other parameter will revert to the default delay setting.
*
* @method setType
* @param {String|Number} type 'pingPong' (1) or 'default' (0)
*/
p5.Delay.prototype.setType = function (t) {
if (t === 1) {
t = 'pingPong';
}
this._split.disconnect();
this._leftFilter.disconnect();
this._rightFilter.disconnect();
this._split.connect(this.leftDelay, 0);
this._split.connect(this.rightDelay, 1);
switch (t) {
case 'pingPong':
this._rightFilter.setType(this._leftFilter.biquad.type);
this._leftFilter.output.connect(this._merge, 0, 0);
this._rightFilter.output.connect(this._merge, 0, 1);
this._leftFilter.output.connect(this.rightDelay);
this._rightFilter.output.connect(this.leftDelay);
break;
default:
this._leftFilter.output.connect(this._merge, 0, 0);
this._leftFilter.output.connect(this._merge, 0, 1);
this._leftFilter.output.connect(this.leftDelay);
this._leftFilter.output.connect(this.rightDelay);
}
};
/**
* Set the output level of the delay effect.
*
* @method amp
* @param {Number} volume amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
p5.Delay.prototype.amp = function (vol, rampTime, tFromNow) {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow + 0.001);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime + 0.001);
};
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @param {Object} unit
*/
p5.Delay.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
this.output.connect(u);
};
/**
* Disconnect all output.
*
* @method disconnect
*/
p5.Delay.prototype.disconnect = function () {
this.output.disconnect();
};
p5.Delay.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.input.disconnect();
this.output.disconnect();
this._split.disconnect();
this._leftFilter.disconnect();
this._rightFilter.disconnect();
this._merge.disconnect();
this._leftGain.disconnect();
this._rightGain.disconnect();
this.leftDelay.disconnect();
this.rightDelay.disconnect();
this.input = undefined;
this.output = undefined;
this._split = undefined;
this._leftFilter = undefined;
this._rightFilter = undefined;
this._merge = undefined;
this._leftGain = undefined;
this._rightGain = undefined;
this.leftDelay = undefined;
this.rightDelay = undefined;
};
}(master, filter);
var reverb;
reverb = function () {
'use strict';
var p5sound = master;
var CustomError = errorHandler;
/**
* Reverb adds depth to a sound through a large number of decaying
* echoes. It creates the perception that sound is occurring in a
* physical space. The p5.Reverb has paramters for Time (how long does the
* reverb last) and decayRate (how much the sound decays with each echo)
* that can be set with the .set() or .process() methods. The p5.Convolver
* extends p5.Reverb allowing you to recreate the sound of actual physical
* spaces through convolution.
*
* @class p5.Reverb
* @constructor
* @example
*
* var soundFile, reverb;
* function preload() {
* soundFile = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* reverb = new p5.Reverb();
* soundFile.disconnect(); // so we'll only hear reverb...
*
* // connect soundFile to reverb, process w/
* // 3 second reverbTime, decayRate of 2%
* reverb.process(soundFile, 3, 2);
* soundFile.play();
* }
*
*/
p5.Reverb = function () {
this.ac = p5sound.audiocontext;
this.convolverNode = this.ac.createConvolver();
this.input = this.ac.createGain();
this.output = this.ac.createGain();
// otherwise, Safari distorts
this.input.gain.value = 0.5;
this.input.connect(this.convolverNode);
this.convolverNode.connect(this.output);
// default params
this._seconds = 3;
this._decay = 2;
this._reverse = false;
this._buildImpulse();
this.connect();
p5sound.soundArray.push(this);
};
/**
* Connect a source to the reverb, and assign reverb parameters.
*
* @method process
* @param {Object} src p5.sound / Web Audio object with a sound
* output.
* @param {Number} [seconds] Duration of the reverb, in seconds.
* Min: 0, Max: 10. Defaults to 3.
* @param {Number} [decayRate] Percentage of decay with each echo.
* Min: 0, Max: 100. Defaults to 2.
* @param {Boolean} [reverse] Play the reverb backwards or forwards.
*/
p5.Reverb.prototype.process = function (src, seconds, decayRate, reverse) {
src.connect(this.input);
var rebuild = false;
if (seconds) {
this._seconds = seconds;
rebuild = true;
}
if (decayRate) {
this._decay = decayRate;
}
if (reverse) {
this._reverse = reverse;
}
if (rebuild) {
this._buildImpulse();
}
};
/**
* Set the reverb settings. Similar to .process(), but without
* assigning a new input.
*
* @method set
* @param {Number} [seconds] Duration of the reverb, in seconds.
* Min: 0, Max: 10. Defaults to 3.
* @param {Number} [decayRate] Percentage of decay with each echo.
* Min: 0, Max: 100. Defaults to 2.
* @param {Boolean} [reverse] Play the reverb backwards or forwards.
*/
p5.Reverb.prototype.set = function (seconds, decayRate, reverse) {
var rebuild = false;
if (seconds) {
this._seconds = seconds;
rebuild = true;
}
if (decayRate) {
this._decay = decayRate;
}
if (reverse) {
this._reverse = reverse;
}
if (rebuild) {
this._buildImpulse();
}
};
/**
* Set the output level of the delay effect.
*
* @method amp
* @param {Number} volume amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
p5.Reverb.prototype.amp = function (vol, rampTime, tFromNow) {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow + 0.001);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime + 0.001);
};
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @param {Object} unit
*/
p5.Reverb.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
this.output.connect(u.input ? u.input : u);
};
/**
* Disconnect all output.
*
* @method disconnect
*/
p5.Reverb.prototype.disconnect = function () {
this.output.disconnect();
};
/**
* Inspired by Simple Reverb by Jordan Santell
* https://github.com/web-audio-components/simple-reverb/blob/master/index.js
*
* Utility function for building an impulse response
* based on the module parameters.
*
* @private
*/
p5.Reverb.prototype._buildImpulse = function () {
var rate = this.ac.sampleRate;
var length = rate * this._seconds;
var decay = this._decay;
var impulse = this.ac.createBuffer(2, length, rate);
var impulseL = impulse.getChannelData(0);
var impulseR = impulse.getChannelData(1);
var n, i;
for (i = 0; i < length; i++) {
n = this.reverse ? length - i : i;
impulseL[i] = (Math.random() * 2 - 1) * Math.pow(1 - n / length, decay);
impulseR[i] = (Math.random() * 2 - 1) * Math.pow(1 - n / length, decay);
}
this.convolverNode.buffer = impulse;
};
p5.Reverb.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
if (this.convolverNode) {
this.convolverNode.buffer = null;
this.convolverNode = null;
}
if (typeof this.output !== 'undefined') {
this.output.disconnect();
this.output = null;
}
if (typeof this.panner !== 'undefined') {
this.panner.disconnect();
this.panner = null;
}
};
// =======================================================================
// *** p5.Convolver ***
// =======================================================================
/**
* p5.Convolver extends p5.Reverb. It can emulate the sound of real
* physical spaces through a process called
* convolution.
*
* Convolution multiplies any audio input by an "impulse response"
* to simulate the dispersion of sound over time. The impulse response is
* generated from an audio file that you provide. One way to
* generate an impulse response is to pop a balloon in a reverberant space
* and record the echo. Convolution can also be used to experiment with
* sound.
*
* Use the method createConvolution(path) to instantiate a
* p5.Convolver with a path to your impulse response audio file.
*
* @class p5.Convolver
* @constructor
* @param {String} path path to a sound file
* @param {Function} [callback] function to call when loading succeeds
* @param {Function} [errorCallback] function to call if loading fails.
* This function will receive an error or
* XMLHttpRequest object with information
* about what went wrong.
* @example
*
* var cVerb, sound;
* function preload() {
* // We have both MP3 and OGG versions of all sound assets
* soundFormats('ogg', 'mp3');
*
* // Try replacing 'bx-spring' with other soundfiles like
* // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
* cVerb = createConvolver('assets/bx-spring.mp3');
*
* // Try replacing 'Damscray_DancingTiger' with
* // 'beat', 'doorbell', lucky_dragons_-_power_melody'
* sound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* // disconnect from master output...
* sound.disconnect();
*
* // ...and process with cVerb
* // so that we only hear the convolution
* cVerb.process(sound);
*
* sound.play();
* }
*
*/
p5.Convolver = function (path, callback, errorCallback) {
this.ac = p5sound.audiocontext;
/**
* Internally, the p5.Convolver uses the a
*
* Web Audio Convolver Node.
*
* @property convolverNode
* @type {Object} Web Audio Convolver Node
*/
this.convolverNode = this.ac.createConvolver();
this.input = this.ac.createGain();
this.output = this.ac.createGain();
// otherwise, Safari distorts
this.input.gain.value = 0.5;
this.input.connect(this.convolverNode);
this.convolverNode.connect(this.output);
if (path) {
this.impulses = [];
this._loadBuffer(path, callback, errorCallback);
} else {
// parameters
this._seconds = 3;
this._decay = 2;
this._reverse = false;
this._buildImpulse();
}
this.connect();
p5sound.soundArray.push(this);
};
p5.Convolver.prototype = Object.create(p5.Reverb.prototype);
p5.prototype.registerPreloadMethod('createConvolver', p5.prototype);
/**
* Create a p5.Convolver. Accepts a path to a soundfile
* that will be used to generate an impulse response.
*
* @method createConvolver
* @param {String} path path to a sound file
* @param {Function} [callback] function to call if loading is successful.
* The object will be passed in as the argument
* to the callback function.
* @param {Function} [errorCallback] function to call if loading is not successful.
* A custom error will be passed in as the argument
* to the callback function.
* @return {p5.Convolver}
* @example
*
* var cVerb, sound;
* function preload() {
* // We have both MP3 and OGG versions of all sound assets
* soundFormats('ogg', 'mp3');
*
* // Try replacing 'bx-spring' with other soundfiles like
* // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'
* cVerb = createConvolver('assets/bx-spring.mp3');
*
* // Try replacing 'Damscray_DancingTiger' with
* // 'beat', 'doorbell', lucky_dragons_-_power_melody'
* sound = loadSound('assets/Damscray_DancingTiger.mp3');
* }
*
* function setup() {
* // disconnect from master output...
* sound.disconnect();
*
* // ...and process with cVerb
* // so that we only hear the convolution
* cVerb.process(sound);
*
* sound.play();
* }
*
*/
p5.prototype.createConvolver = function (path, callback, errorCallback) {
// if loading locally without a server
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
var cReverb = new p5.Convolver(path, callback, errorCallback);
cReverb.impulses = [];
return cReverb;
};
/**
* Private method to load a buffer as an Impulse Response,
* assign it to the convolverNode, and add to the Array of .impulses.
*
* @param {String} path
* @param {Function} callback
* @param {Function} errorCallback
* @private
*/
p5.Convolver.prototype._loadBuffer = function (path, callback, errorCallback) {
var path = p5.prototype._checkFileFormats(path);
var self = this;
var errorTrace = new Error().stack;
var ac = p5.prototype.getAudioContext();
var request = new XMLHttpRequest();
request.open('GET', path, true);
request.responseType = 'arraybuffer';
request.onload = function () {
if (request.status == 200) {
// on success loading file:
ac.decodeAudioData(request.response, function (buff) {
var buffer = {};
var chunks = path.split('/');
buffer.name = chunks[chunks.length - 1];
buffer.audioBuffer = buff;
self.impulses.push(buffer);
self.convolverNode.buffer = buffer.audioBuffer;
if (callback) {
callback(buffer);
}
}, // error decoding buffer. "e" is undefined in Chrome 11/22/2015
function (e) {
var err = new CustomError('decodeAudioData', errorTrace, self.url);
var msg = 'AudioContext error at decodeAudioData for ' + self.url;
if (errorCallback) {
err.msg = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
});
} else {
var err = new CustomError('loadConvolver', errorTrace, self.url);
var msg = 'Unable to load ' + self.url + '. The request status was: ' + request.status + ' (' + request.statusText + ')';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
}
};
// if there is another error, aside from 404...
request.onerror = function (e) {
var err = new CustomError('loadConvolver', errorTrace, self.url);
var msg = 'There was no response from the server at ' + self.url + '. Check the url and internet connectivity.';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
};
request.send();
};
p5.Convolver.prototype.set = null;
/**
* Connect a source to the reverb, and assign reverb parameters.
*
* @method process
* @param {Object} src p5.sound / Web Audio object with a sound
* output.
* @example
*
* var cVerb, sound;
* function preload() {
* soundFormats('ogg', 'mp3');
*
* cVerb = createConvolver('assets/concrete-tunnel.mp3');
*
* sound = loadSound('assets/beat.mp3');
* }
*
* function setup() {
* // disconnect from master output...
* sound.disconnect();
*
* // ...and process with (i.e. connect to) cVerb
* // so that we only hear the convolution
* cVerb.process(sound);
*
* sound.play();
* }
*
*/
p5.Convolver.prototype.process = function (src) {
src.connect(this.input);
};
/**
* If you load multiple impulse files using the .addImpulse method,
* they will be stored as Objects in this Array. Toggle between them
* with the toggleImpulse(id) method.
*
* @property impulses
* @type {Array} Array of Web Audio Buffers
*/
p5.Convolver.prototype.impulses = [];
/**
* Load and assign a new Impulse Response to the p5.Convolver.
* The impulse is added to the .impulses array. Previous
* impulses can be accessed with the .toggleImpulse(id)
* method.
*
* @method addImpulse
* @param {String} path path to a sound file
* @param {Function} callback function (optional)
* @param {Function} errorCallback function (optional)
*/
p5.Convolver.prototype.addImpulse = function (path, callback, errorCallback) {
// if loading locally without a server
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
this._loadBuffer(path, callback, errorCallback);
};
/**
* Similar to .addImpulse, except that the .impulses
* Array is reset to save memory. A new .impulses
* array is created with this impulse as the only item.
*
* @method resetImpulse
* @param {String} path path to a sound file
* @param {Function} callback function (optional)
* @param {Function} errorCallback function (optional)
*/
p5.Convolver.prototype.resetImpulse = function (path, callback, errorCallback) {
// if loading locally without a server
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
this.impulses = [];
this._loadBuffer(path, callback, errorCallback);
};
/**
* If you have used .addImpulse() to add multiple impulses
* to a p5.Convolver, then you can use this method to toggle between
* the items in the .impulses Array. Accepts a parameter
* to identify which impulse you wish to use, identified either by its
* original filename (String) or by its position in the .impulses
* Array (Number).
* You can access the objects in the .impulses Array directly. Each
* Object has two attributes: an .audioBuffer (type:
* Web Audio
* AudioBuffer) and a .name, a String that corresponds
* with the original filename.
*
* @method toggleImpulse
* @param {String|Number} id Identify the impulse by its original filename
* (String), or by its position in the
* .impulses Array (Number).
*/
p5.Convolver.prototype.toggleImpulse = function (id) {
if (typeof id === 'number' && id < this.impulses.length) {
this.convolverNode.buffer = this.impulses[id].audioBuffer;
}
if (typeof id === 'string') {
for (var i = 0; i < this.impulses.length; i++) {
if (this.impulses[i].name === id) {
this.convolverNode.buffer = this.impulses[i].audioBuffer;
break;
}
}
}
};
p5.Convolver.prototype.dispose = function () {
// remove all the Impulse Response buffers
for (var i in this.impulses) {
this.impulses[i] = null;
}
this.convolverNode.disconnect();
this.concolverNode = null;
if (typeof this.output !== 'undefined') {
this.output.disconnect();
this.output = null;
}
if (typeof this.panner !== 'undefined') {
this.panner.disconnect();
this.panner = null;
}
};
}(master, errorHandler, sndcore);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_core_TimelineState;
Tone_core_TimelineState = function (Tone) {
'use strict';
Tone.TimelineState = function (initial) {
Tone.Timeline.call(this);
this._initial = initial;
};
Tone.extend(Tone.TimelineState, Tone.Timeline);
Tone.TimelineState.prototype.getStateAtTime = function (time) {
var event = this.getEvent(time);
if (event !== null) {
return event.state;
} else {
return this._initial;
}
};
Tone.TimelineState.prototype.setStateAtTime = function (state, time) {
this.addEvent({
'state': state,
'time': this.toSeconds(time)
});
};
return Tone.TimelineState;
}(Tone_core_Tone, Tone_core_Timeline);
/** Tone.js module by Yotam Mann, MIT License 2016 http://opensource.org/licenses/MIT **/
var Tone_core_Clock;
Tone_core_Clock = function (Tone) {
'use strict';
Tone.Clock = function () {
var options = this.optionsObject(arguments, [
'callback',
'frequency'
], Tone.Clock.defaults);
this.callback = options.callback;
this._lookAhead = 'auto';
this._computedLookAhead = 1 / 60;
this._threshold = 0.5;
this._nextTick = -1;
this._lastUpdate = 0;
this._loopID = -1;
this.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);
this.ticks = 0;
this._state = new Tone.TimelineState(Tone.State.Stopped);
this._boundLoop = this._loop.bind(this);
this._readOnly('frequency');
this._loop();
};
Tone.extend(Tone.Clock);
Tone.Clock.defaults = {
'callback': Tone.noOp,
'frequency': 1,
'lookAhead': 'auto'
};
Object.defineProperty(Tone.Clock.prototype, 'state', {
get: function () {
return this._state.getStateAtTime(this.now());
}
});
Object.defineProperty(Tone.Clock.prototype, 'lookAhead', {
get: function () {
return this._lookAhead;
},
set: function (val) {
if (val === 'auto') {
this._lookAhead = 'auto';
} else {
this._lookAhead = this.toSeconds(val);
}
}
});
Tone.Clock.prototype.start = function (time, offset) {
time = this.toSeconds(time);
if (this._state.getStateAtTime(time) !== Tone.State.Started) {
this._state.addEvent({
'state': Tone.State.Started,
'time': time,
'offset': offset
});
}
return this;
};
Tone.Clock.prototype.stop = function (time) {
time = this.toSeconds(time);
if (this._state.getStateAtTime(time) !== Tone.State.Stopped) {
this._state.setStateAtTime(Tone.State.Stopped, time);
}
return this;
};
Tone.Clock.prototype.pause = function (time) {
time = this.toSeconds(time);
if (this._state.getStateAtTime(time) === Tone.State.Started) {
this._state.setStateAtTime(Tone.State.Paused, time);
}
return this;
};
Tone.Clock.prototype._loop = function (time) {
this._loopID = requestAnimationFrame(this._boundLoop);
if (this._lookAhead === 'auto') {
if (!this.isUndef(time)) {
var diff = (time - this._lastUpdate) / 1000;
this._lastUpdate = time;
if (diff < this._threshold) {
this._computedLookAhead = (9 * this._computedLookAhead + diff) / 10;
}
}
} else {
this._computedLookAhead = this._lookAhead;
}
var now = this.now();
var lookAhead = this._computedLookAhead * 2;
var event = this._state.getEvent(now + lookAhead);
var state = Tone.State.Stopped;
if (event) {
state = event.state;
if (this._nextTick === -1 && state === Tone.State.Started) {
this._nextTick = event.time;
if (!this.isUndef(event.offset)) {
this.ticks = event.offset;
}
}
}
if (state === Tone.State.Started) {
while (now + lookAhead > this._nextTick) {
if (now > this._nextTick + this._threshold) {
this._nextTick = now;
}
var tickTime = this._nextTick;
this._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);
this.callback(tickTime);
this.ticks++;
}
} else if (state === Tone.State.Stopped) {
this._nextTick = -1;
this.ticks = 0;
}
};
Tone.Clock.prototype.getStateAtTime = function (time) {
return this._state.getStateAtTime(time);
};
Tone.Clock.prototype.dispose = function () {
cancelAnimationFrame(this._loopID);
Tone.TimelineState.prototype.dispose.call(this);
this._writable('frequency');
this.frequency.dispose();
this.frequency = null;
this._boundLoop = Tone.noOp;
this._nextTick = Infinity;
this.callback = null;
this._state.dispose();
this._state = null;
};
return Tone.Clock;
}(Tone_core_Tone, Tone_signal_TimelineSignal);
var metro;
metro = function () {
'use strict';
var p5sound = master;
// requires the Tone.js library's Clock (MIT license, Yotam Mann)
// https://github.com/TONEnoTONE/Tone.js/
var Clock = Tone_core_Clock;
var ac = p5sound.audiocontext;
// var upTick = false;
p5.Metro = function () {
this.clock = new Clock({ 'callback': this.ontick.bind(this) });
this.syncedParts = [];
this.bpm = 120;
// gets overridden by p5.Part
this._init();
this.tickCallback = function () {
};
};
var prevTick = 0;
var tatumTime = 0;
p5.Metro.prototype.ontick = function (tickTime) {
var elapsedTime = tickTime - prevTick;
var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;
if (elapsedTime - tatumTime <= -0.02) {
return;
} else {
prevTick = tickTime;
// for all of the active things on the metro:
for (var i in this.syncedParts) {
var thisPart = this.syncedParts[i];
if (!thisPart.isPlaying)
return;
thisPart.incrementStep(secondsFromNow);
// each synced source keeps track of its own beat number
for (var j in thisPart.phrases) {
var thisPhrase = thisPart.phrases[j];
var phraseArray = thisPhrase.sequence;
var bNum = this.metroTicks % phraseArray.length;
if (phraseArray[bNum] !== 0 && (this.metroTicks < phraseArray.length || !thisPhrase.looping)) {
thisPhrase.callback(secondsFromNow, phraseArray[bNum]);
}
}
}
this.metroTicks += 1;
this.tickCallback(secondsFromNow);
}
};
p5.Metro.prototype.setBPM = function (bpm, rampTime) {
var beatTime = 60 / (bpm * this.tatums);
var now = p5sound.audiocontext.currentTime;
tatumTime = beatTime;
var rampTime = rampTime || 0;
this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);
this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);
this.bpm = bpm;
};
p5.Metro.prototype.getBPM = function (tempo) {
return this.clock.getRate() / this.tatums * 60;
};
p5.Metro.prototype._init = function () {
this.metroTicks = 0;
};
// clear existing synced parts, add only this one
p5.Metro.prototype.resetSync = function (part) {
this.syncedParts = [part];
};
// push a new synced part to the array
p5.Metro.prototype.pushSync = function (part) {
this.syncedParts.push(part);
};
p5.Metro.prototype.start = function (timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
this.clock.start(now + t);
this.setBPM(this.bpm);
};
p5.Metro.prototype.stop = function (timeFromNow) {
var t = timeFromNow || 0;
var now = p5sound.audiocontext.currentTime;
if (this.clock._oscillator) {
this.clock.stop(now + t);
}
};
p5.Metro.prototype.beatLength = function (tatums) {
this.tatums = 1 / tatums / 4;
};
}(master, Tone_core_Clock);
var looper;
looper = function () {
'use strict';
var p5sound = master;
var bpm = 120;
/**
* Set the global tempo, in beats per minute, for all
* p5.Parts. This method will impact all active p5.Parts.
*
* @param {Number} BPM Beats Per Minute
* @param {Number} rampTime Seconds from now
*/
p5.prototype.setBPM = function (BPM, rampTime) {
bpm = BPM;
for (var i in p5sound.parts) {
p5sound.parts[i].setBPM(bpm, rampTime);
}
};
/**
* A phrase is a pattern of musical events over time, i.e.
* a series of notes and rests.
*
* Phrases must be added to a p5.Part for playback, and
* each part can play multiple phrases at the same time.
* For example, one Phrase might be a kick drum, another
* could be a snare, and another could be the bassline.
*
* The first parameter is a name so that the phrase can be
* modified or deleted later. The callback is a a function that
* this phrase will call at every step—for example it might be
* called playNote(value){}. The array determines
* which value is passed into the callback at each step of the
* phrase. It can be numbers, an object with multiple numbers,
* or a zero (0) indicates a rest so the callback won't be called).
*
* @class p5.Phrase
* @constructor
* @param {String} name Name so that you can access the Phrase.
* @param {Function} callback The name of a function that this phrase
* will call. Typically it will play a sound,
* and accept two parameters: a time at which
* to play the sound (in seconds from now),
* and a value from the sequence array. The
* time should be passed into the play() or
* start() method to ensure precision.
* @param {Array} sequence Array of values to pass into the callback
* at each step of the phrase.
* @example
*
* var mySound, myPhrase, myPart;
* var pattern = [1,0,0,2,0,2,0,0];
* var msg = 'click to play';
*
* function preload() {
* mySound = loadSound('assets/beatbox.mp3');
* }
*
* function setup() {
* noStroke();
* fill(255);
* textAlign(CENTER);
* masterVolume(0.1);
*
* myPhrase = new p5.Phrase('bbox', makeSound, pattern);
* myPart = new p5.Part();
* myPart.addPhrase(myPhrase);
* myPart.setBPM(60);
* }
*
* function draw() {
* background(0);
* text(msg, width/2, height/2);
* }
*
* function makeSound(time, playbackRate) {
* mySound.rate(playbackRate);
* mySound.play(time);
* }
*
* function mouseClicked() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* myPart.start();
* msg = 'playing pattern';
* }
* }
*
*
*/
p5.Phrase = function (name, callback, sequence) {
this.phraseStep = 0;
this.name = name;
this.callback = callback;
/**
* Array of values to pass into the callback
* at each step of the phrase. Depending on the callback
* function's requirements, these values may be numbers,
* strings, or an object with multiple parameters.
* Zero (0) indicates a rest.
*
* @property sequence
* @type {Array}
*/
this.sequence = sequence;
};
/**
* A p5.Part plays back one or more p5.Phrases. Instantiate a part
* with steps and tatums. By default, each step represents 1/16th note.
*
* See p5.Phrase for more about musical timing.
*
* @class p5.Part
* @constructor
* @param {Number} [steps] Steps in the part
* @param {Number} [tatums] Divisions of a beat (default is 1/16, a quarter note)
* @example
*
* var box, drum, myPart;
* var boxPat = [1,0,0,2,0,2,0,0];
* var drumPat = [0,1,1,0,2,0,1,0];
* var msg = 'click to play';
*
* function preload() {
* box = loadSound('assets/beatbox.mp3');
* drum = loadSound('assets/drum.mp3');
* }
*
* function setup() {
* noStroke();
* fill(255);
* textAlign(CENTER);
* masterVolume(0.1);
*
* var boxPhrase = new p5.Phrase('box', playBox, boxPat);
* var drumPhrase = new p5.Phrase('drum', playDrum, drumPat);
* myPart = new p5.Part();
* myPart.addPhrase(boxPhrase);
* myPart.addPhrase(drumPhrase);
* myPart.setBPM(60);
* masterVolume(0.1);
* }
*
* function draw() {
* background(0);
* text(msg, width/2, height/2);
* }
*
* function playBox(time, playbackRate) {
* box.rate(playbackRate);
* box.play(time);
* }
*
* function playDrum(time, playbackRate) {
* drum.rate(playbackRate);
* drum.play(time);
* }
*
* function mouseClicked() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* myPart.start();
* msg = 'playing part';
* }
* }
*
*/
p5.Part = function (steps, bLength) {
this.length = steps || 0;
// how many beats
this.partStep = 0;
this.phrases = [];
this.isPlaying = false;
this.noLoop();
this.tatums = bLength || 0.0625;
// defaults to quarter note
this.metro = new p5.Metro();
this.metro._init();
this.metro.beatLength(this.tatums);
this.metro.setBPM(bpm);
p5sound.parts.push(this);
this.callback = function () {
};
};
/**
* Set the tempo of this part, in Beats Per Minute.
*
* @method setBPM
* @param {Number} BPM Beats Per Minute
* @param {Number} [rampTime] Seconds from now
*/
p5.Part.prototype.setBPM = function (tempo, rampTime) {
this.metro.setBPM(tempo, rampTime);
};
/**
* Returns the Beats Per Minute of this currently part.
*
* @method getBPM
* @return {Number}
*/
p5.Part.prototype.getBPM = function () {
return this.metro.getBPM();
};
/**
* Start playback of this part. It will play
* through all of its phrases at a speed
* determined by setBPM.
*
* @method start
* @param {Number} [time] seconds from now
*/
p5.Part.prototype.start = function (time) {
if (!this.isPlaying) {
this.isPlaying = true;
this.metro.resetSync(this);
var t = time || 0;
this.metro.start(t);
}
};
/**
* Loop playback of this part. It will begin
* looping through all of its phrases at a speed
* determined by setBPM.
*
* @method loop
* @param {Number} [time] seconds from now
*/
p5.Part.prototype.loop = function (time) {
this.looping = true;
// rest onended function
this.onended = function () {
this.partStep = 0;
};
var t = time || 0;
this.start(t);
};
/**
* Tell the part to stop looping.
*
* @method noLoop
*/
p5.Part.prototype.noLoop = function () {
this.looping = false;
// rest onended function
this.onended = function () {
this.stop();
};
};
/**
* Stop the part and cue it to step 0.
*
* @method stop
* @param {Number} [time] seconds from now
*/
p5.Part.prototype.stop = function (time) {
this.partStep = 0;
this.pause(time);
};
/**
* Pause the part. Playback will resume
* from the current step.
*
* @method pause
* @param {Number} time seconds from now
*/
p5.Part.prototype.pause = function (time) {
this.isPlaying = false;
var t = time || 0;
this.metro.stop(t);
};
/**
* Add a p5.Phrase to this Part.
*
* @method addPhrase
* @param {p5.Phrase} phrase reference to a p5.Phrase
*/
p5.Part.prototype.addPhrase = function (name, callback, array) {
var p;
if (arguments.length === 3) {
p = new p5.Phrase(name, callback, array);
} else if (arguments[0] instanceof p5.Phrase) {
p = arguments[0];
} else {
throw 'invalid input. addPhrase accepts name, callback, array or a p5.Phrase';
}
this.phrases.push(p);
// reset the length if phrase is longer than part's existing length
if (p.sequence.length > this.length) {
this.length = p.sequence.length;
}
};
/**
* Remove a phrase from this part, based on the name it was
* given when it was created.
*
* @method removePhrase
* @param {String} phraseName
*/
p5.Part.prototype.removePhrase = function (name) {
for (var i in this.phrases) {
if (this.phrases[i].name === name) {
this.phrases.splice(i, 1);
}
}
};
/**
* Get a phrase from this part, based on the name it was
* given when it was created. Now you can modify its array.
*
* @method getPhrase
* @param {String} phraseName
*/
p5.Part.prototype.getPhrase = function (name) {
for (var i in this.phrases) {
if (this.phrases[i].name === name) {
return this.phrases[i];
}
}
};
/**
* Get a phrase from this part, based on the name it was
* given when it was created. Now you can modify its array.
*
* @method replaceSequence
* @param {String} phraseName
* @param {Array} sequence Array of values to pass into the callback
* at each step of the phrase.
*/
p5.Part.prototype.replaceSequence = function (name, array) {
for (var i in this.phrases) {
if (this.phrases[i].name === name) {
this.phrases[i].sequence = array;
}
}
};
p5.Part.prototype.incrementStep = function (time) {
if (this.partStep < this.length - 1) {
this.callback(time);
this.partStep += 1;
} else {
if (!this.looping && this.partStep == this.length - 1) {
console.log('done');
// this.callback(time);
this.onended();
}
}
};
/**
* Fire a callback function at every step.
*
* @method onStep
* @param {Function} callback The name of the callback
* you want to fire
* on every beat/tatum.
*/
p5.Part.prototype.onStep = function (callback) {
this.callback = callback;
};
// ===============
// p5.Score
// ===============
/**
* A Score consists of a series of Parts. The parts will
* be played back in order. For example, you could have an
* A part, a B part, and a C part, and play them back in this order
* new p5.Score(a, a, b, a, c)
*
* @class p5.Score
* @constructor
* @param {p5.Part} part(s) One or multiple parts, to be played in sequence.
* @return {p5.Score}
*/
p5.Score = function () {
// for all of the arguments
this.parts = [];
this.currentPart = 0;
var thisScore = this;
for (var i in arguments) {
this.parts[i] = arguments[i];
this.parts[i].nextPart = this.parts[i + 1];
this.parts[i].onended = function () {
thisScore.resetPart(i);
playNextPart(thisScore);
};
}
this.looping = false;
};
p5.Score.prototype.onended = function () {
if (this.looping) {
// this.resetParts();
this.parts[0].start();
} else {
this.parts[this.parts.length - 1].onended = function () {
this.stop();
this.resetParts();
};
}
this.currentPart = 0;
};
/**
* Start playback of the score.
*
* @method start
*/
p5.Score.prototype.start = function () {
this.parts[this.currentPart].start();
this.scoreStep = 0;
};
/**
* Stop playback of the score.
*
* @method stop
*/
p5.Score.prototype.stop = function () {
this.parts[this.currentPart].stop();
this.currentPart = 0;
this.scoreStep = 0;
};
/**
* Pause playback of the score.
*
* @method pause
*/
p5.Score.prototype.pause = function () {
this.parts[this.currentPart].stop();
};
/**
* Loop playback of the score.
*
* @method loop
*/
p5.Score.prototype.loop = function () {
this.looping = true;
this.start();
};
/**
* Stop looping playback of the score. If it
* is currently playing, this will go into effect
* after the current round of playback completes.
*
* @method noLoop
*/
p5.Score.prototype.noLoop = function () {
this.looping = false;
};
p5.Score.prototype.resetParts = function () {
for (var i in this.parts) {
this.resetPart(i);
}
};
p5.Score.prototype.resetPart = function (i) {
this.parts[i].stop();
this.parts[i].partStep = 0;
for (var p in this.parts[i].phrases) {
this.parts[i].phrases[p].phraseStep = 0;
}
};
/**
* Set the tempo for all parts in the score
*
* @param {Number} BPM Beats Per Minute
* @param {Number} rampTime Seconds from now
*/
p5.Score.prototype.setBPM = function (bpm, rampTime) {
for (var i in this.parts) {
this.parts[i].setBPM(bpm, rampTime);
}
};
function playNextPart(aScore) {
aScore.currentPart++;
if (aScore.currentPart >= aScore.parts.length) {
aScore.scoreStep = 0;
aScore.onended();
} else {
aScore.scoreStep = 0;
aScore.parts[aScore.currentPart - 1].stop();
aScore.parts[aScore.currentPart].start();
}
}
}(master);
var soundRecorder;
soundRecorder = function () {
'use strict';
var p5sound = master;
var ac = p5sound.audiocontext;
/**
* Record sounds for playback and/or to save as a .wav file.
* The p5.SoundRecorder records all sound output from your sketch,
* or can be assigned a specific source with setInput().
* The record() method accepts a p5.SoundFile as a parameter.
* When playback is stopped (either after the given amount of time,
* or with the stop() method), the p5.SoundRecorder will send its
* recording to that p5.SoundFile for playback.
*
* @class p5.SoundRecorder
* @constructor
* @example
*
* var mic, recorder, soundFile;
* var state = 0;
*
* function setup() {
* background(200);
* // create an audio in
* mic = new p5.AudioIn();
*
* // prompts user to enable their browser mic
* mic.start();
*
* // create a sound recorder
* recorder = new p5.SoundRecorder();
*
* // connect the mic to the recorder
* recorder.setInput(mic);
*
* // this sound file will be used to
* // playback & save the recording
* soundFile = new p5.SoundFile();
*
* text('keyPress to record', 20, 20);
* }
*
* function keyPressed() {
* // make sure user enabled the mic
* if (state === 0 && mic.enabled) {
*
* // record to our p5.SoundFile
* recorder.record(soundFile);
*
* background(255,0,0);
* text('Recording!', 20, 20);
* state++;
* }
* else if (state === 1) {
* background(0,255,0);
*
* // stop recorder and
* // send result to soundFile
* recorder.stop();
*
* text('Stopped', 20, 20);
* state++;
* }
*
* else if (state === 2) {
* soundFile.play(); // play the result!
* save(soundFile, 'mySound.wav');
* state++;
* }
* }
*
*/
p5.SoundRecorder = function () {
this.input = ac.createGain();
this.output = ac.createGain();
this.recording = false;
this.bufferSize = 1024;
this._channels = 2;
// stereo (default)
this._clear();
// initialize variables
this._jsNode = ac.createScriptProcessor(this.bufferSize, this._channels, 2);
this._jsNode.onaudioprocess = this._audioprocess.bind(this);
/**
* callback invoked when the recording is over
* @private
* @type {function(Float32Array)}
*/
this._callback = function () {
};
// connections
this._jsNode.connect(p5.soundOut._silentNode);
this.setInput();
// add this p5.SoundFile to the soundArray
p5sound.soundArray.push(this);
};
/**
* Connect a specific device to the p5.SoundRecorder.
* If no parameter is given, p5.SoundRecorer will record
* all audible p5.sound from your sketch.
*
* @method setInput
* @param {Object} [unit] p5.sound object or a web audio unit
* that outputs sound
*/
p5.SoundRecorder.prototype.setInput = function (unit) {
this.input.disconnect();
this.input = null;
this.input = ac.createGain();
this.input.connect(this._jsNode);
this.input.connect(this.output);
if (unit) {
unit.connect(this.input);
} else {
p5.soundOut.output.connect(this.input);
}
};
/**
* Start recording. To access the recording, provide
* a p5.SoundFile as the first parameter. The p5.SoundRecorder
* will send its recording to that p5.SoundFile for playback once
* recording is complete. Optional parameters include duration
* (in seconds) of the recording, and a callback function that
* will be called once the complete recording has been
* transfered to the p5.SoundFile.
*
* @method record
* @param {p5.SoundFile} soundFile p5.SoundFile
* @param {Number} [duration] Time (in seconds)
* @param {Function} [callback] The name of a function that will be
* called once the recording completes
*/
p5.SoundRecorder.prototype.record = function (sFile, duration, callback) {
this.recording = true;
if (duration) {
this.sampleLimit = Math.round(duration * ac.sampleRate);
}
if (sFile && callback) {
this._callback = function () {
this.buffer = this._getBuffer();
sFile.setBuffer(this.buffer);
callback();
};
} else if (sFile) {
this._callback = function () {
this.buffer = this._getBuffer();
sFile.setBuffer(this.buffer);
};
}
};
/**
* Stop the recording. Once the recording is stopped,
* the results will be sent to the p5.SoundFile that
* was given on .record(), and if a callback function
* was provided on record, that function will be called.
*
* @method stop
*/
p5.SoundRecorder.prototype.stop = function () {
this.recording = false;
this._callback();
this._clear();
};
p5.SoundRecorder.prototype._clear = function () {
this._leftBuffers = [];
this._rightBuffers = [];
this.recordedSamples = 0;
this.sampleLimit = null;
};
/**
* internal method called on audio process
*
* @private
* @param {AudioProcessorEvent} event
*/
p5.SoundRecorder.prototype._audioprocess = function (event) {
if (this.recording === false) {
return;
} else if (this.recording === true) {
// if we are past the duration, then stop... else:
if (this.sampleLimit && this.recordedSamples >= this.sampleLimit) {
this.stop();
} else {
// get channel data
var left = event.inputBuffer.getChannelData(0);
var right = event.inputBuffer.getChannelData(1);
// clone the samples
this._leftBuffers.push(new Float32Array(left));
this._rightBuffers.push(new Float32Array(right));
this.recordedSamples += this.bufferSize;
}
}
};
p5.SoundRecorder.prototype._getBuffer = function () {
var buffers = [];
buffers.push(this._mergeBuffers(this._leftBuffers));
buffers.push(this._mergeBuffers(this._rightBuffers));
return buffers;
};
p5.SoundRecorder.prototype._mergeBuffers = function (channelBuffer) {
var result = new Float32Array(this.recordedSamples);
var offset = 0;
var lng = channelBuffer.length;
for (var i = 0; i < lng; i++) {
var buffer = channelBuffer[i];
result.set(buffer, offset);
offset += buffer.length;
}
return result;
};
p5.SoundRecorder.prototype.dispose = function () {
this._clear();
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this._callback = function () {
};
if (this.input) {
this.input.disconnect();
}
this.input = null;
this._jsNode = null;
};
/**
* Save a p5.SoundFile as a .wav audio file.
*
* @method saveSound
* @param {p5.SoundFile} soundFile p5.SoundFile that you wish to save
* @param {String} name name of the resulting .wav file.
*/
p5.prototype.saveSound = function (soundFile, name) {
var leftChannel, rightChannel;
leftChannel = soundFile.buffer.getChannelData(0);
// handle mono files
if (soundFile.buffer.numberOfChannels > 1) {
rightChannel = soundFile.buffer.getChannelData(1);
} else {
rightChannel = leftChannel;
}
var interleaved = interleave(leftChannel, rightChannel);
// create the buffer and view to create the .WAV file
var buffer = new ArrayBuffer(44 + interleaved.length * 2);
var view = new DataView(buffer);
// write the WAV container,
// check spec at: https://ccrma.stanford.edu/courses/422/projects/WaveFormat/
// RIFF chunk descriptor
writeUTFBytes(view, 0, 'RIFF');
view.setUint32(4, 36 + interleaved.length * 2, true);
writeUTFBytes(view, 8, 'WAVE');
// FMT sub-chunk
writeUTFBytes(view, 12, 'fmt ');
view.setUint32(16, 16, true);
view.setUint16(20, 1, true);
// stereo (2 channels)
view.setUint16(22, 2, true);
view.setUint32(24, 44100, true);
view.setUint32(28, 44100 * 4, true);
view.setUint16(32, 4, true);
view.setUint16(34, 16, true);
// data sub-chunk
writeUTFBytes(view, 36, 'data');
view.setUint32(40, interleaved.length * 2, true);
// write the PCM samples
var lng = interleaved.length;
var index = 44;
var volume = 1;
for (var i = 0; i < lng; i++) {
view.setInt16(index, interleaved[i] * (32767 * volume), true);
index += 2;
}
p5.prototype.writeFile([view], name, 'wav');
};
// helper methods to save waves
function interleave(leftChannel, rightChannel) {
var length = leftChannel.length + rightChannel.length;
var result = new Float32Array(length);
var inputIndex = 0;
for (var index = 0; index < length;) {
result[index++] = leftChannel[inputIndex];
result[index++] = rightChannel[inputIndex];
inputIndex++;
}
return result;
}
function writeUTFBytes(view, offset, string) {
var lng = string.length;
for (var i = 0; i < lng; i++) {
view.setUint8(offset + i, string.charCodeAt(i));
}
}
}(sndcore, master);
var peakdetect;
peakdetect = function () {
'use strict';
var p5sound = master;
/**
* PeakDetect works in conjunction with p5.FFT to
* look for onsets in some or all of the frequency spectrum.
*
*
* To use p5.PeakDetect, call update in the draw loop
* and pass in a p5.FFT object.
*
*
* You can listen for a specific part of the frequency spectrum by
* setting the range between freq1 and freq2.
*
*
* threshold is the threshold for detecting a peak,
* scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud
* as 1.0.
*
*
* The update method is meant to be run in the draw loop, and
* frames determines how many loops must pass before
* another peak can be detected.
* For example, if the frameRate() = 60, you could detect the beat of a
* 120 beat-per-minute song with this equation:
* framesPerPeak = 60 / (estimatedBPM / 60 );
*
*
*
* Based on example contribtued by @b2renger, and a simple beat detection
* explanation by Felix Turner.
*
*
* @class p5.PeakDetect
* @constructor
* @param {Number} [freq1] lowFrequency - defaults to 20Hz
* @param {Number} [freq2] highFrequency - defaults to 20000 Hz
* @param {Number} [threshold] Threshold for detecting a beat between 0 and 1
* scaled logarithmically where 0.1 is 1/2 the loudness
* of 1.0. Defaults to 0.35.
* @param {Number} [framesPerPeak] Defaults to 20.
* @example
*
*
* var cnv, soundFile, fft, peakDetect;
* var ellipseWidth = 10;
*
* function setup() {
* background(0);
* noStroke();
* fill(255);
* textAlign(CENTER);
*
* soundFile = loadSound('assets/beat.mp3');
*
* // p5.PeakDetect requires a p5.FFT
* fft = new p5.FFT();
* peakDetect = new p5.PeakDetect();
*
* }
*
* function draw() {
* background(0);
* text('click to play/pause', width/2, height/2);
*
* // peakDetect accepts an fft post-analysis
* fft.analyze();
* peakDetect.update(fft);
*
* if ( peakDetect.isDetected ) {
* ellipseWidth = 50;
* } else {
* ellipseWidth *= 0.95;
* }
*
* ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
* }
*
* // toggle play/stop when canvas is clicked
* function mouseClicked() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* if (soundFile.isPlaying() ) {
* soundFile.stop();
* } else {
* soundFile.play();
* }
* }
* }
*
*/
p5.PeakDetect = function (freq1, freq2, threshold, _framesPerPeak) {
var framesPerPeak;
// framesPerPeak determines how often to look for a beat.
// If a beat is provided, try to look for a beat based on bpm
this.framesPerPeak = _framesPerPeak || 20;
this.framesSinceLastPeak = 0;
this.decayRate = 0.95;
this.threshold = threshold || 0.35;
this.cutoff = 0;
// how much to increase the cutoff
// TO DO: document this / figure out how to make it accessible
this.cutoffMult = 1.5;
this.energy = 0;
this.penergy = 0;
// TO DO: document this property / figure out how to make it accessible
this.currentValue = 0;
/**
* isDetected is set to true when a peak is detected.
*
* @attribute isDetected
* @type {Boolean}
* @default false
*/
this.isDetected = false;
this.f1 = freq1 || 40;
this.f2 = freq2 || 20000;
// function to call when a peak is detected
this._onPeak = function () {
};
};
/**
* The update method is run in the draw loop.
*
* Accepts an FFT object. You must call .analyze()
* on the FFT object prior to updating the peakDetect
* because it relies on a completed FFT analysis.
*
* @method update
* @param {p5.FFT} fftObject A p5.FFT object
*/
p5.PeakDetect.prototype.update = function (fftObject) {
var nrg = this.energy = fftObject.getEnergy(this.f1, this.f2) / 255;
if (nrg > this.cutoff && nrg > this.threshold && nrg - this.penergy > 0) {
// trigger callback
this._onPeak();
this.isDetected = true;
// debounce
this.cutoff = nrg * this.cutoffMult;
this.framesSinceLastPeak = 0;
} else {
this.isDetected = false;
if (this.framesSinceLastPeak <= this.framesPerPeak) {
this.framesSinceLastPeak++;
} else {
this.cutoff *= this.decayRate;
this.cutoff = Math.max(this.cutoff, this.threshold);
}
}
this.currentValue = nrg;
this.penergy = nrg;
};
/**
* onPeak accepts two arguments: a function to call when
* a peak is detected. The value of the peak,
* between 0.0 and 1.0, is passed to the callback.
*
* @method onPeak
* @param {Function} callback Name of a function that will
* be called when a peak is
* detected.
* @param {Object} [val] Optional value to pass
* into the function when
* a peak is detected.
* @example
*
* var cnv, soundFile, fft, peakDetect;
* var ellipseWidth = 0;
*
* function setup() {
* cnv = createCanvas(100,100);
* textAlign(CENTER);
*
* soundFile = loadSound('assets/beat.mp3');
* fft = new p5.FFT();
* peakDetect = new p5.PeakDetect();
*
* setupSound();
*
* // when a beat is detected, call triggerBeat()
* peakDetect.onPeak(triggerBeat);
* }
*
* function draw() {
* background(0);
* fill(255);
* text('click to play', width/2, height/2);
*
* fft.analyze();
* peakDetect.update(fft);
*
* ellipseWidth *= 0.95;
* ellipse(width/2, height/2, ellipseWidth, ellipseWidth);
* }
*
* // this function is called by peakDetect.onPeak
* function triggerBeat() {
* ellipseWidth = 50;
* }
*
* // mouseclick starts/stops sound
* function setupSound() {
* cnv.mouseClicked( function() {
* if (soundFile.isPlaying() ) {
* soundFile.stop();
* } else {
* soundFile.play();
* }
* });
* }
*
*/
p5.PeakDetect.prototype.onPeak = function (callback, val) {
var self = this;
self._onPeak = function () {
callback(self.energy, val);
};
};
}(master);
var gain;
gain = function () {
'use strict';
var p5sound = master;
/**
* A gain node is usefull to set the relative volume of sound.
* It's typically used to build mixers.
*
* @class p5.Gain
* @constructor
* @example
*
*
* // load two soundfile and crossfade beetween them
* var sound1,sound2;
* var gain1, gain2, gain3;
*
* function preload(){
* soundFormats('ogg', 'mp3');
* sound1 = loadSound('../_files/Damscray_-_Dancing_Tiger_01');
* sound2 = loadSound('../_files/beat.mp3');
* }
*
* function setup() {
* createCanvas(400,200);
*
* // create a 'master' gain to which we will connect both soundfiles
* gain3 = new p5.Gain();
* gain3.connect();
*
* // setup first sound for playing
* sound1.rate(1);
* sound1.loop();
* sound1.disconnect(); // diconnect from p5 output
*
* gain1 = new p5.Gain(); // setup a gain node
* gain1.setInput(sound1); // connect the first sound to its input
* gain1.connect(gain3); // connect its output to the 'master'
*
* sound2.rate(1);
* sound2.disconnect();
* sound2.loop();
*
* gain2 = new p5.Gain();
* gain2.setInput(sound2);
* gain2.connect(gain3);
*
* }
*
* function draw(){
* background(180);
*
* // calculate the horizontal distance beetween the mouse and the right of the screen
* var d = dist(mouseX,0,width,0);
*
* // map the horizontal position of the mouse to values useable for volume control of sound1
* var vol1 = map(mouseX,0,width,0,1);
* var vol2 = 1-vol1; // when sound1 is loud, sound2 is quiet and vice versa
*
* gain1.amp(vol1,0.5,0);
* gain2.amp(vol2,0.5,0);
*
* // map the vertical position of the mouse to values useable for 'master volume control'
* var vol3 = map(mouseY,0,height,0,1);
* gain3.amp(vol3,0.5,0);
* }
*
*
*/
p5.Gain = function () {
this.ac = p5sound.audiocontext;
this.input = this.ac.createGain();
this.output = this.ac.createGain();
// otherwise, Safari distorts
this.input.gain.value = 0.5;
this.input.connect(this.output);
// add to the soundArray
p5sound.soundArray.push(this);
};
/**
* Connect a source to the gain node.
*
* @method setInput
* @param {Object} src p5.sound / Web Audio object with a sound
* output.
*/
p5.Gain.prototype.setInput = function (src) {
src.connect(this.input);
};
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @param {Object} unit
*/
p5.Gain.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
this.output.connect(u.input ? u.input : u);
};
/**
* Disconnect all output.
*
* @method disconnect
*/
p5.Gain.prototype.disconnect = function () {
this.output.disconnect();
};
/**
* Set the output level of the gain node.
*
* @method amp
* @param {Number} volume amplitude between 0 and 1.0
* @param {Number} [rampTime] create a fade that lasts rampTime
* @param {Number} [timeFromNow] schedule this event to happen
* seconds from now
*/
p5.Gain.prototype.amp = function (vol, rampTime, tFromNow) {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = this.output.gain.value;
this.output.gain.cancelScheduledValues(now);
this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
};
p5.Gain.prototype.dispose = function () {
// remove reference from soundArray
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.output.disconnect();
this.input.disconnect();
this.output = undefined;
this.input = undefined;
};
}(master, sndcore);
var distortion;
distortion = function () {
'use strict';
var p5sound = master;
/*
* Adapted from [Kevin Ennis on StackOverflow](http://stackoverflow.com/questions/22312841/waveshaper-node-in-webaudio-how-to-emulate-distortion)
*/
function makeDistortionCurve(amount) {
var k = typeof amount === 'number' ? amount : 50;
var n_samples = 44100;
var curve = new Float32Array(n_samples);
var deg = Math.PI / 180;
var i = 0;
var x;
for (; i < n_samples; ++i) {
x = i * 2 / n_samples - 1;
curve[i] = (3 + k) * x * 20 * deg / (Math.PI + k * Math.abs(x));
}
return curve;
}
/**
* A Distortion effect created with a Waveshaper Node,
* with an approach adapted from
* [Kevin Ennis](http://stackoverflow.com/questions/22312841/waveshaper-node-in-webaudio-how-to-emulate-distortion)
*
* @class p5.Distortion
* @constructor
* @param {Number} [amount=0.25] Unbounded distortion amount.
* Normal values range from 0-1.
* @param {String} [oversample='none'] 'none', '2x', or '4x'.
*
* @return {Object} Distortion object
*/
p5.Distortion = function (amount, oversample) {
if (typeof amount === 'undefined') {
amount = 0.25;
}
if (typeof amount !== 'number') {
throw new Error('amount must be a number');
}
if (typeof oversample === 'undefined') {
oversample = '2x';
}
if (typeof oversample !== 'string') {
throw new Error('oversample must be a String');
}
var curveAmount = p5.prototype.map(amount, 0, 1, 0, 2000);
this.ac = p5sound.audiocontext;
this.input = this.ac.createGain();
this.output = this.ac.createGain();
/**
* The p5.Distortion is built with a
*
* Web Audio WaveShaper Node.
*
* @property WaveShaperNode
* @type {Object} AudioNode
*/
this.waveShaperNode = this.ac.createWaveShaper();
this.amount = curveAmount;
this.waveShaperNode.curve = makeDistortionCurve(curveAmount);
this.waveShaperNode.oversample = oversample;
this.input.connect(this.waveShaperNode);
this.waveShaperNode.connect(this.output);
this.connect();
// add to the soundArray
p5sound.soundArray.push(this);
};
p5.Distortion.prototype.process = function (src, amount, oversample) {
src.connect(this.input);
this.set(amount, oversample);
};
/**
* Set the amount and oversample of the waveshaper distortion.
*
* @method setType
* @param {Number} [amount=0.25] Unbounded distortion amount.
* Normal values range from 0-1.
* @param {String} [oversample='none'] 'none', '2x', or '4x'.
*/
p5.Distortion.prototype.set = function (amount, oversample) {
if (amount) {
var curveAmount = p5.prototype.map(amount, 0, 1, 0, 2000);
this.amount = curveAmount;
this.waveShaperNode.curve = makeDistortionCurve(curveAmount);
}
if (oversample) {
this.waveShaperNode.oversample = oversample;
}
};
/**
* Return the distortion amount, typically between 0-1.
*
* @method getAmount
* @return {Number} Unbounded distortion amount.
* Normal values range from 0-1.
*/
p5.Distortion.prototype.getAmount = function () {
return this.amount;
};
/**
* Return the oversampling.
*
* @return {String} Oversample can either be 'none', '2x', or '4x'.
*/
p5.Distortion.prototype.getOversample = function () {
return this.waveShaperNode.oversample;
};
/**
* Send output to a p5.sound or web audio object
*
* @method connect
* @param {Object} unit
*/
p5.Distortion.prototype.connect = function (unit) {
var u = unit || p5.soundOut.input;
this.output.connect(u);
};
/**
* Disconnect all output.
*
* @method disconnect
*/
p5.Distortion.prototype.disconnect = function () {
this.output.disconnect();
};
p5.Distortion.prototype.dispose = function () {
var index = p5sound.soundArray.indexOf(this);
p5sound.soundArray.splice(index, 1);
this.input.disconnect();
this.waveShaperNode.disconnect();
this.input = null;
this.waveShaperNode = null;
if (typeof this.output !== 'undefined') {
this.output.disconnect();
this.output = null;
}
};
}(master);
var src_app;
src_app = function () {
'use strict';
var p5SOUND = sndcore;
return p5SOUND;
}(sndcore, master, helpers, errorHandler, panner, soundfile, amplitude, fft, signal, oscillator, env, pulse, noise, audioin, filter, delay, reverb, metro, looper, soundRecorder, peakdetect, gain, distortion);
}));
================================================
FILE: flappyBird/player.js
================================================
class Player {
constructor() {
this.x = canvas.width / 3;
this.y = canvas.height / 2;
this.velY = 0;
this.velX = panSpeed;
this.size = 40;
this.dead = false;
this.isOnGround = false;
this.deadOnGroundCount = 0;
this.fallRotation = -PI / 6;
this.pipeRandomNo = 0;
this.pipes1 = new PipePair(true);
this.pipes2 = new PipePair(false, this.pipes1, this.pipeRandomNo);
this.pipes2.setX(1.5 * canvas.width + this.pipes2.topPipe.width / 2);
this.pipeRandomNo++;
this.ground = new Ground();
//-----------------------------------------------------------------------
//neat stuff
this.fitness = 0;
this.vision = []; //the input array fed into the neuralNet
this.decision = []; //the out put of the NN
this.unadjustedFitness;
this.lifespan = 0; //how long the player lived for this.fitness
this.bestScore = 0; //stores the this.score achieved used for replay
this.dead = false;
this.score = 0;
this.gen = 0;
this.genomeInputs = 4;
this.genomeOutputs = 1;
this.brain = new Genome(this.genomeInputs, this.genomeOutputs);
}
show() {
this.pipes1.show();
this.pipes2.show();
push();
translate(this.x - this.size / 2 - 8 + birdSprite.width / 2, this.y - this.size / 2 + birdSprite.height / 2);
if (this.velY < 15) {
rotate(-PI / 6);
this.fallRotation = -PI / 6;
} else if (this.velY <= 25) {
this.fallRotation += PI / 8.0;
this.fallRotation = constrain(this.fallRotation, -PI / 6, PI / 2);
rotate(this.fallRotation);
// rotate(map(this.velY, 10, 25, -PI / 6, PI / 2));
} else {
rotate(PI / 2);
}
image(birdSprite, -birdSprite.width / 2, -birdSprite.height / 2);
pop();
this.ground.show();
}
move() {
this.velY += gravity;
if (!this.dead) {
this.velY = constrain(this.velY, -1000, 25);
} else {
this.velY = constrain(this.velY, -1000, 40);
}
if (!this.isOnGround) {
this.y += this.velY;
}
}
updatePipes() {
this.pipes1.update();
this.pipes2.update();
this.ground.update();
//if either pipe is off the screen then reset the pipe
if (this.pipes1.offScreen()) {
this.pipes1 = new PipePair(false, this.pipes2, this.pipeRandomNo);
this.pipeRandomNo++;
}
if (this.pipes2.offScreen()) {
this.pipes2 = new PipePair(false, this.pipes1, this.pipeRandomNo);
this.pipeRandomNo++;
}
}
update() {
this.lifespan++;
this.updatePipes();
this.move();
if (this.pipes1.playerPassed(this.x - this.size / 2) || this.pipes2.playerPassed(this.x - this.size / 2)) {
this.score++;
}
if (this.isOnGround) {
this.deadOnGroundCount++;
if (this.deadOnGroundCount > 50) {
// setup();
}
}
if (!dieOff) {
this.checkCollisions();
}
}
checkCollisions() {
if (!this.dead) {
pauseBecauseDead = false;
}
if (this.pipes1.colided(this)) {
this.dead = true;
pauseBecauseDead = true;
}
if (this.pipes2.colided(this)) {
pauseBecauseDead = true;
this.dead = true;
}
if (this.ground.collided(this)) {
this.dead = true;
this.isOnGround = true;
pauseBecauseDead = true;
}
if (this.dead && this.velY < 0) {
this.velY = 0;
}
}
flap() {
if (!this.dead && !this.isOnGround) {
// this.velY = -35;
this.velY = -25;
}
}
//-------------------------------------------------------------------neat functions
look() {
//<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< 0)) {
closestPipe = this.pipes2;
}
var distanceToClosestPipe = closestPipe.bottomPipe.x - this.x;
this.vision[1] = map(distanceToClosestPipe, 0, canvas.width - this.x, 1, 0);
this.vision[2] = map(max(0, closestPipe.bottomPipe.topY - this.y), 0, 700, 0, 1); //height above bottomY
this.vision[3] = map(max(0, this.y - closestPipe.topPipe.bottomY), 0, 700, 0, 1); //distance below topThing
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------
//gets the output of the this.brain then converts them to actions
think() {
var max = 0;
var maxIndex = 0;
//get the output of the neural network
this.decision = this.brain.feedForward(this.vision);
if (this.decision[0] > 0.6) {
this.flap();
}
// for (var i = 0; i < this.decision.length; i++) {
// if (this.decision[i] > max) {
// max = this.decision[i];
// maxIndex = i;
// }
// }
//<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<= population.genPlayers.length) { //if at the end then return to the start and stop doing it
upToGen = 0;
showBestEachGen = false;
} else { //if not at the end then get the next generation
genPlayerTemp = population.genPlayers[upToGen].cloneForReplay();
}
}
}
//-----------------------------------------------------------------------------------
function showHumanPlaying() {
if (!humanPlayer.dead) { //if the player isnt dead then move and show the player based on input
humanPlayer.look();
humanPlayer.update();
humanPlayer.show();
} else { //once done return to ai
humanPlaying = false;
}
}
//-----------------------------------------------------------------------------------
function showBestEverPlayer() {
if (!population.bestPlayer.dead) { //if best player is not dead
population.bestPlayer.look();
population.bestPlayer.think();
population.bestPlayer.update();
population.bestPlayer.show();
} else { //once dead
runBest = false; //stop replaying it
population.bestPlayer = population.bestPlayer.cloneForReplay(); //reset the best player so it can play again
}
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------
//draws the display screen
function drawToScreen() {
if (!showNothing) {
//pretty stuff
image(backgroundSprite, 0, 0, canvas.width, canvas.height);
// showAll();
// updateAll();
drawBrain();
}
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function drawBrain() { //show the brain of whatever genome is currently showing
var startX = 350; //<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< 10) {
speed -= 10;
frameRate(speed);
print(speed);
}
break;
case 'B': //run the best
runBest = !runBest;
break;
case 'G': //show generations
showBestEachGen = !showBestEachGen;
upToGen = 0;
genPlayerTemp = population.genPlayers[upToGen].clone();
break;
case 'N': //show absolutely nothing in order to speed up computation
showNothing = !showNothing;
break;
case 'P': //play
humanPlaying = !humanPlaying;
humanPlayer = new Player();
break;
}
//any of the arrow keys
switch (keyCode) {
case RIGHT_ARROW: //right is used to move through the generations
if (showBestEachGen) { //if showing the best player each generation then move on to the next generation
upToGen++;
if (upToGen >= population.genPlayers.length) { //if reached the current generation then exit out of the showing generations mode
showBestEachGen = false;
} else {
genPlayerTemp = population.genPlayers[upToGen].cloneForReplay();
}
}
break;
}
}