Each color stores the color mode and level maxes that applied at the\ntime of its construction. These are used to interpret the input arguments\n(at construction and later for that instance of color) and to format the\noutput e.g. when saturation() is requested.
\n
Internally we store an array representing the ideal RGBA values in floating\npoint form, normalized from 0 to 1. From this we calculate the closest\nscreen color (RGBA levels from 0 to 255) and expose this to the renderer.
\n
We also cache normalized, floating point components of the color in various\nrepresentations as they are calculated. This is done to prevent repeating a\nconversion that has already been performed.
Base class for all elements added to a sketch, including canvas,\ngraphics buffers, and other HTML elements. Methods in blue are\nincluded in the core functionality, methods in brown are added\nwith the p5.dom\nlibrary.\nIt is not called directly, but p5.Element\nobjects are created by calling createCanvas, createGraphics,\nor in the p5.dom library, createDiv, createImg, createInput, etc.
Thin wrapper around a renderer, to be used for creating a\ngraphics buffer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels. The fields and methods for this class are\nextensive, but mirror the normal drawing API for p5.
Creates a new p5.Image. A p5.Image is a canvas backed representation of an\nimage.\n
\np5 can display .gif, .jpg and .png images. Images may be displayed\nin 2D and 3D space. Before an image is used, it must be loaded with the\nloadImage() function. The p5.Image class contains fields for the width and\nheight of the image, as well as an array called pixels[] that contains the\nvalues for every pixel in the image.\n
\nThe methods described below allow easy access to the image's pixels and\nalpha channel and simplify the process of compositing.\n
\nBefore using the pixels[] array, be sure to use the loadPixels() method on\nthe image to make sure that the pixel data is properly loaded.
A p5 instance holds all the properties and methods related to\na p5 sketch. It expects an incoming sketch closure and it can also\ntake an optional node parameter for attaching the generated p5 canvas\nto a node. The sketch closure takes the newly created p5 instance as\nits sole argument and may optionally set preload(), setup(), and/or\ndraw() properties on it for running a sketch.
\n
A p5 sketch can run in "global" or "instance" mode:\n"global" - all properties and methods are attached to the window\n"instance" - all properties and methods are bound to this p5 object
Table objects store data with multiple rows and columns, much\nlike in a traditional spreadsheet. Tables can be generated from\nscratch, dynamically, or using data from an existing file.
A class to describe a two or three dimensional vector, specifically\na Euclidean (also known as geometric) vector. A vector is an entity\nthat has both magnitude and direction. The datatype, however, stores\nthe components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude\nand direction can be accessed via the methods mag() and heading().\n
\nIn many of the p5.js examples, you will see p5.Vector used to describe a\nposition, velocity, or acceleration. For example, if you consider a rectangle\nmoving across the screen, at any given instant it has a position (a vector\nthat points from the origin to its location), a velocity (the rate at which\nthe object's position changes per time unit, expressed as a vector), and\nacceleration (the rate at which the object's velocity changes per time\nunit, expressed as a vector).\n
\nSince vectors represent groupings of values, we cannot simply use\ntraditional addition/multiplication/etc. Instead, we'll need to do some\n"vector" math, which is made easy by the methods inside the p5.Vector class.
This class describes a camera for use in p5's\n\nWebGL mode. It contains camera position, orientation, and projection\ninformation necessary for rendering a 3D scene.
\n
New p5.Camera objects can be made through the\ncreateCamera() function and controlled through\nthe methods described below. A camera created in this way will use a default\nposition in the scene and a default perspective projection until these\nproperties are changed through the various methods available. It is possible\nto create multiple cameras, in which case the current camera\ncan be set through the setCamera() method.
\n
Note:\nThe methods below operate in two coordinate systems: the 'world' coordinate\nsystem describe positions in terms of their relationship to the origin along\nthe X, Y and Z axes whereas the camera's 'local' coordinate system\ndescribes positions from the camera's point of view: left-right, up-down,\nand forward-backward. The move() method,\nfor instance, moves the camera along its own axes, whereas the\nsetPosition()\nmethod sets the camera's position in world-space.
The web is much more than just canvas and p5.dom makes it easy to interact\nwith other HTML5 objects, including text, hyperlink, image, input, video,\naudio, and webcam.
\n
There is a set of creation methods, DOM manipulation methods, and\nan extended p5.Element that supports a range of HTML elements. See the\n\nbeyond the canvas tutorial for a full overview of how this addon works.
\n
Methods and properties shown in black are part of the p5.js core, items in\nblue are part of the p5.dom library. You will need to include an extra file\nin order to access the blue functions. See the\nusing a library\nsection for information on how to include this library. p5.dom comes with\np5 complete or you can download the single file\n\nhere.
p5.sound extends p5 with Web Audio functionality including audio input,\nplayback, analysis and synthesis.\n
\np5.SoundFile: Load and play sound files. \np5.Amplitude: Get the current volume of a sound. \np5.AudioIn: Get sound from an input source, typically\n a computer microphone. \np5.FFT: Analyze the frequency of sound. Returns\n results from the frequency spectrum or time domain (waveform). \np5.Oscillator: Generate Sine,\n Triangle, Square and Sawtooth waveforms. Base class of\n p5.Noise and p5.Pulse.\n \np5.Envelope: An Envelope is a series\n of fades over time. Often used to control an object's\n output gain level as an "ADSR Envelope" (Attack, Decay,\n Sustain, Release). Can also modulate other parameters. \np5.Delay: A delay effect with\n parameters for feedback, delayTime, and lowpass filter. \np5.Filter: Filter the frequency range of a\n sound.\n \np5.Reverb: Add reverb to a sound by specifying\n duration and decay. \np5.Convolver: Extends\np5.Reverb to simulate the sound of real\n physical spaces through convolution. \np5.SoundRecorder: Record sound for playback\n / save the .wav file.\np5.Phrase, p5.Part and\np5.Score: Compose musical sequences.\n
\np5.sound is on GitHub.\nDownload the latest version\nhere.
A p5 instance holds all the properties and methods related to\na p5 sketch. It expects an incoming sketch closure and it can also\ntake an optional node parameter for attaching the generated p5 canvas\nto a node. The sketch closure takes the newly created p5 instance as\nits sole argument and may optionally set preload(), setup(), and/or\ndraw() properties on it for running a sketch.
\n
A p5 sketch can run in "global" or "instance" mode:\n"global" - all properties and methods are attached to the window\n"instance" - all properties and methods are bound to this p5 object
Each color stores the color mode and level maxes that applied at the\ntime of its construction. These are used to interpret the input arguments\n(at construction and later for that instance of color) and to format the\noutput e.g. when saturation() is requested.
\n
Internally we store an array representing the ideal RGBA values in floating\npoint form, normalized from 0 to 1. From this we calculate the closest\nscreen color (RGBA levels from 0 to 255) and expose this to the renderer.
\n
We also cache normalized, floating point components of the color in various\nrepresentations as they are calculated. This is done to prevent repeating a\nconversion that has already been performed.
Base class for all elements added to a sketch, including canvas,\ngraphics buffers, and other HTML elements. Methods in blue are\nincluded in the core functionality, methods in brown are added\nwith the p5.dom\nlibrary.\nIt is not called directly, but p5.Element\nobjects are created by calling createCanvas, createGraphics,\nor in the p5.dom library, createDiv, createImg, createInput, etc.
Thin wrapper around a renderer, to be used for creating a\ngraphics buffer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels. The fields and methods for this class are\nextensive, but mirror the normal drawing API for p5.
Main graphics and rendering context, as well as the base API\nimplementation for p5.js "core". To be used as the superclass for\nRenderer2D and Renderer3D classes, respecitvely.
Creates a new p5.Image. A p5.Image is a canvas backed representation of an\nimage.\n
\np5 can display .gif, .jpg and .png images. Images may be displayed\nin 2D and 3D space. Before an image is used, it must be loaded with the\nloadImage() function. The p5.Image class contains fields for the width and\nheight of the image, as well as an array called pixels[] that contains the\nvalues for every pixel in the image.\n
\nThe methods described below allow easy access to the image's pixels and\nalpha channel and simplify the process of compositing.\n
\nBefore using the pixels[] array, be sure to use the loadPixels() method on\nthe image to make sure that the pixel data is properly loaded.
\n',
example: [
'\n
\nfunction setup() {\n let img = createImage(100, 100); // same as new p5.Image(100, 100);\n img.loadPixels();\n createCanvas(100, 100);\n background(0);\n\n // helper for writing color to array\n function writeColor(image, x, y, red, green, blue, alpha) {\n let index = (x + y * width) * 4;\n image.pixels[index] = red;\n image.pixels[index + 1] = green;\n image.pixels[index + 2] = blue;\n image.pixels[index + 3] = alpha;\n }\n\n let x, y;\n // fill with random colors\n for (y = 0; y < img.height; y++) {\n for (x = 0; x < img.width; x++) {\n let red = random(255);\n let green = random(255);\n let blue = random(255);\n let alpha = 255;\n writeColor(img, x, y, red, green, blue, alpha);\n }\n }\n\n // draw a red line\n y = 0;\n for (x = 0; x < img.width; x++) {\n writeColor(img, x, y, 255, 0, 0, 255);\n }\n\n // draw a green line\n y = img.height - 1;\n for (x = 0; x < img.width; x++) {\n writeColor(img, x, y, 0, 255, 0, 255);\n }\n\n img.updatePixels();\n image(img, 0, 0);\n}\n
Table objects store data with multiple rows and columns, much\nlike in a traditional spreadsheet. Tables can be generated from\nscratch, dynamically, or using data from an existing file.
XML is a representation of an XML object, able to parse XML code. Use\nloadXML() to load external XML files and create XML objects.
\n',
is_constructor: 1,
example: [
'\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n\n for (let i = 0; i < children.length; i++) {\n let id = children[i].getNum(\'id\');\n let coloring = children[i].getString(\'species\');\n let name = children[i].getContent();\n print(id + \', \' + coloring + \', \' + name);\n }\n}\n\n// Sketch prints:\n// 0, Capra hircus, Goat\n// 1, Panthera pardus, Leopard\n// 2, Equus zebra, Zebra\n
A class to describe a two or three dimensional vector, specifically\na Euclidean (also known as geometric) vector. A vector is an entity\nthat has both magnitude and direction. The datatype, however, stores\nthe components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude\nand direction can be accessed via the methods mag() and heading().\n
\nIn many of the p5.js examples, you will see p5.Vector used to describe a\nposition, velocity, or acceleration. For example, if you consider a rectangle\nmoving across the screen, at any given instant it has a position (a vector\nthat points from the origin to its location), a velocity (the rate at which\nthe object's position changes per time unit, expressed as a vector), and\nacceleration (the rate at which the object's velocity changes per time\nunit, expressed as a vector).\n
\nSince vectors represent groupings of values, we cannot simply use\ntraditional addition/multiplication/etc. Instead, we'll need to do some\n"vector" math, which is made easy by the methods inside the p5.Vector class.
This class describes a camera for use in p5's\n\nWebGL mode. It contains camera position, orientation, and projection\ninformation necessary for rendering a 3D scene.
\n
New p5.Camera objects can be made through the\ncreateCamera() function and controlled through\nthe methods described below. A camera created in this way will use a default\nposition in the scene and a default perspective projection until these\nproperties are changed through the various methods available. It is possible\nto create multiple cameras, in which case the current camera\ncan be set through the setCamera() method.
\n
Note:\nThe methods below operate in two coordinate systems: the 'world' coordinate\nsystem describe positions in terms of their relationship to the origin along\nthe X, Y and Z axes whereas the camera's 'local' coordinate system\ndescribes positions from the camera's point of view: left-right, up-down,\nand forward-backward. The move() method,\nfor instance, moves the camera along its own axes, whereas the\nsetPosition()\nmethod sets the camera's position in world-space.
The p5.SoundFile may not be available immediately because\nit loads the file information asynchronously.
\n\n
To do something with the sound as soon as it loads\npass the name of a function as the second parameter.
\n\n
Only one file path is required. However, audio file formats\n(i.e. mp3, ogg, wav and m4a/aac) are not supported by all\nweb browsers. If you want to ensure compatability, instead of a single\nfile path, you may include an Array of filepaths, and the browser will\nchoose a format that works.
path to a sound file (String). Optionally,\n you may include multiple file formats in\n an array. Alternately, accepts an object\n from the HTML5 File API, or a p5.File.
Name of a function to call if file fails to\n load. This function will receive an error or\n XMLHttpRequest object with information\n about what went wrong.
Name of a function to call while file\n is loading. That function will\n receive progress of the request to\n load the sound file\n (between 0 and 1) as its first\n parameter. This progress\n does not account for the additional\n time needed to decode the audio data.
Amplitude measures volume between 0.0 and 1.0.\nListens to all p5sound by default, or use setInput()\nto listen to a specific sound source. Accepts an optional\nsmoothing value, which defaults to 0.
FFT (Fast Fourier Transform) is an analysis algorithm that\nisolates individual\n\naudio frequencies within a waveform.
\n\n
Once instantiated, a p5.FFT object can return an array based on\ntwo types of analyses: • FFT.waveform() computes\namplitude values along the time domain. The array indices correspond\nto samples across a brief moment in time. Each value represents\namplitude of the waveform at that sample of time. \n• FFT.analyze() computes amplitude values along the\nfrequency domain. The array indices correspond to frequencies (i.e.\npitches), from the lowest to the highest that humans can hear. Each\nvalue represents amplitude at that slice of the frequency spectrum.\nUse with getEnergy() to measure amplitude at specific\nfrequencies, or within a range of frequencies.
\n\n
FFT analyzes a very short snapshot of sound called a sample\nbuffer. It returns an array of amplitude measurements, referred\nto as bins. The array is 1024 bins long by default.\nYou can change the bin array length, but it must be a power of 2\nbetween 16 and 1024 in order for the FFT algorithm to function\ncorrectly. The actual size of the FFT buffer is twice the\nnumber of bins, so given a standard sample rate, the buffer is\n2048/44100 seconds long.
p5.Signal is a constant audio-rate signal used by p5.Oscillator\nand p5.Envelope for modulation math.
\n\n
This is necessary because Web Audio is processed on a seprate clock.\nFor example, the p5 draw loop runs about 60 times per second. But\nthe audio clock must process samples 44100 times per second. If we\nwant to add a value to each of those samples, we can't do it in the\ndraw loop, but we can do it by adding a constant-rate audio signal.</p.\n\n
This class mostly functions behind the scenes in p5.sound, and returns\na Tone.Signal from the Tone.js library by Yotam Mann.\nIf you want to work directly with audio signals for modular\nsynthesis, check out\ntone.js.
",
is_constructor: 1,
return: {
description: 'A Signal object from the Tone.js library',
type: 'Tone.Signal'
},
example: [
"\n
\nfunction setup() {\n carrier = new p5.Oscillator('sine');\n carrier.amp(1); // set amplitude\n carrier.freq(220); // set frequency\n carrier.start(); // start oscillating\n\n modulator = new p5.Oscillator('sawtooth');\n modulator.disconnect();\n modulator.amp(1);\n modulator.freq(4);\n modulator.start();\n\n // Modulator's default amplitude range is -1 to 1.\n // Multiply it by -200, so the range is -200 to 200\n // then add 220 so the range is 20 to 420\n carrier.freq( modulator.mult(-200).add(220) );\n}\n
Creates a signal that oscillates between -1.0 and 1.0.\nBy default, the oscillation takes the form of a sinusoidal\nshape ('sine'). Additional types include 'triangle',\n'sawtooth' and 'square'. The frequency defaults to\n440 oscillations per second (440Hz, equal to the pitch of an\n'A' note).
Constructor: new p5.SinOsc().\nThis creates a Sine Wave Oscillator and is\nequivalent to new p5.Oscillator('sine')\n or creating a p5.Oscillator and then calling\nits method setType('sine').\nSee p5.Oscillator for methods.
Constructor: new p5.TriOsc().\nThis creates a Triangle Wave Oscillator and is\nequivalent to new p5.Oscillator('triangle')\n or creating a p5.Oscillator and then calling\nits method setType('triangle').\nSee p5.Oscillator for methods.
Constructor: new p5.SawOsc().\nThis creates a SawTooth Wave Oscillator and is\nequivalent to new p5.Oscillator('sawtooth')\n or creating a p5.Oscillator and then calling\nits method setType('sawtooth').\nSee p5.Oscillator for methods.
Constructor: new p5.SqrOsc().\nThis creates a Square Wave Oscillator and is\nequivalent to new p5.Oscillator('square')\n or creating a p5.Oscillator and then calling\nits method setType('square').\nSee p5.Oscillator for methods.
Envelopes are pre-defined amplitude distribution over time.\nTypically, envelopes are used to control the output volume\nof an object, a series of fades referred to as Attack, Decay,\nSustain and Release (\nADSR\n). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\ncontrol an Oscillator's frequency like this: osc.freq(env).
\n
Use setRange to change the attack/release level.\nUse setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
\n
Use the play method to play the entire envelope,\nthe ramp method for a pingable trigger,\nor triggerAttack/\ntriggerRelease to trigger noteOn/noteOff.
Creates a Pulse object, an oscillator that implements\nPulse Width Modulation.\nThe pulse is created with two oscillators.\nAccepts a parameter for frequency, and to set the\nwidth between the pulses. See \np5.Oscillator for a full list of methods.
Get audio from an input, i.e. your computer's microphone.
\n\n
Turn the mic on/off with the start() and stop() methods. When the mic\nis on, its volume can be measured with getLevel or by connecting an\nFFT object.
\n\n
If you want to hear the AudioIn, use the .connect() method.\nAudioIn does not connect to p5.sound output by default to prevent\nfeedback.
\n\n
Note: This uses the getUserMedia/\nStream API, which is not supported by certain browsers. Access in Chrome browser\nis limited to localhost and https, but access over http may be limited.
Effect is a base class for audio effects in p5. \nThis module handles the nodes and methods that are \ncommon and useful for current and future effects.
\nvar fft, noise, filter;\n\nfunction setup() {\n fill(255, 40, 255);\n\n filter = new p5.BandPass();\n\n noise = new p5.Noise();\n // disconnect unfiltered noise,\n // and connect to filter\n noise.disconnect();\n noise.connect(filter);\n noise.start();\n\n fft = new p5.FFT();\n}\n\nfunction draw() {\n background(30);\n\n // set the BandPass frequency based on mouseX\n var freq = map(mouseX, 0, width, 20, 10000);\n filter.freq(freq);\n // give the filter a narrow band (lower res = wider bandpass)\n filter.res(50);\n\n // draw filtered spectrum\n var spectrum = fft.analyze();\n noStroke();\n for (var i = 0; i < spectrum.length; i++) {\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width/spectrum.length, h);\n }\n\n isMouseOverCanvas();\n}\n\nfunction isMouseOverCanvas() {\n var mX = mouseX, mY = mouseY;\n if (mX > 0 && mX < width && mY < height && mY > 0) {\n noise.amp(0.5, 0.2);\n } else {\n noise.amp(0, 0.2);\n }\n}\n
Constructor: new p5.LowPass() Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('lowpass').\nSee p5.Filter for methods.
Constructor: new p5.HighPass() Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('highpass').\nSee p5.Filter for methods.
Constructor: new p5.BandPass() Filter.\nThis is the same as creating a p5.Filter and then calling\nits method setType('bandpass').\nSee p5.Filter for methods.
p5.EQ is an audio effect that performs the function of a multiband\naudio equalizer. Equalization is used to adjust the balance of\nfrequency compoenents of an audio signal. This process is commonly used\nin sound production and recording to change the waveform before it reaches\na sound output device. EQ can also be used as an audio effect to create\ninteresting distortions by filtering out parts of the spectrum. p5.EQ is\nbuilt using a chain of Web Audio Biquad Filter Nodes and can be\ninstantiated with 3 or 8 bands. Bands can be added or removed from\nthe EQ by directly modifying p5.EQ.bands (the array that stores filters).
Panner3D is based on the \nWeb Audio Spatial Panner Node.\nThis panner is a spatial processing node that allows audio to be positioned\nand oriented in 3D space.
\n
The position is relative to an \nAudio Context Listener, which can be accessed\nby p5.soundOut.audiocontext.listener
Delay is an echo effect. It processes an existing sound source,\nand outputs a delayed version of that sound. The p5.Delay can\nproduce different effects depending on the delayTime, feedback,\nfilter, and type. In the example below, a feedback of 0.5 (the\ndefaul value) will produce a looping delay that decreases in\nvolume by 50% each repeat. A filter will cut out the high\nfrequencies so that the delay does not sound as piercing as the\noriginal source.
Reverb adds depth to a sound through a large number of decaying\nechoes. It creates the perception that sound is occurring in a\nphysical space. The p5.Reverb has paramters for Time (how long does the\nreverb last) and decayRate (how much the sound decays with each echo)\nthat can be set with the .set() or .process() methods. The p5.Convolver\nextends p5.Reverb allowing you to recreate the sound of actual physical\nspaces through convolution.
p5.Convolver extends p5.Reverb. It can emulate the sound of real\nphysical spaces through a process called \nconvolution.
\n\n
Convolution multiplies any audio input by an "impulse response"\nto simulate the dispersion of sound over time. The impulse response is\ngenerated from an audio file that you provide. One way to\ngenerate an impulse response is to pop a balloon in a reverberant space\nand record the echo. Convolution can also be used to experiment with\nsound.
\n\n
Use the method createConvolution(path) to instantiate a\np5.Convolver with a path to your impulse response audio file.
\nvar cVerb, sound;\nfunction preload() {\n // We have both MP3 and OGG versions of all sound assets\n soundFormats('ogg', 'mp3');\n\n // Try replacing 'bx-spring' with other soundfiles like\n // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n cVerb = createConvolver('assets/bx-spring.mp3');\n\n // Try replacing 'Damscray_DancingTiger' with\n // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
A phrase is a pattern of musical events over time, i.e.\na series of notes and rests.
\n\n
Phrases must be added to a p5.Part for playback, and\neach part can play multiple phrases at the same time.\nFor example, one Phrase might be a kick drum, another\ncould be a snare, and another could be the bassline.
\n\n
The first parameter is a name so that the phrase can be\nmodified or deleted later. The callback is a a function that\nthis phrase will call at every step—for example it might be\ncalled playNote(value){}. The array determines\nwhich value is passed into the callback at each step of the\nphrase. It can be numbers, an object with multiple numbers,\nor a zero (0) indicates a rest so the callback won't be called).
The name of a function that this phrase\n will call. Typically it will play a sound,\n and accept two parameters: a time at which\n to play the sound (in seconds from now),\n and a value from the sequence array. The\n time should be passed into the play() or\n start() method to ensure precision.
A Score consists of a series of Parts. The parts will\nbe played back in order. For example, you could have an\nA part, a B part, and a C part, and play them back in this order\nnew p5.Score(a, a, b, a, c)
\nvar click;\nvar looper1;\n\nfunction preload() {\n click = loadSound('assets/drum.mp3');\n}\n\nfunction setup() {\n //the looper's callback is passed the timeFromNow\n //this value should be used as a reference point from \n //which to schedule sounds \n looper1 = new p5.SoundLoop(function(timeFromNow){\n click.play(timeFromNow);\n background(255 * (looper1.iterations % 2));\n }, 2);\n\n //stop after 10 iteratios;\n looper1.maxIterations = 10;\n //start the loop\n looper1.start();\n}\n
Compressor is an audio effect class that performs dynamics compression\non an audio input source. This is a very commonly used technique in music\nand sound production. Compression creates an overall louder, richer, \nand fuller sound by lowering the volume of louds and raising that of softs.\nCompression can be used to avoid clipping (sound distortion due to \npeaks in volume) and is especially useful when many sounds are played \nat once. Compression can be used on indivudal sound sources in addition\nto the master output.
Record sounds for playback and/or to save as a .wav file.\nThe p5.SoundRecorder records all sound output from your sketch,\nor can be assigned a specific source with setInput().
\n
The record() method accepts a p5.SoundFile as a parameter.\nWhen playback is stopped (either after the given amount of time,\nor with the stop() method), the p5.SoundRecorder will send its\nrecording to that p5.SoundFile for playback.
',
is_constructor: 1,
example: [
"\n
\nvar mic, recorder, soundFile;\nvar state = 0;\n\nfunction setup() {\n background(200);\n // create an audio in\n mic = new p5.AudioIn();\n\n // prompts user to enable their browser mic\n mic.start();\n\n // create a sound recorder\n recorder = new p5.SoundRecorder();\n\n // connect the mic to the recorder\n recorder.setInput(mic);\n\n // this sound file will be used to\n // playback & save the recording\n soundFile = new p5.SoundFile();\n\n text('keyPress to record', 20, 20);\n}\n\nfunction keyPressed() {\n // make sure user enabled the mic\n if (state === 0 && mic.enabled) {\n\n // record to our p5.SoundFile\n recorder.record(soundFile);\n\n background(255,0,0);\n text('Recording!', 20, 20);\n state++;\n }\n else if (state === 1) {\n background(0,255,0);\n\n // stop recorder and\n // send result to soundFile\n recorder.stop();\n\n text('Stopped', 20, 20);\n state++;\n }\n\n else if (state === 2) {\n soundFile.play(); // play the result!\n save(soundFile, 'mySound.wav');\n state++;\n }\n}\n
PeakDetect works in conjunction with p5.FFT to\nlook for onsets in some or all of the frequency spectrum.\n
\n
\nTo use p5.PeakDetect, call update in the draw loop\nand pass in a p5.FFT object.\n
\n
\nYou can listen for a specific part of the frequency spectrum by\nsetting the range between freq1 and freq2.\n
\n\n
threshold is the threshold for detecting a peak,\nscaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\nas 1.0.
\n\n
\nThe update method is meant to be run in the draw loop, and\nframes determines how many loops must pass before\nanother peak can be detected.\nFor example, if the frameRate() = 60, you could detect the beat of a\n120 beat-per-minute song with this equation:\n framesPerPeak = 60 / (estimatedBPM / 60 );\n
\n\n
\nBased on example contribtued by @b2renger, and a simple beat detection\nexplanation by Felix Turner.\n
A gain node is usefull to set the relative volume of sound.\nIt's typically used to build mixers.
\n',
is_constructor: 1,
example: [
"\n
\n\n // load two soundfile and crossfade beetween them\n var sound1,sound2;\n var gain1, gain2, gain3;\n\n function preload(){\n soundFormats('ogg', 'mp3');\n sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n sound2 = loadSound('assets/beat.mp3');\n }\n\n function setup() {\n createCanvas(400,200);\n\n // create a 'master' gain to which we will connect both soundfiles\n gain3 = new p5.Gain();\n gain3.connect();\n\n // setup first sound for playing\n sound1.rate(1);\n sound1.loop();\n sound1.disconnect(); // diconnect from p5 output\n\n gain1 = new p5.Gain(); // setup a gain node\n gain1.setInput(sound1); // connect the first sound to its input\n gain1.connect(gain3); // connect its output to the 'master'\n\n sound2.rate(1);\n sound2.disconnect();\n sound2.loop();\n\n gain2 = new p5.Gain();\n gain2.setInput(sound2);\n gain2.connect(gain3);\n\n }\n\n function draw(){\n background(180);\n\n // calculate the horizontal distance beetween the mouse and the right of the screen\n var d = dist(mouseX,0,width,0);\n\n // map the horizontal position of the mouse to values useable for volume control of sound1\n var vol1 = map(mouseX,0,width,0,1);\n var vol2 = 1-vol1; // when sound1 is loud, sound2 is quiet and vice versa\n\n gain1.amp(vol1,0.5,0);\n gain2.amp(vol2,0.5,0);\n\n // map the vertical position of the mouse to values useable for 'master volume control'\n var vol3 = map(mouseY,0,height,0,1);\n gain3.amp(vol3,0.5,0);\n }\n
Base class for monophonic synthesizers. Any extensions of this class\nshould follow the API and implement the methods below in order to \nremain compatible with p5.PolySynth();
A MonoSynth is used as a single voice for sound synthesis.\nThis is a class to be used in conjunction with the PolySynth\nclass. Custom synthetisers should be built inheriting from\nthis class.
\n',
is_constructor: 1,
example: [
'\n
\nvar monoSynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n monoSynth = new p5.MonoSynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // time from now (in seconds)\n var time = 0;\n // note duration (in seconds)\n var dur = 0.25;\n // velocity (volume, from 0 to 1)\n var v = 0.2;\n\n monoSynth.play("G3", v, time, dur);\n monoSynth.play("C4", v, time += dur, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
An AudioVoice is used as a single voice for sound synthesis.\nThe PolySynth class holds an array of AudioVoice, and deals\nwith voices allocations, with setting notes to be played, and\nparameters to be set.
\nvar polySynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n polySynth = new p5.PolySynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // note duration (in seconds)\n var dur = 1.5;\n\n // time from now (in seconds)\n var time = 0;\n\n // velocity (volume, from 0 to 1)\n var vel = 0.1;\n\n // notes can overlap with each other\n polySynth.play("G2", vel, 0, dur);\n polySynth.play("C3", vel, time += 1/3, dur);\n polySynth.play("G3", vel, time += 1/3, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
In these functions, hue is always in the range [0, 1], just like all other\ncomponents are in the range [0, 1]. 'Brightness' and 'value' are used\ninterchangeably.
We need to change basis from HSLA to something that can be more easily be\nprojected onto RGBA. We will choose hue and brightness as our first two\ncomponents, and pick a convenient third one ('zest') so that we don't need\nto calculate formal HSBA saturation.
\n\nnoStroke();\nlet c = color(0, 126, 255, 102);\nfill(c);\nrect(15, 15, 35, 70);\nlet value = alpha(c); // Sets 'value' to 102\nfill(value);\nrect(50, 15, 35, 70);\n\n
"
],
alt:
'Left half of canvas light blue and right half light charcoal grey.\nLeft half of canvas light purple and right half a royal blue.\nLeft half of canvas salmon pink and the right half white.\nYellow rect in middle right of canvas, with 55 pixel width and height.\nYellow ellipse in top left canvas, black ellipse in bottom right,both 80x80.\nBright fuchsia rect in middle of canvas, 60 pixel width and height.\nTwo bright green rects on opposite sides of the canvas, both 45x80.\nFour blue rects in each corner of the canvas, each are 35x35.\nBright sea green rect on left and darker rect on right of canvas, both 45x80.\nDark green rect on left and light green rect on right of canvas, both 45x80.\nDark blue rect on left and light teal rect on right of canvas, both 45x80.\nblue rect on left and green on right, both with black outlines & 35x60.\nsalmon pink rect on left and black on right, both 35x60.\n4 rects, tan, brown, brownish purple and purple, with white outlines & 20x60.\nlight pastel green rect on left and dark grey rect on right, both 35x60.\nyellow rect on left and red rect on right, both with black outlines & 35x60.\ngrey canvas\ndeep pink rect on left and grey rect on right, both 35x60.',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/creating_reading.js',
line: 61,
description:
'
Extracts the blue value from a color or pixel array.
\n',
type: 'p5.Color|Number[]|String'
}
],
return: {
description: 'the blue value',
type: 'Number'
},
example: [
"\n
\n\nlet c = color(175, 100, 220); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet blueValue = blue(c); // Get blue in 'c'\nprint(blueValue); // Prints \"220.0\"\nfill(0, 0, blueValue); // Use 'blueValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n\n
"
],
alt: 'Left half of canvas light purple and right half a royal blue.',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/creating_reading.js',
line: 91,
description:
'
Extracts the HSB brightness value from a color or pixel array.
\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = brightness(c); // Sets 'value' to 255\nfill(value);\nrect(50, 20, 35, 60);\n\n
\n
\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color('hsb(60, 100%, 50%)');\nfill(c);\nrect(15, 20, 35, 60);\nlet value = brightness(c); // A 'value' of 50% is 127.5\nfill(value);\nrect(50, 20, 35, 60);\n\n
"
],
alt:
'Left half of canvas salmon pink and the right half white.\nLeft half of canvas yellow at half brightness and the right gray .',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/creating_reading.js',
line: 134,
description:
'
Creates colors for storing in variables of the color datatype. The\nparameters are interpreted as RGB or HSB values depending on the\ncurrent colorMode(). The default mode is RGB values from 0 to 255\nand, therefore, the function call color(255, 204, 0) will return a\nbright yellow color.\n
\nNote that if only one value is provided to color(), it will be interpreted\nas a grayscale value. Add a second value, and it will be used for alpha\ntransparency. When three values are specified, they are interpreted as\neither RGB or HSB values. Adding a fourth value applies alpha\ntransparency.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color\nstrings and all named color strings are supported. In this case, an alpha\nnumber value as a second argument is not supported, the RGBA form should be\nused.
\n\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nrect(30, 20, 55, 55); // Draw rectangle\n\n
\n\n
\n\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nellipse(25, 25, 80, 80); // Draw left circle\n\n// Using only one value with color()\n// generates a grayscale value.\nc = color(65); // Update 'c' with grayscale value\nfill(c); // Use updated 'c' as fill color\nellipse(75, 75, 80, 80); // Draw right circle\n\n
\n\n
\n\n// Named SVG & CSS colors may be used,\nlet c = color('magenta');\nfill(c); // Use 'c' as fill color\nnoStroke(); // Don't draw a stroke around shapes\nrect(20, 20, 60, 60); // Draw rectangle\n\n
\n\n
\n\n// as can hex color codes:\nnoStroke(); // Don't draw a stroke around shapes\nlet c = color('#0f0');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('#00ff00');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n\n
\n\n
\n\n// RGB and RGBA color strings are also supported:\n// these all set to the same color (solid blue)\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('rgb(0,0,255)');\nfill(c); // Use 'c' as fill color\nrect(10, 10, 35, 35); // Draw rectangle\n\nc = color('rgb(0%, 0%, 100%)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 35, 35); // Draw rectangle\n\nc = color('rgba(0, 0, 255, 1)');\nfill(c); // Use updated 'c' as fill color\nrect(10, 55, 35, 35); // Draw rectangle\n\nc = color('rgba(0%, 0%, 100%, 1)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 55, 35, 35); // Draw rectangle\n\n
\n\n
\n\n// HSL color is also supported and can be specified\n// by value\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('hsl(160, 100%, 50%)');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('hsla(160, 100%, 50%, 0.5)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n\n
\n\n
\n\n// HSB color is also supported and can be specified\n// by value\nlet c;\nnoStroke(); // Don't draw a stroke around shapes\nc = color('hsb(160, 100%, 50%)');\nfill(c); // Use 'c' as fill color\nrect(0, 10, 45, 80); // Draw rectangle\n\nc = color('hsba(160, 100%, 50%, 0.5)');\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw rectangle\n\n
\n\n
\n\nlet c; // Declare color 'c'\nnoStroke(); // Don't draw a stroke around shapes\n\n// If no colorMode is specified, then the\n// default of RGB with scale of 0-255 is used.\nc = color(50, 55, 100); // Create a color for 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(0, 10, 45, 80); // Draw left rect\n\ncolorMode(HSB, 100); // Use HSB with scale of 0-100\nc = color(50, 55, 100); // Update 'c' with new color\nfill(c); // Use updated 'c' as fill color\nrect(55, 10, 45, 80); // Draw right rect\n\n
"
],
alt:
'Yellow rect in middle right of canvas, with 55 pixel width and height.\nYellow ellipse in top left of canvas, black ellipse in bottom right,both 80x80.\nBright fuchsia rect in middle of canvas, 60 pixel width and height.\nTwo bright green rects on opposite sides of the canvas, both 45x80.\nFour blue rects in each corner of the canvas, each are 35x35.\nBright sea green rect on left and darker rect on right of canvas, both 45x80.\nDark green rect on left and lighter green rect on right of canvas, both 45x80.\nDark blue rect on left and light teal rect on right of canvas, both 45x80.',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading',
overloads: [
{
line: 134,
params: [
{
name: 'gray',
description:
'
number specifying value between white\n and black.
\n',
type: 'p5.Color|Number[]|String'
}
],
return: {
description: 'the green value',
type: 'Number'
},
example: [
"\n
\n\nlet c = color(20, 75, 200); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet greenValue = green(c); // Get green in 'c'\nprint(greenValue); // Print \"75.0\"\nfill(0, greenValue, 0); // Use 'greenValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n\n
"
],
alt:
'blue rect on left and green on right, both with black outlines & 35x60.',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/creating_reading.js',
line: 363,
description:
'
Extracts the hue value from a color or pixel array.
\n
Hue exists in both HSB and HSL. This function will return the\nHSB-normalized hue when supplied with an HSB color object (or when supplied\nwith a pixel array while the color mode is HSB), but will default to the\nHSL-normalized hue otherwise. (The values will only be different if the\nmaximum hue setting for each system is different.)
\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = hue(c); // Sets \'value\' to "0"\nfill(value);\nrect(50, 20, 35, 60);\n\n
'
],
alt: 'salmon pink rect on left and black on right, both 35x60.',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/creating_reading.js',
line: 400,
description:
'
Blends two colors to find a third color somewhere between them. The amt\nparameter is the amount to interpolate between the two values where 0.0\nequal to the first color, 0.1 is very near the first color, 0.5 is halfway\nin between, etc. An amount below 0 will be treated as 0. Likewise, amounts\nabove 1 will be capped at 1. This is different from the behavior of lerp(),\nbut necessary because otherwise numbers outside the range will produce\nstrange and unexpected colors.\n
\nThe way that colours are interpolated depends on the current color mode.
\n\nnoStroke();\ncolorMode(HSL);\nlet c = color(156, 100, 50, 1);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = lightness(c); // Sets 'value' to 50\nfill(value);\nrect(50, 20, 35, 60);\n\n
"
],
alt:
'light pastel green rect on left and dark grey rect on right, both 35x60.',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/creating_reading.js',
line: 527,
description: '
Extracts the red value from a color or pixel array.
\n',
type: 'p5.Color|Number[]|String'
}
],
return: {
description: 'the red value',
type: 'Number'
},
example: [
"\n
\n\nlet c = color(255, 204, 0); // Define color 'c'\nfill(c); // Use color variable 'c' as fill color\nrect(15, 20, 35, 60); // Draw left rectangle\n\nlet redValue = red(c); // Get red in 'c'\nprint(redValue); // Print \"255.0\"\nfill(redValue, 0, 0); // Use 'redValue' in new fill\nrect(50, 20, 35, 60); // Draw right rectangle\n\n
\n\n
\n\ncolorMode(RGB, 255); // Sets the range for red, green, and blue to 255\nlet c = color(127, 255, 0);\ncolorMode(RGB, 1); // Sets the range for red, green, and blue to 1\nlet myColor = red(c);\nprint(myColor); // 0.4980392156862745\n\n
"
],
alt:
'yellow rect on left and red rect on right, both with black outlines and 35x60.\ngrey canvas',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/creating_reading.js',
line: 567,
description:
'
Extracts the saturation value from a color or pixel array.
\n
Saturation is scaled differently in HSB and HSL. This function will return\nthe HSB saturation when supplied with an HSB color object (or when supplied\nwith a pixel array while the color mode is HSB), but will default to the\nHSL saturation otherwise.
\n\nnoStroke();\ncolorMode(HSB, 255);\nlet c = color(0, 126, 255);\nfill(c);\nrect(15, 20, 35, 60);\nlet value = saturation(c); // Sets 'value' to 126\nfill(value);\nrect(50, 20, 35, 60);\n\n
"
],
alt: 'deep pink rect on left and grey rect on right, both 35x60.',
class: 'p5',
module: 'Color',
submodule: 'Creating & Reading'
},
{
file: 'src/color/p5.Color.js',
line: 52,
description:
'
This function returns the color formatted as a string. This can be useful\nfor debugging, or for using p5.js with other libraries.
How the color string will be formatted.\nLeaving this empty formats the string as rgba(r, g, b, a).\n'#rgb' '#rgba' '#rrggbb' and '#rrggbbaa' format as hexadecimal color codes.\n'rgb' 'hsb' and 'hsl' return the color formatted in the specified color mode.\n'rgba' 'hsba' and 'hsla' are the same as above but with alpha channels.\n'rgb%' 'hsb%' 'hsl%' 'rgba%' 'hsba%' and 'hsla%' format as percentages.
Hue is the same in HSB and HSL, but the maximum value may be different.\nThis function will return the HSB-normalized saturation when supplied with\nan HSB color object, but will default to the HSL-normalized saturation\notherwise.
Saturation is scaled differently in HSB and HSL. This function will return\nthe HSB saturation when supplied with an HSB color object, but will default\nto the HSL saturation otherwise.
These regular expressions are used to build up the patterns for matching\nviable CSS color strings: fragmenting the regexes in this way increases the\nlegibility and comprehensibility of the code.
\n
Note that RGB values of .9 are not parsed by IE, but are supported here for\ncolor string consistency.
For HSB and HSL, interpret the gray level as a brightness/lightness\nvalue (they are equivalent when chroma is zero). For RGB, normalize the\ngray level according to the blue maximum.
The background() function sets the color used for the background of the\np5.js canvas. The default background is transparent. This function is\ntypically used within draw() to clear the display window at the beginning\nof each frame, but it can be used inside setup() to set the background on\nthe first frame of animation or if the background need only be set once.\n
\nThe color is either specified in terms of the RGB, HSB, or HSL color\ndepending on the current colorMode. (The default color space is RGB, with\neach value in the range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color strings\nand all named color strings are supported. In this case, an alpha number\nvalue as a second argument is not supported, the RGBA form should be used.\n
\nA p5.Color object can also be provided to set the background color.\n
\nA p5.Image can also be provided to set the background image.
\n\n// p5 Color object\nbackground(color(0, 0, 255));\n\n
"
],
alt:
'canvas with darkest charcoal grey background.\ncanvas with yellow background.\ncanvas with royal blue background.\ncanvas with red background.\ncanvas with pink background.\ncanvas with black background.\ncanvas with bright green background.\ncanvas with soft green background.\ncanvas with red background.\ncanvas with light purple background.\ncanvas with blue background.',
class: 'p5',
module: 'Color',
submodule: 'Setting',
overloads: [
{
line: 15,
params: [
{
name: 'color',
description:
'
Clears the pixels within a buffer. This function only clears the canvas.\nIt will not clear objects created by createX() methods such as\ncreateVideo() or createDiv().\nUnlike the main graphics context, pixels in additional graphics areas created\nwith createGraphics() can be entirely\nor partially transparent. This function clears everything to make all of\nthe pixels 100% transparent.
\n\n// Clear the screen on mouse press.\nfunction setup() {\n createCanvas(100, 100);\n}\n\nfunction draw() {\n ellipse(mouseX, mouseY, 20, 20);\n}\n\nfunction mousePressed() {\n clear();\n}\n\n
'
],
alt:
'20x20 white ellipses are continually drawn at mouse x and y coordinates.',
class: 'p5',
module: 'Color',
submodule: 'Setting'
},
{
file: 'src/color/setting.js',
line: 220,
description:
'
colorMode() changes the way p5.js interprets color data. By default, the\nparameters for fill(), stroke(), background(), and color() are defined by\nvalues between 0 and 255 using the RGB color model. This is equivalent to\nsetting colorMode(RGB, 255). Setting colorMode(HSB) lets you use the HSB\nsystem instead. By default, this is colorMode(HSB, 360, 100, 100, 1). You\ncan also use HSL.\n
\nNote: existing color objects remember the mode that they were created in,\nso you can change modes as you like without affecting their appearance.
'
],
alt:
'Green to red gradient from bottom L to top R. shading originates from top left.\nRainbow gradient from left to right. Brightness increasing to white at top.\nunknown image.\n50x50 ellipse at middle L & 40x40 ellipse at center. Translucent pink outlines.',
class: 'p5',
module: 'Color',
submodule: 'Setting',
overloads: [
{
line: 220,
params: [
{
name: 'mode',
description:
'
either RGB, HSB or HSL, corresponding to\n Red/Green/Blue and Hue/Saturation/Brightness\n (or Lightness)
Sets the color used to fill shapes. For example, if you run\nfill(204, 102, 0), all shapes drawn after the fill command will be filled with the color orange. This\ncolor is either specified in terms of the RGB or HSB color depending on\nthe current colorMode(). (The default color space is RGB, with each value\nin the range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color strings\nand all named color strings are supported. In this case, an alpha number\nvalue as a second argument is not supported, the RGBA form should be used.\n
\nA p5 Color object can also be provided to set the fill color.
\n\n// p5 Color object\nfill(color(0, 0, 255));\nrect(20, 20, 60, 60);\n\n
"
],
alt:
'60x60 dark charcoal grey rect with black outline in center of canvas.\n60x60 yellow rect with black outline in center of canvas.\n60x60 royal blue rect with black outline in center of canvas.\n60x60 red rect with black outline in center of canvas.\n60x60 pink rect with black outline in center of canvas.\n60x60 black rect with black outline in center of canvas.\n60x60 light green rect with black outline in center of canvas.\n60x60 soft green rect with black outline in center of canvas.\n60x60 red rect with black outline in center of canvas.\n60x60 dark fuchsia rect with black outline in center of canvas.\n60x60 blue rect with black outline in center of canvas.',
class: 'p5',
module: 'Color',
submodule: 'Setting',
overloads: [
{
line: 341,
params: [
{
name: 'v1',
description:
'
red or hue value relative to\n the current color range
"
],
alt:
'white rect top middle and noFill rect center. Both 60x60 with black outlines.\nblack canvas with purple cube wireframe spinning',
class: 'p5',
module: 'Color',
submodule: 'Setting'
},
{
file: 'src/color/setting.js',
line: 539,
description:
'
Disables drawing the stroke (outline). If both noStroke() and noFill()\nare called, nothing will be drawn to the screen.
"
],
alt:
'60x60 white rect at center. no outline.\nblack canvas with pink cube spinning',
class: 'p5',
module: 'Color',
submodule: 'Setting'
},
{
file: 'src/color/setting.js',
line: 579,
description:
'
Sets the color used to draw lines and borders around shapes. This color\nis either specified in terms of the RGB or HSB color depending on the\ncurrent colorMode() (the default color space is RGB, with each value in\nthe range from 0 to 255). The alpha range by default is also 0 to 255.\n
\nIf a single string argument is provided, RGB, RGBA and Hex CSS color\nstrings and all named color strings are supported. In this case, an alpha\nnumber value as a second argument is not supported, the RGBA form should be\nused.\n
\nA p5 Color object can also be provided to set the stroke color.
\n\n// p5 Color object\nstroke(color(0, 0, 255));\nstrokeWeight(4);\nrect(20, 20, 60, 60);\n\n
"
],
alt:
'60x60 white rect at center. Dark charcoal grey outline.\n60x60 white rect at center. Yellow outline.\n60x60 white rect at center. Royal blue outline.\n60x60 white rect at center. Red outline.\n60x60 white rect at center. Pink outline.\n60x60 white rect at center. Black outline.\n60x60 white rect at center. Bright green outline.\n60x60 white rect at center. Soft green outline.\n60x60 white rect at center. Red outline.\n60x60 white rect at center. Dark fuchsia outline.\n60x60 white rect at center. Blue outline.',
class: 'p5',
module: 'Color',
submodule: 'Setting',
overloads: [
{
line: 579,
params: [
{
name: 'v1',
description:
'
red or hue value relative to\n the current color range
This means that the arc rendering functions don't have to be concerned\nwith what happens if stop is smaller than start, or if the arc 'goes\nround more than once', etc.: they can just start at start and increase\nuntil stop and the correct arc will be drawn.
\n
\n
Optionally adjusts the angles within each quadrant to counter the naive\nscaling of the underlying ellipse up from the unit circle. Without\nthis, the angles become arbitrary when width != height: 45 degrees\nmight be drawn at 5 degrees on a 'wide' ellipse, or at 85 degrees on\na 'tall' ellipse.
\n
\n
Flags up when start and stop correspond to the same place on the\nunderlying ellipse. This is useful if you want to do something special\nthere (like rendering a whole ellipse instead).
Draw an arc to the screen. If called with only x, y, w, h, start, and\nstop, the arc will be drawn and filled as an open pie segment. If a mode parameter is provided, the arc\nwill be filled like an open semi-circle (OPEN) , a closed semi-circle (CHORD), or as a closed pie segment (PIE). The\norigin may be changed with the ellipseMode() function.
\nThe arc is always drawn clockwise from wherever start falls to wherever stop falls on the ellipse.\nAdding or subtracting TWO_PI to either angle does not change where they fall.\nIf both start and stop fall at the same place, a full ellipse will be drawn. Be aware that the the\ny-axis increases in the downward direction therefore the values of PI is counter clockwise.
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, OPEN);\n\n
\n\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, CHORD);\n\n
\n\n
\n\narc(50, 50, 80, 80, 0, PI + QUARTER_PI, PIE);\n\n
'
],
alt:
'shattered outline of an ellipse with a quarter of a white circle bottom-right.\nwhite ellipse with top right quarter missing.\nwhite ellipse with black outline with top right missing.\nwhite ellipse with top right missing with black outline around shape.\nwhite ellipse with top right quarter missing with black outline around the shape.',
class: 'p5',
module: 'Shape',
submodule: '2D Primitives'
},
{
file: 'src/core/shape/2d_primitives.js',
line: 210,
description:
'
Draws an ellipse (oval) to the screen. An ellipse with equal width and\nheight is a circle. By default, the first two parameters set the location,\nand the third and fourth parameters set the shape's width and height. If\nno height is specified, the value of width is used for both the width and\nheight. If a negative height or width is specified, the absolute value is taken.\nThe origin may be changed with the ellipseMode() function.
Draws a circle to the screen. A circle is a simple closed shape.\nIt is the set of all points in a plane that are at a given distance from a given point, the centre.\nThis function is a special case of the ellipse() function, where the width and height of the ellipse are the same.\nHeight and width of the ellipse correspond to the diameter of the circle.\nBy default, the first two parameters set the location of the centre of the circle, the third sets the diameter of the circle.
\n\n// Draw a circle at location (30, 30) with a diameter of 20.\ncircle(30, 30, 20);\n\n
'
],
alt: 'white circle with black outline in mid of canvas that is 55x55.',
class: 'p5',
module: 'Shape',
submodule: '2D Primitives'
},
{
file: 'src/core/shape/2d_primitives.js',
line: 300,
description:
'
Draws a line (a direct path between two points) to the screen. The version\nof line() with four parameters draws the line in 2D. To color a line, use\nthe stroke() function. A line cannot be filled, therefore the fill()\nfunction will not affect the color of a line. 2D lines are drawn with a\nwidth of one pixel by default, but this can be changed with the\nstrokeWeight() function.
'
],
alt:
'line 78 pixels long running from mid-top to bottom-right of canvas.\n3 lines of various stroke sizes. Form top, bottom and right sides of a square.',
class: 'p5',
module: 'Shape',
submodule: '2D Primitives',
overloads: [
{
line: 300,
params: [
{
name: 'x1',
description: '
Draws a point, a coordinate in space at the dimension of one pixel.\nThe first parameter is the horizontal value for the point, the second\nvalue is the vertical value for the point. The color of the point is\ndetermined by the current stroke.
'
],
alt: '4 points centered in the middle-right of the canvas.',
class: 'p5',
module: 'Shape',
submodule: '2D Primitives'
},
{
file: 'src/core/shape/2d_primitives.js',
line: 391,
description:
'
Draw a quad. A quad is a quadrilateral, a four sided polygon. It is\nsimilar to a rectangle, but the angles between its edges are not\nconstrained to ninety degrees. The first pair of parameters (x1,y1)\nsets the first vertex and the subsequent pairs should proceed\nclockwise or counter-clockwise around the defined shape.\nz-arguments only work when quad() is used in WEBGL mode.
Draws a rectangle to the screen. A rectangle is a four-sided shape with\nevery angle at ninety degrees. By default, the first two parameters set\nthe location of the upper-left corner, the third sets the width, and the\nfourth sets the height. The way these parameters are interpreted, however,\nmay be changed with the rectMode() function.\n
\nThe fifth, sixth, seventh and eighth parameters, if specified,\ndetermine corner radius for the top-left, top-right, lower-right and\nlower-left corners, respectively. An omitted corner radius parameter is set\nto the value of the previously specified radius value in the parameter list.
\n\n// Draw a rectangle at location (30, 20) with a width and height of 55.\nrect(30, 20, 55, 55);\n\n
\n\n
\n\n// Draw a rectangle with rounded corners, each having a radius of 20.\nrect(30, 20, 55, 55, 20);\n\n
\n\n
\n\n// Draw a rectangle with rounded corners having the following radii:\n// top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.\nrect(30, 20, 55, 55, 20, 15, 10, 5);\n\n
'
],
alt:
'55x55 white rect with black outline in mid-right of canvas.\n55x55 white rect with black outline and rounded edges in mid-right of canvas.\n55x55 white rect with black outline and rounded edges of different radii.',
class: 'p5',
module: 'Shape',
submodule: '2D Primitives',
overloads: [
{
line: 458,
params: [
{
name: 'x',
description: '
Draws a square to the screen. A square is a four-sided shape with\nevery angle at ninety degrees, and equal side size.\nThis function is a special case of the rect() function, where the width and height are the same, and the parameter is called "s" for side size.\nBy default, the first two parameters set the location of the upper-left corner, the third sets the side size of the square.\nThe way these parameters are interpreted, however,\nmay be changed with the rectMode() function.\n
\nThe fourth, fifth, sixth and seventh parameters, if specified,\ndetermine corner radius for the top-left, top-right, lower-right and\nlower-left corners, respectively. An omitted corner radius parameter is set\nto the value of the previously specified radius value in the parameter list.
\n\n// Draw a square at location (30, 20) with a side size of 55.\nsquare(30, 20, 55);\n\n
\n\n
\n\n// Draw a square with rounded corners, each having a radius of 20.\nsquare(30, 20, 55, 20);\n\n
\n\n
\n\n// Draw a square with rounded corners having the following radii:\n// top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.\nsquare(30, 20, 55, 20, 15, 10, 5);\n\n
'
],
alt:
'55x55 white square with black outline in mid-right of canvas.\n55x55 white square with black outline and rounded edges in mid-right of canvas.\n55x55 white square with black outline and rounded edges of different radii.',
class: 'p5',
module: 'Shape',
submodule: '2D Primitives'
},
{
file: 'src/core/shape/2d_primitives.js',
line: 595,
description:
'
A triangle is a plane created by connecting three points. The first two\narguments specify the first point, the middle two arguments specify the\nsecond point, and the last two arguments specify the third point.
'
],
alt: 'white triangle with black outline in mid-right of canvas.',
class: 'p5',
module: 'Shape',
submodule: '2D Primitives'
},
{
file: 'src/core/shape/attributes.js',
line: 14,
description:
'
Modifies the location from which ellipses are drawn by changing the way\nin which parameters given to ellipse() are interpreted.\n
\nThe default mode is ellipseMode(CENTER), which interprets the first two\nparameters of ellipse() as the shape's center point, while the third and\nfourth parameters are its width and height.\n
\nellipseMode(RADIUS) also uses the first two parameters of ellipse() as\nthe shape's center point, but uses the third and fourth parameters to\nspecify half of the shapes's width and height.\n
\nellipseMode(CORNER) interprets the first two parameters of ellipse() as\nthe upper-left corner of the shape, while the third and fourth parameters\nare its width and height.\n
\nellipseMode(CORNERS) interprets the first two parameters of ellipse() as\nthe location of one corner of the ellipse's bounding box, and the third\nand fourth parameters as the location of the opposite corner.\n
\nThe parameter must be written in ALL CAPS because Javascript is a\ncase-sensitive language.
\n\nellipseMode(RADIUS); // Set ellipseMode to RADIUS\nfill(255); // Set fill to white\nellipse(50, 50, 30, 30); // Draw white ellipse using RADIUS mode\n\nellipseMode(CENTER); // Set ellipseMode to CENTER\nfill(100); // Set fill to gray\nellipse(50, 50, 30, 30); // Draw gray ellipse using CENTER mode\n\n
\n\n
\n\nellipseMode(CORNER); // Set ellipseMode is CORNER\nfill(255); // Set fill to white\nellipse(25, 25, 50, 50); // Draw white ellipse using CORNER mode\n\nellipseMode(CORNERS); // Set ellipseMode to CORNERS\nfill(100); // Set fill to gray\nellipse(25, 25, 50, 50); // Draw gray ellipse using CORNERS mode\n\n
'
],
alt:
'60x60 white ellipse and 30x30 grey ellipse with black outlines at center.\n60x60 white ellipse @center and 30x30 grey ellipse top-right, black outlines.',
class: 'p5',
module: 'Shape',
submodule: 'Attributes'
},
{
file: 'src/core/shape/attributes.js',
line: 83,
description:
'
Draws all geometry with jagged (aliased) edges. Note that smooth() is\nactive by default in 2D mode, so it is necessary to call noSmooth() to disable\nsmoothing of geometry, images, and fonts. In 3D mode, noSmooth() is enabled\nby default, so it is necessary to call smooth() if you would like\nsmooth (antialiased) edges on your geometry.
'
],
alt:
'2 pixelated 36x36 white ellipses to left & right of center, black background',
class: 'p5',
module: 'Shape',
submodule: 'Attributes'
},
{
file: 'src/core/shape/attributes.js',
line: 116,
description:
'
Modifies the location from which rectangles are drawn by changing the way\nin which parameters given to rect() are interpreted.\n
\nThe default mode is rectMode(CORNER), which interprets the first two\nparameters of rect() as the upper-left corner of the shape, while the\nthird and fourth parameters are its width and height.\n
\nrectMode(CORNERS) interprets the first two parameters of rect() as the\nlocation of one corner, and the third and fourth parameters as the\nlocation of the opposite corner.\n
\nrectMode(CENTER) interprets the first two parameters of rect() as the\nshape's center point, while the third and fourth parameters are its\nwidth and height.\n
\nrectMode(RADIUS) also uses the first two parameters of rect() as the\nshape's center point, but uses the third and fourth parameters to specify\nhalf of the shapes's width and height.\n
\nThe parameter must be written in ALL CAPS because Javascript is a\ncase-sensitive language.
\n\nrectMode(CORNER); // Default rectMode is CORNER\nfill(255); // Set fill to white\nrect(25, 25, 50, 50); // Draw white rect using CORNER mode\n\nrectMode(CORNERS); // Set rectMode to CORNERS\nfill(100); // Set fill to gray\nrect(25, 25, 50, 50); // Draw gray rect using CORNERS mode\n\n
\n\n
\n\nrectMode(RADIUS); // Set rectMode to RADIUS\nfill(255); // Set fill to white\nrect(50, 50, 30, 30); // Draw white rect using RADIUS mode\n\nrectMode(CENTER); // Set rectMode to CENTER\nfill(100); // Set fill to gray\nrect(50, 50, 30, 30); // Draw gray rect using CENTER mode\n\n
'
],
alt:
'50x50 white rect at center and 25x25 grey rect in the top left of the other.\n50x50 white rect at center and 25x25 grey rect in the center of the other.',
class: 'p5',
module: 'Shape',
submodule: 'Attributes'
},
{
file: 'src/core/shape/attributes.js',
line: 185,
description:
'
Draws all geometry with smooth (anti-aliased) edges. smooth() will also\nimprove image quality of resized images. Note that smooth() is active by\ndefault in 2D mode; noSmooth() can be used to disable smoothing of geometry,\nimages, and fonts. In 3D mode, noSmooth() is enabled\nby default, so it is necessary to call smooth() if you would like\nsmooth (antialiased) edges on your geometry.
'
],
alt:
'2 pixelated 36x36 white ellipses one left one right of center. On black.',
class: 'p5',
module: 'Shape',
submodule: 'Attributes'
},
{
file: 'src/core/shape/attributes.js',
line: 219,
description:
'
Sets the style for rendering line endings. These ends are either squared,\nextended, or rounded, each of which specified with the corresponding\nparameters: SQUARE, PROJECT, and ROUND. The default cap is ROUND.
Sets the style of the joints which connect line segments. These joints\nare either mitered, beveled, or rounded and specified with the\ncorresponding parameters MITER, BEVEL, and ROUND. The default joint is\nMITER.
'
],
alt:
'Right-facing arrowhead shape with pointed tip in center of canvas.\nRight-facing arrowhead shape with flat tip in center of canvas.\nRight-facing arrowhead shape with rounded tip in center of canvas.',
class: 'p5',
module: 'Shape',
submodule: 'Attributes'
},
{
file: 'src/core/shape/attributes.js',
line: 323,
description:
'
Sets the width of the stroke used for lines, points, and the border\naround shapes. All widths are set in units of pixels.
Draws a cubic Bezier curve on the screen. These curves are defined by a\nseries of anchor and control points. The first two parameters specify\nthe first anchor point and the last two parameters specify the other\nanchor point, which become the first and last points on the curve. The\nmiddle parameters specify the two control points which define the shape\nof the curve. Approximately speaking, control points "pull" the curve\ntowards them.
Bezier curves were developed by French\nautomotive engineer Pierre Bezier, and are commonly used in computer\ngraphics to define gently sloping curves. See also curve().
'
],
alt:
'stretched black s-shape in center with orange lines extending from end points.\nstretched black s-shape with 10 5x5 white ellipses along the shape.\nstretched black s-shape with 7 5x5 ellipses and orange lines along the shape.\nstretched black s-shape with 17 small orange lines extending from under shape.\nhorseshoe shape with orange ends facing left and black curved center.\nhorseshoe shape with orange ends facing left and black curved center.\nLine shaped like right-facing arrow,points move with mouse-x and warp shape.\nhorizontal line that hooks downward on the right and 13 5x5 ellipses along it.\nright curving line mid-right of canvas with 7 short lines radiating from it.',
class: 'p5',
module: 'Shape',
submodule: 'Curves',
overloads: [
{
line: 13,
params: [
{
name: 'x1',
description: '
"
],
alt: 'stretched black s-shape with a low level of bezier detail',
class: 'p5',
module: 'Shape',
submodule: 'Curves'
},
{
file: 'src/core/shape/curves.js',
line: 139,
description:
'
Evaluates the Bezier at position t for points a, b, c, d.\nThe parameters a and d are the first and last points\non the curve, and b and c are the control points.\nThe final parameter t varies between 0 and 1.\nThis can be done once with the x coordinates and a second time\nwith the y coordinates to get the location of a bezier curve at t.
\n',
type: 'Number'
}
],
return: {
description: 'the value of the Bezier at position t',
type: 'Number'
},
example: [
'\n
\n\nnoFill();\nlet x1 = 85,\n x2 = 10,\n x3 = 90,\n x4 = 15;\nlet y1 = 20,\n y2 = 10,\n y3 = 90,\n y4 = 80;\nbezier(x1, y1, x2, y2, x3, y3, x4, y4);\nfill(255);\nlet steps = 10;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = bezierPoint(x1, x2, x3, x4, t);\n let y = bezierPoint(y1, y2, y3, y4, t);\n ellipse(x, y, 5, 5);\n}\n\n
'
],
alt:
'stretched black s-shape with 17 small orange lines extending from under shape.',
class: 'p5',
module: 'Shape',
submodule: 'Curves'
},
{
file: 'src/core/shape/curves.js',
line: 194,
description:
'
Evaluates the tangent to the Bezier at position t for points a, b, c, d.\nThe parameters a and d are the first and last points\non the curve, and b and c are the control points.\nThe final parameter t varies between 0 and 1.
\n',
type: 'Number'
}
],
return: {
description: 'the tangent at position t',
type: 'Number'
},
example: [
'\n
\n\nnoFill();\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\nlet steps = 6;\nfill(255);\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n // Get the location of the point\n let x = bezierPoint(85, 10, 90, 15, t);\n let y = bezierPoint(20, 10, 90, 80, t);\n // Get the tangent points\n let tx = bezierTangent(85, 10, 90, 15, t);\n let ty = bezierTangent(20, 10, 90, 80, t);\n // Calculate an angle from the tangent points\n let a = atan2(ty, tx);\n a += PI;\n stroke(255, 102, 0);\n line(x, y, cos(a) * 30 + x, sin(a) * 30 + y);\n // The following line of code makes a line\n // inverse of the above line\n //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);\n stroke(0);\n ellipse(x, y, 5, 5);\n}\n\n
\n\n
\n\nnoFill();\nbezier(85, 20, 10, 10, 90, 90, 15, 80);\nstroke(255, 102, 0);\nlet steps = 16;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = bezierPoint(85, 10, 90, 15, t);\n let y = bezierPoint(20, 10, 90, 80, t);\n let tx = bezierTangent(85, 10, 90, 15, t);\n let ty = bezierTangent(20, 10, 90, 80, t);\n let a = atan2(ty, tx);\n a -= HALF_PI;\n line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);\n}\n\n
'
],
alt:
's-shaped line with 17 short orange lines extending from underside of shape',
class: 'p5',
module: 'Shape',
submodule: 'Curves'
},
{
file: 'src/core/shape/curves.js',
line: 273,
description:
'
Draws a curved line on the screen between two points, given as the\nmiddle four parameters. The first two parameters are a control point, as\nif the curve came from this point even though it's not drawn. The last\ntwo parameters similarly describe the other control point.
\nLonger curves can be created by putting a series of curve() functions\ntogether or using curveVertex(). An additional function called\ncurveTightness() provides control for the visual quality of the curve.\nThe curve() function is an implementation of Catmull-Rom splines.
'
],
alt:
'horseshoe shape with orange ends facing left and black curved center.\nhorseshoe shape with orange ends facing left and black curved center.\ncurving black and orange lines.',
class: 'p5',
module: 'Shape',
submodule: 'Curves',
overloads: [
{
line: 273,
params: [
{
name: 'x1',
description:
'
"
],
alt: 'white arch shape with a low level of curve detail.',
class: 'p5',
module: 'Shape',
submodule: 'Curves'
},
{
file: 'src/core/shape/curves.js',
line: 406,
description:
'
Modifies the quality of forms created with curve() and curveVertex().\nThe parameter tightness determines how the curve fits to the vertex\npoints. The value 0.0 is the default value for tightness (this value\ndefines the curves to be Catmull-Rom splines) and the value 1.0 connects\nall the points with straight lines. Values within the range -5.0 and 5.0\nwill deform the curves but will leave them recognizable and as values\nincrease in magnitude, they will continue to deform.
\n\n// Move the mouse left and right to see the curve change\n\nfunction setup() {\n createCanvas(100, 100);\n noFill();\n}\n\nfunction draw() {\n background(204);\n let t = map(mouseX, 0, width, -5, 5);\n curveTightness(t);\n beginShape();\n curveVertex(10, 26);\n curveVertex(10, 26);\n curveVertex(83, 24);\n curveVertex(83, 61);\n curveVertex(25, 65);\n curveVertex(25, 65);\n endShape();\n}\n\n
'
],
alt:
'Line shaped like right-facing arrow,points move with mouse-x and warp shape.',
class: 'p5',
module: 'Shape',
submodule: 'Curves'
},
{
file: 'src/core/shape/curves.js',
line: 453,
description:
'
Evaluates the curve at position t for points a, b, c, d.\nThe parameter t varies between 0 and 1, a and d are control points\nof the curve, and b and c are the start and end points of the curve.\nThis can be done once with the x coordinates and a second time\nwith the y coordinates to get the location of a curve at t.
\n',
type: 'Number'
}
],
return: {
description: 'bezier value at position t',
type: 'Number'
},
example: [
'\n
\n\nnoFill();\ncurve(5, 26, 5, 26, 73, 24, 73, 61);\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nfill(255);\nellipseMode(CENTER);\nlet steps = 6;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = curvePoint(5, 5, 73, 73, t);\n let y = curvePoint(26, 26, 24, 61, t);\n ellipse(x, y, 5, 5);\n x = curvePoint(5, 73, 73, 15, t);\n y = curvePoint(26, 24, 61, 65, t);\n ellipse(x, y, 5, 5);\n}\n\n
\n\nline hooking down to right-bottom with 13 5x5 white ellipse points'
],
class: 'p5',
module: 'Shape',
submodule: 'Curves'
},
{
file: 'src/core/shape/curves.js',
line: 502,
description:
'
Evaluates the tangent to the curve at position t for points a, b, c, d.\nThe parameter t varies between 0 and 1, a and d are points on the curve,\nand b and c are the control points.
\n',
type: 'Number'
}
],
return: {
description: 'the tangent at position t',
type: 'Number'
},
example: [
'\n
\n\nnoFill();\ncurve(5, 26, 73, 24, 73, 61, 15, 65);\nlet steps = 6;\nfor (let i = 0; i <= steps; i++) {\n let t = i / steps;\n let x = curvePoint(5, 73, 73, 15, t);\n let y = curvePoint(26, 24, 61, 65, t);\n //ellipse(x, y, 5, 5);\n let tx = curveTangent(5, 73, 73, 15, t);\n let ty = curveTangent(26, 24, 61, 65, t);\n let a = atan2(ty, tx);\n a -= PI / 2.0;\n line(x, y, cos(a) * 8 + x, sin(a) * 8 + y);\n}\n\n
'
],
alt:
'right curving line mid-right of canvas with 7 short lines radiating from it.',
class: 'p5',
module: 'Shape',
submodule: 'Curves'
},
{
file: 'src/core/shape/vertex.js',
line: 22,
description:
'
Use the beginContour() and endContour() functions to create negative\nshapes within shapes such as the center of the letter 'O'. beginContour()\nbegins recording vertices for the shape and endContour() stops recording.\nThe vertices that define a negative shape must "wind" in the opposite\ndirection from the exterior shape. First draw vertices for the exterior\nclockwise order, then for internal shapes, draw vertices\nshape in counter-clockwise.\n
\n\ntranslate(50, 50);\nstroke(255, 0, 0);\nbeginShape();\n// Exterior part of shape, clockwise winding\nvertex(-40, -40);\nvertex(40, -40);\nvertex(40, 40);\nvertex(-40, 40);\n// Interior part of shape, counter-clockwise winding\nbeginContour();\nvertex(-20, -20);\nvertex(-20, 20);\nvertex(20, 20);\nvertex(20, -20);\nendContour();\nendShape(CLOSE);\n\n
'
],
alt:
'white rect and smaller grey rect with red outlines in center of canvas.',
class: 'p5',
module: 'Shape',
submodule: 'Vertex'
},
{
file: 'src/core/shape/vertex.js',
line: 70,
description:
'
Using the beginShape() and endShape() functions allow creating more\ncomplex forms. beginShape() begins recording vertices for a shape and\nendShape() stops recording. The value of the kind parameter tells it which\ntypes of shapes to create from the provided vertices. With no mode\nspecified, the shape can be any irregular polygon.\n
\nThe parameters available for beginShape() are POINTS, LINES, TRIANGLES,\nTRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the\nbeginShape() function, a series of vertex() commands must follow. To stop\ndrawing the shape, call endShape(). Each shape will be outlined with the\ncurrent stroke color and filled with the fill color.\n
'
],
alt:
'white square-shape with black outline in middle-right of canvas.\n4 black points in a square shape in middle-right of canvas.\n2 horizontal black lines. In the top-right and bottom-right of canvas.\n3 line shape with horizontal on top, vertical in middle and horizontal bottom.\nsquare line shape in middle-right of canvas.\n2 white triangle shapes mid-right canvas. left one pointing up and right down.\n5 horizontal interlocking and alternating white triangles in mid-right canvas.\n4 interlocking white triangles in 45 degree rotated square-shape.\n2 white rectangle shapes in mid-right canvas. Both 20x55.\n3 side-by-side white rectangles center rect is smaller in mid-right canvas.\nThick white l-shape with black outline mid-top-left of canvas.',
class: 'p5',
module: 'Shape',
submodule: 'Vertex'
},
{
file: 'src/core/shape/vertex.js',
line: 270,
description:
'
Specifies vertex coordinates for Bezier curves. Each call to\nbezierVertex() defines the position of two control points and\none anchor point of a Bezier curve, adding a new segment to a\nline or shape. For WebGL mode bezierVertex() can be used in 2D\nas well as 3D mode. 2D mode expects 6 parameters, while 3D mode\nexpects 9 parameters (including z coordinates).\n
\nThe first time bezierVertex() is used within a beginShape()\ncall, it must be prefaced with a call to vertex() to set the first anchor\npoint. This function must be used between beginShape() and endShape()\nand only when there is no MODE or POINTS parameter specified to\nbeginShape().
Specifies vertex coordinates for curves. This function may only\nbe used between beginShape() and endShape() and only when there\nis no MODE parameter specified to beginShape().\nFor WebGL mode curveVertex() can be used in 2D as well as 3D mode.\n2D mode expects 2 parameters, while 3D mode expects 3 parameters.\n
\nThe first and last points in a series of curveVertex() lines will be used to\nguide the beginning and end of a the curve. A minimum of four\npoints is required to draw a tiny curve between the second and\nthird points. Adding a fifth point with curveVertex() will draw\nthe curve between the second, third, and fourth points. The\ncurveVertex() function is an implementation of Catmull-Rom\nsplines.
Use the beginContour() and endContour() functions to create negative\nshapes within shapes such as the center of the letter 'O'. beginContour()\nbegins recording vertices for the shape and endContour() stops recording.\nThe vertices that define a negative shape must "wind" in the opposite\ndirection from the exterior shape. First draw vertices for the exterior\nclockwise order, then for internal shapes, draw vertices\nshape in counter-clockwise.\n
\n\ntranslate(50, 50);\nstroke(255, 0, 0);\nbeginShape();\n// Exterior part of shape, clockwise winding\nvertex(-40, -40);\nvertex(40, -40);\nvertex(40, 40);\nvertex(-40, 40);\n// Interior part of shape, counter-clockwise winding\nbeginContour();\nvertex(-20, -20);\nvertex(-20, 20);\nvertex(20, 20);\nvertex(20, -20);\nendContour();\nendShape(CLOSE);\n\n
'
],
alt:
'white rect and smaller grey rect with red outlines in center of canvas.',
class: 'p5',
module: 'Shape',
submodule: 'Vertex'
},
{
file: 'src/core/shape/vertex.js',
line: 568,
description:
'
The endShape() function is the companion to beginShape() and may only be\ncalled after beginShape(). When endshape() is called, all of image data\ndefined since the previous call to beginShape() is written into the image\nbuffer. The constant CLOSE as the value for the MODE parameter to close\nthe shape (to connect the beginning and the end).
'
],
alt:
'Triangle line shape with smallest interior angle on bottom and upside-down L.',
class: 'p5',
module: 'Shape',
submodule: 'Vertex'
},
{
file: 'src/core/shape/vertex.js',
line: 654,
description:
'
Specifies vertex coordinates for quadratic Bezier curves. Each call to\nquadraticVertex() defines the position of one control points and one\nanchor point of a Bezier curve, adding a new segment to a line or shape.\nThe first time quadraticVertex() is used within a beginShape() call, it\nmust be prefaced with a call to vertex() to set the first anchor point.\nFor WebGL mode quadraticVertex() can be used in 2D as well as 3D mode.\n2D mode expects 4 parameters, while 3D mode expects 6 parameters\n(including z coordinates).\n
\nThis function must be used between beginShape() and endShape()\nand only when there is no MODE or POINTS parameter specified to\nbeginShape().
All shapes are constructed by connecting a series of vertices. vertex()\nis used to specify the vertex coordinates for points, lines, triangles,\nquads, and polygons. It is used exclusively within the beginShape() and\nendShape() functions.
\n\n// Click to change the number of sides.\n// In WebGL mode, custom shapes will only\n// display hollow fill sections when\n// all calls to vertex() use the same z-value.\n\nlet sides = 3;\nlet angle, px, py;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n setAttributes('antialias', true);\n fill(237, 34, 93);\n strokeWeight(3);\n}\n\nfunction draw() {\n background(200);\n rotateX(frameCount * 0.01);\n rotateZ(frameCount * 0.01);\n ngon(sides, 0, 0, 80);\n}\n\nfunction mouseClicked() {\n if (sides > 6) {\n sides = 3;\n } else {\n sides++;\n }\n}\n\nfunction ngon(n, x, y, d) {\n beginShape();\n for (var i = 0; i < n + 1; i++) {\n angle = TWO_PI / n * i;\n px = x + sin(angle) * d / 2;\n py = y - cos(angle) * d / 2;\n vertex(px, py, 0);\n }\n for (i = 0; i < n + 1; i++) {\n angle = TWO_PI / n * i;\n px = x + sin(angle) * d / 4;\n py = y - cos(angle) * d / 4;\n vertex(px, py, 0);\n }\n endShape();\n}\n\n
"
],
alt:
'4 black points in a square shape in middle-right of canvas.\n4 points making a diamond shape.\n8 points making a star.\n8 points making 4 lines.\nA rotating 3D shape with a hollow section in the middle.',
class: 'p5',
module: 'Shape',
submodule: 'Vertex',
overloads: [
{
line: 813,
params: [
{
name: 'x',
description: '
HALF_PI is a mathematical constant with the value\n1.57079632679489661923. It is half the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
'],
alt: '80x80 white quarter-circle with curve toward bottom right of canvas.',
class: 'p5',
module: 'Constants',
submodule: 'Constants'
},
{
file: 'src/core/constants.js',
line: 80,
description:
'
PI is a mathematical constant with the value\n3.14159265358979323846. It is the ratio of the circumference\nof a circle to its diameter. It is useful in combination with\nthe trigonometric functions sin() and cos().
QUARTER_PI is a mathematical constant with the value 0.7853982.\nIt is one quarter the ratio of the circumference of a circle to\nits diameter. It is useful in combination with the trigonometric\nfunctions sin() and cos().
'
],
alt:
'white eighth-circle rotated about 40 degrees with curve bottom right canvas.',
class: 'p5',
module: 'Constants',
submodule: 'Constants'
},
{
file: 'src/core/constants.js',
line: 118,
description:
'
TAU is an alias for TWO_PI, a mathematical constant with the\nvalue 6.28318530717958647693. It is twice the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
'],
alt: '80x80 white ellipse shape in center of canvas.',
class: 'p5',
module: 'Constants',
submodule: 'Constants'
},
{
file: 'src/core/constants.js',
line: 137,
description:
'
TWO_PI is a mathematical constant with the value\n6.28318530717958647693. It is twice the ratio of the\ncircumference of a circle to its diameter. It is useful in\ncombination with the trigonometric functions sin() and cos().
AUTO allows us to automatically set the width or height of an element (but not both),\nbased on the current height and width of the element. Only one parameter can\nbe passed to the size function as AUTO, at a time.
The print() function writes to the console area of your browser.\nThis function is often helpful for looking at the data a program is\nproducing. This function creates a new line of text for each call to\nthe function. Individual elements can be\nseparated with quotes ("") and joined with the addition operator (+).
\n
Note that calling print() without any arguments invokes the window.print()\nfunction which opens the browser's print dialog. To print a blank line\nto console you can write print('\\n').
The system variable frameCount contains the number of frames that have\nbeen displayed since the program started. Inside setup() the value is 0,\nafter the first iteration of draw it is 1, etc.
'
],
alt: 'numbers rapidly counting upward with frame count set to 30.',
class: 'p5',
module: 'Environment',
submodule: 'Environment'
},
{
file: 'src/core/environment.js',
line: 80,
description:
'
The system variable deltaTime contains the time\ndifference between the beginning of the previous frame and the beginning\nof the current frame in milliseconds.\n
\nThis variable is useful for creating time sensitive animation or physics\ncalculation that should stay constant regardless of frame rate.
\nlet rectX = 0;\nlet fr = 30; //starting FPS\nlet clr;\n\nfunction setup() {\n background(200);\n frameRate(fr); // Attempt to refresh at starting FPS\n clr = color(255, 0, 0);\n}\n\nfunction draw() {\n background(200);\n rectX = rectX + 1 * (deltaTime / 50); // Move Rectangle in relation to deltaTime\n\n if (rectX >= width) {\n // If you go off screen.\n if (fr === 30) {\n clr = color(0, 0, 255);\n fr = 10;\n frameRate(fr); // make frameRate 10 FPS\n } else {\n clr = color(255, 0, 0);\n fr = 30;\n frameRate(fr); // make frameRate 30 FPS\n }\n rectX = 0;\n }\n fill(clr);\n rect(rectX, 40, 20, 20);\n}\n
'
],
alt:
'red rect moves left to right, followed by blue rect moving at the same speed\nwith a lower frame rate. Loops.',
class: 'p5',
module: 'Environment',
submodule: 'Environment'
},
{
file: 'src/core/environment.js',
line: 131,
description:
'
Confirms if the window a p5.js program is in is "focused," meaning that\nthe sketch will accept mouse or keyboard input. This variable is\n"true" if the window is focused and "false" if not.
\n// To demonstrate, put two windows side by side.\n// Click on the window that the p5 sketch isn\'t in!\nfunction draw() {\n background(200);\n noStroke();\n fill(0, 200, 0);\n ellipse(25, 25, 50, 50);\n\n if (!focused) {\n // or "if (focused === false)"\n stroke(200, 0, 0);\n line(0, 0, 100, 100);\n line(100, 0, 0, 100);\n }\n}\n
'
],
alt:
'green 50x50 ellipse at top left. Red X covers canvas when page focus changes',
class: 'p5',
module: 'Environment',
submodule: 'Environment'
},
{
file: 'src/core/environment.js',
line: 163,
description:
'
Sets the cursor to a predefined symbol or an image, or makes it visible\nif already hidden. If you are trying to set an image as the cursor, the\nrecommended size is 16x16 or 32x32 pixels. The values for parameters x and y\nmust be less than the dimensions of the image.
Built-In: either ARROW, CROSS, HAND, MOVE, TEXT and WAIT\n Native CSS properties: 'grab', 'progress', 'cell' etc.\n External: path for cursor's images\n (Allowed File extensions: .cur, .gif, .jpg, .jpeg, .png)\n For more information on Native CSS cursors and url visit:\n https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
\n// Move the mouse across the quadrants\n// to see the cursor change\nfunction draw() {\n line(width / 2, 0, width / 2, height);\n line(0, height / 2, width, height / 2);\n if (mouseX < 50 && mouseY < 50) {\n cursor(CROSS);\n } else if (mouseX > 50 && mouseY < 50) {\n cursor('progress');\n } else if (mouseX > 50 && mouseY > 50) {\n cursor('https://s3.amazonaws.com/mupublicdata/cursor.cur');\n } else {\n cursor('grab');\n }\n}\n
"
],
alt:
'canvas is divided into four quadrants. cursor on first is a cross, second is a progress,\nthird is a custom cursor using path to the cursor and fourth is a grab.',
class: 'p5',
module: 'Environment',
submodule: 'Environment'
},
{
file: 'src/core/environment.js',
line: 232,
description:
'
Specifies the number of frames to be displayed every second. For example,\nthe function call frameRate(30) will attempt to refresh 30 times a second.\nIf the processor is not fast enough to maintain the specified rate, the\nframe rate will not be achieved. Setting the frame rate within setup() is\nrecommended. The default frame rate is based on the frame rate of the display\n(here also called "refresh rate"), which is set to 60 frames per second on most\ncomputers. A frame rate of 24 frames per second (usual for movies) or above\nwill be enough for smooth animations\nThis is the same as setFrameRate(val).\n
\nCalling frameRate() with no arguments returns the current framerate. The\ndraw function must run at least once before it will return a value. This\nis the same as getFrameRate().\n
\nCalling frameRate() with arguments that are not of the type numbers\nor are non positive also returns current framerate.
\nlet rectX = 0;\nlet fr = 30; //starting FPS\nlet clr;\n\nfunction setup() {\n background(200);\n frameRate(fr); // Attempt to refresh at starting FPS\n clr = color(255, 0, 0);\n}\n\nfunction draw() {\n background(200);\n rectX = rectX += 1; // Move Rectangle\n\n if (rectX >= width) {\n // If you go off screen.\n if (fr === 30) {\n clr = color(0, 0, 255);\n fr = 10;\n frameRate(fr); // make frameRate 10 FPS\n } else {\n clr = color(255, 0, 0);\n fr = 30;\n frameRate(fr); // make frameRate 30 FPS\n }\n rectX = 0;\n }\n fill(clr);\n rect(rectX, 40, 20, 20);\n}\n
'
],
alt:
'blue rect moves left to right, followed by red rect moving faster. Loops.',
class: 'p5',
module: 'Environment',
submodule: 'Environment',
overloads: [
{
line: 232,
params: [
{
name: 'fps',
description:
'
'
],
alt: 'cursor becomes 10x 10 white ellipse the moves with mouse x and y.',
class: 'p5',
module: 'Environment',
submodule: 'Environment'
},
{
file: 'src/core/environment.js',
line: 357,
description:
'
System variable that stores the width of the screen display according to The\ndefault pixelDensity. This is used to run a\nfull-screen program on any display size. To return actual screen size,\nmultiply this by pixelDensity.
'
],
alt: 'cursor becomes 10x 10 white ellipse the moves with mouse x and y.',
class: 'p5',
module: 'Environment',
submodule: 'Environment'
},
{
file: 'src/core/environment.js',
line: 376,
description:
'
System variable that stores the height of the screen display according to The\ndefault pixelDensity. This is used to run a\nfull-screen program on any display size. To return actual screen size,\nmultiply this by pixelDensity.
The windowResized() function is called once every time the browser window\nis resized. This is a good place to resize the canvas or do any other\nadjustments to accommodate the new window size.
System variable that stores the width of the drawing canvas. This value\nis set by the first parameter of the createCanvas() function.\nFor example, the function call createCanvas(320, 240) sets the width\nvariable to the value 320. The value of width defaults to 100 if\ncreateCanvas() is not used in a program.
System variable that stores the height of the drawing canvas. This value\nis set by the second parameter of the createCanvas() function. For\nexample, the function call createCanvas(320, 240) sets the height\nvariable to the value 240. The value of height defaults to 100 if\ncreateCanvas() is not used in a program.
If argument is given, sets the sketch to fullscreen or not based on the\nvalue of the argument. If no argument is given, returns the current\nfullscreen state. Note that due to browser restrictions this can only\nbe called on user input, for example, on mouse press like the example\nbelow.
Sets the pixel scaling for high pixel density displays. By default\npixel density is set to match display density, call pixelDensity(1)\nto turn this off. Calling pixelDensity() with no arguments returns\nthe current pixel density of the sketch.
'
],
alt:
'fuzzy 50x50 white ellipse with black outline in center of canvas.\nsharp 50x50 white ellipse with black outline in center of canvas.',
class: 'p5',
module: 'Environment',
submodule: 'Environment',
overloads: [
{
line: 556,
params: [
{
name: 'val',
description: '
Returns the pixel density of the current display the sketch is running on.
\n',
itemtype: 'method',
name: 'displayDensity',
return: {
description: 'current pixel density of the display',
type: 'Number'
},
example: [
'\n
\n\nfunction setup() {\n let density = displayDensity();\n pixelDensity(density);\n createCanvas(100, 100);\n background(200);\n ellipse(width / 2, height / 2, 50, 50);\n}\n\n
'
],
alt: '50x50 white ellipse with black outline in center of canvas.',
class: 'p5',
module: 'Environment',
submodule: 'Environment'
},
{
file: 'src/core/environment.js',
line: 668,
description: '
Prints out all the colors in the color pallete with white text.\nFor color blindness testing.
\n',
class: 'p5',
module: 'Environment'
},
{
file: 'src/core/helpers.js',
line: 1,
requires: ['constants'],
class: 'p5',
module: 'Environment'
},
{
file: 'src/core/legacy.js',
line: 1,
requires: [
'core\nThese are functions that are part of the Processing API but are not part of\nthe p5.js API. In some cases they have a new name',
'in others',
'they are\nremoved completely. Not all unsupported Processing functions are listed here\nbut we try to include ones that a user coming from Processing might likely\ncall.'
],
class: 'p5',
module: 'Environment'
},
{
file: 'src/core/main.js',
line: 42,
description:
'
Called directly before setup(), the preload() function is used to handle\nasynchronous loading of external files in a blocking way. If a preload\nfunction is defined, setup() will wait until any load calls within have\nfinished. Nothing besides load calls (loadImage, loadJSON, loadFont,\nloadStrings, etc.) should be inside the preload function. If asynchronous\nloading is preferred, the load methods can instead be called in setup()\nor anywhere else with the use of a callback parameter.\n
\nBy default the text "loading..." will be displayed. To make your own\nloading page, include an HTML element with id "p5_loading" in your\npage. More information here.
The setup() function is called once when the program starts. It's used to\ndefine initial environment properties such as screen size and background\ncolor and to load media such as images and fonts as the program starts.\nThere can only be one setup() function for each program and it shouldn't\nbe called again after its initial execution.\n
\nNote: Variables declared within setup() are not accessible within other\nfunctions, including draw().
Called directly after setup(), the draw() function continuously executes\nthe lines of code contained inside its block until the program is stopped\nor noLoop() is called. Note if noLoop() is called in setup(), draw() will\nstill be executed once before stopping. draw() is called automatically and\nshould never be called explicitly.\n
\nIt should always be controlled with noLoop(), redraw() and loop(). After\nnoLoop() stops the code in draw() from executing, redraw() causes the\ncode inside draw() to execute once, and loop() will cause the code\ninside draw() to resume executing continuously.\n
\nThe number of times draw() executes in each second may be controlled with\nthe frameRate() function.\n
\nThere can only be one draw() function for each sketch, and draw() must\nexist if you want the code to run continuously, or to process events such\nas mousePressed(). Sometimes, you might have an empty call to draw() in\nyour program, as shown in the above example.\n
\nIt is important to note that the drawing coordinate system will be reset\nat the beginning of each draw() call. If any transformations are performed\nwithin draw() (ex: scale, rotate, translate), their effects will be\nundone at the beginning of draw(), so transformations will not accumulate\nover time. On the other hand, styling applied (ex: fill, stroke, etc) will\nremain in effect.
Removes the entire p5 sketch. This will remove the canvas and any\nelements created by p5.js. It will also stop the draw loop and unbind\nany properties or methods from the window global scope. It will\nleave a variable p5 in case you wanted to create a new p5 sketch.\nIf you like, you can set p5 = null to erase it. While all functions and\nvariables and objects created by the p5 library will be removed, any\nother global variables created by your code will remain.
Allows for the friendly error system (FES) to be turned off when creating a sketch,\nwhich can give a significant boost to performance when needed.\nSee \ndisabling the friendly error system.
Attaches the element to the parent specified. A way of setting\n the container for the element. Accepts either a string ID, DOM\n node, or p5.Element. If no arguments given, parent node is returned.\n For more ways to position the canvas, see the\n \n positioning the canvas wiki page.\nAll above examples except for the first one require the inclusion of\n the p5.dom library in your index.html. See the\n using a library\n section for information on how to include this library.
Sets the ID of the element. If no ID argument is passed in, it instead\n returns the current ID of the element.\n Note that only one element can have a particular id in a page.\n The .class() function can be used\n to identify multiple elements with the same class name.
\n function setup() {\n let cnv = createCanvas(100, 100);\n // Assigns a CSS selector class 'small'\n // to the canvas element.\n cnv.class('small');\n }\n
\n',
type: 'String'
}
],
chainable: 1
},
{
line: 184,
params: [],
return: {
description: 'the class of the element',
type: 'String'
}
}
]
},
{
file: 'src/core/p5.Element.js',
line: 197,
description:
'
The .mousePressed() function is called once after every time a\nmouse button is pressed over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mousePressed(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any click anywhere\nfunction mousePressed() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .doubleClicked() function is called once after every time a\nmouse button is pressed twice over the element. This can be used to\nattach element and action specific event listeners.
function to be fired when mouse is\n double clicked over the element.\n if false is passed instead, the previously\n firing function will no longer fire.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.doubleClicked(changeGray); // attach listener for\n // canvas double click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any double click anywhere\nfunction doubleClicked() {\n d = d + 10;\n}\n\n// this function fires only when cnv is double clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .mouseWheel() function is called once after every time a\nmouse wheel is scrolled over the element. This can be used to\nattach element specific event listeners.\n
\nThe function accepts a callback function as argument which will be executed\nwhen the wheel event is triggered on the element, the callback function is\npassed one argument event. The event.deltaY property returns negative\nvalues if the mouse wheel is rotated up or away from the user and positive\nin the other direction. The event.deltaX does the same as event.deltaY\nexcept it reads the horizontal wheel scroll of the mouse wheel.\n
\nOn OS X with "natural" scrolling enabled, the event.deltaY values are\nreversed.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseWheel(changeSize); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with mousewheel movement\n// anywhere on screen\nfunction mouseWheel() {\n g = g + 10;\n}\n\n// this function fires with mousewheel movement\n// over canvas only\nfunction changeSize(event) {\n if (event.deltaY > 0) {\n d = d + 10;\n } else {\n d = d - 10;\n }\n}\n
The .mouseReleased() function is called once after every time a\nmouse button is released over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseReleased(changeGray); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires after the mouse has been\n// released\nfunction mouseReleased() {\n d = d + 10;\n}\n\n// this function fires after the mouse has been\n// released while on canvas\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .mouseClicked() function is called once after a mouse button is\npressed and released over the element.\nSome mobile browsers may also trigger this event on a touch screen,\nif the user performs a quick tap.\nThis can be used to attach element specific event listeners.
\n\nlet cnv;\nlet d;\nlet g;\n\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseClicked(changeGray); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires after the mouse has been\n// clicked anywhere\nfunction mouseClicked() {\n d = d + 10;\n}\n\n// this function fires after the mouse has been\n// clicked on canvas\nfunction changeGray() {\n g = random(0, 255);\n}\n\n
\nlet cnv;\nlet d = 30;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.mouseMoved(changeSize); // attach listener for\n // activity on canvas only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n fill(200);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires when mouse moves anywhere on\n// page\nfunction mouseMoved() {\n g = g + 5;\n if (g > 255) {\n g = 0;\n }\n}\n\n// this function fires when mouse moves over canvas\nfunction changeSize() {\n d = d + 2;\n if (d > 100) {\n d = 0;\n }\n}\n
The .mouseOver() function is called once after every time a\nmouse moves onto the element. This can be used to attach an\nelement specific event listener.
The .mouseOut() function is called once after every time a\nmouse moves off the element. This can be used to attach an\nelement specific event listener.
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchStarted(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any touch anywhere\nfunction touchStarted() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
\nlet cnv;\nlet d;\nlet g;\nfunction setup() {\n cnv = createCanvas(100, 100);\n cnv.touchEnded(changeGray); // attach listener for\n // canvas click only\n d = 10;\n g = 100;\n}\n\nfunction draw() {\n background(g);\n ellipse(width / 2, height / 2, d, d);\n}\n\n// this function fires with any touch anywhere\nfunction touchEnded() {\n d = d + 10;\n}\n\n// this function fires only when cnv is clicked\nfunction changeGray() {\n g = random(0, 255);\n}\n
The .dragOver() function is called once after every time a\nfile is dragged over the element. This can be used to attach an\nelement specific event listener.
\n// To test this sketch, simply drag a\n// file over the canvas\nfunction setup() {\n let c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('Drag file', width / 2, height / 2);\n c.dragOver(dragOverCallback);\n}\n\n// This function will be called whenever\n// a file is dragged over the canvas\nfunction dragOverCallback() {\n background(240);\n text('Dragged over', width / 2, height / 2);\n}\n
The .dragLeave() function is called once after every time a\ndragged file leaves the element area. This can be used to attach an\nelement specific event listener.
\n// To test this sketch, simply drag a file\n// over and then out of the canvas area\nfunction setup() {\n let c = createCanvas(100, 100);\n background(200);\n textAlign(CENTER);\n text('Drag file', width / 2, height / 2);\n c.dragLeave(dragLeaveCallback);\n}\n\n// This function will be called whenever\n// a file is dragged out of the canvas\nfunction dragLeaveCallback() {\n background(240);\n text('Dragged off', width / 2, height / 2);\n}\n
Resets certain values such as those modified by functions in the Transform category\nand in the Lights category that are not automatically reset\nwith graphics buffer objects. Calling this in draw() will copy the behavior\nof the standard canvas.
\nlet pg;\nfunction setup() {\n createCanvas(100, 100);\n background(0);\n pg = createGraphics(50, 100);\n pg.fill(0);\n frameRate(5);\n}\nfunction draw() {\n image(pg, width / 2, 0);\n pg.background(255);\n // p5.Graphics object behave a bit differently in some cases\n // The normal canvas on the left resets the translate\n // with every loop through draw()\n // the graphics object on the right doesn't automatically reset\n // so translate() is additive and it moves down the screen\n rect(0, 0, width / 2, 5);\n pg.rect(0, 0, width / 2, 5);\n translate(0, 5, 0);\n pg.translate(0, 5, 0);\n}\nfunction mouseClicked() {\n // if you click you will see that\n // reset() resets the translate back to the initial state\n // of the Graphics object\n pg.reset();\n}\n
"
],
alt:
'A white line on a black background stays still on the top-left half.\nA black line animates from top to bottom on a white background on the right half.\nWhen clicked, the black line starts back over at the top.',
class: 'p5.Graphics',
module: 'Rendering',
submodule: 'Rendering'
},
{
file: 'src/core/p5.Graphics.js',
line: 117,
description:
'
Removes a Graphics object from the page and frees any resources\nassociated with it.
Generate a cubic Bezier representing an arc on the unit circle of total\nangle size radians, beginning start radians above the x-axis. Up to\nfour of these curves are combined to make a full arc.
Creates a canvas element in the document, and sets the dimensions of it\nin pixels. This method should be called only once at the start of setup.\nCalling createCanvas more than once in a sketch will result in very\nunpredictable behavior. If you want more than one drawing canvas\nyou could use createGraphics (hidden by default but it can be shown).\n
\nThe system variables width and height are set by the parameters passed\nto this function. If createCanvas() is not used, the window will be\ngiven a default size of 100x100 pixels.\n
'
],
alt: 'Black line extending from top-left of canvas to bottom right.',
class: 'p5',
module: 'Rendering',
submodule: 'Rendering'
},
{
file: 'src/core/rendering.js',
line: 119,
description:
'
Resizes the canvas to given width and height. The canvas will be cleared\nand draw will be called immediately, allowing the sketch to re-render itself\nin the resized canvas.
Creates and returns a new p5.Renderer object. Use this class if you need\nto draw into an off-screen graphics buffer. The two parameters define the\nwidth and height in pixels.
'
],
alt:
'4 grey squares alternating light and dark grey. White quarter circle mid-left.',
class: 'p5',
module: 'Rendering',
submodule: 'Rendering'
},
{
file: 'src/core/rendering.js',
line: 236,
description:
'
Blends the pixels in the display window according to the defined mode.\nThere is a choice of the following modes to blend the source pixels (A)\nwith the ones of pixels already in the display window (B):
\n
\n
BLEND - linear interpolation of colours: C =\nA*factor + B. This is the default blending mode.
\n
ADD - sum of A and B
\n
DARKEST - only the darkest colour succeeds: C =\nmin(A*factor, B).
\n
LIGHTEST - only the lightest colour succeeds: C =\nmax(A*factor, B).
\n
DIFFERENCE - subtract colors from underlying image.
\n
EXCLUSION - similar to DIFFERENCE, but less\nextreme.
\n
MULTIPLY - multiply the colors, result will always be\ndarker.
\n
SCREEN - opposite multiply, uses inverse values of the\ncolors.
\n
REPLACE - the pixels entirely replace the others and\ndon't utilize alpha (transparency) values.
\n
OVERLAY - mix of MULTIPLY and SCREEN\n. Multiplies dark values, and screens light values. (2D)
\n
HARD_LIGHT - SCREEN when greater than 50%\ngray, MULTIPLY when lower. (2D)
\n
SOFT_LIGHT - mix of DARKEST and\nLIGHTEST. Works like OVERLAY, but not as harsh. (2D)\n
\n
DODGE - lightens light tones and increases contrast,\nignores darks. (2D)
\n
BURN - darker areas are applied, increasing contrast,\nignores lights. (2D)
\n
SUBTRACT - remainder of A and B (3D)
\n
\n
\n(2D) indicates that this blend mode only works in the 2D renderer. \n(3D) indicates that this blend mode only works in the WEBGL renderer.\n',
itemtype: 'method',
name: 'blendMode',
params: [
{
name: 'mode',
description:
'
blend mode to set for canvas.\n either BLEND, DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,\n EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,\n SOFT_LIGHT, DODGE, BURN, ADD, or SUBTRACT
'
],
alt:
'translucent image thick red & blue diagonal rounded lines intersecting center\nThick red & blue diagonal rounded lines intersecting center. dark at overlap',
class: 'p5',
module: 'Rendering',
submodule: 'Rendering'
},
{
file: 'src/core/shim.js',
line: 23,
description:
'
shim for Uint8ClampedArray.slice\n(allows arrayCopy to work with pixels[])\nwith thanks to http://halfpapstudios.com/blog/tag/html5-canvas/\nEnumerable set to false to protect for...in from\nUint8ClampedArray.prototype pollution.
this is implementation of Object.assign() which is unavailable in\nIE11 and (non-Chrome) Android browsers.\nThe assign() method is used to copy the values of all enumerable\nown properties from one or more source objects to a target object.\nIt will return the target object.\nModified from https://github.com/ljharb/object.assign
Stops p5.js from continuously executing the code within draw().\nIf loop() is called, the code in draw() begins to run continuously again.\nIf using noLoop() in setup(), it should be the last line inside the block.\n
\nWhen noLoop() is used, it's not possible to manipulate or access the\nscreen inside event handling functions such as mousePressed() or\nkeyPressed(). Instead, use those functions to call redraw() or loop(),\nwhich will run draw(), which can update the screen properly. This means\nthat when noLoop() has been called, no drawing can happen, and functions\nlike saveFrame() or loadPixels() may not be used.\n
\nNote that if the sketch is resized, redraw() will be called to update\nthe sketch, even after noLoop() has been specified. Otherwise, the sketch\nwould enter an odd state until loop() was called.
\nlet x = 0;\nfunction setup() {\n createCanvas(100, 100);\n}\n\nfunction draw() {\n background(204);\n x = x + 0.1;\n if (x > width) {\n x = 0;\n }\n line(x, 0, x, height);\n}\n\nfunction mousePressed() {\n noLoop();\n}\n\nfunction mouseReleased() {\n loop();\n}\n
'
],
alt:
'113 pixel long line extending from top-left to bottom right of canvas.\nhorizontal line moves slowly from left. Loops but stops on mouse press.',
class: 'p5',
module: 'Structure',
submodule: 'Structure'
},
{
file: 'src/core/structure.js',
line: 74,
description:
'
By default, p5.js loops through draw() continuously, executing the code\nwithin it. However, the draw() loop may be stopped by calling noLoop().\nIn that case, the draw() loop can be resumed with loop().
\nlet x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n}\n\nfunction draw() {\n background(204);\n x = x + 0.1;\n if (x > width) {\n x = 0;\n }\n line(x, 0, x, height);\n}\n\nfunction mousePressed() {\n loop();\n}\n\nfunction mouseReleased() {\n noLoop();\n}\n
'
],
alt:
'horizontal line moves slowly from left. Loops but stops on mouse press.',
class: 'p5',
module: 'Structure',
submodule: 'Structure'
},
{
file: 'src/core/structure.js',
line: 122,
description:
'
The push() function saves the current drawing style settings and\ntransformations, while pop() restores these settings. Note that these\nfunctions are always used together. They allow you to change the style\nand transformation settings and later return to what you had. When a new\nstate is started with push(), it builds on the current style and transform\ninformation. The push() and pop() functions can be embedded to provide\nmore control. (See the second example for a demonstration.)\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\ntranslate(50, 0);\nellipse(0, 50, 33, 33); // Middle circle\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n\n
\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(33, 50, 33, 33); // Left-middle circle\n\npush(); // Start another new drawing state\nstroke(0, 102, 153);\nellipse(66, 50, 33, 33); // Right-middle circle\npop(); // Restore previous state\n\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n\n
'
],
alt:
'Gold ellipse + thick black outline @center 2 white ellipses on left and right.\n2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.',
class: 'p5',
module: 'Structure',
submodule: 'Structure'
},
{
file: 'src/core/structure.js',
line: 191,
description:
'
The push() function saves the current drawing style settings and\ntransformations, while pop() restores these settings. Note that these\nfunctions are always used together. They allow you to change the style\nand transformation settings and later return to what you had. When a new\nstate is started with push(), it builds on the current style and transform\ninformation. The push() and pop() functions can be embedded to provide\nmore control. (See the second example for a demonstration.)\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\ntranslate(50, 0);\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(0, 50, 33, 33); // Middle circle\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n\n
\n
\n\nellipse(0, 50, 33, 33); // Left circle\n\npush(); // Start a new drawing state\nstrokeWeight(10);\nfill(204, 153, 0);\nellipse(33, 50, 33, 33); // Left-middle circle\n\npush(); // Start another new drawing state\nstroke(0, 102, 153);\nellipse(66, 50, 33, 33); // Right-middle circle\npop(); // Restore previous state\n\npop(); // Restore original state\n\nellipse(100, 50, 33, 33); // Right circle\n\n
'
],
alt:
'Gold ellipse + thick black outline @center 2 white ellipses on left and right.\n2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.',
class: 'p5',
module: 'Structure',
submodule: 'Structure'
},
{
file: 'src/core/structure.js',
line: 261,
description:
'
Executes the code within draw() one time. This functions allows the\n program to update the display window only when necessary, for example\n when an event registered by mousePressed() or keyPressed() occurs.\n
\n In structuring a program, it only makes sense to call redraw() within\n events such as mousePressed(). This is because redraw() does not run\n draw() immediately (it only sets a flag that indicates an update is\n needed).\n
\n The redraw() function does not work properly when called inside draw().\n To enable/disable animations, use loop() and noLoop().\n
\n In addition you can set the number of redraws per method call. Just\n add an integer as single parameter for the number of redraws.
\n let x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n }\nfunction draw() {\n background(204);\n line(x, 0, x, height);\n }\nfunction mousePressed() {\n x += 1;\n redraw();\n }\n
\n
\n let x = 0;\nfunction setup() {\n createCanvas(100, 100);\n noLoop();\n }\nfunction draw() {\n background(204);\n x += 1;\n line(x, 0, x, height);\n }\nfunction mousePressed() {\n redraw(5);\n }\n
"
],
alt: 'black line on far left of canvas\n black line on far left of canvas',
class: 'p5',
module: 'Structure',
submodule: 'Structure'
},
{
file: 'src/core/transform.js',
line: 13,
description:
'
Multiplies the current matrix by the one specified through the parameters.\nThis is a powerful operation that can perform the equivalent of translate,\nscale, shear and rotate all at once. You can learn more about transformation\nmatrices on \nWikipedia.
\n
The naming of the arguments here follows the naming of the \nWHATWG specification and corresponds to a\ntransformation matrix of the\nform:
\n\ntranslate(50, 50);\napplyMatrix(0.5, 0.5, -0.5, 0.5, 0, 0);\nrect(0, 0, 20, 20);\n// Note that the translate is also reset.\nresetMatrix();\nrect(0, 0, 20, 20);\n\n
'
],
alt: 'A rotated retangle in the center with another at the top left corner',
class: 'p5',
module: 'Transform',
submodule: 'Transform'
},
{
file: 'src/core/transform.js',
line: 176,
description:
'
Rotates a shape the amount specified by the angle parameter. This\nfunction accounts for angleMode, so angles can be entered in either\nRADIANS or DEGREES.\n
\nObjects are always rotated around their relative position to the\norigin and positive numbers rotate objects in a clockwise direction.\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nrotate(HALF_PI) and then rotate(HALF_PI) is the same as rotate(PI).\nAll tranformations are reset when draw() begins again.\n
\nTechnically, rotate() multiplies the current transformation matrix\nby a rotation matrix. This function can be further controlled by\nthe push() and pop().
"
],
alt: '3d box rotating around the z axis.',
class: 'p5',
module: 'Transform',
submodule: 'Transform'
},
{
file: 'src/core/transform.js',
line: 306,
description:
'
Increases or decreases the size of a shape by expanding and contracting\nvertices. Objects always scale from their relative origin to the\ncoordinate system. Scale values are specified as decimal percentages.\nFor example, the function call scale(2.0) increases the dimension of a\nshape by 200%.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function multiply the effect. For example, calling scale(2.0)\nand then scale(1.5) is the same as scale(3.0). If scale() is called\nwithin draw(), the transformation is reset when the loop begins again.\n
\nUsing this function with the z parameter is only available in WEBGL mode.\nThis function can be further controlled with push() and pop().
'
],
alt:
'white 52x52 rect with black outline at center rotated counter 45 degrees\n2 white rects with black outline- 1 50x50 at center. other 25x65 bottom left',
class: 'p5',
module: 'Transform',
submodule: 'Transform',
overloads: [
{
line: 306,
params: [
{
name: 's',
description:
'
percent to scale the object, or percentage to\n scale the object in the x-axis if multiple arguments\n are given
Shears a shape around the x-axis the amount specified by the angle\nparameter. Angles should be specified in the current angleMode.\nObjects are always sheared around their relative position to the origin\nand positive numbers shear objects in a clockwise direction.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nshearX(PI/2) and then shearX(PI/2) is the same as shearX(PI).\nIf shearX() is called within the draw(), the transformation is reset when\nthe loop begins again.\n
\nTechnically, shearX() multiplies the current transformation matrix by a\nrotation matrix. This function can be further controlled by the\npush() and pop() functions.
'
],
alt: 'white irregular quadrilateral with black outline at top middle.',
class: 'p5',
module: 'Transform',
submodule: 'Transform'
},
{
file: 'src/core/transform.js',
line: 421,
description:
'
Shears a shape around the y-axis the amount specified by the angle\nparameter. Angles should be specified in the current angleMode. Objects\nare always sheared around their relative position to the origin and\npositive numbers shear objects in a clockwise direction.\n
\nTransformations apply to everything that happens after and subsequent\ncalls to the function accumulates the effect. For example, calling\nshearY(PI/2) and then shearY(PI/2) is the same as shearY(PI). If\nshearY() is called within the draw(), the transformation is reset when\nthe loop begins again.\n
\nTechnically, shearY() multiplies the current transformation matrix by a\nrotation matrix. This function can be further controlled by the\npush() and pop() functions.
'
],
alt: 'white irregular quadrilateral with black outline at middle bottom.',
class: 'p5',
module: 'Transform',
submodule: 'Transform'
},
{
file: 'src/core/transform.js',
line: 461,
description:
'
Specifies an amount to displace objects within the display window.\nThe x parameter specifies left/right translation, the y parameter\nspecifies up/down translation.\n
\nTransformations are cumulative and apply to everything that happens after\nand subsequent calls to the function accumulates the effect. For example,\ncalling translate(50, 0) and then translate(20, 0) is the same as\ntranslate(70, 0). If translate() is called within draw(), the\ntransformation is reset when the loop begins again. This function can be\nfurther controlled by using push() and pop().
\n\nrect(0, 0, 55, 55); // Draw rect at original 0,0\ntranslate(30, 20);\nrect(0, 0, 55, 55); // Draw rect at new 0,0\ntranslate(14, 14);\nrect(0, 0, 55, 55); // Draw rect at new 0,0\n\n
'
],
alt:
'white 55x55 rect with black outline at center right.\n3 white 55x55 rects with black outlines at top-l, center-r and bottom-r.\na 20x20 white rect moving in a circle around the canvas',
class: 'p5',
module: 'Transform',
submodule: 'Transform',
overloads: [
{
line: 461,
params: [
{
name: 'x',
description: '
Stores a value in local storage under the key name.\n Local storage is saved in the browser and persists\n between browsing sessions and page reloads.\n The key can be the name of the variable but doesn't\n have to be. To retrieve stored items\n see getItem.\n
\n Sensitive data such as passwords or personal information\n should not be stored in local storage.
\n // Type to change the letter in the\n // center of the canvas.\n // If you reload the page, it will\n // still display the last key you entered\nlet myText;\nfunction setup() {\n createCanvas(100, 100);\n myText = getItem('myText');\n if (myText === null) {\n myText = '';\n }\n }\nfunction draw() {\n textSize(40);\n background(255);\n text(myText, width / 2, height / 2);\n }\nfunction keyPressed() {\n myText = key;\n storeItem('myText', myText);\n }\n
"
],
alt:
'When you type the key name is displayed as black text on white background.\n If you reload the page, the last letter typed is still displaying.',
class: 'p5',
module: 'Data',
submodule: 'LocalStorage'
},
{
file: 'src/data/local_storage.js',
line: 88,
description:
'
Returns the value of an item that was stored in local storage\n using storeItem()
\n // Click the mouse to change\n // the color of the background\n // Once you have changed the color\n // it will stay changed even when you\n // reload the page.\nlet myColor;\nfunction setup() {\n createCanvas(100, 100);\n myColor = getItem('myColor');\n }\nfunction draw() {\n if (myColor !== null) {\n background(myColor);\n }\n }\nfunction mousePressed() {\n myColor = color(random(255), random(255), random(255));\n storeItem('myColor', myColor);\n }\n
"
],
alt:
'If you click, the canvas changes to a random color.\n If you reload the page, the canvas is still the color it\n was when the page was previously loaded.',
class: 'p5',
module: 'Data',
submodule: 'LocalStorage'
},
{
file: 'src/data/local_storage.js',
line: 163,
description:
'
Clears all local storage items set with storeItem()\n for the current domain.
\n \n function setup() {\n let myNum = 10;\n let myBool = false;\n storeItem('myNum', myNum);\n storeItem('myBool', myBool);\n print(getItem('myNum')); // logs 10 to the console\n print(getItem('myBool')); // logs false to the console\n clearStorage();\n print(getItem('myNum')); // logs null to the console\n print(getItem('myBool')); // logs null to the console\n }\n
\n \n function setup() {\n let myVar = 10;\n storeItem('myVar', myVar);\n print(getItem('myVar')); // logs 10 to the console\n removeItem('myVar');\n print(getItem('myVar')); // logs null to the console\n }\n
Subtract the given number from the value currently stored at the given key.\nThe difference then replaces the value previously stored in the Dictionary.
private helper function for finding lowest or highest value\nthe argument 'flip' is used to flip the comparison arrow\nfrom 'less than' to 'greater than'
private helper function for finding lowest or highest key\nthe argument 'flip' is used to flip the comparison arrow\nfrom 'less than' to 'greater than'
The system variable deviceOrientation always contains the orientation of\nthe device. The value of this variable will either be set 'landscape'\nor 'portrait'. If no data is available it will be set to 'undefined'.\neither LANDSCAPE or PORTRAIT.
"
],
alt: 'Magnitude of device acceleration is displayed as ellipse size',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 94,
description:
'
The system variable pAccelerationX always contains the acceleration of the\ndevice along the x axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
The system variable pAccelerationY always contains the acceleration of the\ndevice along the y axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
The system variable pAccelerationZ always contains the acceleration of the\ndevice along the z axis in the frame previous to the current frame. Value\nis represented as meters per second squared.
The system variable rotationX always contains the rotation of the\ndevice along the x axis. Value is represented as 0 to +/-180 degrees.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
'
],
alt:
'red horizontal line right, green vertical line bottom. black background.',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 166,
description:
'
The system variable rotationY always contains the rotation of the\ndevice along the y axis. Value is represented as 0 to +/-90 degrees.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
'
],
alt:
'red horizontal line right, green vertical line bottom. black background.',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 197,
description:
'
The system variable rotationZ always contains the rotation of the\ndevice along the z axis. Value is represented as 0 to 359 degrees.\n
\nUnlike rotationX and rotationY, this variable is available for devices\nwith a built-in compass only.\n
\nNote: The order the rotations are called is important, ie. if used\ntogether, it must be called in the order Z-X-Y or there might be\nunexpected behaviour.
'
],
itemtype: 'property',
name: 'rotationZ',
type: 'Number',
readonly: '',
alt:
'red horizontal line right, green vertical line bottom. black background.',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 233,
description:
'
The system variable pRotationX always contains the rotation of the\ndevice along the x axis in the frame previous to the current frame. Value\nis represented as 0 to +/-180 degrees.\n
\npRotationX can also be used with rotationX to determine the rotate\ndirection of the device along the X-axis.
\n',
example: [
"\n
\n\n// A simple if statement looking at whether\n// rotationX - pRotationX < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\n// Simple range conversion to make things simpler.\n// This is not absolutely necessary but the logic\n// will be different in that case.\n\nlet rX = rotationX + 180;\nlet pRX = pRotationX + 180;\n\nif ((rX - pRX > 0 && rX - pRX < 270) || rX - pRX < -270) {\n rotateDirection = 'clockwise';\n} else if (rX - pRX < 0 || rX - pRX > 270) {\n rotateDirection = 'counter-clockwise';\n}\n\nprint(rotateDirection);\n\n
The system variable pRotationY always contains the rotation of the\ndevice along the y axis in the frame previous to the current frame. Value\nis represented as 0 to +/-90 degrees.\n
\npRotationY can also be used with rotationY to determine the rotate\ndirection of the device along the Y-axis.
\n',
example: [
"\n
\n\n// A simple if statement looking at whether\n// rotationY - pRotationY < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\n// Simple range conversion to make things simpler.\n// This is not absolutely necessary but the logic\n// will be different in that case.\n\nlet rY = rotationY + 180;\nlet pRY = pRotationY + 180;\n\nif ((rY - pRY > 0 && rY - pRY < 270) || rY - pRY < -270) {\n rotateDirection = 'clockwise';\n} else if (rY - pRY < 0 || rY - pRY > 270) {\n rotateDirection = 'counter-clockwise';\n}\nprint(rotateDirection);\n\n
The system variable pRotationZ always contains the rotation of the\ndevice along the z axis in the frame previous to the current frame. Value\nis represented as 0 to 359 degrees.\n
\npRotationZ can also be used with rotationZ to determine the rotate\ndirection of the device along the Z-axis.
\n',
example: [
"\n
\n\n// A simple if statement looking at whether\n// rotationZ - pRotationZ < 0 is true or not will be\n// sufficient for determining the rotate direction\n// in most cases.\n\n// Some extra logic is needed to account for cases where\n// the angles wrap around.\nlet rotateDirection = 'clockwise';\n\nif (\n (rotationZ - pRotationZ > 0 && rotationZ - pRotationZ < 270) ||\n rotationZ - pRotationZ < -270\n) {\n rotateDirection = 'clockwise';\n} else if (rotationZ - pRotationZ < 0 || rotationZ - pRotationZ > 270) {\n rotateDirection = 'counter-clockwise';\n}\nprint(rotateDirection);\n\n
When a device is rotated, the axis that triggers the deviceTurned()\nmethod is stored in the turnAxis variable. The turnAxis variable is only defined within\nthe scope of deviceTurned().
\n\n// Run this example on a mobile device\n// Rotate the device by 90 degrees in the\n// X-axis to change the value.\n\nvar value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (turnAxis === 'X') {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n }\n}\n\n
"
],
alt:
'50x50 black rect in center of canvas. turns white on mobile when device turns\n50x50 black rect in center of canvas. turns white on mobile when x-axis turns',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 419,
description:
'
The setMoveThreshold() function is used to set the movement threshold for\nthe deviceMoved() function. The default threshold is set to 0.5.
\n\n// Run this example on a mobile device\n// You will need to move the device incrementally further\n// the closer the square\'s color gets to white in order to change the value.\n\nlet value = 0;\nlet threshold = 0.5;\nfunction setup() {\n setMoveThreshold(threshold);\n}\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n threshold = threshold + 0.1;\n if (value > 255) {\n value = 0;\n threshold = 30;\n }\n setMoveThreshold(threshold);\n}\n\n
'
],
alt:
'50x50 black rect in center of canvas. turns white on mobile when device moves',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 462,
description:
'
The setShakeThreshold() function is used to set the movement threshold for\nthe deviceShaken() function. The default threshold is set to 30.
\n\n// Run this example on a mobile device\n// You will need to shake the device more firmly\n// the closer the box\'s fill gets to white in order to change the value.\n\nlet value = 0;\nlet threshold = 30;\nfunction setup() {\n setShakeThreshold(threshold);\n}\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n threshold = threshold + 5;\n if (value > 255) {\n value = 0;\n threshold = 30;\n }\n setShakeThreshold(threshold);\n}\n\n
'
],
alt:
'50x50 black rect in center of canvas. turns white on mobile when device\nis being shaked',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 506,
description:
'
The deviceMoved() function is called when the device is moved by more than\nthe threshold value along X, Y or Z axis. The default threshold is set to 0.5.\nThe threshold value can be changed using setMoveThreshold().
\n\n// Run this example on a mobile device\n// Move the device around\n// to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n\n
'
],
alt:
'50x50 black rect in center of canvas. turns white on mobile when device moves',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 538,
description:
'
The deviceTurned() function is called when the device rotates by\nmore than 90 degrees continuously.\n
\nThe axis that triggers the deviceTurned() method is stored in the turnAxis\nvariable. The deviceTurned() method can be locked to trigger on any axis:\nX, Y or Z by comparing the turnAxis variable to 'X', 'Y' or 'Z'.
\n\n// Run this example on a mobile device\n// Rotate the device by 90 degrees\n// to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n}\n\n
\n
\n\n// Run this example on a mobile device\n// Rotate the device by 90 degrees in the\n// X-axis to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceTurned() {\n if (turnAxis === \'X\') {\n if (value === 0) {\n value = 255;\n } else if (value === 255) {\n value = 0;\n }\n }\n}\n\n
'
],
alt:
'50x50 black rect in center of canvas. turns white on mobile when device turns\n50x50 black rect in center of canvas. turns white on mobile when x-axis turns',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/acceleration.js',
line: 597,
description:
'
The deviceShaken() function is called when the device total acceleration\nchanges of accelerationX and accelerationY values is more than\nthe threshold value. The default threshold is set to 30.\nThe threshold value can be changed using setShakeThreshold().
\n\n// Run this example on a mobile device\n// Shake the device to change the value.\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction deviceShaken() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n\n
'
],
alt:
'50x50 black rect in center of canvas. turns white on mobile when device shakes',
class: 'p5',
module: 'Events',
submodule: 'Acceleration'
},
{
file: 'src/events/keyboard.js',
line: 12,
description:
'
The boolean system variable keyIsPressed is true if any key is pressed\nand false if no keys are pressed.
'
],
alt: '50x50 white rect that turns black on keypress.',
class: 'p5',
module: 'Events',
submodule: 'Keyboard'
},
{
file: 'src/events/keyboard.js',
line: 39,
description:
'
The system variable key always contains the value of the most recent\nkey on the keyboard that was typed. To get the proper capitalization, it\nis best to use it within keyTyped(). For non-ASCII keys, use the keyCode\nvariable.
\n// Click any key to display it!\n// (Not Guaranteed to be Case Sensitive)\nfunction setup() {\n fill(245, 123, 158);\n textSize(50);\n}\n\nfunction draw() {\n background(200);\n text(key, 33, 65); // Display last key pressed.\n}\n
'
],
alt: 'canvas displays any key value that is pressed in pink font.',
class: 'p5',
module: 'Events',
submodule: 'Keyboard'
},
{
file: 'src/events/keyboard.js',
line: 68,
description:
'
The variable keyCode is used to detect special keys such as BACKSPACE,\nDELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL, OPTION, ALT, UP_ARROW,\nDOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.\nYou can also check for custom keys by looking up the keyCode of any key\non a site like this: keycode.info.
"
],
alt:
'Grey rect center. turns white when up arrow pressed and black when down\nDisplay key pressed and its keyCode in a yellow box',
class: 'p5',
module: 'Events',
submodule: 'Keyboard'
},
{
file: 'src/events/keyboard.js',
line: 109,
description:
'
The keyPressed() function is called once every time a key is pressed. The\nkeyCode for the key that was pressed is stored in the keyCode variable.\n
\nFor non-ASCII keys, use the keyCode variable. You can check if the keyCode\nequals BACKSPACE, DELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL,\nOPTION, ALT, UP_ARROW, DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.\n
\nFor ASCII keys, the key that was pressed is stored in the key variable. However, it\ndoes not distinguish between uppercase and lowercase. For this reason, it\nis recommended to use keyTyped() to read the key variable, in which the\ncase of the variable will be distinguished.\n
\nBecause of how operating systems handle key repeats, holding down a key\nmay cause multiple calls to keyTyped() (and keyReleased() as well). The\nrate of repeat is set by the operating system and how each computer is\nconfigured.
\nBrowsers may have different default\nbehaviors attached to various key events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyPressed() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n\n
\n
\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyPressed() {\n if (keyCode === LEFT_ARROW) {\n value = 255;\n } else if (keyCode === RIGHT_ARROW) {\n value = 0;\n }\n}\n\n
\n
\n\nfunction keyPressed() {\n // Do something\n return false; // prevent any default behaviour\n}\n\n
'
],
alt:
'black rect center. turns white when key pressed and black when released\nblack rect center. turns white when left arrow pressed and black when right.',
class: 'p5',
module: 'Events',
submodule: 'Keyboard'
},
{
file: 'src/events/keyboard.js',
line: 196,
description:
'
The keyReleased() function is called once every time a key is released.\nSee key and keyCode for more information.
\nBrowsers may have different default\nbehaviors attached to various key events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyReleased() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n return false; // prevent any default behavior\n}\n\n
'
],
alt:
'black rect center. turns white when key pressed and black when pressed again',
class: 'p5',
module: 'Events',
submodule: 'Keyboard'
},
{
file: 'src/events/keyboard.js',
line: 248,
description:
'
The keyTyped() function is called once every time a key is pressed, but\naction keys such as Backspace, Delete, Ctrl, Shift, and Alt are ignored. If you are trying to detect\na keyCode for one of these keys, use the keyPressed() function instead.\nThe most recent key typed will be stored in the key variable.\n
\nBecause of how operating systems handle key repeats, holding down a key\nwill cause multiple calls to keyTyped() (and keyReleased() as well). The\nrate of repeat is set by the operating system and how each computer is\nconfigured.
\nBrowsers may have different default behaviors attached to various key\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction keyTyped() {\n if (key === 'a') {\n value = 255;\n } else if (key === 'b') {\n value = 0;\n }\n // uncomment to prevent any default behavior\n // return false;\n}\n\n
"
],
alt:
"black rect center. turns white when 'a' key typed and black when 'b' pressed",
class: 'p5',
module: 'Events',
submodule: 'Keyboard'
},
{
file: 'src/events/keyboard.js',
line: 302,
description:
'
The onblur function is called when the user is no longer focused\non the p5 element. Because the keyup events will not fire if the user is\nnot focused on the element we must assume all keys currently down have\nbeen released.
The keyIsDown() function checks if the key is currently down, i.e. pressed.\nIt can be used if you have an object that moves, and you want several keys\nto be able to affect its behaviour simultaneously, such as moving a\nsprite diagonally. You can put in any number representing the keyCode of\nthe key, or use any of the variable keyCode names listed\nhere.
\n',
type: 'Number'
}
],
return: {
description: 'whether key is down or not',
type: 'Boolean'
},
example: [
'\n
\nlet x = 100;\nlet y = 100;\n\nfunction setup() {\n createCanvas(512, 512);\n fill(255, 0, 0);\n}\n\nfunction draw() {\n if (keyIsDown(LEFT_ARROW)) {\n x -= 5;\n }\n\n if (keyIsDown(RIGHT_ARROW)) {\n x += 5;\n }\n\n if (keyIsDown(UP_ARROW)) {\n y -= 5;\n }\n\n if (keyIsDown(DOWN_ARROW)) {\n y += 5;\n }\n\n clear();\n ellipse(x, y, 50, 50);\n}\n
\n\n
\nlet diameter = 50;\n\nfunction setup() {\n createCanvas(512, 512);\n}\n\nfunction draw() {\n // 107 and 187 are keyCodes for "+"\n if (keyIsDown(107) || keyIsDown(187)) {\n diameter += 1;\n }\n\n // 109 and 189 are keyCodes for "-"\n if (keyIsDown(109) || keyIsDown(189)) {\n diameter -= 1;\n }\n\n clear();\n fill(255, 0, 0);\n ellipse(50, 50, diameter, diameter);\n}\n
'
],
alt:
'50x50 red ellipse moves left, right, up and down with arrow presses.\n50x50 red ellipse gets bigger or smaller when + or - are pressed.',
class: 'p5',
module: 'Events',
submodule: 'Keyboard'
},
{
file: 'src/events/mouse.js',
line: 22,
description:
'
The system variable mouseX always contains the current horizontal\nposition of the mouse, relative to (0, 0) of the canvas. The value at\nthe top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.\nIf touch is used instead of mouse input, mouseX will hold the x value\nof the most recent touch point.
\n\n// Move the mouse across the canvas\nfunction draw() {\n background(244, 248, 252);\n line(mouseX, 0, mouseX, 100);\n}\n\n
'
],
alt: 'horizontal black line moves left and right with mouse x-position',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 49,
description:
'
The system variable mouseY always contains the current vertical\nposition of the mouse, relative to (0, 0) of the canvas. The value at\nthe top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.\nIf touch is used instead of mouse input, mouseY will hold the y value\nof the most recent touch point.
\n\n// Move the mouse across the canvas\nfunction draw() {\n background(244, 248, 252);\n line(0, mouseY, 100, mouseY);\n}\n\n
'
],
alt: 'vertical black line moves up and down with mouse y-position',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 76,
description:
'
The system variable pmouseX always contains the horizontal position of\nthe mouse or finger in the frame previous to the current frame, relative to\n(0, 0) of the canvas. The value at the top-left corner is (0, 0) for 2-D and\n(-width/2, -height/2) for WebGL. Note: pmouseX will be reset to the current mouseX\nvalue at the start of each touch event.
\n\n// Move the mouse across the canvas to leave a trail\nfunction setup() {\n //slow down the frameRate to make it more visible\n frameRate(10);\n}\n\nfunction draw() {\n background(244, 248, 252);\n line(mouseX, mouseY, pmouseX, pmouseY);\n print(pmouseX + ' -> ' + mouseX);\n}\n\n
"
],
alt:
'line trail is created from cursor movements. faster movement make longer line.',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 109,
description:
'
The system variable pmouseY always contains the vertical position of\nthe mouse or finger in the frame previous to the current frame, relative to\n(0, 0) of the canvas. The value at the top-left corner is (0, 0) for 2-D and\n(-width/2, -height/2) for WebGL. Note: pmouseY will be reset to the current mouseY\nvalue at the start of each touch event.
\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n const body = document.getElementsByTagName('body')[0];\n myCanvas.parent(body);\n}\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n //move the canvas to the horizontal mouse position\n //relative to the window\n myCanvas.position(winMouseX + 1, windowHeight / 2);\n\n //the y of the square is relative to the canvas\n rect(20, mouseY, 60, 60);\n}\n\n
"
],
alt:
'60x60 black rect y moves with mouse y and fuchsia canvas moves with mouse x',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 180,
description:
'
The system variable winMouseY always contains the current vertical\nposition of the mouse, relative to (0, 0) of the window.
\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n const body = document.getElementsByTagName('body')[0];\n myCanvas.parent(body);\n}\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n\n //move the canvas to the vertical mouse position\n //relative to the window\n myCanvas.position(windowWidth / 2, winMouseY + 1);\n\n //the x of the square is relative to the canvas\n rect(mouseX, 20, 60, 60);\n}\n\n
"
],
alt:
'60x60 black rect x moves with mouse x and fuchsia canvas y moves with mouse y',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 219,
description:
'
The system variable pwinMouseX always contains the horizontal position\nof the mouse in the frame previous to the current frame, relative to\n(0, 0) of the window. Note: pwinMouseX will be reset to the current winMouseX\nvalue at the start of each touch event.
\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n noStroke();\n fill(237, 34, 93);\n}\n\nfunction draw() {\n clear();\n //the difference between previous and\n //current x position is the horizontal mouse speed\n let speed = abs(winMouseX - pwinMouseX);\n //change the size of the circle\n //according to the horizontal speed\n ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);\n //move the canvas to the mouse position\n myCanvas.position(winMouseX + 1, winMouseY + 1);\n}\n\n
'
],
alt:
'fuchsia ellipse moves with mouse x and y. Grows and shrinks with mouse speed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 260,
description:
'
The system variable pwinMouseY always contains the vertical position of\nthe mouse in the frame previous to the current frame, relative to (0, 0)\nof the window. Note: pwinMouseY will be reset to the current winMouseY\nvalue at the start of each touch event.
\n\nlet myCanvas;\n\nfunction setup() {\n //use a variable to store a pointer to the canvas\n myCanvas = createCanvas(100, 100);\n noStroke();\n fill(237, 34, 93);\n}\n\nfunction draw() {\n clear();\n //the difference between previous and\n //current y position is the vertical mouse speed\n let speed = abs(winMouseY - pwinMouseY);\n //change the size of the circle\n //according to the vertical speed\n ellipse(50, 50, 10 + speed * 5, 10 + speed * 5);\n //move the canvas to the mouse position\n myCanvas.position(winMouseX + 1, winMouseY + 1);\n}\n\n
'
],
alt:
'fuchsia ellipse moves with mouse x and y. Grows and shrinks with mouse speed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 302,
description:
'
Processing automatically tracks if the mouse button is pressed and which\nbutton is pressed. The value of the system variable mouseButton is either\nLEFT, RIGHT, or CENTER depending on which button was pressed last.\nWarning: different browsers may track mouseButton differently.
The mouseMoved() function is called every time the mouse moves and a mouse\nbutton is not pressed.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\n\n// Move the mouse across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseMoved(event) {\n console.log(event);\n}\n\n
'
],
alt:
'black 50x50 rect becomes lighter with mouse movements until white then resets\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 487,
description:
'
The mouseDragged() function is called once every time the mouse moves and\na mouse button is pressed. If no mouseDragged() function is defined, the\ntouchMoved() function will be called instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\n\n// Drag the mouse across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseDragged() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseDragged(event) {\n console.log(event);\n}\n\n
'
],
alt:
'black 50x50 rect turns lighter with mouse click and drag until white, resets\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 568,
description:
'
The mousePressed() function is called once after every time a mouse button\nis pressed. The mouseButton variable (see the related reference entry)\ncan be used to determine which button has been pressed. If no\nmousePressed() function is defined, the touchStarted() function will be\ncalled instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\n\n// Click within the image to change\n// the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mousePressed() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mousePressed(event) {\n console.log(event);\n}\n\n
'
],
alt:
'black 50x50 rect turns white with mouse click/press.\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 650,
description:
'
The mouseReleased() function is called every time a mouse button is\nreleased. If no mouseReleased() function is defined, the touchEnded()\nfunction will be called instead if it is defined.
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction mouseReleased() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseReleased(event) {\n console.log(event);\n}\n\n
'
],
alt:
'black 50x50 rect turns white with mouse click/press.\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 728,
description:
'
The mouseClicked() function is called once after a mouse button has been\npressed and then released.
\nBrowsers handle clicks differently, so this function is only guaranteed to be\nrun when the left mouse button is clicked. To handle other mouse buttons\nbeing pressed or released, see mousePressed() or mouseReleased().
\nBrowsers may have different default\nbehaviors attached to various mouse events. To prevent any default\nbehavior for this event, add "return false" to the end of the method.
\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\n\nfunction mouseClicked() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction mouseClicked(event) {\n console.log(event);\n}\n\n
'
],
alt:
'black 50x50 rect turns white with mouse click/press.\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 798,
description:
'
The doubleClicked() function is executed every time a event\nlistener has detected a dblclick event which is a part of the\nDOM L3 specification. The doubleClicked event is fired when a\npointing device button (usually a mouse's primary button)\nis clicked twice on a single element. For more info on the\ndblclick event refer to mozilla's documentation here:\nhttps://developer.mozilla.org/en-US/docs/Web/Events/dblclick
\n\n// Click within the image to change\n// the value of the rectangle\n// after the mouse has been double clicked\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\n\nfunction doubleClicked() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n\n
\n\n// returns a MouseEvent object\n// as a callback argument\nfunction doubleClicked(event) {\n console.log(event);\n}\n\n
'
],
alt:
'black 50x50 rect turns white with mouse doubleClick/press.\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/mouse.js',
line: 883,
description:
'
The function mouseWheel() is executed every time a vertical mouse wheel\nevent is detected either triggered by an actual mouse wheel or by a\ntouchpad.
\nThe event.delta property returns the amount the mouse wheel\nhave scrolled. The values can be positive or negative depending on the\nscroll direction (on OS X with "natural" scrolling enabled, the signs\nare inverted).
\nBrowsers may have different default behaviors attached to various\nmouse events. To prevent any default behavior for this event, add\n"return false" to the end of the method.
\nDue to the current support of the "wheel" event on Safari, the function\nmay only work as expected if "return false" is included while using Safari.
\n\nlet pos = 25;\n\nfunction draw() {\n background(237, 34, 93);\n fill(0);\n rect(25, pos, 50, 50);\n}\n\nfunction mouseWheel(event) {\n print(event.delta);\n //move the square according to the vertical scroll amount\n pos += event.delta;\n //uncomment to block page scrolling\n //return false;\n}\n\n
'
],
alt:
'black 50x50 rect moves up and down with vertical scroll. fuchsia background',
class: 'p5',
module: 'Events',
submodule: 'Mouse'
},
{
file: 'src/events/touch.js',
line: 12,
description:
'
The system variable touches[] contains an array of the positions of all\ncurrent touch points, relative to (0, 0) of the canvas, and IDs identifying a\nunique touch as it moves. Each element in the array is an object with x, y,\nand id properties.
\n
The touches[] array is not supported on Safari and IE on touch-based\ndesktops (laptops).
\n\n// On a touchscreen device, touch\n// the canvas using one or more fingers\n// at the same time\nfunction draw() {\n clear();\n let display = touches.length + ' touches';\n text(display, 5, 10);\n}\n\n
"
],
alt: 'Number of touches currently registered are displayed on the canvas',
class: 'p5',
module: 'Events',
submodule: 'Touch'
},
{
file: 'src/events/touch.js',
line: 74,
description:
'
The touchStarted() function is called once after every time a touch is\nregistered. If no touchStarted() function is defined, the mousePressed()\nfunction will be called instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
\n\n// Touch within the image to change\n// the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchStarted() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchStarted(event) {\n console.log(event);\n}\n\n
'
],
alt: '50x50 black rect turns white with touch event.\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Touch'
},
{
file: 'src/events/touch.js',
line: 154,
description:
'
The touchMoved() function is called every time a touch move is registered.\nIf no touchMoved() function is defined, the mouseDragged() function will\nbe called instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
\n\n// Move your finger across the page\n// to change its value\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchMoved() {\n value = value + 5;\n if (value > 255) {\n value = 0;\n }\n}\n\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchMoved(event) {\n console.log(event);\n}\n\n
'
],
alt:
'50x50 black rect turns lighter with touch until white. resets\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Touch'
},
{
file: 'src/events/touch.js',
line: 227,
description:
'
The touchEnded() function is called every time a touch ends. If no\ntouchEnded() function is defined, the mouseReleased() function will be\ncalled instead if it is defined.
\nBrowsers may have different default behaviors attached to various touch\nevents. To prevent any default behavior for this event, add "return false"\nto the end of the method.
\n\n// Release touch within the image to\n// change the value of the rectangle\n\nlet value = 0;\nfunction draw() {\n fill(value);\n rect(25, 25, 50, 50);\n}\nfunction touchEnded() {\n if (value === 0) {\n value = 255;\n } else {\n value = 0;\n }\n}\n\n
\n\n// returns a TouchEvent object\n// as a callback argument\nfunction touchEnded(event) {\n console.log(event);\n}\n\n
'
],
alt: '50x50 black rect turns white with touch.\nno image displayed',
class: 'p5',
module: 'Events',
submodule: 'Touch'
},
{
file: 'src/image/filters.js',
line: 3,
description:
'
This module defines the filters for use with image buffers.
\n
This module is basically a collection of functions stored in an object\nas opposed to modules. The functions are destructive, modifying\nthe passed in canvas rather than creating a copy.
\n
Generally speaking users of this module will use the Filters.apply method\non a canvas to create an effect.
Creates a new p5.Image (the datatype for storing images). This provides a\nfresh buffer of pixels to play with. Set the size of the buffer with the\nwidth and height parameters.\n
\n.pixels gives access to an array containing the values for all the pixels\nin the display window.\nThese values are numbers. This array is the size (including an appropriate\nfactor for the pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. See .pixels for\nmore info. It may also be simpler to use set() or get().\n
\nBefore accessing the pixels of an image, the data must loaded with the\nloadPixels() function. After the array data has been modified, the\nupdatePixels() function must be run to update the changes.
'
],
alt:
'66x66 dark turquoise rect in center of canvas.\n2 gradated dark turquoise rects fade left. 1 center 1 bottom right of canvas\nno image displayed',
class: 'p5',
module: 'Image',
submodule: 'Image'
},
{
file: 'src/image/image.js',
line: 102,
description:
'
Save the current canvas as an image. The browser will either save the\nfile immediately, or prompt the user with a dialogue window.
\n function setup() {\n let c = createCanvas(100, 100);\n background(255, 0, 0);\n saveCanvas(c, 'myCanvas', 'jpg');\n }\n
\n
\n // note that this example has the same result as above\n // if no canvas is specified, defaults to main canvas\n function setup() {\n let c = createCanvas(100, 100);\n background(255, 0, 0);\n saveCanvas('myCanvas', 'jpg');\n\n // all of the following are valid\n saveCanvas(c, 'myCanvas', 'jpg');\n saveCanvas(c, 'myCanvas.jpg');\n saveCanvas(c, 'myCanvas');\n saveCanvas(c);\n saveCanvas('myCanvas', 'png');\n saveCanvas('myCanvas');\n saveCanvas();\n }\n
Capture a sequence of frames that can be used to create a movie.\nAccepts a callback. For example, you may wish to send the frames\nto a server where they can be stored or converted into a movie.\nIf no callback is provided, the browser will pop up save dialogues in an\nattempt to download all of the images that have just been created. With the\ncallback provided the image data isn't saved by default but instead passed\nas an argument to the callback function as an array of objects, with the\nsize of array equal to the total number of frames.
\n
Note that saveFrames() will only save the first 15 frames of an animation.\nTo export longer animations, you might look into a library like\nccapture.js.
A callback function that will be executed\n to handle the image data. This function\n should accept an array as argument. The\n array will contain the specified number of\n frames of objects. Each object has three\n properties: imageData - an\n image/octet-stream, filename and extension.
\n function draw() {\n background(mouseX);\n }\n\n function mousePressed() {\n saveFrames('out', 'png', 1, 25, data => {\n print(data);\n });\n }\n
"
],
alt: 'canvas background goes from light to dark with mouse x.',
class: 'p5',
module: 'Image',
submodule: 'Image'
},
{
file: 'src/image/loading_displaying.js',
line: 17,
description:
'
Loads an image from a path and creates a p5.Image from it.\n
\nThe image may not be immediately available for rendering\nIf you want to ensure that the image is ready before doing\nanything with it, place the loadImage() call in preload().\nYou may also supply a callback function to handle the image when it's ready.\n
\nThe path to the image should be relative to the HTML file\nthat links in your sketch. Loading an image from a URL or other\nremote location may be blocked due to your browser's built-in\nsecurity.
\n\nfunction setup() {\n // here we use a callback to display the image after loading\n loadImage('assets/laDefense.jpg', img => {\n image(img, 0, 0);\n });\n}\n\n
"
],
alt:
'image of the underside of a white umbrella and grided ceililng above\nimage of the underside of a white umbrella and grided ceililng above',
class: 'p5',
module: 'Image',
submodule: 'Loading & Displaying'
},
{
file: 'src/image/loading_displaying.js',
line: 127,
description:
'
Draw an image to the p5.js canvas.
\n
This function can be used with different numbers of parameters. The\nsimplest use requires only three parameters: img, x, and y—where (x, y) is\nthe position of the image. Two more parameters can optionally be added to\nspecify the width and height of the image.
\n
This function can also be used with all eight Number parameters. To\ndifferentiate between all these parameters, p5.js uses the language of\n"destination rectangle" (which corresponds to "dx", "dy", etc.) and "source\nimage" (which corresponds to "sx", "sy", etc.) below. Specifying the\n"source image" dimensions can be useful when you want to display a\nsubsection of the source image instead of the whole thing. Here's a diagram\nto explain further:\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n // Top-left corner of the img is at (0, 0)\n // Width and height are the img's original width and height\n image(img, 0, 0);\n}\n\n
\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/laDefense.jpg');\n}\nfunction setup() {\n background(50);\n // Top-left corner of the img is at (10, 10)\n // Width and height are 50 x 50\n image(img, 10, 10, 50, 50);\n}\n\n
\n
\n\nfunction setup() {\n // Here, we use a callback to display the image after loading\n loadImage('assets/laDefense.jpg', img => {\n image(img, 0, 0);\n });\n}\n\n
\n
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/gradient.png');\n}\nfunction setup() {\n // 1. Background image\n // Top-left corner of the img is at (0, 0)\n // Width and height are the img's original width and height, 100 x 100\n image(img, 0, 0);\n // 2. Top right image\n // Top-left corner of destination rectangle is at (50, 0)\n // Destination rectangle width and height are 40 x 20\n // The next parameters are relative to the source image:\n // - Starting at position (50, 50) on the source image, capture a 50 x 50\n // subsection\n // - Draw this subsection to fill the dimensions of the destination rectangle\n image(img, 50, 0, 40, 20, 50, 50, 50, 50);\n}\n\n
"
],
alt:
'image of the underside of a white umbrella and gridded ceiling above\nimage of the underside of a white umbrella and gridded ceiling above',
class: 'p5',
module: 'Image',
submodule: 'Loading & Displaying',
overloads: [
{
line: 127,
params: [
{
name: 'img',
description: '
Sets the fill value for displaying images. Images can be tinted to\nspecified colors or made transparent by including an alpha value.\n
\nTo apply transparency to an image without affecting its color, use\nwhite as the tint color and specify an alpha value. For instance,\ntint(255, 128) will make an image 50% transparent (assuming the default\nalpha range of 0-255, which can be changed with colorMode()).\n
\nThe value for the gray parameter must be less than or equal to the current\nmaximum value as specified by colorMode(). The default maximum value is\n255.
"
],
alt:
'2 side by side images of umbrella and ceiling, one image with blue tint\nImages of umbrella and ceiling, one half of image with blue tint\n2 side by side images of umbrella and ceiling, one image translucent',
class: 'p5',
module: 'Image',
submodule: 'Loading & Displaying',
overloads: [
{
line: 298,
params: [
{
name: 'v1',
description:
'
red or hue value relative to\n the current color range
"
],
alt: '2 side by side images of bricks, left image with blue tint',
class: 'p5',
module: 'Image',
submodule: 'Loading & Displaying'
},
{
file: 'src/image/loading_displaying.js',
line: 464,
description:
'
Set image mode. Modifies the location from which images are drawn by\nchanging the way in which parameters given to image() are interpreted.\nThe default mode is imageMode(CORNER), which interprets the second and\nthird parameters of image() as the upper-left corner of the image. If\ntwo additional parameters are specified, they are used to set the image's\nwidth and height.\n
\nimageMode(CORNERS) interprets the second and third parameters of image()\nas the location of one corner, and the fourth and fifth parameters as the\nopposite corner.\n
\nimageMode(CENTER) interprets the second and third parameters of image()\nas the image's center point. If two additional parameters are specified,\nthey are used to set the image's width and height.
\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n createCanvas(100, 100);\n image(img, 0, 0);\n for (let i = 0; i < img.height; i++) {\n let c = img.get(img.width / 2, i);\n stroke(c);\n line(0, i, width / 2, i);\n }\n}\n
"
],
alt:
'rocky mountains on right and vertical lines in corresponding colors on left.',
class: 'p5.Image',
module: 'Image',
submodule: 'Image'
},
{
file: 'src/image/p5.Image.js',
line: 153,
description:
'
Array containing the values for all the pixels in the display window.\nThese values are numbers. This array is the size (include an appropriate\nfactor for pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. Retina and other\nhigh denisty displays may have more pixels (by a factor of\npixelDensity^2).\nFor example, if the image is 100x100 pixels, there will be 40,000. With\npixelDensity = 2, there will be 160,000. The first four values\n(indices 0-3) in the array will be the R, G, B, A values of the pixel at\n(0, 0). The second four values (indices 4-7) will contain the R, G, B, A\nvalues of the pixel at (1, 0). More generally, to set values for a pixel\nat (x, y):
\n
let d = pixelDensity();\nfor (let i = 0; i < d; i++) {\n for (let j = 0; j < d; j++) {\n // loop over\n index = 4 * ((y * d + j) * width * d + (x * d + i));\n pixels[index] = r;\n pixels[index+1] = g;\n pixels[index+2] = b;\n pixels[index+3] = a;\n }\n}\n
\n
\nBefore accessing this array, the data must loaded with the loadPixels()\nfunction. After the array data has been modified, the updatePixels()\nfunction must be run to update the changes.
'
],
alt:
'66x66 turquoise rect in center of canvas\n66x66 pink rect in center of canvas',
class: 'p5.Image',
module: 'Image',
submodule: 'Image'
},
{
file: 'src/image/p5.Image.js',
line: 223,
description: '
If no params are passed, the whole image is returned.\nIf x and y are the only params passed a single pixel is extracted.\nIf all params are passed a rectangle region is extracted and a p5.Image\nis returned.
\n\nlet img = createImage(66, 66);\nimg.loadPixels();\nfor (let i = 0; i < img.width; i++) {\n for (let j = 0; j < img.height; j++) {\n img.set(i, j, color(0, 90, 102, (i % img.width) * 2));\n }\n}\nimg.updatePixels();\nimage(img, 17, 17);\nimage(img, 34, 34);\n\n
'
],
alt:
'2 gradated dark turquoise rects fade left. 1 center 1 bottom right of canvas',
class: 'p5.Image',
module: 'Image',
submodule: 'Image'
},
{
file: 'src/image/p5.Image.js',
line: 409,
description:
'
Resize the image to a new width and height. To make the image scale\nproportionally, use 0 as the value for the wide or high parameter.\nFor instance, to make the width of an image 150 pixels, and change\nthe height using the same proportion, use resize(150, 0).
Copies a region of pixels from one image to another. If no\nsrcImage is specified this is used as the source. If the source\nand destination regions aren't the same size, it will\nautomatically resize source pixels to fit the specified\ntarget region.
"
],
alt:
'image of rocky mountains and smaller image on top of bricks at top left',
class: 'p5.Image',
module: 'Image',
submodule: 'Image',
overloads: [
{
line: 494,
params: [
{
name: 'srcImage',
description: '
"
],
alt:
'2 images of rocky mountains left one in color, right in black and white',
class: 'p5.Image',
module: 'Image',
submodule: 'Image'
},
{
file: 'src/image/p5.Image.js',
line: 674,
description:
'
Copies a region of pixels from one image to another, using a specified\nblend mode to do the operation.
"
],
alt:
'image of rocky mountains. Brick images on left and right. Right overexposed\nimage of rockies. Brickwall images on left and right. Right mortar transparent\nimage of rockies. Brickwall images on left and right. Right translucent',
class: 'p5.Image',
module: 'Image',
submodule: 'Image',
overloads: [
{
line: 674,
params: [
{
name: 'srcImage',
description: '
Uint8ClampedArray\ncontaining the values for all the pixels in the display window.\nThese values are numbers. This array is the size (include an appropriate\nfactor for pixelDensity) of the display window x4,\nrepresenting the R, G, B, A values in order for each pixel, moving from\nleft to right across each row, then down each column. Retina and other\nhigh density displays will have more pixels[] (by a factor of\npixelDensity^2).\nFor example, if the image is 100x100 pixels, there will be 40,000. On a\nretina display, there will be 160,000.\n
\nThe first four values (indices 0-3) in the array will be the R, G, B, A\nvalues of the pixel at (0, 0). The second four values (indices 4-7) will\ncontain the R, G, B, A values of the pixel at (1, 0). More generally, to\nset values for a pixel at (x, y):
\n
let d = pixelDensity();\nfor (let i = 0; i < d; i++) {\n for (let j = 0; j < d; j++) {\n // loop over\n index = 4 * ((y * d + j) * width * d + (x * d + i));\n pixels[index] = r;\n pixels[index+1] = g;\n pixels[index+2] = b;\n pixels[index+3] = a;\n }\n}\n
\n
While the above method is complex, it is flexible enough to work with\nany pixelDensity. Note that set() will automatically take care of\nsetting all the appropriate values in pixels[] for a given (x, y) at\nany pixelDensity, but the performance may not be as fast when lots of\nmodifications are made to the pixel array.\n
\nBefore accessing this array, the data must loaded with the loadPixels()\nfunction. After the array data has been modified, the updatePixels()\nfunction must be run to update the changes.\n
\nNote that this is not a standard javascript array. This means that\nstandard javascript functions such as slice() or\narrayCopy() do not\nwork.
"
],
alt:
'image of rocky mountains. Brick images on left and right. Right overexposed\nimage of rockies. Brickwall images on left and right. Right mortar transparent\nimage of rockies. Brickwall images on left and right. Right translucent',
class: 'p5',
module: 'Image',
submodule: 'Pixels',
overloads: [
{
line: 83,
params: [
{
name: 'srcImage',
description: '
Copies a region of the canvas to another region of the canvas\nand copies a region of pixels from an image used as the srcImg parameter\ninto the canvas srcImage is specified this is used as the source. If\nthe source and destination regions aren't the same size, it will\nautomatically resize source pixels to fit the specified\ntarget region.
"
],
alt:
'image of rocky mountains. Brick images on left and right. Right overexposed\nimage of rockies. Brickwall images on left and right. Right mortar transparent\nimage of rockies. Brickwall images on left and right. Right translucent',
class: 'p5',
module: 'Image',
submodule: 'Pixels',
overloads: [
{
line: 177,
params: [
{
name: 'srcImage',
description: '
THRESHOLD\nConverts the image to black and white pixels depending if they are above or\nbelow the threshold defined by the level parameter. The parameter must be\nbetween 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.\n
\n
GRAY\nConverts any colors in the image to grayscale equivalents. No parameter\nis used.\n
\n
OPAQUE\nSets the alpha channel to entirely opaque. No parameter is used.\n
\n
INVERT\nSets each pixel to its inverse value. No parameter is used.\n
\n
POSTERIZE\nLimits each channel of the image to the number of colors specified as the\nparameter. The parameter can be set to values between 2 and 255, but\nresults are most noticeable in the lower ranges.\n
\n
BLUR\nExecutes a Gaussian blur with the level parameter specifying the extent\nof the blurring. If no parameter is used, the blur is equivalent to\nGaussian blur of radius 1. Larger values increase the blur.\n
\n
ERODE\nReduces the light areas. No parameter is used.\n
\n
DILATE\nIncreases the light areas. No parameter is used.
"
],
alt:
'black and white image of a brick wall.\ngreyscale image of a brickwall\nimage of a brickwall\njade colored image of a brickwall\nred and pink image of a brickwall\nimage of a brickwall\nblurry image of a brickwall\nimage of a brickwall\nimage of a brickwall with less detail',
class: 'p5',
module: 'Image',
submodule: 'Pixels'
},
{
file: 'src/image/pixels.js',
line: 415,
description:
'
Get a region of pixels, or a single pixel, from the canvas.
\n
Returns an array of [R,G,B,A] values for any pixel or grabs a section of\nan image. If no parameters are specified, the entire image is returned.\nUse the x and y parameters to get the value of one pixel. Get a section of\nthe display window by specifying additional w and h parameters. When\ngetting an image, the x and y parameters define the coordinates for the\nupper-left corner of the image, regardless of the current imageMode().\n
\nGetting the color of a single pixel with get(x, y) is easy, but not as fast\nas grabbing the data directly from pixels[]. The equivalent statement to\nget(x, y) using pixels[] with pixel density d is
\n
let x, y, d; // set these to the coordinates\nlet off = (y * width + x) * d * 4;\nlet components = [\n pixels[off],\n pixels[off + 1],\n pixels[off + 2],\n pixels[off + 3]\n];\nprint(components);\n
\n
\n
See the reference for pixels[] for more information.
\n
If you want to extract an array of colors or a subimage from an p5.Image object,\ntake a look at p5.Image.get()
"
],
alt:
'2 images of the rocky mountains, side-by-side\nImage of the rocky mountains with 50x50 green rect in center of canvas',
class: 'p5',
module: 'Image',
submodule: 'Pixels',
overloads: [
{
line: 415,
params: [
{
name: 'x',
description: '
Loads the pixel data for the display window into the pixels[] array. This\nfunction must always be called before reading from or writing to pixels[].\nNote that only changes made with set() or direct manipulation of pixels[]\nwill occur.
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n image(img, 0, 0, width, height);\n let d = pixelDensity();\n let halfImage = 4 * (width * d) * (height * d / 2);\n loadPixels();\n for (let i = 0; i < halfImage; i++) {\n pixels[i + halfImage] = pixels[i];\n }\n updatePixels();\n}\n\n
"
],
alt:
'two images of the rocky mountains. one on top, one on bottom of canvas.',
class: 'p5',
module: 'Image',
submodule: 'Pixels'
},
{
file: 'src/image/pixels.js',
line: 540,
description:
'
Changes the color of any pixel, or writes an image directly to the\ndisplay window.
\n
The x and y parameters specify the pixel to change and the c parameter\nspecifies the color value. This can be a p5.Color object, or [R, G, B, A]\npixel array. It can also be a single grayscale value.\nWhen setting an image, the x and y parameters define the coordinates for\nthe upper-left corner of the image, regardless of the current imageMode().\n
\n
\nAfter using set(), you must call updatePixels() for your changes to appear.\nThis should be called once all pixels have been set, and must be called before\ncalling .get() or drawing the image.\n
\n
Setting the color of a single pixel with set(x, y) is easy, but not as\nfast as putting the data directly into pixels[]. Setting the pixels[]\nvalues directly may be complicated when working with a retina display,\nbut will perform better when lots of pixels need to be set directly on\nevery loop.
\n
See the reference for pixels[] for more information.
"
],
alt:
"4 black points in the shape of a square middle-right of canvas.\nsquare with orangey-brown gradient lightening at bottom right.\nimage of the rocky mountains. with lines like an 'x' through the center.",
class: 'p5',
module: 'Image',
submodule: 'Pixels'
},
{
file: 'src/image/pixels.js',
line: 614,
description:
'
Updates the display window with the data in the pixels[] array.\nUse in conjunction with loadPixels(). If you're only reading pixels from\nthe array, there's no need to call updatePixels() — updating is only\nnecessary to apply changes. updatePixels() should be called anytime the\npixels array is manipulated or set() is called, and only changes made with\nset() or direct changes to pixels[] will occur.
\n\nlet img;\nfunction preload() {\n img = loadImage('assets/rockies.jpg');\n}\n\nfunction setup() {\n image(img, 0, 0, width, height);\n let d = pixelDensity();\n let halfImage = 4 * (width * d) * (height * d / 2);\n loadPixels();\n for (let i = 0; i < halfImage; i++) {\n pixels[i + halfImage] = pixels[i];\n }\n updatePixels();\n}\n\n
"
],
alt:
'two images of the rocky mountains. one on top, one on bottom of canvas.',
class: 'p5',
module: 'Image',
submodule: 'Pixels'
},
{
file: 'src/io/files.js',
line: 19,
description:
'
Loads a JSON file from a file or a URL, and returns an Object.\nNote that even if the JSON file contains an Array, an Object will be\nreturned with index numbers as keys.
\n
This method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. JSONP is supported via a polyfill and you\ncan pass in as the second argument an object with definitions of the json\ncallback following the syntax specified here.
\n
This method is suitable for fetching files up to size of 64MB.
\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\nlet earthquakes;\nfunction preload() {\n // Get the most recent earthquake in the database\n let url =\n \'https://earthquake.usgs.gov/earthquakes/feed/v1.0/\' +\n \'summary/all_day.geojson\';\n earthquakes = loadJSON(url);\n}\n\nfunction setup() {\n noLoop();\n}\n\nfunction draw() {\n background(200);\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n}\n
\n\n\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n
\nfunction setup() {\n noLoop();\n let url =\n \'https://earthquake.usgs.gov/earthquakes/feed/v1.0/\' +\n \'summary/all_day.geojson\';\n loadJSON(url, drawEarthquake);\n}\n\nfunction draw() {\n background(200);\n}\n\nfunction drawEarthquake(earthquakes) {\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n}\n
'
],
alt:
'50x50 ellipse that changes from black to white depending on the current humidity\n50x50 ellipse that changes from black to white depending on the current humidity',
class: 'p5',
module: 'IO',
submodule: 'Input',
overloads: [
{
line: 19,
params: [
{
name: 'path',
description: '
Reads the contents of a file and creates a String array of its individual\nlines. If the name of the file is used as the parameter, as in the above\nexample, the file must be located in the sketch directory/folder.\n
\nAlternatively, the file maybe be loaded from anywhere on the local\ncomputer using an absolute path (something that starts with / on Unix and\nLinux, or a drive letter on Windows), or the filename parameter can be a\nURL for a file found on a network.\n
\nThis method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed.
\n
This method is suitable for fetching files up to size of 64MB.
Calling loadStrings() inside preload() guarantees to complete the\noperation before setup() and draw() are called.
\n\n
\nlet result;\nfunction preload() {\n result = loadStrings(\'assets/test.txt\');\n}\n\nfunction setup() {\n background(200);\n let ind = floor(random(result.length));\n text(result[ind], 10, 10, 80, 80);\n}\n
\n\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\n
\nfunction setup() {\n loadStrings(\'assets/test.txt\', pickString);\n}\n\nfunction pickString(result) {\n background(200);\n let ind = floor(random(result.length));\n text(result[ind], 10, 10, 80, 80);\n}\n
'
],
alt:
'randomly generated text from a file, for example "i smell like butter"\nrandomly generated text from a file, for example "i have three feet"',
class: 'p5',
module: 'IO',
submodule: 'Input'
},
{
file: 'src/io/files.js',
line: 297,
description:
'
Reads the contents of a file or URL and creates a p5.Table object with\nits values. If a file is specified, it must be located in the sketch's\n"data" folder. The filename parameter can also be a URL to a file found\nonline. By default, the file is assumed to be comma-separated (in CSV\nformat). Table only looks for a header row if the 'header' option is\nincluded.
\n\n
Possible options include:\n
\n
csv - parse the table as comma-separated values
\n
tsv - parse the table as tab-separated values
\n
header - this table has a header (title) row
\n
\n\n\n
When passing in multiple options, pass them in as separate parameters,\nseperated by commas. For example:\n
This method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. Calling loadTable() inside preload()\nguarantees to complete the operation before setup() and draw() are called.\n
Outside of preload(), you may supply a callback function to handle the\nobject:
\n\n\n
This method is suitable for fetching files up to size of 64MB.
\n\n// Given the following CSV file called "mammals.csv"\n// located in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n //the file can be remote\n //table = loadTable("http://p5js.org/reference/assets/mammals.csv",\n // "csv", "header");\n}\n\nfunction setup() {\n //count the columns\n print(table.getRowCount() + \' total rows in table\');\n print(table.getColumnCount() + \' total columns in table\');\n\n print(table.getColumn(\'name\'));\n //["Goat", "Leopard", "Zebra"]\n\n //cycle through the table\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++) {\n print(table.getString(r, c));\n }\n}\n\n
'
],
alt:
'randomly generated text from a file, for example "i smell like butter"\nrandomly generated text from a file, for example "i have three feet"',
class: 'p5',
module: 'IO',
submodule: 'Input',
overloads: [
{
line: 297,
params: [
{
name: 'filename',
description: '
Reads the contents of a file and creates an XML object with its values.\nIf the name of the file is used as the parameter, as in the above example,\nthe file must be located in the sketch directory/folder.
\n
Alternatively, the file maybe be loaded from anywhere on the local\ncomputer using an absolute path (something that starts with / on Unix and\nLinux, or a drive letter on Windows), or the filename parameter can be a\nURL for a file found on a network.
\n
This method is asynchronous, meaning it may not finish before the next\nline in your sketch is executed. Calling loadXML() inside preload()\nguarantees to complete the operation before setup() and draw() are called.
\n
Outside of preload(), you may supply a callback function to handle the\nobject.
\n
This method is suitable for fetching files up to size of 64MB.
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n\n for (let i = 0; i < children.length; i++) {\n let id = children[i].getNum(\'id\');\n let coloring = children[i].getString(\'species\');\n let name = children[i].getContent();\n print(id + \', \' + coloring + \', \' + name);\n }\n}\n\n// Sketch prints:\n// 0, Capra hircus, Goat\n// 1, Panthera pardus, Leopard\n// 2, Equus zebra, Zebra\n
Method for executing an HTTP GET request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text. This is equivalent to\ncalling httpDo(path, 'GET'). The 'binary' datatype will return\na Blob object, and the 'arrayBuffer' datatype will return an ArrayBuffer\nwhich can be used to initialize typed arrays (such as Uint8Array).
\n',
itemtype: 'method',
name: 'httpGet',
return: {
description:
'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.',
type: 'Promise'
},
example: [
"\n
\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\nlet earthquakes;\nfunction preload() {\n // Get the most recent earthquake in the database\n let url =\n 'https://earthquake.usgs.gov/fdsnws/event/1/query?' +\n 'format=geojson&limit=1&orderby=time';\n httpGet(url, 'jsonp', false, function(response) {\n // when the HTTP request completes, populate the variable that holds the\n // earthquake data used in the visualization.\n earthquakes = response;\n });\n}\n\nfunction draw() {\n if (!earthquakes) {\n // Wait until the earthquake data has loaded before drawing.\n return;\n }\n background(200);\n // Get the magnitude and name of the earthquake out of the loaded JSON\n let earthquakeMag = earthquakes.features[0].properties.mag;\n let earthquakeName = earthquakes.features[0].properties.place;\n ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);\n textAlign(CENTER);\n text(earthquakeName, 0, height - 30, width, 30);\n noLoop();\n}\n
Method for executing an HTTP POST request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text. This is equivalent to\ncalling httpDo(path, 'POST').
\n',
itemtype: 'method',
name: 'httpPost',
return: {
description:
'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.',
type: 'Promise'
},
example: [
"\n
\n\n// Examples use jsonplaceholder.typicode.com for a Mock Data API\n\nlet url = 'https://jsonplaceholder.typicode.com/posts';\nlet postData = { userId: 1, title: 'p5 Clicked!', body: 'p5.js is way cool.' };\n\nfunction setup() {\n createCanvas(800, 800);\n}\n\nfunction mousePressed() {\n // Pick new random color values\n let r = random(255);\n let g = random(255);\n let b = random(255);\n\n httpPost(url, 'json', postData, function(result) {\n strokeWeight(2);\n stroke(r, g, b);\n fill(r, g, b, 127);\n ellipse(mouseX, mouseY, 200, 200);\n text(result.body, mouseX, mouseY);\n });\n}\n\n
\n\n\n
\nlet url = 'https://invalidURL'; // A bad URL that will cause errors\nlet postData = { title: 'p5 Clicked!', body: 'p5.js is way cool.' };\n\nfunction setup() {\n createCanvas(800, 800);\n}\n\nfunction mousePressed() {\n // Pick new random color values\n let r = random(255);\n let g = random(255);\n let b = random(255);\n\n httpPost(\n url,\n 'json',\n postData,\n function(result) {\n // ... won't be called\n },\n function(error) {\n strokeWeight(2);\n stroke(r, g, b);\n fill(r, g, b, 127);\n text(error.toString(), mouseX, mouseY);\n }\n );\n}\n
Method for executing an HTTP request. If data type is not specified,\np5 will try to guess based on the URL, defaulting to text.
\nFor more advanced use, you may also pass in the path as the first argument\nand a object as the second argument, the signature follows the one specified\nin the Fetch API specification.\nThis method is suitable for fetching files up to size of 64MB when "GET" is used.
\n',
itemtype: 'method',
name: 'httpDo',
return: {
description:
'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.',
type: 'Promise'
},
example: [
"\n
\n\n// Examples use USGS Earthquake API:\n// https://earthquake.usgs.gov/fdsnws/event/1/#methods\n\n// displays an animation of all USGS earthquakes\nlet earthquakes;\nlet eqFeatureIndex = 0;\n\nfunction preload() {\n let url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?format=geojson';\n httpDo(\n url,\n {\n method: 'GET',\n // Other Request options, like special headers for apis\n headers: { authorization: 'Bearer secretKey' }\n },\n function(res) {\n earthquakes = res;\n }\n );\n}\n\nfunction draw() {\n // wait until the data is loaded\n if (!earthquakes || !earthquakes.features[eqFeatureIndex]) {\n return;\n }\n clear();\n\n let feature = earthquakes.features[eqFeatureIndex];\n let mag = feature.properties.mag;\n let rad = mag / 11 * ((width + height) / 2);\n fill(255, 0, 0, 100);\n ellipse(width / 2 + random(-2, 2), height / 2 + random(-2, 2), rad, rad);\n\n if (eqFeatureIndex >= earthquakes.features.length) {\n eqFeatureIndex = 0;\n } else {\n eqFeatureIndex += 1;\n }\n}\n\n
function to be executed if\n there is an error, response is passed\n in as first argument
\n',
type: 'Function',
optional: true
}
],
return: {
description:
'A promise that resolves with the data when the operation\n completes successfully or rejects with the error after\n one occurs.',
type: 'Promise'
}
},
{
line: 1031,
params: [
{
name: 'path',
description: '',
type: 'String'
},
{
name: 'options',
description:
'
Request object options as documented in the\n "fetch" API\nreference
\n\n// creates a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// write 'Hello world!'' to the file\nwriter.write(['Hello world!']);\n// close the PrintWriter and save the file\nwriter.close();\n\n
\n
\n\n// creates a file called 'newFile2.txt'\nlet writer = createWriter('newFile2.txt');\n// write 'apples,bananas,123' to the file\nwriter.write(['apples', 'bananas', 123]);\n// close the PrintWriter and save the file\nwriter.close();\n\n
\n
\n\n// creates a file called 'newFile3.txt'\nlet writer = createWriter('newFile3.txt');\n// write 'My name is: Teddy' to the file\nwriter.write('My name is:');\nwriter.write(' Teddy');\n// close the PrintWriter and save the file\nwriter.close();\n\n
\n\n// creates a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// creates a file containing\n// My name is:\n// Teddy\nwriter.print('My name is:');\nwriter.print('Teddy');\n// close the PrintWriter and save the file\nwriter.close();\n\n
\n
\n\nlet writer;\n\nfunction setup() {\n createCanvas(400, 400);\n // create a PrintWriter\n writer = createWriter('newFile.txt');\n}\n\nfunction draw() {\n // print all mouseX and mouseY coordinates to the stream\n writer.print([mouseX, mouseY]);\n}\n\nfunction mouseClicked() {\n // close the PrintWriter and save the file\n writer.close();\n}\n\n
\n\n// create a file called 'newFile.txt'\nlet writer = createWriter('newFile.txt');\n// close the PrintWriter and save the file\nwriter.close();\n\n
\n
\n\n// create a file called 'newFile2.txt'\nlet writer = createWriter('newFile2.txt');\n// write some data to the file\nwriter.write([100, 101, 102]);\n// close the PrintWriter and save the file\nwriter.close();\n\n
Save an image, text, json, csv, wav, or html. Prompts download to\nthe client's computer. Note that it is not recommended to call save()\nwithin draw if it's looping, as the save() function will open a new save\ndialog every frame.
\n
The default behavior is to save the canvas as an image. You can\noptionally specify a filename.\nFor example:
\n
\n save();\n save('myCanvas.jpg'); // save a specific canvas with a filename\n
\n\n
Alternately, the first parameter can be a pointer to a canvas\np5.Element, an Array of Strings,\nan Array of JSON, a JSON object, a p5.Table, a p5.Image, or a\np5.SoundFile (requires p5.sound). The second parameter is a filename\n(including extension). The third parameter is for options specific\nto this type of object. This method will save a file that fits the\ngiven parameters. For example:
\n\n
\n // Saves canvas as an image\n save('myCanvas.jpg');\n\n // Saves pImage as a png image\n let img = createImage(10, 10);\n save(img, 'my.png');\n\n // Saves canvas as an image\n let cnv = createCanvas(100, 100);\n save(cnv, 'myCanvas.jpg');\n\n // Saves p5.Renderer object as an image\n let gb = createGraphics(100, 100);\n save(gb, 'myGraphics.jpg');\n\n let myTable = new p5.Table();\n\n // Saves table as html file\n save(myTable, 'myTable.html');\n\n // Comma Separated Values\n save(myTable, 'myTable.csv');\n\n // Tab Separated Values\n save(myTable, 'myTable.tsv');\n\n let myJSON = { a: 1, b: true };\n\n // Saves pretty JSON\n save(myJSON, 'my.json');\n\n // Optimizes JSON filesize\n save(myJSON, 'my.json', true);\n\n // Saves array of strings to a text file with line breaks after each item\n let arrayOfStrings = ['a', 'b'];\n save(arrayOfStrings, 'my.txt');\n
If filename is provided, will\n save canvas as an image with\n either png or jpg extension\n depending on the filename.\n If object is provided, will\n save depending on the object\n and filename (see examples\n above).
If an object is provided as the first\n parameter, then the second parameter\n indicates the filename,\n and should include an appropriate\n file extension (see examples above).
Additional options depend on\n filetype. For example, when saving JSON,\n true indicates that the\n output will be optimized for filesize,\n rather than readability.
Writes the contents of an Array or a JSON object to a .json file.\nThe file saving process and location of the saved file will\nvary between web browsers.
Writes an array of Strings to a text file, one line per String.\nThe file saving process and location of the saved file will\nvary between web browsers.
Writes the contents of a Table object to a file. Defaults to a\ntext file with comma-separated-values ('csv') but can also\nuse tab separation ('tsv'), or generate an HTML table ('html').\nThe file saving process and location of the saved file will\nvary between web browsers.
\n let table;\n\n function setup() {\n table = new p5.Table();\n\n table.addColumn('id');\n table.addColumn('species');\n table.addColumn('name');\n\n let newRow = table.addRow();\n newRow.setNum('id', table.getRowCount() - 1);\n newRow.setString('species', 'Panthera leo');\n newRow.setString('name', 'Lion');\n\n // To save, un-comment next line then click 'run'\n // saveTable(table, 'new.csv');\n }\n\n // Saves the following to a file called 'new.csv':\n // id,species,name\n // 0,Panthera leo,Lion\n
Use addRow() to add a new row of data to a p5.Table object. By default,\nan empty row is created. Typically, you would store a reference to\nthe new row in a TableRow object (see newRow in the example above),\nand then set individual values using set().
\n
If a p5.TableRow object is included as a parameter, then that row is\nduplicated and added to the table.
\n',
type: 'p5.TableRow',
optional: true
}
],
return: {
description: 'the row that was added',
type: 'p5.TableRow'
},
example: [
"\n
\n \n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //add a row\n let newRow = table.addRow();\n newRow.setString('id', table.getRowCount() - 1);\n newRow.setString('species', 'Canis Lupus');\n newRow.setString('name', 'Wolf');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n \n
\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n //remove the first row\n table.removeRow(0);\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n}\n\n
\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let row = table.getRow(1);\n //print it column by column\n //note: a row is an object, not an array\n for (let c = 0; c < table.getColumnCount(); c++) {\n print(row.getString(c));\n }\n}\n\n
\n \n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n\n //warning: rows is an array of objects\n for (let r = 0; r < rows.length; r++) {\n rows[r].set('name', 'Unicorn');\n }\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n \n
Finds the first row in the Table that contains the value\nprovided, and returns a reference to that row. Even if\nmultiple rows are possible matches, only the first matching\nrow is returned. The column to search may be specified by\neither its ID or title.
\n \n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n //find the animal named zebra\n let row = table.findRow('Zebra', 'name');\n //find the corresponding species\n print(row.getString('species'));\n }\n \n
Finds the rows in the Table that contain the value\nprovided, and returns references to those rows. Returns an\nArray, so for must be used to iterate through all the rows,\nas shown in the example above. The column to search may be\nspecified by either its ID or title.
Finds the first row in the Table that matches the regular\nexpression provided, and returns a reference to that row.\nEven if multiple rows are possible matches, only the first\nmatching row is returned. The column to search may be\nspecified by either its ID or title.
\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n //Search using specified regex on a given column, return TableRow object\n let mammal = table.matchRow(new RegExp(\'ant\'), 1);\n print(mammal.getString(1));\n //Output "Panthera pardus"\n}\n\n
Finds the rows in the Table that match the regular expression provided,\nand returns references to those rows. Returns an array, so for must be\nused to iterate through all the rows, as shown in the example. The\ncolumn to search may be specified by either its ID or title.
\n \n // Given the CSV file "mammals.csv"\n // in the project\'s "assets" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n }\n\n function setup() {\n //getColumn returns an array that can be printed directly\n print(table.getColumn(\'species\'));\n //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]\n }\n \n
\n \n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.clearRows();\n print(table.getRowCount() + ' total rows in table');\n print(table.getColumnCount() + ' total columns in table');\n }\n \n
Use addColumn() to add a new column to a Table object.\nTypically, you will want to specify a title, so the column\nmay be easily referenced later by name. (If no title is\nspecified, the new column's title will be null.)
\n \n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.addColumn('carnivore');\n table.set(0, 'carnivore', 'no');\n table.set(1, 'carnivore', 'yes');\n table.set(2, 'carnivore', 'no');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n }\n \n
Trims leading and trailing whitespace, such as spaces and tabs,\nfrom String table values. If no column is specified, then the\nvalues in all columns and rows are trimmed. A specific column\nmay be referenced by either its ID or title.
Use removeColumn() to remove an existing column from a Table\nobject. The column to be removed may be identified by either\nits title (a String) or its index value (an int).\nremoveColumn(0) would remove the first column, removeColumn(1)\nwould remove the second column, and so on.
\n \n // Given the CSV file \"mammals.csv\"\n // in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n table.removeColumn('id');\n print(table.getColumnCount());\n }\n \n
\n\n// Given the CSV file \"mammals.csv\"\n// in the project's \"assets\" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n}\n\nfunction setup() {\n table.set(0, 'species', 'Canis Lupus');\n table.set(0, 'name', 'Wolf');\n\n //print the results\n for (let r = 0; r < table.getRowCount(); r++)\n for (let c = 0; c < table.getColumnCount(); c++)\n print(table.getString(r, c));\n}\n\n
Stores a Float value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
Stores a String value in the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified\nby either its ID or title.
Retrieves a value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
Retrieves a Float value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
Retrieves a String value from the Table's specified row and column.\nThe row is specified by its ID, while the column may be specified by\neither its ID or title.
\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder:\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leopard\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n //my table is comma separated value "csv"\n //and has a header specifying the columns labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let tableObject = table.getObject();\n\n print(tableObject);\n //outputs an object\n}\n\n
\n\n// Given the CSV file "mammals.csv"\n// in the project\'s "assets" folder\n//\n// id,species,name\n// 0,Capra hircus,Goat\n// 1,Panthera pardus,Leoperd\n// 2,Equus zebra,Zebra\n\nlet table;\n\nfunction preload() {\n // table is comma separated value "CSV"\n // and has specifiying header for column labels\n table = loadTable(\'assets/mammals.csv\', \'csv\', \'header\');\n}\n\nfunction setup() {\n let tableArray = table.getArray();\n for (let i = 0; i < tableArray.length; i++) {\n print(tableArray[i]);\n }\n}\n\n
\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n rows[r].set('name', 'Unicorn');\n }\n\n //print the results\n print(table.getArray());\n }\n
\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n rows[r].setNum('id', r + 10);\n }\n\n print(table.getArray());\n }\n
\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n let name = rows[r].getString('name');\n rows[r].setString('name', 'A ' + name + ' named George');\n }\n\n print(table.getArray());\n }\n
\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let names = [];\n let rows = table.getRows();\n for (let r = 0; r < rows.length; r++) {\n names.push(rows[r].get('name'));\n }\n\n print(names);\n }\n
\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n let minId = Infinity;\n let maxId = -Infinity;\n for (let r = 0; r < rows.length; r++) {\n let id = rows[r].getNum('id');\n minId = min(minId, id);\n maxId = min(maxId, id);\n }\n print('minimum id = ' + minId + ', maximum id = ' + maxId);\n }\n
\n // Given the CSV file \"mammals.csv\" in the project's \"assets\" folder:\n //\n // id,species,name\n // 0,Capra hircus,Goat\n // 1,Panthera pardus,Leopard\n // 2,Equus zebra,Zebra\n\n let table;\n\n function preload() {\n //my table is comma separated value \"csv\"\n //and has a header specifying the columns labels\n table = loadTable('assets/mammals.csv', 'csv', 'header');\n }\n\n function setup() {\n let rows = table.getRows();\n let longest = '';\n for (let r = 0; r < rows.length; r++) {\n let species = rows[r].getString('species');\n if (longest.length < species.length) {\n longest = species;\n }\n }\n\n print('longest: ' + longest);\n }\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let children = xml.getChildren(\'animal\');\n let parent = children[1].getParent();\n print(parent.getName());\n}\n\n// Sketch prints:\n// mammals\n
Gets the element's full name, which is returned as a String.
\n',
itemtype: 'method',
name: 'getName',
return: {
description: 'the name of the node',
type: 'String'
},
example: [
'<animal\n
\n // The following short XML file called "mammals.xml" is parsed\n // in the code below.\n //\n // \n // <mammals>\n // <animal id="0" species="Capra hircus">Goat</animal>\n // <animal id="1" species="Panthera pardus">Leopard</animal>\n // <animal id="2" species="Equus zebra">Zebra</animal>\n // </mammals>\n\n let xml;\n\n function preload() {\n xml = loadXML(\'assets/mammals.xml\');\n }\n\n function setup() {\n print(xml.getName());\n }\n\n // Sketch prints:\n // mammals\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.getName());\n xml.setName(\'fish\');\n print(xml.getName());\n}\n\n// Sketch prints:\n// mammals\n// fish\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.hasChildren());\n}\n\n// Sketch prints:\n// true\n
Get the names of all of the element's children, and returns the names as an\narray of Strings. This is the same as looping through and calling getName()\non each child element individually.
\n',
itemtype: 'method',
name: 'listChildren',
return: {
description: 'names of the children of the element',
type: 'String[]'
},
example: [
'<animal\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n print(xml.listChildren());\n}\n\n// Sketch prints:\n// ["animal", "animal", "animal"]\n
Returns all of the element's children as an array of p5.XML objects. When\nthe name parameter is specified, then it will return all children that match\nthat name.
\n',
type: 'String',
optional: true
}
],
return: {
description: 'children of the element',
type: 'p5.XML[]'
},
example: [
'<animal\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let animals = xml.getChildren(\'animal\');\n\n for (let i = 0; i < animals.length; i++) {\n print(animals[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Goat"\n// "Leopard"\n// "Zebra"\n
Returns the first of the element's children that matches the name parameter\nor the child of the given index.It returns undefined if no matching\nchild is found.
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n
\n
\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let secondChild = xml.getChild(1);\n print(secondChild.getContent());\n}\n\n// Sketch prints:\n// "Leopard"\n
Appends a new child to the element. The child can be specified with\neither a String, which will be used as the new tag's name, or as a\nreference to an existing p5.XML object.\nA reference to the newly created child is returned as an p5.XML object.
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n xml.removeChild(\'animal\');\n let children = xml.getChildren();\n for (let i = 0; i < children.length; i++) {\n print(children[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Leopard"\n// "Zebra"\n
\n
\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n xml.removeChild(1);\n let children = xml.getChildren();\n for (let i = 0; i < children.length; i++) {\n print(children[i].getContent());\n }\n}\n\n// Sketch prints:\n// "Goat"\n// "Zebra"\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getAttributeCount());\n}\n\n// Sketch prints:\n// 2\n
Gets all of the specified element's attributes, and returns them as an\narray of Strings.
\n',
itemtype: 'method',
name: 'listAttributes',
return: {
description: 'an array of strings containing the names of attributes',
type: 'String[]'
},
example: [
'\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.listAttributes());\n}\n\n// Sketch prints:\n// ["id", "species"]\n
\n',
type: 'String'
}
],
return: {
description: 'true if attribute found else false',
type: 'Boolean'
},
example: [
'\n
\n // The following short XML file called "mammals.xml" is parsed\n // in the code below.\n //\n // \n // <mammals>\n // <animal id="0" species="Capra hircus">Goat</animal>\n // <animal id="1" species="Panthera pardus">Leopard</animal>\n // <animal id="2" species="Equus zebra">Zebra</animal>\n // </mammals>\n\n let xml;\n\n function preload() {\n xml = loadXML(\'assets/mammals.xml\');\n }\n\n function setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.hasAttribute(\'species\'));\n print(firstChild.hasAttribute(\'color\'));\n }\n\n // Sketch prints:\n // true\n // false\n
Returns an attribute value of the element as an Number. If the defaultValue\nparameter is specified and the attribute doesn't exist, then defaultValue\nis returned. If no defaultValue is specified and the attribute doesn't\nexist, the value 0 is returned.
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getNum(\'id\'));\n}\n\n// Sketch prints:\n// 0\n
Returns an attribute value of the element as an String. If the defaultValue\nparameter is specified and the attribute doesn't exist, then defaultValue\nis returned. If no defaultValue is specified and the attribute doesn't\nexist, null is returned.
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getString(\'species\'));\n}\n\n// Sketch prints:\n// "Capra hircus"\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n
\n// The following short XML file called "mammals.xml" is parsed\n// in the code below.\n//\n// \n// <mammals>\n// <animal id="0" species="Capra hircus">Goat</animal>\n// <animal id="1" species="Panthera pardus">Leopard</animal>\n// <animal id="2" species="Equus zebra">Zebra</animal>\n// </mammals>\n\nlet xml;\n\nfunction preload() {\n xml = loadXML(\'assets/mammals.xml\');\n}\n\nfunction setup() {\n let firstChild = xml.getChild(\'animal\');\n print(firstChild.getContent());\n firstChild.setContent(\'Mountain Goat\');\n print(firstChild.getContent());\n}\n\n// Sketch prints:\n// "Goat"\n// "Mountain Goat"\n
Calculates the closest int value that is greater than or equal to the\nvalue of the parameter. Maps to Math.ceil(). For example, ceil(9.03)\nreturns the value 10.
\nfunction draw() {\n background(200);\n // map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n //Get the ceiling of the mapped number.\n let bx = ceil(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
\nfunction draw() {\n background(200);\n\n let leftWall = 25;\n let rightWall = 75;\n\n // xm is just the mouseX, while\n // xc is the mouseX, but constrained\n // between the leftWall and rightWall!\n let xm = mouseX;\n let xc = constrain(mouseX, leftWall, rightWall);\n\n // Draw the walls.\n stroke(150);\n line(leftWall, 0, leftWall, height);\n line(rightWall, 0, rightWall, height);\n\n // Draw xm and xc as circles.\n noStroke();\n fill(150);\n ellipse(xm, 33, 9, 9); // Not Constrained\n fill(0);\n ellipse(xc, 66, 9, 9); // Constrained\n}\n
'
],
alt:
'2 vertical lines. 2 ellipses move with mouse X 1 does not move passed lines',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 121,
description:
'
Calculates the distance between two points, in either two or three dimensions.
\n',
itemtype: 'method',
name: 'dist',
return: {
description: 'distance between the two points',
type: 'Number'
},
example: [
"\n
\n// Move your mouse inside the canvas to see the\n// change in distance between two points!\nfunction draw() {\n background(200);\n fill(0);\n\n let x1 = 10;\n let y1 = 90;\n let x2 = mouseX;\n let y2 = mouseY;\n\n line(x1, y1, x2, y2);\n ellipse(x1, y1, 7, 7);\n ellipse(x2, y2, 7, 7);\n\n // d is the length of the line\n // the distance from point 1 to point 2.\n let d = int(dist(x1, y1, x2, y2));\n\n // Let's write d along the line we are drawing!\n push();\n translate((x1 + x2) / 2, (y1 + y2) / 2);\n rotate(atan2(y2 - y1, x2 - x1));\n text(nfc(d, 1), 0, -5);\n pop();\n // Fancy!\n}\n
\nfunction draw() {\n background(200);\n //map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n //Get the floor of the mapped number.\n let bx = floor(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
Calculates a number between two numbers at a specific increment. The amt\nparameter is the amount to interpolate between the two values where 0.0\nequal to the first point, 0.1 is very near the first point, 0.5 is\nhalf-way in between, and 1.0 is equal to the second point. If the\nvalue of amt is more than 1.0 or less than 0.0, the number will be\ncalculated accordingly in the ratio of the two given numbers. The lerp\nfunction is convenient for creating motion along a straight\npath and for drawing dotted lines.
\nfunction setup() {\n background(200);\n let a = 20;\n let b = 80;\n let c = lerp(a, b, 0.2);\n let d = lerp(a, b, 0.5);\n let e = lerp(a, b, 0.8);\n\n let y = 50;\n\n strokeWeight(5);\n stroke(0); // Draw the original points in black\n point(a, y);\n point(b, y);\n\n stroke(100); // Draw the lerp points in gray\n point(c, y);\n point(d, y);\n point(e, y);\n}\n
Calculates the natural logarithm (the base-e logarithm) of a number. This\nfunction expects the n parameter to be a value greater than 0.0. Maps to\nMath.log().
\nfunction draw() {\n background(200);\n let maxX = 2.8;\n let maxY = 1.5;\n\n // Compute the natural log of a value between 0 and maxX\n let xValue = map(mouseX, 0, width, 0, maxX);\n let yValue, y;\n if (xValue > 0) {\n // Cannot take the log of a negative number.\n yValue = log(xValue);\n y = map(yValue, -maxY, maxY, height, 0);\n\n // Display the calculation occurring.\n let legend = 'log(' + nf(xValue, 1, 2) + ')\\n= ' + nf(yValue, 1, 3);\n stroke(150);\n line(mouseX, y, mouseX, height);\n fill(0);\n text(legend, 5, 15);\n noStroke();\n ellipse(mouseX, y, 7, 7);\n }\n\n // Draw the log(x) curve,\n // over the domain of x from 0 to maxX\n noFill();\n stroke(0);\n beginShape();\n for (let x = 0; x < width; x++) {\n xValue = map(x, 0, width, 0, maxX);\n yValue = log(xValue);\n y = map(yValue, -maxY, maxY, height, 0);\n vertex(x, y);\n }\n endShape();\n line(0, 0, 0, height);\n line(0, height / 2, width, height / 2);\n}\n
"
],
alt:
'ellipse moves along a curve with mouse x. natural logarithm of n displayed.',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 383,
description:
'
Calculates the magnitude (or length) of a vector. A vector is a direction\nin space commonly used in computer graphics and linear algebra. Because it\nhas no "start" position, the magnitude of a vector can be thought of as\nthe distance from the coordinate 0,0 to its x,y value. Therefore, mag() is\na shortcut for writing dist(0, 0, x, y).
\n',
type: 'Number'
}
],
return: {
description: 'magnitude of vector from (0,0) to (a,b)',
type: 'Number'
},
example: [
'\n
\nfunction setup() {\n let x1 = 20;\n let x2 = 80;\n let y1 = 30;\n let y2 = 70;\n\n line(0, 0, x1, y1);\n print(mag(x1, y1)); // Prints "36.05551275463989"\n line(0, 0, x2, y1);\n print(mag(x2, y1)); // Prints "85.44003745317531"\n line(0, 0, x1, y2);\n print(mag(x1, y2)); // Prints "72.80109889280519"\n line(0, 0, x2, y2);\n print(mag(x2, y2)); // Prints "106.3014581273465"\n}\n
'
],
alt: '4 lines of different length radiate from top left of canvas.',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 422,
description:
'
Re-maps a number from one range to another.\n
\nIn the first example above, the number 25 is converted from a value in the\nrange of 0 to 100 into a value that ranges from the left edge of the\nwindow (0) to the right edge (width).
\nlet value = 25;\nlet m = map(value, 0, 100, 0, width);\nellipse(m, 50, 10, 10);\n
\n\n
\nfunction setup() {\n noStroke();\n}\n\nfunction draw() {\n background(204);\n let x1 = map(mouseX, 0, width, 25, 75);\n ellipse(x1, 25, 25, 25);\n //This ellipse is constrained to the 0-100 range\n //after setting withinBounds to true\n let x2 = map(mouseX, 0, width, 0, 100, true);\n ellipse(x2, 75, 25, 25);\n}\n
'
],
alt:
'10 by 10 white ellipse with in mid left canvas\n2 25 by 25 white ellipses move with mouse x. Bottom has more range from X',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 478,
description:
'
Determines the largest value in a sequence of numbers, and then returns\nthat value. max() accepts any number of Number parameters, or an Array\nof any length.
\nfunction setup() {\n // Change the elements in the array and run the sketch\n // to show how max() works!\n let numArray = [2, 1, 5, 4, 8, 9];\n fill(0);\n noStroke();\n text('Array Elements', 0, 10);\n // Draw all numbers in the array\n let spacing = 15;\n let elemsY = 25;\n for (let i = 0; i < numArray.length; i++) {\n text(numArray[i], i * spacing, elemsY);\n }\n let maxX = 33;\n let maxY = 80;\n // Draw the Maximum value in the array.\n textSize(32);\n text(max(numArray), maxX, maxY);\n}\n
"
],
alt:
'Small text at top reads: Array Elements 2 1 5 4 8 9. Large text at center: 9',
class: 'p5',
module: 'Math',
submodule: 'Calculation',
overloads: [
{
line: 478,
params: [
{
name: 'n0',
description: '
Determines the smallest value in a sequence of numbers, and then returns\nthat value. min() accepts any number of Number parameters, or an Array\nof any length.
\nfunction setup() {\n // Change the elements in the array and run the sketch\n // to show how min() works!\n let numArray = [2, 1, 5, 4, 8, 9];\n fill(0);\n noStroke();\n text('Array Elements', 0, 10);\n // Draw all numbers in the array\n let spacing = 15;\n let elemsY = 25;\n for (let i = 0; i < numArray.length; i++) {\n text(numArray[i], i * spacing, elemsY);\n }\n let maxX = 33;\n let maxY = 80;\n // Draw the Minimum value in the array.\n textSize(32);\n text(min(numArray), maxX, maxY);\n}\n
"
],
alt:
'Small text at top reads: Array Elements 2 1 5 4 8 9. Large text at center: 1',
class: 'p5',
module: 'Math',
submodule: 'Calculation',
overloads: [
{
line: 528,
params: [
{
name: 'n0',
description: '
Normalizes a number from another range into a value between 0 and 1.\nIdentical to map(value, low, high, 0, 1).\nNumbers outside of the range are not clamped to 0 and 1, because\nout-of-range values are often intentional and useful. (See the example above.)
\nfunction draw() {\n background(200);\n let currentNum = mouseX;\n let lowerBound = 0;\n let upperBound = width; //100;\n let normalized = norm(currentNum, lowerBound, upperBound);\n let lineY = 70;\n stroke(3);\n line(0, lineY, width, lineY);\n //Draw an ellipse mapped to the non-normalized value.\n noStroke();\n fill(50);\n let s = 7; // ellipse size\n ellipse(currentNum, lineY, s, s);\n\n // Draw the guide\n let guideY = lineY + 15;\n text('0', 0, guideY);\n textAlign(RIGHT);\n text('100', width, guideY);\n\n // Draw the normalized value\n textAlign(LEFT);\n fill(0);\n textSize(32);\n let normalY = 40;\n let normalX = 20;\n text(normalized, normalX, normalY);\n}\n
"
],
alt:
'ellipse moves with mouse. 0 shown left & 100 right and updating values center',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 631,
description:
'
Facilitates exponential expressions. The pow() function is an efficient\nway of multiplying numbers by themselves (or their reciprocals) in large\nquantities. For example, pow(3, 5) is equivalent to the expression\n33333 and pow(3, -5) is equivalent to 1 / 33333. Maps to\nMath.pow().
\nfunction setup() {\n //Exponentially increase the size of an ellipse.\n let eSize = 3; // Original Size\n let eLoc = 10; // Original Location\n\n ellipse(eLoc, eLoc, eSize, eSize);\n\n ellipse(eLoc * 2, eLoc * 2, pow(eSize, 2), pow(eSize, 2));\n\n ellipse(eLoc * 4, eLoc * 4, pow(eSize, 3), pow(eSize, 3));\n\n ellipse(eLoc * 8, eLoc * 8, pow(eSize, 4), pow(eSize, 4));\n}\n
'
],
alt: 'small to large ellipses radiating from top left of canvas',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 665,
description:
'
Calculates the integer closest to the n parameter. For example,\nround(133.8) returns the value 134. Maps to Math.round().
\nfunction draw() {\n background(200);\n //map, mouseX between 0 and 5.\n let ax = map(mouseX, 0, 100, 0, 5);\n let ay = 66;\n\n // Round the mapped number.\n let bx = round(map(mouseX, 0, 100, 0, 5));\n let by = 33;\n\n // Multiply the mapped numbers by 20 to more easily\n // see the changes.\n stroke(0);\n fill(0);\n line(0, ay, ax * 20, ay);\n line(0, by, bx * 20, by);\n\n // Reformat the float returned by map and draw it.\n noStroke();\n text(nfc(ax, 2), ax, ay - 5);\n text(nfc(bx, 1), bx, by - 5);\n}\n
'
],
alt:
'horizontal center line squared values displayed on top and regular on bottom.',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 704,
description:
'
Squares a number (multiplies a number by itself). The result is always a\npositive number, as multiplying two negative numbers always yields a\npositive result. For example, -1 * -1 = 1.
"
],
alt:
'horizontal center line squared values displayed on top and regular on bottom.',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/calculation.js',
line: 751,
description:
'
Calculates the square root of a number. The square root of a number is\nalways positive, even though there may be a valid negative root. The\nsquare root s of number a is such that s*s = a. It is the opposite of\nsquaring. Maps to Math.sqrt().
"
],
alt:
'horizontal center line squareroot values displayed on top and regular on bottom.',
class: 'p5',
module: 'Math',
submodule: 'Calculation'
},
{
file: 'src/math/math.js',
line: 12,
description:
'
Creates a new p5.Vector (the datatype for storing vectors). This provides a\ntwo or three dimensional vector, specifically a Euclidean (also known as\ngeometric) vector. A vector is an entity that has both magnitude and\ndirection.
"
],
alt: 'a purple sphere lit by a point light oscillating horizontally',
class: 'p5',
module: 'Math',
submodule: 'Math'
},
{
file: 'src/math/noise.js',
line: 40,
description:
'
Returns the Perlin noise value at specified coordinates. Perlin noise is\na random sequence generator producing a more natural ordered, harmonic\nsuccession of numbers compared to the standard random() function.\nIt was invented by Ken Perlin in the 1980s and been used since in\ngraphical applications to produce procedural textures, natural motion,\nshapes, terrains etc.
The main difference to the\nrandom() function is that Perlin noise is defined in an infinite\nn-dimensional space where each pair of coordinates corresponds to a\nfixed semi-random value (fixed only for the lifespan of the program; see\nthe noiseSeed() function). p5.js can compute 1D, 2D and 3D noise,\ndepending on the number of coordinates given. The resulting value will\nalways be between 0.0 and 1.0. The noise value can be animated by moving\nthrough the noise space as demonstrated in the example above. The 2nd\nand 3rd dimension can also be interpreted as time.
The actual\nnoise is structured similar to an audio signal, in respect to the\nfunction's use of frequencies. Similar to the concept of harmonics in\nphysics, perlin noise is computed over several octaves which are added\ntogether for the final result.
Another way to adjust the\ncharacter of the resulting sequence is the scale of the input\ncoordinates. As the function works within an infinite space the value of\nthe coordinates doesn't matter as such, only the distance between\nsuccessive coordinates does (eg. when using noise() within a\nloop). As a general rule the smaller the difference between coordinates,\nthe smoother the resulting noise sequence will be. Steps of 0.005-0.03\nwork best for most applications, but this will differ depending on use.
\n',
type: 'Number',
optional: true
}
],
return: {
description:
'Perlin noise value (between 0 and 1) at specified\n coordinates',
type: 'Number'
},
example: [
'\n
\n\nlet xoff = 0.0;\n\nfunction draw() {\n background(204);\n xoff = xoff + 0.01;\n let n = noise(xoff) * width;\n line(n, 0, n, height);\n}\n\n
\n
\nlet noiseScale=0.02;\n\nfunction draw() {\n background(0);\n for (let x=0; x < width; x++) {\n let noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale);\n stroke(noiseVal*255);\n line(x, mouseY+noiseVal*80, x, height);\n }\n}\n\n
'
],
alt:
'vertical line moves left to right with updating noise values.\nhorizontal wave pattern effected by mouse x-position & updating noise values.',
class: 'p5',
module: 'Math',
submodule: 'Noise'
},
{
file: 'src/math/noise.js',
line: 187,
description:
'
Adjusts the character and level of detail produced by the Perlin noise\n function. Similar to harmonics in physics, noise is computed over\n several octaves. Lower octaves contribute more to the output signal and\n as such define the overall intensity of the noise, whereas higher octaves\n create finer grained details in the noise sequence.\n
\n By default, noise is computed over 4 octaves with each octave contributing\n exactly half than its predecessor, starting at 50% strength for the 1st\n octave. This falloff amount can be changed by adding an additional function\n parameter. Eg. a falloff factor of 0.75 means each octave will now have\n 75% impact (25% less) of the previous lower octave. Any value between\n 0.0 and 1.0 is valid, however note that values greater than 0.5 might\n result in greater than 1.0 values returned by noise().\n
\n By changing these parameters, the signal created by the noise()\n function can be adapted to fit very specific needs and characteristics.
Sets the seed value for noise(). By default, noise()\nproduces different results each time the program is run. Set the\nvalue parameter to a constant to return the same pseudo-random\nnumbers each time the software is run.
Adds x, y, and z components to a vector, adds one vector to another, or\nadds two independent vectors together. The version of the method that adds\ntwo vectors together is a static method and returns a p5.Vector, the others\nacts directly on the vector. See the examples for more context.
Subtracts x, y, and z components from a vector, subtracts one vector from\nanother, or subtracts two independent vectors. The version of the method\nthat subtracts two vectors is a static method and returns a p5.Vector, the\nother acts directly on the vector. See the examples for more context.
Multiply the vector by a scalar. The static version of this method\ncreates a new p5.Vector while the non static version acts on the vector\ndirectly. See the examples for more context.
Divide the vector by a scalar. The static version of this method creates a\nnew p5.Vector while the non static version acts on the vector directly.\nSee the examples for more context.
Calculates the squared magnitude of the vector and returns the result\nas a float (this is simply the equation (xx + yy + z*z).)\nFaster if the real length is not required in the\ncase of comparing vectors, etc.
\n',
itemtype: 'method',
name: 'magSq',
return: {
description: 'squared magnitude of the vector',
type: 'Number'
},
example: [
'\n
Calculates the dot product of two vectors. The version of the method\nthat computes the dot product of two independent vectors is a static\nmethod. See the examples for more context.
Calculates and returns a vector composed of the cross product between\ntwo vectors. Both the static and non static methods return a new p5.Vector.\nSee the examples for more context.
\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.normalize();\n// v's components are set to\n// [0.4454354, 0.8908708, 0.089087084]\n\n
\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'red');\n v1.normalize();\n drawArrow(v0, v1.mult(35), 'blue');\n\n noFill();\n ellipse(50, 50, 35 * 2);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n\n
\n\nlet v = createVector(10, 20, 2);\n// v has components [10.0, 20.0, 2.0]\nv.limit(5);\n// v's components are set to\n// [2.2271771, 4.4543543, 0.4454354]\n\n
\n
\n\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(mouseX - 50, mouseY - 50);\n\n drawArrow(v0, v1, 'red');\n drawArrow(v0, v1.limit(35), 'blue');\n\n noFill();\n ellipse(50, 50, 35 * 2);\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n\n
\n\nlet v = createVector(10.0, 20.0);\n// v has components [10.0, 20.0, 0.0]\nv.rotate(HALF_PI);\n// v's components are set to [-20.0, 9.999999, 0.0]\n\n
\n\n
\n\nlet angle = 0;\nfunction draw() {\n background(240);\n\n let v0 = createVector(50, 50);\n let v1 = createVector(50, 0);\n\n drawArrow(v0, v1.rotate(angle), 'black');\n angle += 0.01;\n}\n\n// draw an arrow for a vector at a given base position\nfunction drawArrow(base, vec, myColor) {\n push();\n stroke(myColor);\n strokeWeight(3);\n fill(myColor);\n translate(base.x, base.y);\n line(0, 0, vec.x, vec.y);\n rotate(vec.heading());\n let arrowSize = 7;\n translate(vec.mag() - arrowSize, 0);\n triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);\n pop();\n}\n\n
Return a representation of this vector as a float array. This is only\nfor temporary use. If used in any other fashion, the contents should be\ncopied by using the p5.Vector.copy() method to copy into your own\narray.
\n',
itemtype: 'method',
name: 'array',
return: {
description: 'an Array with the 3 values',
type: 'Number[]'
},
example: [
'\n
\n\nfunction setup() {\n let v = createVector(20, 30);\n print(v.array()); // Prints : Array [20, 30, 0]\n}\n\n
\n\n
\n\nlet v = createVector(10.0, 20.0, 30.0);\nlet f = v.array();\nprint(f[0]); // Prints "10.0"\nprint(f[1]); // Prints "20.0"\nprint(f[2]); // Prints "30.0"\n\n
\n',
type: 'Number',
optional: true
}
],
return: {
description: 'the new p5.Vector object',
type: 'p5.Vector'
},
example: [
"\n
\n\nfunction draw() {\n background(200);\n\n // Create a variable, proportional to the mouseX,\n // varying from 0-360, to represent an angle in degrees.\n let myDegrees = map(mouseX, 0, width, 0, 360);\n\n // Display that variable in an onscreen text.\n // (Note the nfc() function to truncate additional decimal places,\n // and the \"\\xB0\" character for the degree symbol.)\n let readout = 'angle = ' + nfc(myDegrees, 1) + '\\xB0';\n noStroke();\n fill(0);\n text(readout, 5, 15);\n\n // Create a p5.Vector using the fromAngle function,\n // and extract its x and y components.\n let v = p5.Vector.fromAngle(radians(myDegrees), 30);\n let vx = v.x;\n let vy = v.y;\n\n push();\n translate(width / 2, height / 2);\n noFill();\n stroke(150);\n line(0, 0, 30, 0);\n stroke(0);\n line(0, 0, vx, vy);\n pop();\n}\n\n
By default, random() produces different results each time the program\nis run. Set the seed parameter to a constant to return the same\npseudo-random numbers each time the software is run.
\n\nrandomSeed(99);\nfor (let i = 0; i < 100; i++) {\n let r = random(0, 255);\n stroke(r);\n line(i, 0, i, 100);\n}\n\n
'
],
alt: 'many vertical lines drawn in white, black or grey.',
class: 'p5',
module: 'Math',
submodule: 'Random'
},
{
file: 'src/math/random.js',
line: 79,
description:
'
Return a random floating-point number.
\n
Takes either 0, 1 or 2 arguments.
\n
If no argument is given, returns a random number from 0\nup to (but not including) 1.
\n
If one argument is given and it is a number, returns a random number from 0\nup to (but not including) the number.
\n
If one argument is given and it is an array, returns a random element from\nthat array.
\n
If two arguments are given, returns a random number from the\nfirst argument up to (but not including) the second argument.
\n',
itemtype: 'method',
name: 'random',
return: {
description: 'the random number',
type: 'Number'
},
example: [
"\n
\n\nfor (let i = 0; i < 100; i++) {\n let r = random(50);\n stroke(r * 5);\n line(50, i, 50 + r, i);\n}\n\n
\n
\n\nfor (let i = 0; i < 100; i++) {\n let r = random(-50, 50);\n line(50, i, 50 + r, i);\n}\n\n
\n
\n\n// Get a random element from an array using the random(Array) syntax\nlet words = ['apple', 'bear', 'cat', 'dog'];\nlet word = random(words); // select random word\ntext(word, 10, 50); // draw the word\n\n
"
],
alt:
'100 horizontal lines from center canvas to right. size+fill change each time\n100 horizontal lines from center of canvas. height & side change each render\nword displayed at random. Either apple, bear, cat, or dog',
class: 'p5',
module: 'Math',
submodule: 'Random',
overloads: [
{
line: 79,
params: [
{
name: 'min',
description: '
\n',
type: 'Array'
}
],
return: {
description: 'the random element from the array',
type: '*'
}
}
]
},
{
file: 'src/math/random.js',
line: 166,
description:
'
Returns a random number fitting a Gaussian, or\n normal, distribution. There is theoretically no minimum or maximum\n value that randomGaussian() might return. Rather, there is\n just a very low probability that values far from the mean will be\n returned; and a higher probability that numbers near the mean will\n be returned.\n
\n Takes either 0, 1 or 2 arguments. \n If no args, returns a mean of 0 and standard deviation of 1. \n If one arg, that arg is the mean (standard deviation is 1). \n If two args, first is mean, second is standard deviation.
\n',
type: 'Number'
}
],
return: {
description: 'the random number',
type: 'Number'
},
example: [
'\n
\n \n for (let y = 0; y < 100; y++) {\n let x = randomGaussian(50, 15);\n line(50, y, x, y);\n }\n \n
\n
\n \n let distribution = new Array(360);\nfunction setup() {\n createCanvas(100, 100);\n for (let i = 0; i < distribution.length; i++) {\n distribution[i] = floor(randomGaussian(0, 15));\n }\n }\nfunction draw() {\n background(204);\n translate(width / 2, width / 2);\n for (let i = 0; i < distribution.length; i++) {\n rotate(TWO_PI / distribution.length);\n stroke(0);\n let dist = abs(distribution[i]);\n line(0, 0, dist, 0);\n }\n }\n \n
'
],
alt:
'100 horizontal lines from center of canvas. height & side change each render\n black lines radiate from center of canvas. size determined each render',
class: 'p5',
module: 'Math',
submodule: 'Random'
},
{
file: 'src/math/trigonometry.js',
line: 20,
description:
'
The inverse of cos(), returns the arc cosine of a value. This function\nexpects the values in the range of -1 to 1 and values are returned in\nthe range 0 to PI (3.1415927).
The inverse of sin(), returns the arc sine of a value. This function\nexpects the values in the range of -1 to 1 and values are returned\nin the range -PI/2 to PI/2.
The inverse of tan(), returns the arc tangent of a value. This function\nexpects the values in the range of -Infinity to Infinity (exclusive) and\nvalues are returned in the range -PI/2 to PI/2.
Calculates the angle (in radians) from a specified point to the coordinate\norigin as measured from the positive x-axis. Values are returned as a\nfloat in the range from PI to -PI. The atan2() function is most often used\nfor orienting geometry to the position of the cursor.\n
\nNote: The y-coordinate of the point is the first parameter, and the\nx-coordinate is the second parameter, due the the structure of calculating\nthe tangent.
'
],
alt: '60 by 10 rect at center of canvas rotates with mouse movements',
class: 'p5',
module: 'Math',
submodule: 'Trigonometry'
},
{
file: 'src/math/trigonometry.js',
line: 160,
description:
'
Calculates the cosine of an angle. This function takes into account the\ncurrent angleMode. Values are returned in the range -1 to 1.
\n',
type: 'Number'
}
],
return: {
description: 'the cosine of the angle',
type: 'Number'
},
example: [
'\n
\n\nlet a = 0.0;\nlet inc = TWO_PI / 25.0;\nfor (let i = 0; i < 25; i++) {\n line(i * 4, 50, i * 4, 50 + cos(a) * 40.0);\n a = a + inc;\n}\n\n
'
],
alt:
'vertical black lines form wave patterns, extend-down on left and right side',
class: 'p5',
module: 'Math',
submodule: 'Trigonometry'
},
{
file: 'src/math/trigonometry.js',
line: 188,
description:
'
Calculates the sine of an angle. This function takes into account the\ncurrent angleMode. Values are returned in the range -1 to 1.
\n',
type: 'Number'
}
],
return: {
description: 'the sine of the angle',
type: 'Number'
},
example: [
'\n
\n\nlet a = 0.0;\nlet inc = TWO_PI / 25.0;\nfor (let i = 0; i < 25; i++) {\n line(i * 4, 50, i * 4, 50 + sin(a) * 40.0);\n a = a + inc;\n}\n\n
'
],
alt:
'vertical black lines extend down and up from center to form wave pattern',
class: 'p5',
module: 'Math',
submodule: 'Trigonometry'
},
{
file: 'src/math/trigonometry.js',
line: 216,
description:
'
Calculates the tangent of an angle. This function takes into account\nthe current angleMode. Values are returned in the range -1 to 1.
\n',
type: 'Number'
}
],
return: {
description: 'the tangent of the angle',
type: 'Number'
},
example: [
'\n
\n\nlet a = 0.0;\nlet inc = TWO_PI / 50.0;\nfor (let i = 0; i < 100; i = i + 2) {\n line(i, 50, i, 50 + tan(a) * 2.0);\n a = a + inc;\n}\n'
],
alt:
'vertical black lines end down and up from center to form spike pattern',
class: 'p5',
module: 'Math',
submodule: 'Trigonometry'
},
{
file: 'src/math/trigonometry.js',
line: 244,
description:
'
Converts a radian measurement to its corresponding value in degrees.\nRadians and degrees are two ways of measuring the same thing. There are\n360 degrees in a circle and 2*PI radians in a circle. For example,\n90° = PI/2 = 1.5707964. This function does not take into account the\ncurrent angleMode.
Converts a degree measurement to its corresponding value in radians.\nRadians and degrees are two ways of measuring the same thing. There are\n360 degrees in a circle and 2*PI radians in a circle. For example,\n90° = PI/2 = 1.5707964. This function does not take into account the\ncurrent angleMode.
\n\nfunction draw() {\n background(204);\n angleMode(DEGREES); // Change the mode to DEGREES\n let a = atan2(mouseY - height / 2, mouseX - width / 2);\n translate(width / 2, height / 2);\n push();\n rotate(a);\n rect(-20, -5, 40, 10); // Larger rectangle is rotating in degrees\n pop();\n angleMode(RADIANS); // Change the mode to RADIANS\n rotate(a); // variable a stays the same\n rect(-40, -5, 20, 10); // Smaller rectangle is rotating in radians\n}\n\n
'
],
alt:
'40 by 10 rect in center rotates with mouse moves. 20 by 10 rect moves faster.',
class: 'p5',
module: 'Math',
submodule: 'Trigonometry'
},
{
file: 'src/typography/attributes.js',
line: 13,
description:
'
Sets the current alignment for drawing text. Accepts two\narguments: horizAlign (LEFT, CENTER, or RIGHT) and\nvertAlign (TOP, BOTTOM, CENTER, or BASELINE).
\n
The horizAlign parameter is in reference to the x value\nof the text() function, while the vertAlign parameter is\nin reference to the y value.
\n
So if you write textAlign(LEFT), you are aligning the left\nedge of your text to the x value you give in text(). If you\nwrite textAlign(RIGHT, TOP), you are aligning the right edge\nof your text to the x value and the top of edge of the text\nto the y value.
"
],
alt:
"Letters ABCD displayed at top right, EFGH at center and IJKL at bottom left.\nThe names of the four vertical alignments rendered each showing that alignment's placement relative to a horizontal line.",
class: 'p5',
module: 'Typography',
submodule: 'Attributes',
overloads: [
{
line: 13,
params: [
{
name: 'horizAlign',
description:
'
horizontal alignment, either LEFT,\n CENTER, or RIGHT
\n\n// Text to display. The "\\n" is a "new line" character\nlet lines = \'L1\\nL2\\nL3\';\ntextSize(12);\n\ntextLeading(10); // Set leading to 10\ntext(lines, 10, 25);\n\ntextLeading(20); // Set leading to 20\ntext(lines, 40, 25);\n\ntextLeading(30); // Set leading to 30\ntext(lines, 70, 25);\n\n
Sets/gets the style of the text for system fonts to NORMAL, ITALIC, BOLD or BOLDITALIC.\nNote: this may be is overridden by CSS styling. For non-system fonts\n(opentype, truetype, etc.) please load styled fonts instead.
"
],
alt:
'Letter P and p5.js are displayed with vertical lines at end. P is wide',
class: 'p5',
module: 'Typography',
submodule: 'Attributes'
},
{
file: 'src/typography/attributes.js',
line: 226,
description:
'
Returns the ascent of the current font at its current size. The ascent\nrepresents the distance, in pixels, of the tallest character above\nthe baseline.
\n\nlet base = height * 0.75;\nlet scalar = 0.8; // Different for each font\n\ntextSize(32); // Set initial text size\nlet asc = textAscent() * scalar; // Calc ascent\nline(0, base - asc, width, base - asc);\ntext('dp', 0, base); // Draw text on baseline\n\ntextSize(64); // Increase text size\nasc = textAscent() * scalar; // Recalc ascent\nline(40, base - asc, width, base - asc);\ntext('dp', 40, base); // Draw text on baseline\n\n
Returns the descent of the current font at its current size. The descent\nrepresents the distance, in pixels, of the character with the longest\ndescender below the baseline.
\n\nlet base = height * 0.75;\nlet scalar = 0.8; // Different for each font\n\ntextSize(32); // Set initial text size\nlet desc = textDescent() * scalar; // Calc ascent\nline(0, base + desc, width, base + desc);\ntext('dp', 0, base); // Draw text on baseline\n\ntextSize(64); // Increase text size\ndesc = textDescent() * scalar; // Recalc ascent\nline(40, base + desc, width, base + desc);\ntext('dp', 40, base); // Draw text on baseline\n\n
Loads an opentype font file (.otf, .ttf) from a file or a URL,\nand returns a PFont Object. This method is asynchronous,\nmeaning it may not finish before the next line in your sketch\nis executed.\n
\nThe path to the font should be relative to the HTML file\nthat links in your sketch. Loading fonts from a URL or other\nremote location may be blocked due to your browser's built-in\nsecurity.
"
],
alt: "p5*js in p5's theme dark pink\np5*js in p5's theme dark pink",
class: 'p5',
module: 'Typography',
submodule: 'Loading & Displaying'
},
{
file: 'src/typography/loading_displaying.js',
line: 143,
description:
'
Draws text to the screen. Displays the information specified in the first\nparameter on the screen in the position specified by the additional\nparameters. A default font will be used unless a font is set with the\ntextFont() function and a default size will be used unless a font is set\nwith textSize(). Change the color of the text with the fill() function.\nChange the outline of the text with the stroke() and strokeWeight()\nfunctions.\n
\nThe text displays in relation to the textAlign() function, which gives the\noption to draw to the left, right, and center of the coordinates.\n
\nThe x2 and y2 parameters define a rectangular area to display within and\nmay only be used with string data. When these parameters are specified,\nthey are interpreted based on the current rectMode() setting. Text that\ndoes not fit completely within the rectangle specified will not be drawn\nto the screen. If x2 and y2 are not specified, the baseline alignment is the\ndefault, which means that the text will be drawn upwards from x and y.\n
\nWEBGL: Only opentype/truetype fonts are supported. You must load a font using the\nloadFont() method (see the example above).\nstroke() currently has no effect in webgl mode.
"
],
alt:
"'word' displayed 3 times going from black, blue to translucent blue\nThe quick brown fox jumped over the lazy dog.\nthe text 'p5.js' spinning in 3d",
class: 'p5',
module: 'Typography',
submodule: 'Loading & Displaying'
},
{
file: 'src/typography/loading_displaying.js',
line: 230,
description:
'
Sets the current font that will be drawn with the text() function.\n
\nWEBGL: Only fonts loaded via loadFont() are supported.
\n',
itemtype: 'method',
name: 'textFont',
return: {
description: 'the current font',
type: 'Object'
},
example: [
"\n
opentype options (optional)\n opentype fonts contains alignment and baseline options.\n Default is 'LEFT' and 'alphabetic'
\n',
type: 'Object',
optional: true
}
],
return: {
description: 'a rectangle object with properties: x, y, w, h',
type: 'Object'
},
example: [
"\n
\n\nlet font;\nlet textString = 'Lorem ipsum dolor sit amet.';\nfunction preload() {\n font = loadFont('./assets/Regular.otf');\n}\nfunction setup() {\n background(210);\n\n let bbox = font.textBounds(textString, 10, 30, 12);\n fill(255);\n stroke(0);\n rect(bbox.x, bbox.y, bbox.w, bbox.h);\n fill(0);\n noStroke();\n\n textFont(font);\n textSize(12);\n text(textString, 10, 30);\n}\n\n
"
],
alt:
'words Lorem ipsum dol go off canvas and contained by white bounding box',
class: 'p5.Font',
module: 'Typography',
submodule: 'Font'
},
{
file: 'src/typography/p5.Font.js',
line: 156,
description:
'
Computes an array of points following the path for specified text
sampleFactor - the ratio of path-length to number of samples\n(default=.1); higher values yield more points and are therefore\nmore precise
\n
simplifyThreshold - if set to a non-zero value, collinear points will be\nbe removed from the polygon; the value represents the threshold angle to use\nwhen determining whether two edges are collinear
\n',
type: 'Object',
optional: true
}
],
return: {
description: 'an array of points, each with x, y, alpha (the path angle)',
type: 'Array'
},
example: [
"\n
Copies an array (or part of an array) to another array. The src array is\ncopied to the dst array, beginning at the position specified by\nsrcPosition and into the position specified by dstPosition. The number of\nelements to copy is determined by length. Note that copying values\noverwrites existing values in the destination array. To append values\ninstead of overwriting them, use concat().\n
\nThe simplified version with only two arguments, arrayCopy(src, dst),\ncopies an entire array to another of the same size. It is equivalent to\narrayCopy(src, 0, dst, 0, src.length).\n
\nUsing this function is far more efficient for copying array data than\niterating through a for() loop and copying each element individually.
Sorts an array of numbers from smallest to largest, or puts an array of\nwords in alphabetical order. The original array is not modified; a\nre-ordered array is returned. The count parameter states the number of\nelements to sort. For example, if there are 12 elements in an array and\ncount is set to 5, only the first 5 elements in the array will be sorted.
Inserts a value or an array of values into an existing array. The first\nparameter specifies the initial array to be modified, and the second\nparameter defines the data to be inserted. The third parameter is an index\nvalue which specifies the array position from which to insert data.\n(Remember that array index numbering starts at zero, so the first position\nis 0, the second position is 1, and so on.)
Extracts an array of elements from an existing array. The list parameter\ndefines the array from which the elements will be copied, and the start\nand count parameters specify which elements to extract. If no count is\ngiven, elements will be extracted from the start to the end of the array.\nWhen specifying the start, remember that the first array element is 0.\nThis function does not change the source array.
Converts a string to its floating point representation. The contents of a\nstring must resemble a number, or NaN (not a number) will be returned.\nFor example, float("1234.56") evaluates to 1234.56, but float("giraffe")\nwill return NaN.
\n
When an array of values is passed in, then an array of floats of the same\nlength is returned.
"
],
alt: '20 by 20 white ellipse in the center of the canvas',
class: 'p5',
module: 'Data',
submodule: 'Conversion'
},
{
file: 'src/utilities/conversion.js',
line: 47,
description:
'
Converts a boolean, string, or float to its integer representation.\nWhen an array of values is passed in, then an int array of the same length\nis returned.
Converts a boolean, string or number to its string representation.\nWhen an array of values is passed in, then an array of strings of the same\nlength is returned.
Converts a number or string to its boolean representation.\nFor a number, any non-zero value (positive or negative) evaluates to true,\nwhile zero evaluates to false. For a string, the value "true" evaluates to\ntrue, while any other value evaluates to false. When an array of number or\nstring values is passed in, then a array of booleans of the same length is\nreturned.
Converts a number, string representation of a number, or boolean to its byte\nrepresentation. A byte can be only a whole number between -128 and 127, so\nwhen a value outside of this range is converted, it wraps around to the\ncorresponding byte representation. When an array of number, string or boolean\nvalues is passed in, then an array of bytes the same length is returned.
Converts a number or string to its corresponding single-character\nstring representation. If a string parameter is provided, it is first\nparsed as an integer and then translated into a single-character string.\nWhen an array of number or string values is passed in, then an array of\nsingle-character strings of the same length is returned.
Converts a single-character string to its corresponding integer\nrepresentation. When an array of single-character string values is passed\nin, then an array of integers of the same length is returned.
Converts a number to a string in its equivalent hexadecimal notation. If a\nsecond parameter is passed, it is used to set the number of characters to\ngenerate in the hexadecimal notation. When an array is passed in, an\narray of strings in hexadecimal notation of the same length is returned.
Converts a string representation of a hexadecimal number to its equivalent\ninteger value. When an array of strings in hexadecimal notation is passed\nin, an array of integers of the same length is returned.
Combines an array of Strings into one String, each separated by the\ncharacter(s) used for the separator parameter. To join arrays of ints or\nfloats, it's necessary to first convert them to Strings using nf() or\nnfs().
This function is used to apply a regular expression to a piece of text,\nand return matching groups (elements found inside parentheses) as a\nString array. If there are no matches, a null value will be returned.\nIf no groups are specified in the regular expression, but the sequence\nmatches, an array of length 1 (with the matched text as the first element\nof the array) will be returned.\n
\nTo use the function, first check to see if the result is null. If the\nresult is null, then the sequence did not match at all. If the sequence\ndid match, an array is returned.\n
\nIf there are groups (specified by sets of parentheses) in the regular\nexpression, then the contents of each will be returned in the array.\nElement [0] of a regular expression match returns the entire matching\nstring, and the match groups start at element [1] (the first group is [1],\nthe second [2], and so on).
This function is used to apply a regular expression to a piece of text,\nand return a list of matching groups (elements found inside parentheses)\nas a two-dimensional String array. If there are no matches, a null value\nwill be returned. If no groups are specified in the regular expression,\nbut the sequence matches, a two dimensional array is still returned, but\nthe second dimension is only of length one.\n
\nTo use the function, first check to see if the result is null. If the\nresult is null, then the sequence did not match at all. If the sequence\ndid match, a 2D array is returned.\n
\nIf there are groups (specified by sets of parentheses) in the regular\nexpression, then the contents of each will be returned in the array.\nAssuming a loop with counter variable i, element [i][0] of a regular\nexpression match returns the entire matching string, and the match groups\nstart at element [i][1] (the first group is [i][1], the second [i][2],\nand so on).
Utility function for formatting numbers into strings. There are two\nversions: one for formatting floats, and one for formatting ints.\nThe values for the digits, left, and right parameters should always\nbe positive integers.\n(NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter\nif greater than the current length of the number.\nFor example if number is 123.2 and left parameter passed is 4 which is greater than length of 123\n(integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than\nthe result will be 123.200.
Utility function for formatting numbers into strings and placing\nappropriate commas to mark units of 1000. There are two versions: one\nfor formatting ints, and one for formatting an array of ints. The value\nfor the right parameter should always be a positive integer.
Utility function for formatting numbers into strings. Similar to nf() but\nputs a "+" in front of positive numbers and a "-" in front of negative\nnumbers. There are two versions: one for formatting floats, and one for\nformatting ints. The values for left, and right parameters\nshould always be positive integers.
Utility function for formatting numbers into strings. Similar to nf() but\nputs an additional "_" (space) in front of positive numbers just in case to align it with negative\nnumbers which includes "-" (minus) sign.\nThe main usecase of nfs() can be seen when one wants to align the digits (place values) of a non-negative\nnumber with some negative number (See the example to get a clear picture).\nThere are two versions: one for formatting float, and one for formatting int.\nThe values for the digits, left, and right parameters should always be positive integers.\n(IMP): The result on the canvas basically the expected alignment can vary based on the typeface you are using.\n(NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter\nif greater than the current length of the number.\nFor example if number is 123.2 and left parameter passed is 4 which is greater than length of 123\n(integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than\nthe result will be 123.200.
\n\nvar myFont;\nfunction preload() {\n myFont = loadFont('assets/fonts/inconsolata.ttf');\n}\nfunction setup() {\n background(200);\n var num1 = 321;\n var num2 = -1321;\n\n noStroke();\n fill(0);\n textFont(myFont);\n textSize(22);\n\n // nfs() aligns num1 (positive number) with num2 (negative number) by\n // adding a blank space in front of the num1 (positive number)\n // [left = 4] in num1 add one 0 in front, to align the digits with num2\n // [right = 2] in num1 and num2 adds two 0's after both numbers\n // To see the differences check the example of nf() too.\n text(nfs(num1, 4, 2), 10, 30);\n text(nfs(num2, 4, 2), 10, 80);\n // Draw dividing line\n stroke(120);\n line(0, 50, width, 50);\n}\n\n
The split() function maps to String.split(), it breaks a String into\npieces using a character or string as the delimiter. The delim parameter\nspecifies the character or characters that mark the boundaries between\neach piece. A String[] array is returned that contains each of the pieces.
\n
The splitTokens() function works in a similar fashion, except that it\nsplits using a range of characters instead of a specific character or\nsequence.
"
],
alt: '"pat" top left, "Xio" mid left and "Alex" displayed bottom left',
class: 'p5',
module: 'Data',
submodule: 'String Functions'
},
{
file: 'src/utilities/string_functions.js',
line: 493,
description:
'
The splitTokens() function splits a String at one or many character\ndelimiters or "tokens." The delim parameter specifies the character or\ncharacters to be used as a boundary.\n
\nIf no delim characters are specified, any whitespace character is used to\nsplit. Whitespace characters include tab (\\t), line feed (\\n), carriage\nreturn (\\r), form feed (\\f), and space.
Removes whitespace characters from the beginning and end of a String. In\naddition to standard whitespace characters such as space, carriage return,\nand tab, this function also removes the Unicode "nbsp" character.
Returns the number of milliseconds (thousandths of a second) since\nstarting the program. This information is often used for timing events and\nanimation sequences.
\n',
itemtype: 'method',
name: 'millis',
return: {
description: 'the number of milliseconds since starting the program',
type: 'Number'
},
example: [
"\n
\n\n// draw a plane\n// with width 50 and height 50\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n plane(50, 50);\n}\n\n
'
],
alt:
'Nothing displayed on canvas\nRotating interior view of a box with sides that change color.\n3d red and green gradient.\nRotating interior view of a cylinder with sides that change color.\nRotating view of a cylinder with sides that change color.\n3d red and green gradient.\nrotating view of a multi-colored cylinder with concave sides.',
class: 'p5',
module: 'Shape',
submodule: '3D Primitives'
},
{
file: 'src/webgl/3d_primitives.js',
line: 98,
description: '
Allows movement around a 3D sketch using a mouse or trackpad. Left-clicking\nand dragging will rotate the camera position about the center of the sketch,\nright-clicking and dragging will pan the camera position without rotation,\nand using the mouse wheel (scrolling) will move the camera closer or further\nfrom the center of the sketch. This function can be called with parameters\ndictating sensitivity to mouse movement along the X and Y axes. Calling\nthis function without parameters is equivalent to calling orbitControl(1,1).\nTo reverse direction of movement in either axis, enter a negative number\nfor sensitivity.
'
],
alt: 'Camera orbits around a box when mouse is hold-clicked & then moved.',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Interaction'
},
{
file: 'src/webgl/interaction.js',
line: 146,
description:
'
debugMode() helps visualize 3D space by adding a grid to indicate where the\n‘ground’ is in a sketch and an axes icon which indicates the +X, +Y, and +Z\ndirections. This function can be called without parameters to create a\ndefault grid and axes icon, or it can be called according to the examples\nabove to customize the size and position of the grid and/or axes icon. The\ngrid is drawn using the most recently set stroke color and weight. To\nspecify these parameters, add a call to stroke() and strokeWeight()\njust before the end of the draw() loop.
\n
By default, the grid will run through the origin (0,0,0) of the sketch\nalong the XZ plane\nand the axes icon will be offset from the origin. Both the grid and axes\nicon will be sized according to the current canvas size. Note that because the\ngrid runs parallel to the default camera view, it is often helpful to use\ndebugMode along with orbitControl to allow full view of the grid.
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n camera(0, -30, 100, 0, 0, 0, 0, 1, 0);\n normalMaterial();\n debugMode(100, 10, 0, 0, 0, 20, 0, -40, 0);\n}\n\nfunction draw() {\n noStroke();\n background(200);\n orbitControl();\n box(15, 30);\n // set the stroke color and weight for the grid!\n stroke(255, 0, 150);\n strokeWeight(0.8);\n}\n\n
'
],
alt:
'a 3D box is centered on a grid in a 3D sketch. an icon\nindicates the direction of each axis: a red line points +X,\na green line +Y, and a blue line +Z.',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Interaction',
overloads: [
{
line: 146,
params: []
},
{
line: 279,
params: [
{
name: 'mode',
description: '
'
],
alt:
'a 3D box is centered on a grid in a 3D sketch. an icon\nindicates the direction of each axis: a red line points +X,\na green line +Y, and a blue line +Z. the grid and icon disappear when the\nspacebar is pressed.',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Interaction'
},
{
file: 'src/webgl/light.js',
line: 12,
description: '
Sets the default ambient and directional light. The defaults are ambientLight(128, 128, 128) and directionalLight(128, 128, 128, 0, 0, -1). Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop.
'
],
alt: 'the light is partially ambient and partially directional',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Lights'
},
{
file: 'src/webgl/light.js',
line: 318,
description:
'
Sets the falloff rates for point lights. It affects only the elements which are created after it in the code.\nThe default value is lightFalloff(1.0, 0.0, 0.0), and the parameters are used to calculate the falloff with the following equation:
\n
d = distance from light position to vertex position
\n
falloff = 1 / (CONSTANT + d * LINEAR + ( d * d ) * QUADRATIC)
'
],
alt:
'Two spheres with different falloff values show different intensity of light',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Lights'
},
{
file: 'src/webgl/loading.js',
line: 14,
description:
'
Load a 3d model from an OBJ or STL file.\n
\nOne of the limitations of the OBJ and STL format is that it doesn't have a built-in\nsense of scale. This means that models exported from different programs might\nbe very different sizes. If your model isn't displaying, try calling\nloadModel() with the normalized parameter set to true. This will resize the\nmodel to a scale appropriate for p5. You can also make additional changes to\nthe final size of your model with the scale() function.
\n
Also, the support for colored STL files is not present. STL files with color will be\nrendered without color properties.
\n\n//draw a spinning teapot\nlet teapot;\n\nfunction preload() {\n // Load model with normalise parameter set to true\n teapot = loadModel('assets/teapot.obj', true);\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(200);\n scale(0.4); // Scaled to make model fit into canvas\n rotateX(frameCount * 0.01);\n rotateY(frameCount * 0.01);\n normalMaterial(); // For effect\n model(teapot);\n}\n\n
"
],
alt: 'Vertically rotating 3-d teapot with red, green and blue gradient.',
class: 'p5',
module: 'Shape',
submodule: '3D Models',
overloads: [
{
line: 14,
params: [
{
name: 'path',
description: '
This function checks if the file is in ASCII format or in Binary format
\n
It is done by searching keyword solid at the start of the file.
\n
An ASCII STL data must begin with solid as the first six bytes.\nHowever, ASCII STLs lacking the SPACE after the d are known to be\nplentiful. So, check the first 5 bytes for solid.
ASCII STL file starts with solid 'nameOfFile'\nThen contain the normal of the face, starting with facet normal\nNext contain a keyword indicating the start of face vertex, outer loop\nNext comes the three vertex, starting with vertex x y z\nVertices ends with endloop\nFace ends with endfacet\nNext face starts with facet normal\nThe end of the file is indicated by endsolid
Loads a custom shader from the provided vertex and fragment\nshader paths. The shader files are loaded asynchronously in the\nbackground, so this method should be used in preload().
\n
For now, there are three main types of shaders. p5 will automatically\nsupply appropriate vertices, normals, colors, and lighting attributes\nif the parameters defined in the shader match the names.
callback to be executed when an error\noccurs inside loadShader. On error, the error is passed as the first\nargument.
\n',
type: 'Function',
optional: true
}
],
return: {
description:
'a shader object created from the provided\nvertex and fragment shader files.',
type: 'p5.Shader'
},
example: [
"\n
\n',
type: 'String'
}
],
return: {
description:
'a shader object created from the provided\nvertex and fragment shaders.',
type: 'p5.Shader'
},
example: [
"\n
\n\n// the 'varying's are shared between both vertex & fragment shaders\nlet varying = 'precision highp float; varying vec2 vPos;';\n\n// the vertex shader is called for each vertex\nlet vs =\n varying +\n 'attribute vec3 aPosition;' +\n 'void main() { vPos = (gl_Position = vec4(aPosition,1.0)).xy; }';\n\n// the fragment shader is called for each pixel\nlet fs =\n varying +\n 'uniform vec2 p;' +\n 'uniform float r;' +\n 'const int I = 500;' +\n 'void main() {' +\n ' vec2 c = p + vPos * r, z = c;' +\n ' float n = 0.0;' +\n ' for (int i = I; i > 0; i --) {' +\n ' if(z.x*z.x+z.y*z.y > 4.0) {' +\n ' n = float(i)/float(I);' +\n ' break;' +\n ' }' +\n ' z = vec2(z.x*z.x-z.y*z.y, 2.0*z.x*z.y) + c;' +\n ' }' +\n ' gl_FragColor = vec4(0.5-cos(n*17.0)/2.0,0.5-cos(n*13.0)/2.0,0.5-cos(n*23.0)/2.0,1.0);' +\n '}';\n\nlet mandel;\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n // create and initialize the shader\n mandel = createShader(vs, fs);\n shader(mandel);\n noStroke();\n\n // 'p' is the center point of the Mandelbrot image\n mandel.setUniform('p', [-0.74364388703, 0.13182590421]);\n}\n\nfunction draw() {\n // 'r' is the size of the image in Mandelbrot-space\n mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n\n
The shader() function lets the user provide a custom shader\nto fill in shapes in WEBGL mode. Users can create their\nown shaders by loading vertex and fragment shaders with\nloadShader().
\n\n// Click within the image to toggle\n// the shader used by the quad shape\n// Note: for an alternative approach to the same example,\n// involving changing uniforms please refer to:\n// https://p5js.org/reference/#/p5.Shader/setUniform\n\nlet redGreen;\nlet orangeBlue;\nlet showRedGreen = false;\n\nfunction preload() {\n // note that we are using two instances\n // of the same vertex and fragment shaders\n redGreen = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n orangeBlue = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n\n // initialize the colors for redGreen shader\n shader(redGreen);\n redGreen.setUniform('colorCenter', [1.0, 0.0, 0.0]);\n redGreen.setUniform('colorBackground', [0.0, 1.0, 0.0]);\n\n // initialize the colors for orangeBlue shader\n shader(orangeBlue);\n orangeBlue.setUniform('colorCenter', [1.0, 0.5, 0.0]);\n orangeBlue.setUniform('colorBackground', [0.226, 0.0, 0.615]);\n\n noStroke();\n}\n\nfunction draw() {\n // update the offset values for each shader,\n // moving orangeBlue in vertical and redGreen\n // in horizontal direction\n orangeBlue.setUniform('offset', [0, sin(millis() / 2000) + 1]);\n redGreen.setUniform('offset', [sin(millis() / 2000), 1]);\n\n if (showRedGreen === true) {\n shader(redGreen);\n } else {\n shader(orangeBlue);\n }\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n\nfunction mouseClicked() {\n showRedGreen = !showRedGreen;\n}\n\n
"
],
alt:
'canvas toggles between a circular gradient of orange and blue vertically. and a circular gradient of red and green moving horizontally when mouse is clicked/pressed.',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Material'
},
{
file: 'src/webgl/material.js',
line: 272,
description:
'
This function restores the default shaders in WEBGL mode. Code that runs\nafter resetShader() will not be affected by previously defined\nshaders. Should be run after shader().
\n\nlet vid;\nfunction preload() {\n vid = createVideo('assets/fingers.mov');\n vid.hide();\n}\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\n\nfunction draw() {\n background(0);\n //pass video frame as texture\n texture(vid);\n rect(-40, -40, 80, 80);\n}\n\nfunction mousePressed() {\n vid.loop();\n}\n\n
"
],
alt:
'Rotating view of many images umbrella and grid roof on a 3d plane\nblack canvas\nblack canvas',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Material'
},
{
file: 'src/webgl/material.js',
line: 419,
description:
'
Sets the coordinate space for texture mapping. The default mode is IMAGE\nwhich refers to the actual coordinates of the image.\nNORMAL refers to a normalized space of values ranging from 0 to 1.\nThis function only works in WEBGL mode.
\n
With IMAGE, if an image is 100 x 200 pixels, mapping the image onto the entire\nsize of a quad would require the points (0,0) (100, 0) (100,200) (0,200).\nThe same mapping in NORMAL is (0,0) (1,0) (1,1) (0,1).
"
],
alt: 'the underside of a white umbrella and gridded ceiling above',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Material'
},
{
file: 'src/webgl/material.js',
line: 498,
description:
'
Sets the global texture wrapping mode. This controls how textures behave\nwhen their uv's go outside of the 0 - 1 range. There are three options:\nCLAMP, REPEAT, and MIRROR.
\n
CLAMP causes the pixels at the edge of the texture to extend to the bounds\nREPEAT causes the texture to tile repeatedly until reaching the bounds\nMIRROR works similarly to REPEAT but it flips the texture with every new tile
\n
REPEAT & MIRROR are only available if the texture\nis a power of two size (128, 256, 512, 1024, etc.).
\n
This method will affect all textures in your sketch until a subsequent\ntextureWrap call is made.
\n
If only one argument is provided, it will be applied to both the\nhorizontal and vertical axes.
Sets the amount of gloss in the surface of shapes.\nUsed in combination with specularMaterial() in setting\nthe material properties of shapes. The default and minimum value is 1.
'
],
alt: 'Shininess on Camera changes position with mouse',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Material'
},
{
file: 'src/webgl/p5.Camera.js',
line: 15,
description:
'
Sets the camera position for a 3D sketch. Parameters for this function define\nthe position for the camera, the center of the sketch (where the camera is\npointing), and an up direction (the orientation of the camera).
\n
When called with no arguments, this function creates a default camera\nequivalent to\ncamera(0, 0, (height/2.0) / tan(PI*30.0 / 180.0), 0, 0, 0, 0, 1, 0);
\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n}\nfunction draw() {\n background(204);\n //move the camera away from the plane by a sin wave\n camera(0, 0, 20 + sin(frameCount * 0.01) * 10, 0, 0, 0, 0, 1, 0);\n plane(10, 10);\n}\n\n
'
],
alt: 'White square repeatedly grows to fill canvas and then shrinks.',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 61,
description:
'
Sets a perspective projection for the camera in a 3D sketch. This projection\nrepresents depth through foreshortening: objects that are close to the camera\nappear their actual size while those that are further away from the camera\nappear smaller. The parameters to this function define the viewing frustum\n(the truncated pyramid within which objects are seen by the camera) through\nvertical field of view, aspect ratio (usually width/height), and near and far\nclipping planes.
\n
When called with no arguments, the defaults\nprovided are equivalent to\nperspective(PI/3.0, width/height, eyeZ/10.0, eyeZ10.0), where eyeZ\nis equal to ((height/2.0) / tan(PI60.0/360.0));
"
],
alt:
'two colored 3D boxes move back and forth, rotating as mouse is dragged.',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 126,
description:
'
Sets an orthographic projection for the camera in a 3D sketch and defines a\nbox-shaped viewing frustum within which objects are seen. In this projection,\nall objects with the same dimension appear the same size, regardless of\nwhether they are near or far from the camera. The parameters to this\nfunction specify the viewing frustum where left and right are the minimum and\nmaximum x values, top and bottom are the minimum and maximum y values, and near\nand far are the minimum and maximum z values. If no parameters are given, the\ndefault is used: ortho(-width/2, width/2, -height/2, height/2).
"
],
alt:
'two 3D boxes move back and forth along same plane, rotating as mouse is dragged.',
class: 'p5',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 187,
description:
'
Creates a new p5.Camera object and tells the\nrenderer to use that camera.\nReturns the p5.Camera object.
amount to rotate camera in current\nangleMode units.\nGreater than 0 values rotate counterclockwise (to the left).
\n',
type: 'Number'
}
],
example: [
"\n
\n\nlet cam;\nlet delta = 0.01;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n // set initial pan angle\n cam.pan(-0.8);\n}\n\nfunction draw() {\n background(200);\n\n // pan camera according to angle 'delta'\n cam.pan(delta);\n\n // every 160 frames, switch direction\n if (frameCount % 160 === 0) {\n delta *= -1;\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n\n
"
],
alt:
'camera view pans left and right across a series of rotating 3D boxes.',
class: 'p5.Camera',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 545,
description: '
"
],
alt: 'camera view tilts up and down across a series of rotating 3D boxes.',
class: 'p5.Camera',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 603,
description:
'
Reorients the camera to look at a position in world space.
\n\nlet cam;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // look at a new random point every 60 frames\n if (frameCount % 60 === 0) {\n cam.lookAt(random(-100, 100), random(-50, 50), 0);\n }\n\n rotateX(frameCount * 0.01);\n translate(-100, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n translate(35, 0, 0);\n box(20);\n}\n\n
'
],
alt:
'camera view of rotating 3D cubes changes to look at a new random\npoint every second .',
class: 'p5.Camera',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 670,
description:
'
Sets a camera's position and orientation. This is equivalent to calling\ncamera() on a p5.Camera object.
amount to move along camera's forward-backward axis
\n',
type: 'Number'
}
],
example: [
'\n
\n\n// see the camera move along its own axes while maintaining its orientation\nlet cam;\nlet delta = 0.5;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // move the camera along its local axes\n cam.move(delta, delta, 0);\n\n // every 100 frames, switch direction\n if (frameCount % 150 === 0) {\n delta *= -1;\n }\n\n translate(-10, -10, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n translate(15, 15, 0);\n box(50, 8, 50);\n}\n\n
'
],
alt:
'camera view moves along a series of 3D boxes, maintaining the same\norientation throughout the move',
class: 'p5.Camera',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 823,
description:
'
Set camera position in world-space while maintaining current camera\norientation.
\n\n// press '1' '2' or '3' keys to set camera position\n\nlet cam;\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n normalMaterial();\n cam = createCamera();\n}\n\nfunction draw() {\n background(200);\n\n // '1' key\n if (keyIsDown(49)) {\n cam.setPosition(30, 0, 80);\n }\n // '2' key\n if (keyIsDown(50)) {\n cam.setPosition(0, 0, 80);\n }\n // '3' key\n if (keyIsDown(51)) {\n cam.setPosition(-30, 0, 80);\n }\n\n box(20);\n}\n\n
"
],
alt:
'camera position changes as the user presses keys, altering view of a 3D box',
class: 'p5.Camera',
module: 'Lights, Camera',
submodule: 'Camera'
},
{
file: 'src/webgl/p5.Camera.js',
line: 1088,
description:
'
Sets rendererGL's current camera to a p5.Camera object. Allows switching\nbetween multiple cameras.
Set attributes for the WebGL Drawing context.\nThis is a way of adjusting how the WebGL\nrenderer works to fine-tune the display and performance.\n
\nNote that this will reinitialize the drawing context\nif called after the WebGL canvas is made.\n
\nIf an object is passed as the parameter, all attributes\nnot declared in the object will be set to defaults.\n
\nThe available attributes are:\n \nalpha - indicates if the canvas contains an alpha buffer\ndefault is true\n
\ndepth - indicates whether the drawing buffer has a depth buffer\nof at least 16 bits - default is true\n
\nstencil - indicates whether the drawing buffer has a stencil buffer\nof at least 8 bits\n
\nantialias - indicates whether or not to perform anti-aliasing\ndefault is false\n
\npremultipliedAlpha - indicates that the page compositor will assume\nthe drawing buffer contains colors with pre-multiplied alpha\ndefault is false\n
\npreserveDrawingBuffer - if true the buffers will not be cleared and\nand will preserve their values until cleared or overwritten by author\n(note that p5 clears automatically on draw loop)\ndefault is true\n
\nperPixelLighting - if true, per-pixel lighting will be used in the\nlighting shader.\ndefault is false\n
Wrapper around gl.uniform functions.\nAs we store uniform info in the shader we can use that\nto do type checking on the supplied data and call\nthe appropriate function.
\n\n// Click within the image to toggle the value of uniforms\n// Note: for an alternative approach to the same example,\n// involving toggling between shaders please refer to:\n// https://p5js.org/reference/#/p5/shader\n\nlet grad;\nlet showRedGreen = false;\n\nfunction preload() {\n // note that we are using two instances\n // of the same vertex and fragment shaders\n grad = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');\n}\n\nfunction setup() {\n createCanvas(100, 100, WEBGL);\n shader(grad);\n noStroke();\n}\n\nfunction draw() {\n // update the offset values for each scenario,\n // moving the \"grad\" shader in either vertical or\n // horizontal direction each with differing colors\n\n if (showRedGreen === true) {\n grad.setUniform('colorCenter', [1, 0, 0]);\n grad.setUniform('colorBackground', [0, 1, 0]);\n grad.setUniform('offset', [sin(millis() / 2000), 1]);\n } else {\n grad.setUniform('colorCenter', [1, 0.5, 0]);\n grad.setUniform('colorBackground', [0.226, 0, 0.615]);\n grad.setUniform('offset', [0, sin(millis() / 2000) + 1]);\n }\n quad(-1, -1, 1, -1, 1, 1, -1, 1);\n}\n\nfunction mouseClicked() {\n showRedGreen = !showRedGreen;\n}\n\n
"
],
alt:
'canvas toggles between a circular gradient of orange and blue vertically. and a circular gradient of red and green moving horizontally when mouse is clicked/pressed.',
class: 'p5.Shader',
module: 'Lights, Camera',
submodule: 'Shaders'
},
{
file: 'lib/addons/p5.dom.js',
line: 40,
description:
'
Searches the page for an element with the given ID, class, or tag name (using the '#' or '.'\nprefixes to specify an ID or class respectively, and none for a tag) and returns it as\na p5.Element. If a class or tag name is given with more than 1 element,\nonly the first element will be returned.\nThe DOM node itself can be accessed with .elt.\nReturns null if none found. You can also specify a container to search within.
\n// these are all valid calls to select()\nvar a = select('#moo');\nvar b = select('#blah', '#myContainer');\nvar c, e;\nif (b) {\n c = select('#foo', b);\n}\nvar d = document.getElementById('beep');\nif (d) {\n e = select('p', d);\n}\n[a, b, c, d, e]; // unused\n
Searches the page for elements with the given class or tag name (using the '.' prefix\nto specify a class and no prefix for a tag) and returns them as p5.Elements\nin an array.\nThe DOM node itself can be accessed with .elt.\nReturns an empty array if none found.\nYou can also specify a container to search within.
\nfunction setup() {\n createButton('btn');\n createButton('2nd btn');\n createButton('3rd btn');\n var buttons = selectAll('button');\n\n for (var i = 0; i < buttons.length; i++) {\n buttons[i].size(100, 100);\n }\n}\n
\n
\n// these are all valid calls to selectAll()\nvar a = selectAll('.moo');\na = selectAll('div');\na = selectAll('button', '#myContainer');\n\nvar d = select('#container');\na = selectAll('p', d);\n\nvar f = document.getElementById('beep');\na = select('.blah', f);\n\na; // unused\n
Removes all elements created by p5, except any canvas / graphics\nelements created by createCanvas or createGraphics.\nEvent handlers are removed, and element is removed from the DOM.
\nfunction setup() {\n createCanvas(100, 100);\n createDiv('this is some text');\n createP('this is a paragraph');\n}\nfunction mousePressed() {\n removeElements(); // this will remove the div and p, not canvas\n}\n
The .input() function is called when any user input is\ndetected with an element. The input event is often used\nto detect keystrokes in a input element, or changes on a\nslider element. This can be used to attach an element specific\nevent listener.
function to be fired when any user input is\n detected within the element.\n if false is passed instead, the previously\n firing function will no longer fire.
\n// Open your console to see the output\nfunction setup() {\n var inp = createInput('');\n inp.input(myInputEvent);\n}\n\nfunction myInputEvent() {\n console.log('you are typing: ', this.value());\n}\n
Creates a <p></p> element in the DOM with given inner HTML. Used\nfor paragraph length text.\nAppends to the container node if one is specified, otherwise\nappends to body.
Creates an <img> element in the DOM with given src and\nalternate text.\nAppends to the container node if one is specified, otherwise\nappends to body.
\n',
itemtype: 'method',
name: 'createImg',
return: {
description:
'pointer to p5.Element holding created node',
type: 'p5.Element'
},
example: [
"\n
Creates a slider <input></input> element in the DOM.\nUse .size() to set the display length of the slider.\nAppends to the container node if one is specified, otherwise\nappends to body.
Creates a <button></button> element in the DOM.\nUse .size() to set the display size of the button.\nUse .mousePressed() to specify behavior on press.\nAppends to the container node if one is specified, otherwise\nappends to body.
Creates a dropdown menu <select></select> element in the DOM.\nIt also helps to assign select-box methods to p5.Element when selecting existing select box
Creates a radio button <input></input> element in the DOM.\nThe .option() method can be used to set options for the radio after it is\ncreated. The .value() method will return the currently selected option.
Creates a colorPicker element in the DOM for color input.\nThe .value() method will return a hex string (#rrggbb) of the color.\nThe .color() method will return a p5.Color object with the current chosen color.
Creates an <input></input> element in the DOM for text input.\nUse .size() to set the display length of the box.\nAppends to the container node if one is specified, otherwise\nappends to body.
Creates an HTML5 <video> element in the DOM for simple playback\nof audio/video. Shown by default, can be hidden with .hide()\nand drawn into canvas using video(). Appends to the container\nnode if one is specified, otherwise appends to body. The first parameter\ncan be either a single string path to a video file, or an array of string\npaths to different formats of the same video. This is useful for ensuring\nthat your video can play across different browsers, as each supports\ndifferent formats. See this\npage for further information about supported formats.
callback function to be called upon\n 'canplaythrough' event fire, that is, when the\n browser can play the media, and estimates that\n enough data has been loaded to play the media\n up to its end without having to stop for\n further buffering of content
\n',
type: 'Function',
optional: true
}
],
return: {
description: 'pointer to video p5.Element',
type: 'p5.MediaElement'
},
example: [
"\n
\nvar vid;\nfunction setup() {\n noCanvas();\n\n vid = createVideo(\n ['assets/small.mp4', 'assets/small.ogv', 'assets/small.webm'],\n vidLoad\n );\n\n vid.size(100, 100);\n}\n\n// This function is called when the video loads\nfunction vidLoad() {\n vid.loop();\n vid.volume(0);\n}\n
Creates a hidden HTML5 <audio> element in the DOM for simple audio\nplayback. Appends to the container node if one is specified,\notherwise appends to body. The first parameter\ncan be either a single string path to a audio file, or an array of string\npaths to different formats of the same audio. This is useful for ensuring\nthat your audio can play across different browsers, as each supports\ndifferent formats. See this\npage for further information about supported formats.
callback function to be called upon\n 'canplaythrough' event fire, that is, when the\n browser can play the media, and estimates that\n enough data has been loaded to play the media\n up to its end without having to stop for\n further buffering of content
\nvar ele;\nfunction setup() {\n ele = createAudio('assets/beat.mp3');\n\n // here we set the element to autoplay\n // The element will play as soon\n // as it is able to do so.\n ele.autoplay(true);\n}\n
Creates a new HTML5 <video> element that contains the audio/video\nfeed from a webcam. The element is separate from the canvas and is\ndisplayed by default. The element can be hidden using .hide(). The feed\ncan be drawn onto the canvas using image(). The loadedmetadata property can\nbe used to detect when the element has fully loaded (see second example).
\n
More specific properties of the feed can be passing in a Constraints object.\nSee the\n W3C\nspec for possible properties. Note that not all of these are supported\nby all browsers.
\n
Security note: A new browser security specification requires that getUserMedia,\nwhich is behind createCapture(), only works when you're running the code locally,\nor on HTTPS. Learn more here\nand here.
\n // In this example, a class is set when the div is created\n // and removed when mouse is pressed. This could link up\n // with a CSS style rule to toggle style properties.\nvar div;\nfunction setup() {\n div = createDiv('div');\n div.addClass('myClass');\n }\nfunction mousePressed() {\n div.removeClass('myClass');\n }\n
Attaches the element as a child to the parent specified.\n Accepts either a string ID, DOM node, or p5.Element.\n If no argument is specified, an array of children DOM nodes is returned.
\n var div0 = createDiv('this is the parent');\n var div1 = createDiv('this is the child');\n div0.child(div1); // use p5.Element\n
\n
\n var div0 = createDiv('this is the parent');\n var div1 = createDiv('this is the child');\n div1.id('apples');\n div0.child('apples'); // use id\n
\n
\n // this example assumes there is a div already on the page\n // with id \"myChildDiv\"\n var div0 = createDiv('this is the parent');\n var elt = document.getElementById('myChildDiv');\n div0.child(elt); // use element from page\n
Centers a p5 Element either vertically, horizontally,\nor both, relative to its parent or according to\nthe body if the Element has no parent. If no argument is passed\nthe Element is aligned both vertically and horizontally.
If an argument is given, sets the inner HTML of the element,\n replacing any existing html. If true is included as a second\n argument, html is appended instead of replacing existing html.\n If no arguments are given, returns\n the inner HTML of the element.
\n',
itemtype: 'method',
name: 'html',
return: {
description: 'the inner HTML of the element',
type: 'String'
},
example: [
"\n
\n var div = createDiv('').size(100, 100);\n div.html('hi');\n
\n
\n var div = createDiv('Hello ').size(100, 100);\n div.html('World', true);\n
"
],
class: 'p5.Element',
module: 'p5.dom',
submodule: 'p5.dom',
overloads: [
{
line: 1629,
params: [],
return: {
description: 'the inner HTML of the element',
type: 'String'
}
},
{
line: 1650,
params: [
{
name: 'html',
description: '
Sets the position of the element relative to (0, 0) of the\n window. Essentially, sets position:absolute and left and top\n properties of style. If no arguments given returns the x and y position\n of the element in an object.
\n',
itemtype: 'method',
name: 'position',
return: {
description: 'the x and y position of the element in an object',
type: 'Object'
},
example: [
"\n
\n function setup() {\n var cnv = createCanvas(100, 100);\n // positions canvas 50px to the right and 100px\n // below upper left corner of the window\n cnv.position(50, 100);\n }\n
"
],
class: 'p5.Element',
module: 'p5.dom',
submodule: 'p5.dom',
overloads: [
{
line: 1668,
params: [],
return: {
description: 'the x and y position of the element in an object',
type: 'Object'
}
},
{
line: 1687,
params: [
{
name: 'x',
description: '
Sets the given style (css) property (1st arg) of the element with the\ngiven value (2nd arg). If a single argument is given, .style()\nreturns the value of the given property; however, if the single argument\nis given in css syntax ('text-align:center'), .style() sets the css\nappropriately.
\n',
type: 'String|Number|p5.Color'
}
],
chainable: 1,
return: {
description:
'current value of property, if no value is given as second argument',
type: 'String'
}
}
]
},
{
file: 'lib/addons/p5.dom.js',
line: 1851,
description:
'
Adds a new attribute or changes the value of an existing attribute\n on the specified element. If no value is specified, returns the\n value of the given attribute, or null if attribute is not set.
Sets the width and height of the element. AUTO can be used to\n only adjust one dimension at a time. If no arguments are given, it\n returns the width and height of the element in an object. In case of\n elements which need to be loaded, such as images, it is recommended\n to call the function after the element has finished loading.
\n',
itemtype: 'method',
name: 'size',
return: {
description: 'the width and height of the element in an object',
type: 'Object'
},
example: [
"\n
\n let div = createDiv('this is a div');\n div.size(100, 100);\n let img = createImg('assets/laDefense.jpg', () => {\n img.size(10, AUTO);\n });\n
"
],
class: 'p5.Element',
module: 'p5.dom',
submodule: 'p5.dom',
overloads: [
{
line: 2020,
params: [],
return: {
description: 'the width and height of the element in an object',
type: 'Object'
}
},
{
line: 2039,
params: [
{
name: 'w',
description:
'
Registers a callback that gets called every time a file that is\ndropped on the element has been loaded.\np5 will load every dropped file into memory and pass it as a p5.File object to the callback.\nMultiple files dropped at the same time will result in multiple calls to the callback.
\n
You can optionally pass a second callback which will be registered to the raw\ndrop event.\nThe callback will thus be provided the original\nDragEvent.\nDropping multiple files at the same time will trigger the second callback once per drop,\nwhereas the first callback will trigger for each loaded file.
\nvar ele;\n\nfunction setup() {\n background(250);\n\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/beat.mp3');\n\n //We'll set up our example so that\n //when you click on the text,\n //an alert box displays the MediaElement's\n //src field.\n textAlign(CENTER);\n text('Click Me!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n //Show our p5.MediaElement's src field\n alert(ele.src);\n }\n}\n
\nvar ele;\n\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/beat.mp3');\n\n background(250);\n textAlign(CENTER);\n text('Click to Play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n //Here we call the play() function on\n //the p5.MediaElement we created above.\n //This will start the audio sample.\n ele.play();\n\n background(200);\n text('You clicked Play!', width / 2, height / 2);\n }\n}\n
\n//This example both starts\n//and stops a sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n //if the sample is currently playing\n //calling the stop() function on\n //our p5.MediaElement will stop\n //it and reset its current\n //time to 0 (i.e. it will start\n //at the beginning the next time\n //you play it)\n ele.stop();\n\n sampleIsPlaying = false;\n text('Click to play!', width / 2, height / 2);\n } else {\n //loop our sound element until we\n //call ele.stop() on it.\n ele.loop();\n\n sampleIsPlaying = true;\n text('Click to stop!', width / 2, height / 2);\n }\n }\n}\n
\n//This example both starts\n//and pauses a sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n //Calling pause() on our\n //p5.MediaElement will stop it\n //playing, but when we call the\n //loop() or play() functions\n //the sample will start from\n //where we paused it.\n ele.pause();\n\n sampleIsPlaying = false;\n text('Click to resume!', width / 2, height / 2);\n } else {\n //loop our sound element until we\n //call ele.pause() on it.\n ele.loop();\n\n sampleIsPlaying = true;\n text('Click to pause!', width / 2, height / 2);\n }\n }\n}\n
\n//Clicking the canvas will loop\n//the audio sample until the user\n//clicks again to stop it\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n\n//while our audio is playing,\n//this will be set to true\nvar sampleIsLooping = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to loop!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (!sampleIsLooping) {\n //loop our sound element until we\n //call ele.stop() on it.\n ele.loop();\n\n sampleIsLooping = true;\n text('Click to stop!', width / 2, height / 2);\n } else {\n ele.stop();\n\n sampleIsLooping = false;\n text('Click to loop!', width / 2, height / 2);\n }\n }\n}\n
\n//This example both starts\n//and stops loop of sound sample\n//when the user clicks the canvas\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\n//while our audio is playing,\n//this will be set to true\nvar sampleIsPlaying = false;\n\nfunction setup() {\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to play!', width / 2, height / 2);\n}\n\nfunction mouseClicked() {\n //here we test if the mouse is over the\n //canvas element when it's clicked\n if (mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height) {\n background(200);\n\n if (sampleIsPlaying) {\n ele.noLoop();\n text('No more Loops!', width / 2, height / 2);\n } else {\n ele.loop();\n sampleIsPlaying = true;\n text('Click to stop looping!', width / 2, height / 2);\n }\n }\n}\n
\nvar ele;\nfunction setup() {\n // p5.MediaElement objects are usually created\n // by calling the createAudio(), createVideo(),\n // and createCapture() functions.\n // In this example we create\n // a new p5.MediaElement via createAudio().\n ele = createAudio('assets/lucky_dragons.mp3');\n background(250);\n textAlign(CENTER);\n text('Click to Play!', width / 2, height / 2);\n}\nfunction mouseClicked() {\n // Here we call the volume() function\n // on the sound element to set its volume\n // Volume must be between 0.0 and 1.0\n ele.volume(0.2);\n ele.play();\n background(200);\n text('You clicked Play!', width / 2, height / 2);\n}\n
If no arguments are given, returns the current playback speed of the\nelement. The speed parameter sets the speed where 2.0 will play the\nelement twice as fast, 0.5 will play at half the speed, and -1 will play\nthe element in normal speed in reverse.(Note that not all browsers support\nbackward playback and even if they do, playback might not be smooth.)
\n',
itemtype: 'method',
name: 'speed',
return: {
description: 'current playback speed of the element',
type: 'Number'
},
example: [
"\n
\n//Clicking the canvas will loop\n//the audio sample until the user\n//clicks again to stop it\n\n//We will store the p5.MediaElement\n//object in here\nvar ele;\nvar button;\n\nfunction setup() {\n createCanvas(710, 400);\n //Here we create a p5.MediaElement object\n //using the createAudio() function.\n ele = createAudio('assets/beat.mp3');\n ele.loop();\n background(200);\n\n button = createButton('2x speed');\n button.position(100, 68);\n button.mousePressed(twice_speed);\n\n button = createButton('half speed');\n button.position(200, 68);\n button.mousePressed(half_speed);\n\n button = createButton('reverse play');\n button.position(300, 68);\n button.mousePressed(reverse_speed);\n\n button = createButton('STOP');\n button.position(400, 68);\n button.mousePressed(stop_song);\n\n button = createButton('PLAY!');\n button.position(500, 68);\n button.mousePressed(play_speed);\n}\n\nfunction twice_speed() {\n ele.speed(2);\n}\n\nfunction half_speed() {\n ele.speed(0.5);\n}\n\nfunction reverse_speed() {\n ele.speed(-1);\n}\n\nfunction stop_song() {\n ele.stop();\n}\n\nfunction play_speed() {\n ele.play();\n}\n
If no arguments are given, returns the current time of the element.\nIf an argument is given the current time of the element is set to it.
\n',
itemtype: 'method',
name: 'time',
return: {
description: 'current time (in seconds)',
type: 'Number'
},
example: [
"\n
\nvar ele;\nvar beginning = true;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/lucky_dragons.mp3');\n background(250);\n textAlign(CENTER);\n text('start at beginning', width / 2, height / 2);\n}\n\n// this function fires with click anywhere\nfunction mousePressed() {\n if (beginning === true) {\n // here we start the sound at the beginning\n // time(0) is not necessary here\n // as this produces the same result as\n // play()\n ele.play().time(0);\n background(200);\n text('jump 2 sec in', width / 2, height / 2);\n beginning = false;\n } else {\n // here we jump 2 seconds into the sound\n ele.play().time(2);\n background(250);\n text('start at beginning', width / 2, height / 2);\n beginning = true;\n }\n}\n
\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio().\n ele = createAudio('assets/doorbell.mp3');\n background(250);\n textAlign(CENTER);\n text('Click to know the duration!', 10, 25, 70, 80);\n}\nfunction mouseClicked() {\n ele.play();\n background(200);\n //ele.duration dislpays the duration\n text(ele.duration() + ' seconds', width / 2, height / 2);\n}\n
Schedule an event to be called when the audio or video\nelement reaches the end. If the element is looping,\nthis will not be called. The element is passed in\nas the argument to the onended callback.
Send the audio output of this element to a specified audioNode or\np5.sound object. If no element is provided, connects to p5's master\noutput. That connection is established when this method is first called.\nAll connections are removed by the .disconnect() method.
\n
This method is meant to be used with the p5.sound.js addon library.
\nvar ele;\nfunction setup() {\n //p5.MediaElement objects are usually created\n //by calling the createAudio(), createVideo(),\n //and createCapture() functions.\n //In this example we create\n //a new p5.MediaElement via createAudio()\n ele = createAudio('assets/lucky_dragons.mp3');\n background(200);\n textAlign(CENTER);\n text('Click to Show Controls!', 10, 25, 70, 80);\n}\nfunction mousePressed() {\n ele.showControls();\n background(200);\n text('Controls Shown', width / 2, height / 2);\n}\n
Time in seconds, relative to this media\n element's playback. For example, to trigger\n an event every time playback reaches two\n seconds, pass in the number 2. This will be\n passed as the first parameter to\n the callback function.
Determine which filetypes are supported (inspired by buzz.js)\nThe audio element (el) will only be used to test browser support for various audio formats
It is a good practice to give users control over starting audio playback.\nThis practice is enforced by Google Chrome's autoplay policy as of r70\n(info), iOS Safari, and other browsers.\n
Starting the audio context on a user gesture can be as simple as userStartAudio().\nOptional parameters let you decide on a specific element that will start the audio context,\nand/or call a function once the audio context is started.
',
params: [
{
name: 'element(s)',
description:
'
This argument can be an Element,\n Selector String, NodeList, p5.Element,\n jQuery Element, or an Array of any of those.
Callback to invoke when the AudioContext has started
\n',
type: 'Function',
optional: true
}
],
return: {
description:
"Returns a Promise which is resolved when\n the AudioContext state is 'running'",
type: 'Promise'
},
itemtype: 'method',
name: 'userStartAudio',
example: [
"\n
\nfunction setup() {\n var myDiv = createDiv('click to start audio');\n myDiv.position(0, 0);\n\n var mySynth = new p5.MonoSynth();\n\n // This won't play until the context has started\n mySynth.play('A6');\n\n // Start the audio context on a click/touch event\n userStartAudio().then(function() {\n myDiv.remove();\n });\n}\n
Returns a number representing the master amplitude (volume) for sound\nin this sketch.
\n',
itemtype: 'method',
name: 'getMasterVolume',
return: {
description:
'Master amplitude (volume) for sound in this sketch.\n Should be between 0.0 (silence) and 1.0.',
type: 'Number'
},
class: 'p5.sound',
module: 'p5.sound',
submodule: 'p5.sound'
},
{
file: 'lib/addons/p5.sound.js',
line: 1143,
description:
'
Scale the output of all sound in this sketch
\nScaled between 0.0 (silence) and 1.0 (full volume).\n1.0 is the maximum amplitude of a digital sound, so multiplying\nby greater than 1.0 may cause digital distortion. To\nfade, provide a rampTime parameter. For more\ncomplex fades, see the Envelope class.\n\nAlternately, you can pass in a signal source such as an\noscillator to modulate the amplitude with an audio signal.\n\n
How This Works: When you load the p5.sound module, it\ncreates a single instance of p5sound. All sound objects in this\nmodule output to p5sound before reaching your computer's output.\nSo if you change the amplitude of p5sound, it impacts all of the\nsound in this module.
\n\n
If no value is provided, returns a Web Audio API Gain Node
p5.soundOut is the p5.sound master output. It sends output to\nthe destination of this window's web audio context. It contains\nWeb Audio API nodes including a dyanmicsCompressor (.limiter),\nand Gain Nodes for .input and .output.
Returns a number representing the sample rate, in samples per second,\nof all sound objects in this audio context. It is determined by the\nsampling rate of your operating system's sound card, and it is not\ncurrently possile to change.\nIt is often 44100, or twice the range of human hearing.
Returns the frequency value of a MIDI note value.\nGeneral MIDI treats notes as integers where middle C\nis 60, C# is 61, D is 62 etc. Useful for generating\nmusical frequencies with oscillators.
List the SoundFile formats that you will include. LoadSound\nwill search your directory for these extensions, and will pick\na format that is compatable with the client's web browser.\nHere is a free online file\nconverter.
\nfunction preload() {\n // set the global sound formats\n soundFormats('mp3', 'ogg');\n\n // load either beatbox.mp3, or .ogg, depending on browser\n mySound = loadSound('assets/beatbox.mp3');\n}\n\nfunction setup() {\n mySound.play();\n}\n
loadSound() returns a new p5.SoundFile from a specified\npath. If called during preload(), the p5.SoundFile will be ready\nto play in time for setup() and draw(). If called outside of\npreload, the p5.SoundFile will not be ready immediately, so\nloadSound accepts a callback as the second parameter. Using a\n\nlocal server is recommended when loading external files.
Path to the sound file, or an array with\n paths to soundfiles in multiple formats\n i.e. ['sound.ogg', 'sound.mp3'].\n Alternately, accepts an object: either\n from the HTML5 File API, or a p5.File.
p5.SoundFile has two play modes: restart and\nsustain. Play Mode determines what happens to a\np5.SoundFile if it is triggered while in the middle of playback.\nIn sustain mode, playback will continue simultaneous to the\nnew playback. In restart mode, play() will stop playback\nand start over. With untilDone, a sound will play only if it's\nnot already playing. Sustain is the default mode.
Pauses a file that is currently playing. If the file is not\nplaying, then nothing will happen.
\n
After pausing, .play() will resume from the paused\nposition.\nIf p5.SoundFile had been set to loop before it was paused,\nit will continue to loop after it is unpaused with .play().
Set a p5.SoundFile's looping flag to true or false. If the sound\nis currently playing, this change will take effect when it\nreaches the end of the current playback.
Multiply the output volume (amplitude) of a sound file\nbetween 0.0 (silence) and 1.0 (full volume).\n1.0 is the maximum amplitude of a digital sound, so multiplying\nby greater than 1.0 may cause digital distortion. To\nfade, provide a rampTime parameter. For more\ncomplex fades, see the Envelope class.
\n
Alternately, you can pass in a signal source such as an\noscillator to modulate the amplitude with an audio signal.
\n\n var ball = {};\n var soundFile;\n\n function preload() {\n soundFormats('ogg', 'mp3');\n soundFile = loadSound('assets/beatbox.mp3');\n }\n\n function draw() {\n background(0);\n ball.x = constrain(mouseX, 0, width);\n ellipse(ball.x, height/2, 20, 20)\n }\n\n function mousePressed(){\n // map the ball's x location to a panning degree\n // between -1.0 (left) and 1.0 (right)\n var panning = map(ball.x, 0., width,-1.0, 1.0);\n soundFile.pan(panning);\n soundFile.play();\n }\n
Returns the current stereo pan position (-1.0 to 1.0)
\n',
itemtype: 'method',
name: 'getPan',
return: {
description:
'Returns the stereo pan setting of the Oscillator\n as a number between -1.0 (left) and 1.0 (right).\n 0.0 is center and default.',
type: 'Number'
},
class: 'p5.SoundFile',
module: 'p5.sound',
submodule: 'p5.sound'
},
{
file: 'lib/addons/p5.sound.js',
line: 2330,
description:
'
Set the playback rate of a sound file. Will change the speed and the pitch.\nValues less than zero will reverse the audio buffer.
\nvar song;\n\nfunction preload() {\n song = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n song.loop();\n}\n\nfunction draw() {\n background(200);\n\n // Set the rate to a range between 0.1 and 4\n // Changing the rate also alters the pitch\n var speed = map(mouseY, 0.1, height, 0, 2);\n speed = constrain(speed, 0.01, 4);\n song.rate(speed);\n\n // Draw a circle to show what is going on\n stroke(0);\n fill(51, 100);\n ellipse(mouseX, 100, 48, 48);\n}\n\n \n
\n',
itemtype: 'method',
name: 'duration',
return: {
description: 'The duration of the soundFile in seconds.',
type: 'Number'
},
class: 'p5.SoundFile',
module: 'p5.sound',
submodule: 'p5.sound'
},
{
file: 'lib/addons/p5.sound.js',
line: 2417,
description:
'
Return the current position of the p5.SoundFile playhead, in seconds.\nTime is relative to the normal buffer direction, so if reverseBuffer\nhas been called, currentTime will count backwards.
Move the playhead of the song to a position, in seconds. Start timing\nand playback duration. If none are given, will reset the file to play\nentire duration from start to finish.
Returns an array of amplitude peaks in a p5.SoundFile that can be\nused to draw a static waveform. Scans through the p5.SoundFile's\naudio buffer to find the greatest amplitudes. Accepts one\nparameter, 'length', which determines size of the array.\nLarger arrays result in more precise waveform visualizations.
Schedule an event to be called when the soundfile\nreaches the end of a buffer. If the soundfile is\nplaying through once, this will be called when it\nends. If it is looping, it will be called when\nstop is called.
Connects the output of a p5sound object to input of another\np5.sound object. For example, you may connect a p5.SoundFile to an\nFFT or an Effect. If no parameter is given, it will connect to\nthe master output. Most p5sound objects connect to the master\noutput when they are created.
processPeaks returns an array of timestamps where it thinks there is a beat.
\n
This is an asynchronous function that processes the soundfile in an offline audio context,\nand sends the results to your callback function.
\n
The process involves running the soundfile through a lowpass filter, and finding all of the\npeaks above the initial threshold. If the total number of peaks are below the minimum number of peaks,\nit decreases the threshold and re-runs the analysis until either minPeaks or minThreshold are reached.
Time in seconds, relative to this media\n element's playback. For example, to trigger\n an event every time playback reaches two\n seconds, pass in the number 2. This will be\n passed as the first parameter to\n the callback function.
\n var inp, button, mySound;\n var fileName = 'cool';\n function preload() {\n mySound = loadSound('assets/doorbell.mp3');\n }\n function setup() {\n btn = createButton('click to save file');\n btn.position(0, 0);\n btn.mouseClicked(handleMouseClick);\n }\n\n function handleMouseClick() {\n mySound.save(fileName);\n }\n
This method is useful for sending a SoundFile to a server. It returns the\n.wav-encoded audio data as a "Blob".\nA Blob is a file-like data object that can be uploaded to a server\nwith an http request. We'll\nuse the httpDo options object to send a POST request with some\nspecific options: we encode the request as multipart/form-data,\nand attach the blob as one of the form values using FormData.
\n',
itemtype: 'method',
name: 'getBlob',
return: {
description: 'A file-like data object',
type: 'Blob'
},
example: [
"\n
\n\n function preload() {\n mySound = loadSound('assets/doorbell.mp3');\n }\n\n function setup() {\n noCanvas();\n var soundBlob = mySound.getBlob();\n\n // Now we can send the blob to a server...\n var serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n var httpRequestOptions = {\n method: 'POST',\n body: new FormData().append('soundBlob', soundBlob),\n headers: new Headers({\n 'Content-Type': 'multipart/form-data'\n })\n };\n httpDo(serverUrl, httpRequestOptions);\n\n // We can also create an `ObjectURL` pointing to the Blob\n var blobUrl = URL.createObjectURL(soundBlob);\n\n // The `
Determines whether the results of Amplitude.process() will be\nNormalized. To normalize, Amplitude finds the difference the\nloudest reading it has processed and the maximum amplitude of\n1.0. Amplitude adds this difference to all values to produce\nresults that will reliably map between 0.0 and 1.0. However,\nif a louder moment occurs, the amount that Normalize adds to\nall the values will change. Accepts an optional boolean parameter\n(true or false). Normalizing is off by default.
Returns an array of amplitude values (between -1.0 and +1.0) that represent\na snapshot of amplitude readings in a single buffer. Length will be\nequal to bins (defaults to 1024). Can be used to draw the waveform\nof a sound.
Returns an array of amplitude values (between 0 and 255)\nacross the frequency spectrum. Length is equal to FFT bins\n(1024 by default). The array indices correspond to frequencies\n(i.e. pitches), from the lowest to the highest that humans can\nhear. Each value represents amplitude at that slice of the\nfrequency spectrum. Must be called prior to using\ngetEnergy().
If "dB," returns decibel\n float measurements between\n -140 and 0 (max).\n Otherwise returns integers from 0-255.
\n',
type: 'Number',
optional: true
}
],
return: {
description:
'spectrum Array of energy (amplitude/volume)\n values across the frequency spectrum.\n Lowest energy (silence) = 0, highest\n possible is 255.',
type: 'Array'
},
example: [
"\n
\nvar osc;\nvar fft;\n\nfunction setup(){\n createCanvas(100,100);\n osc = new p5.Oscillator();\n osc.amp(0);\n osc.start();\n fft = new p5.FFT();\n}\n\nfunction draw(){\n background(0);\n\n var freq = map(mouseX, 0, 800, 20, 15000);\n freq = constrain(freq, 1, 20000);\n osc.freq(freq);\n\n var spectrum = fft.analyze();\n noStroke();\n fill(0,255,0); // spectrum is green\n for (var i = 0; i< spectrum.length; i++){\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x, height, width / spectrum.length, h );\n }\n\n stroke(255);\n text('Freq: ' + round(freq)+'Hz', 10, 10);\n\n isMouseOverCanvas();\n}\n\n// only play sound when mouse is over canvas\nfunction isMouseOverCanvas() {\n var mX = mouseX, mY = mouseY;\n if (mX > 0 && mX < width && mY < height && mY > 0) {\n osc.amp(0.5, 0.2);\n } else {\n osc.amp(0, 0.2);\n }\n}\n
Returns the amount of energy (volume) at a specific\n\nfrequency, or the average amount of energy between two\nfrequencies. Accepts Number(s) corresponding\nto frequency (in Hz), or a String corresponding to predefined\nfrequency ranges ("bass", "lowMid", "mid", "highMid", "treble").\nReturns a range between 0 (no energy/volume at that frequency) and\n255 (maximum energy).\nNOTE: analyze() must be called prior to getEnergy(). Analyze()\ntells the FFT to analyze frequency data, and getEnergy() uses\nthe results determine the value at a specific frequency or\nrange of frequencies.
Will return a value representing\n energy at this frequency. Alternately,\n the strings "bass", "lowMid" "mid",\n "highMid", and "treble" will return\n predefined frequency ranges.
Returns the\n\nspectral centroid of the input signal.\nNOTE: analyze() must be called prior to getCentroid(). Analyze()\ntells the FFT to analyze frequency data, and getCentroid() uses\nthe results determine the spectral centroid.
\n',
itemtype: 'method',
name: 'getCentroid',
return: {
description:
'Spectral Centroid Frequency Frequency of the spectral centroid in Hz.',
type: 'Number'
},
example: [
'\n
\n\n\nfunction setup(){\ncnv = createCanvas(100,100);\nsound = new p5.AudioIn();\nsound.start();\nfft = new p5.FFT();\nsound.connect(fft);\n}\n\n\nfunction draw(){\n\nvar centroidplot = 0.0;\nvar spectralCentroid = 0;\n\n\nbackground(0);\nstroke(0,255,0);\nvar spectrum = fft.analyze();\nfill(0,255,0); // spectrum is green\n\n//draw the spectrum\nfor (var i = 0; i< spectrum.length; i++){\n var x = map(log(i), 0, log(spectrum.length), 0, width);\n var h = map(spectrum[i], 0, 255, 0, height);\n var rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n rect(x, height, rectangle_width, -h )\n}\n\nvar nyquist = 22050;\n\n// get the centroid\nspectralCentroid = fft.getCentroid();\n\n// the mean_freq_index calculation is for the display.\nvar mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n\ncentroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n\n\nstroke(255,0,0); // the line showing where the centroid is will be red\n\nrect(centroidplot, 0, width / spectrum.length, height)\nnoStroke();\nfill(255,255,255); // text is white\ntext("centroid: ", 10, 20);\ntext(round(spectralCentroid)+" Hz", 10, 40);\n}\n
Returns an array of average amplitude values for a given number\nof frequency bands split equally. N defaults to 16.\nNOTE: analyze() must be called prior to linAverages(). Analyze()\ntells the FFT to analyze frequency data, and linAverages() uses\nthe results to group them into a smaller set of averages.
\n',
type: 'Number'
}
],
return: {
description:
'linearAverages Array of average amplitude values for each group',
type: 'Array'
},
class: 'p5.FFT',
module: 'p5.sound',
submodule: 'p5.sound'
},
{
file: 'lib/addons/p5.sound.js',
line: 3967,
description:
'
Returns an array of average amplitude values of the spectrum, for a given\nset of \nOctave Bands\nNOTE: analyze() must be called prior to logAverages(). Analyze()\ntells the FFT to analyze frequency data, and logAverages() uses\nthe results to group them into a smaller set of averages.
\n',
type: 'Array'
}
],
return: {
description:
'logAverages Array of average amplitude values for each group',
type: 'Array'
},
class: 'p5.FFT',
module: 'p5.sound',
submodule: 'p5.sound'
},
{
file: 'lib/addons/p5.sound.js',
line: 3997,
description:
'
Calculates and Returns the 1/N\nOctave Bands\nN defaults to 3 and minimum central frequency to 15.625Hz.\n(1/3 Octave Bands ~= 31 Frequency Bands)\nSetting fCtr0 to a central value of a higher octave will ignore the lower bands\nand produce less frequency groups.
Add a constant value to this audio signal,\nand return the resulting audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalAdd.
Multiply this signal by a constant value,\nand return the resulting audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalMult.
Scale this signal value to a given range,\nand return the result as an audio signal. Does\nnot change the value of the original signal,\ninstead it returns a new p5.SignalScale.
Schedule this event to happen\n at x seconds from now
\n',
type: 'Number',
optional: true
}
],
return: {
description:
"Frequency If no value is provided,\n returns the Web Audio API\n AudioParam that controls\n this oscillator's frequency",
type: 'AudioParam'
},
example: [
'\n
\nvar osc = new p5.Oscillator(300);\nosc.start();\nosc.freq(40, 10);\n
Add a value to the p5.Oscillator's output amplitude,\nand return the oscillator. Calling this method again\nwill override the initial add() with a new value.
Multiply the p5.Oscillator's output amplitude\nby a fixed value (i.e. turn it up!). Calling this method\nagain will override the initial mult() with a new value.
Scale this oscillator's amplitude values to a given\nrange, and return the oscillator. Calling this method\nagain will override the initial scale() with new values.
Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange),\n then decayLevel would increase proportionally, to become 0.5.
Assign a parameter to be controlled by this envelope.\nIf a p5.Sound object is given, then the p5.Envelope will control its\noutput gain. If multiple inputs are provided, the env will\ncontrol all of them.
Set whether the envelope ramp is linear (default) or exponential.\nExponential ramps can be useful because we perceive amplitude\nand frequency logarithmically.
Play tells the envelope to start acting on a given input.\nIf the input is a p5.sound object (i.e. AudioIn, Oscillator,\nSoundFile), then Envelope will control its output volume.\nEnvelopes can also be used to control any \nWeb Audio Audio Param.
Trigger the Attack, and Decay portion of the Envelope.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go. Input can be\nany p5.sound object, or a \nWeb Audio Param.
Trigger the Release of the Envelope. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
Exponentially ramp to a value using the first two\nvalues from setADSR(attackTime, decayTime)\nas \ntime constants for simple exponential ramps.\nIf the value is higher than current value, it uses attackTime,\nwhile a decrease uses decayTime.
Add a value to the p5.Oscillator's output amplitude,\nand return the oscillator. Calling this method\nagain will override the initial add() with new values.
Scale this envelope's amplitude values to a given\nrange, and return the envelope. Calling this method\nagain will override the initial scale() with new values.
Start processing audio input. This enables the use of other\nAudioIn methods like getLevel(). Note that by default, AudioIn\nis not connected to p5.sound's output. So you won't hear\nanything unless you use the connect() method.
\n
Certain browsers limit access to the user's microphone. For example,\nChrome only allows access from localhost and over https. For this reason,\nyou may want to include an errorCallback—a function that is called in case\nthe browser won't provide mic access.
Read the Amplitude (volume level) of an AudioIn. The AudioIn\nclass contains its own instance of the Amplitude class to help\nmake it easy to get a microphone's volume level. Accepts an\noptional smoothing value (0.0 < 1.0). NOTE: AudioIn must\n.start() before using .getLevel().
This callback function handles the sources when they\n have been enumerated. The callback function\n receives the deviceList array as its only argument
This optional callback receives the error\n message as its argument.
\n',
type: 'Function',
optional: true
}
],
return: {
description:
'Returns a Promise that can be used in place of the callbacks, similar\n to the enumerateDevices() method',
type: 'Promise'
},
example: [
'\n
\n var audiograb;\n\n function setup(){\n //new audioIn\n audioGrab = new p5.AudioIn();\n\n audioGrab.getSources(function(deviceList) {\n //print out the array of available sources\n console.log(deviceList);\n //set the source to the first item in the deviceList array\n audioGrab.setSource(0);\n });\n }\n
Set the input source. Accepts a number representing a\nposition in the array returned by getSources().\nThis is only available in browsers that support\n<a title="MediaDevices.enumerateDevices() - Web APIs | MDN" target="_blank" href=\n"https://developer.mozilla.org/en-US/docs/Web/API/MediaDevices/enumerateDevices"
Controls the gain attribute of a Biquad Filter.\nThis is distinctly different from .amp() which is inherited from p5.Effect\n.amp() controls the volume via the output gain node\np5.Filter.gain() controls the gain parameter of a Biquad Filter node.
Set the type of a p5.Filter. Possible types include:\n"lowpass" (default), "highpass", "bandpass",\n"lowshelf", "highshelf", "peaking", "notch",\n"allpass".
The p5.EQ is built with abstracted p5.Filter objects.\nTo modify any bands, use methods of the \np5.Filter API, especially gain and freq.\nBands are stored in an array, with indices 0 - 3, or 0 - 7
Feedback occurs when Delay sends its signal back through its input\nin a loop. The feedback amount determines how much signal to send each\ntime through the loop. A feedback greater than 1.0 is not desirable because\nit will increase the overall output each time through the loop,\ncreating an infinite feedback loop. The default value is 0.5
Resonance of the filter frequency\n cutoff, or an object (i.e. a p5.Oscillator)\n that can be used to modulate this parameter.\n High numbers (i.e. 15) will produce a resonance,\n low numbers (i.e. .2) will produce a slope.
Choose a preset type of delay. 'pingPong' bounces the signal\nfrom the left to the right channel to produce a stereo effect.\nAny other parameter will revert to the default delay setting.
\nvar cVerb, sound;\nfunction preload() {\n // We have both MP3 and OGG versions of all sound assets\n soundFormats('ogg', 'mp3');\n\n // Try replacing 'bx-spring' with other soundfiles like\n // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n cVerb = createConvolver('assets/bx-spring.mp3');\n\n // Try replacing 'Damscray_DancingTiger' with\n // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n sound = loadSound('assets/Damscray_DancingTiger.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
p5.sound / Web Audio object with a sound\n output.
\n',
type: 'Object'
}
],
example: [
"\n
\nvar cVerb, sound;\nfunction preload() {\n soundFormats('ogg', 'mp3');\n\n cVerb = createConvolver('assets/concrete-tunnel.mp3');\n\n sound = loadSound('assets/beat.mp3');\n}\n\nfunction setup() {\n // disconnect from master output...\n sound.disconnect();\n\n // ...and process with (i.e. connect to) cVerb\n // so that we only hear the convolution\n cVerb.process(sound);\n\n sound.play();\n}\n
If you load multiple impulse files using the .addImpulse method,\nthey will be stored as Objects in this Array. Toggle between them\nwith the toggleImpulse(id) method.
Load and assign a new Impulse Response to the p5.Convolver.\nThe impulse is added to the .impulses array. Previous\nimpulses can be accessed with the .toggleImpulse(id)\nmethod.
Similar to .addImpulse, except that the .impulses\nArray is reset to save memory. A new .impulses\narray is created with this impulse as the only item.
If you have used .addImpulse() to add multiple impulses\nto a p5.Convolver, then you can use this method to toggle between\nthe items in the .impulses Array. Accepts a parameter\nto identify which impulse you wish to use, identified either by its\noriginal filename (String) or by its position in the .impulses\n Array (Number). \nYou can access the objects in the .impulses Array directly. Each\nObject has two attributes: an .audioBuffer (type:\nWeb Audio \nAudioBuffer) and a .name, a String that corresponds\nwith the original filename.
Array of values to pass into the callback\nat each step of the phrase. Depending on the callback\nfunction's requirements, these values may be numbers,\nstrings, or an object with multiple parameters.\nZero (0) indicates a rest.
Synchronize loops. Use this method to start two more more loops in synchronization\nor to start a loop in synchronization with a loop that is already playing\nThis method will schedule the implicit loop in sync with the explicit master loop\ni.e. loopToStart.syncedStart(loopToSyncWith)
Getters and Setters, setting any paramter will result in a change in the clock's\nfrequency, that will be reflected after the next callback\nbeats per minute (defaults to 60)
A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
A decibel value representing the range above the \n threshold where the curve smoothly transitions to the "ratio" portion.\n default = 30, range 0 - 40
\n',
itemtype: 'method',
name: 'reduction',
return: {
description:
'Value of the amount of gain reduction that is applied to the signal',
type: 'Number'
},
class: 'p5.Compressor',
module: 'p5.sound',
submodule: 'p5.sound'
},
{
file: 'lib/addons/p5.sound.js',
line: 11508,
description:
'
Connect a specific device to the p5.SoundRecorder.\nIf no parameter is given, p5.SoundRecorer will record\nall audible p5.sound from your sketch.
Start recording. To access the recording, provide\na p5.SoundFile as the first parameter. The p5.SoundRecorder\nwill send its recording to that p5.SoundFile for playback once\nrecording is complete. Optional parameters include duration\n(in seconds) of the recording, and a callback function that\nwill be called once the complete recording has been\ntransfered to the p5.SoundFile.
Stop the recording. Once the recording is stopped,\nthe results will be sent to the p5.SoundFile that\nwas given on .record(), and if a callback function\nwas provided on record, that function will be called.
Save a p5.SoundFile as a .wav file. The browser will prompt the user\nto download the file to their device.\nFor uploading audio to a server, use\np5.SoundFile.saveBlob.
the note you want to play, specified as a\n frequency in Hertz (Number) or as a midi\n value in Note/Octave format ("C4", "Eb3"...etc")\n See \n Tone. Defaults to 440 hz.
\nvar monoSynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n monoSynth = new p5.MonoSynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // time from now (in seconds)\n var time = 0;\n // note duration (in seconds)\n var dur = 1/6;\n // note velocity (volume, from 0 to 1)\n var v = random();\n\n monoSynth.play("Fb3", v, 0, dur);\n monoSynth.play("Gb3", v, time += dur, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
Trigger the Attack, and Decay portion of the Envelope.\nSimilar to holding down a key on a piano, but it will\nhold the sustain level until you let go.
\n',
params: [
{
name: 'note',
description:
'
the note you want to play, specified as a\n frequency in Hertz (Number) or as a midi\n value in Note/Octave format ("C4", "Eb3"...etc")\n See \n Tone. Defaults to 440 hz
Trigger the release of the Envelope. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange),\n then decayLevel would increase proportionally, to become 0.5.
An object that holds information about which notes have been played and\nwhich notes are currently being played. New notes are added as keys\non the fly. While a note has been attacked, but not released, the value of the\nkey is the audiovoice which is generating that note. When notes are released,\nthe value of the key becomes undefined.
\nvar polySynth;\n\nfunction setup() {\n var cnv = createCanvas(100, 100);\n cnv.mousePressed(playSynth);\n\n polySynth = new p5.PolySynth();\n\n textAlign(CENTER);\n text(\'click to play\', width/2, height/2);\n}\n\nfunction playSynth() {\n // note duration (in seconds)\n var dur = 0.1;\n\n // time from now (in seconds)\n var time = 0;\n\n // velocity (volume, from 0 to 1)\n var vel = 0.1;\n\n polySynth.play("G2", vel, 0, dur);\n polySynth.play("C3", vel, 0, dur);\n polySynth.play("G3", vel, 0, dur);\n\n background(random(255), random(255), 255);\n text(\'click to play\', width/2, height/2);\n}\n
noteADSR sets the envelope for a specific note that has just been triggered.\nUsing this method modifies the envelope of whichever audiovoice is being used\nto play the desired note. The envelope should be reset before noteRelease is called\nin order to prevent the modified envelope from being used on other notes.
Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange),\n then decayLevel would increase proportionally, to become 0.5.
Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n where 1.0 = attackLevel, 0.0 = releaseLevel.\n The susRatio determines the decayLevel and the level at which the\n sustain portion of the envelope will sustain.\n For example, if attackLevel is 0.4, releaseLevel is 0,\n and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n increased to 1.0 (using setRange),\n then decayLevel would increase proportionally, to become 0.5.
\nvar polySynth = new p5.PolySynth();\nvar pitches = ["G", "D", "G", "C"];\nvar octaves = [2, 3, 4];\n\nfunction mousePressed() {\n // play a chord: multiple notes at the same time\n for (var i = 0; i < 4; i++) {\n var note = random(pitches) + random(octaves);\n polySynth.noteAttack(note, 0.1);\n }\n}\n\nfunction mouseReleased() {\n // release all voices\n polySynth.noteRelease();\n}\n
Trigger the Release of an AudioVoice note. This is similar to releasing\nthe key on a piano and letting the sound fade according to the\nrelease level and release time.
\nvar pitches = ["G", "D", "G", "C"];\nvar octaves = [2, 3, 4];\nvar polySynth = new p5.PolySynth();\n\nfunction mousePressed() {\n // play a chord: multiple notes at the same time\n for (var i = 0; i < 4; i++) {\n var note = random(pitches) + random(octaves);\n polySynth.noteAttack(note, 0.1);\n }\n}\n\nfunction mouseReleased() {\n // release all voices\n polySynth.noteRelease();\n}\n
*
* noStroke();
* let c = color(0, 126, 255, 102);
* fill(c);
* rect(15, 15, 35, 70);
* let 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 fuchsia 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) {
p5._validateParameters('alpha', arguments);
return this.color(c)._getAlpha();
};
/**
* Extracts the blue value from a color or pixel array.
*
* @method blue
* @param {p5.Color|Number[]|String} color p5.Color object, color components,
* or CSS color
* @return {Number} the blue value
* @example
*
*
* let 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
*
* let 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) {
p5._validateParameters('blue', arguments);
return this.color(c)._getBlue();
};
/**
* Extracts the HSB brightness value from a color or pixel array.
*
* @method brightness
* @param {p5.Color|Number[]|String} color p5.Color object, color components,
* or CSS color
* @return {Number} the brightness value
* @example
*
*
* noStroke();
* colorMode(HSB, 255);
* let c = color(0, 126, 255);
* fill(c);
* rect(15, 20, 35, 60);
* let value = brightness(c); // Sets 'value' to 255
* fill(value);
* rect(50, 20, 35, 60);
*
*
*
*
* noStroke();
* colorMode(HSB, 255);
* let c = color('hsb(60, 100%, 50%)');
* fill(c);
* rect(15, 20, 35, 60);
* let value = brightness(c); // A 'value' of 50% is 127.5
* fill(value);
* rect(50, 20, 35, 60);
*
*
*
* @alt
* Left half of canvas salmon pink and the right half white.
* Left half of canvas yellow at half brightness and the right gray .
*
*/
p5.prototype.brightness = function(c) {
p5._validateParameters('brightness', arguments);
return this.color(c)._getBrightness();
};
/**
* 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 argument is provided, RGB, RGBA and Hex CSS color
* strings and all named color strings are supported. In this case, an alpha
* number value as a second argument is not supported, the RGBA form should be
* used.
*
* @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 {p5.Color} resulting color
*
* @example
*
*
* let 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
*
*
*
*
*
* let 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.
* 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,
* let 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
* let 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)
* let 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
* let 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
* let 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
*
*
*
*
*
* let 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 fuchsia 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} v1 red or hue value relative to
* the current color range
* @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]
* @return {p5.Color}
*/
/**
* @method color
* @param {String} value a color string
* @return {p5.Color}
*/
/**
* @method color
* @param {Number[]} values an array containing the red,green,blue &
* and alpha components of the color
* @return {p5.Color}
*/
/**
* @method color
* @param {p5.Color} color
* @return {p5.Color}
*/
p5.prototype.color = function() {
p5._validateParameters('color', arguments);
if (arguments[0] instanceof p5.Color) {
return arguments[0]; // Do nothing if argument is already a color object.
}
var args = arguments[0] instanceof Array ? arguments[0] : arguments;
return new p5.Color(this, args);
};
/**
* Extracts the green value from a color or pixel array.
*
* @method green
* @param {p5.Color|Number[]|String} color p5.Color object, color components,
* or CSS color
* @return {Number} the green value
* @example
*
*
* let 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
*
* let 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) {
p5._validateParameters('green', arguments);
return this.color(c)._getGreen();
};
/**
* 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 {p5.Color|Number[]|String} color p5.Color object, color components,
* or CSS color
* @return {Number} the hue
* @example
*
*
* noStroke();
* colorMode(HSB, 255);
* let c = color(0, 126, 255);
* fill(c);
* rect(15, 20, 35, 60);
* let 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) {
p5._validateParameters('hue', arguments);
return this.color(c)._getHue();
};
/**
* 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 {p5.Color} c1 interpolate from this color
* @param {p5.Color} c2 interpolate to this color
* @param {Number} amt number between 0 and 1
* @return {p5.Color} interpolated color
* @example
*
*
* colorMode(RGB);
* stroke(255);
* background(51);
* let from = color(218, 165, 32);
* let to = color(72, 61, 139);
* colorMode(RGB); // Try changing to HSB.
* let interA = lerpColor(from, to, 0.33);
* let interB = lerpColor(from, to, 0.66);
* 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) {
p5._validateParameters('lerpColor', arguments);
var mode = this._colorMode;
var maxes = this._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);
// Define lerp here itself if user isn't using math module.
// Maintains the definition as found in math/calculation.js
if (typeof this.lerp === 'undefined') {
this.lerp = function(start, stop, amt) {
return amt * (stop - start) + start;
};
}
// 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 {p5.Color|Number[]|String} color p5.Color object, color components,
* or CSS color
* @return {Number} the lightness
* @example
*
*
* noStroke();
* colorMode(HSL);
* let c = color(156, 100, 50, 1);
* fill(c);
* rect(15, 20, 35, 60);
* let 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) {
p5._validateParameters('lightness', arguments);
return this.color(c)._getLightness();
};
/**
* Extracts the red value from a color or pixel array.
*
* @method red
* @param {p5.Color|Number[]|String} color p5.Color object, color components,
* or CSS color
* @return {Number} the red value
* @example
*
*
* let 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
*
* let 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); // Sets the range for red, green, and blue to 255
* let c = color(127, 255, 0);
* colorMode(RGB, 1); // Sets the range for red, green, and blue to 1
* let myColor = red(c);
* print(myColor); // 0.4980392156862745
*
*
*
* @alt
* yellow rect on left and red rect on right, both with black outlines and 35x60.
* grey canvas
*/
p5.prototype.red = function(c) {
p5._validateParameters('red', arguments);
return this.color(c)._getRed();
};
/**
* 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 {p5.Color|Number[]|String} color p5.Color object, color components,
* or CSS color
* @return {Number} the saturation value
* @example
*
*
* noStroke();
* colorMode(HSB, 255);
* let c = color(0, 126, 255);
* fill(c);
* rect(15, 20, 35, 60);
* let 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) {
p5._validateParameters('saturation', arguments);
return this.color(c)._getSaturation();
};
module.exports = p5;
},
{
'../core/constants': 18,
'../core/error_helpers': 20,
'../core/main': 24,
'./p5.Color': 16
}
],
16: [
function(_dereq_, module, exports) {
/**
* @module Color
* @submodule Creating & Reading
* @for p5
* @requires core
* @requires constants
* @requires color_conversion
*/
'use strict';
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
var color_conversion = _dereq_('./color_conversion');
/**
* 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
* (at construction and later for that instance of color) 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
*/
p5.Color = function(pInst, vals) {
// Record color mode and maxes at time of construction.
this._storeModeAndMaxes(pInst._colorMode, pInst._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(this, vals);
}
// Expose closest screen color.
this._calculateLevels();
return this;
};
/**
* This function returns the color formatted as a string. This can be useful
* for debugging, or for using p5.js with other libraries.
* @method toString
* @param {String} [format] How the color string will be formatted.
* Leaving this empty formats the string as rgba(r, g, b, a).
* '#rgb' '#rgba' '#rrggbb' and '#rrggbbaa' format as hexadecimal color codes.
* 'rgb' 'hsb' and 'hsl' return the color formatted in the specified color mode.
* 'rgba' 'hsba' and 'hsla' are the same as above but with alpha channels.
* 'rgb%' 'hsb%' 'hsl%' 'rgba%' 'hsba%' and 'hsla%' format as percentages.
* @return {String} the formatted string
* @example
*
*
* @alt
* circle behind a square with gradually changing opacity
**/
p5.Color.prototype.setAlpha = function(new_alpha) {
this._array[3] = new_alpha / this.maxes[this.mode][3];
this._calculateLevels();
};
// calculates and stores the closest screen levels
p5.Color.prototype._calculateLevels = function() {
var array = this._array;
// (loop backwards for performance)
var levels = (this.levels = new Array(array.length));
for (var i = array.length - 1; i >= 0; --i) {
levels[i] = Math.round(array[i] * 255);
}
};
p5.Color.prototype._getAlpha = function() {
return this._array[3] * this.maxes[this.mode][3];
};
// stores the color mode and maxes in this instance of Color
// for later use (by _parseInputs())
p5.Color.prototype._storeModeAndMaxes = function(new_mode, new_maxes) {
this.mode = new_mode;
this.maxes = new_maxes;
};
p5.Color.prototype._getMode = function() {
return this.mode;
};
p5.Color.prototype._getMaxes = function() {
return this.maxes;
};
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])$/i,
// Match colors in format #XXXX, e.g. #5123.
HEX4: /^#([a-f0-9])([a-f0-9])([a-f0-9])([a-f0-9])$/i,
// Match colors in format #XXXXXX, e.g. #b4d455.
HEX6: /^#([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})$/i,
// Match colors in format #XXXXXXXX, e.g. #b4d45535.
HEX8: /^#([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})$/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.
*
* @private
* @param {Array} [...args] An 'array-like' object that represents a list of
* arguments
* @return {Number[]} 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(r, g, b, a) {
var numArgs = arguments.length;
var mode = this.mode;
var maxes = this.maxes[mode];
var results = [];
var i;
if (numArgs >= 3) {
// Argument is a list of component values.
results[0] = r / maxes[0];
results[1] = g / maxes[1];
results[2] = b / maxes[2];
// Alpha may be undefined, so default it to 100%.
if (typeof a === 'number') {
results[3] = a / maxes[3];
} else {
results[3] = 1;
}
// Constrain components to the range [0,1].
// (loop backwards for performance)
for (i = results.length - 1; i >= 0; --i) {
var result = results[i];
if (result < 0) {
results[i] = 0;
} else if (result > 1) {
results[i] = 1;
}
}
// 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 r === 'string') {
var str = r.trim().toLowerCase();
// Return if string is a named colour.
if (namedColors[str]) {
return p5.Color._parseInputs.call(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.HEX4.test(str)) {
// #rgba
results = colorPatterns.HEX4.exec(str)
.slice(1)
.map(function(color) {
return parseInt(color + color, 16) / 255;
});
return results;
} else if (colorPatterns.HEX8.test(str)) {
// #rrggbbaa
results = colorPatterns.HEX8.exec(str)
.slice(1)
.map(function(color) {
return parseInt(color, 16) / 255;
});
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;
});
}
results = results.map(function(value) {
return Math.max(Math.min(value, 1), 0);
});
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) {
// (loop backwards for performance)
for (i = results.length - 1; i >= 0; --i) {
results[i] = Math.max(Math.min(results[i], 1), 0);
}
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 r === '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] = r / maxes[2];
results[1] = r / maxes[2];
results[2] = r / maxes[2];
// Alpha may be undefined, so default it to 100%.
if (typeof g === 'number') {
results[3] = g / maxes[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': 18, '../core/main': 24, './color_conversion': 14 }
],
17: [
function(_dereq_, module, exports) {
/**
* @module Color
* @submodule Setting
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('../core/main');
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 transparent. 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.
*
* The color is either specified in terms of the RGB, HSB, or HSL color
* depending on the current colorMode. (The default color space is RGB, with
* each value in the range from 0 to 255). The alpha range by default is also 0 to 255.
*
* If a single string argument is provided, RGB, RGBA and Hex CSS color strings
* and all named color strings are supported. In this case, an alpha number
* value as a second argument is not supported, the RGBA form should be used.
*
* A p5.Color object can also be provided to set the background color.
*
* A p5.Image can also be provided to set the background image.
*
* @method background
* @param {p5.Color} color any value created by the color() function
* @chainable
*
* @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');
*
*
*
* @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] opacity of the background relative to current
* color range (default is 0-255)
* @chainable
*/
/**
* @method background
* @param {Number} gray specifies a value between white and black
* @param {Number} [a]
* @chainable
*/
/**
* @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]
* @chainable
*/
/**
* @method background
* @param {Number[]} values an array containing the red, green, blue
* and alpha components of the color
* @chainable
*/
/**
* @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]
* @chainable
*/
p5.prototype.background = function() {
this._renderer.background.apply(this._renderer, arguments);
return this;
};
/**
* Clears the pixels within a buffer. This function only clears the canvas.
* It will not clear objects created by createX() methods such as
* createVideo() or createDiv().
* 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
* @chainable
* @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, HSB or HSL, corresponding to
* Red/Green/Blue and Hue/Saturation/Brightness
* (or Lightness)
* @param {Number} [max] range for all values
* @chainable
*
* @example
*
*
* @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. Translucent pink outlines.
*
*/
/**
* @method colorMode
* @param {Constant} mode
* @param {Number} max1 range for the red or hue depending on the
* current color mode
* @param {Number} max2 range for the green or saturation depending
* on the current color mode
* @param {Number} max3 range for the blue or brightness/lightness
* depending on the current color mode
* @param {Number} [maxA] range for the alpha
* @chainable
*/
p5.prototype.colorMode = function(mode, max1, max2, max3, maxA) {
p5._validateParameters('colorMode', arguments);
if (
mode === constants.RGB ||
mode === constants.HSB ||
mode === constants.HSL
) {
// Set color mode.
this._colorMode = mode;
// Set color maxes.
var maxes = this._colorMaxes[mode];
if (arguments.length === 2) {
maxes[0] = max1; // Red
maxes[1] = max1; // Green
maxes[2] = max1; // Blue
maxes[3] = max1; // Alpha
} else if (arguments.length === 4) {
maxes[0] = max1; // Red
maxes[1] = max2; // Green
maxes[2] = max3; // Blue
} else if (arguments.length === 5) {
maxes[0] = max1; // Red
maxes[1] = max2; // Green
maxes[2] = max3; // Blue
maxes[3] = maxA; // Alpha
}
}
return this;
};
/**
* Sets the color used to fill shapes. For example, if you run
* fill(204, 102, 0), all shapes drawn after the fill command will be filled with the color 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). The alpha range by default is also 0 to 255.
*
* If a single string argument is provided, RGB, RGBA and Hex CSS color strings
* and all named color strings are supported. In this case, an alpha number
* value as a second argument is not supported, the RGBA form should be used.
*
* A p5 Color object can also be provided to set the fill color.
*
* @method fill
* @param {Number} v1 red or hue value relative to
* the current color range
* @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]
* @chainable
* @example
*
* @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 fuchsia rect with black outline in center of canvas.
* 60x60 blue rect with black outline in center of canvas.
*/
/**
* @method fill
* @param {String} value a color string
* @chainable
*/
/**
* @method fill
* @param {Number} gray a gray value
* @param {Number} [alpha]
* @chainable
*/
/**
* @method fill
* @param {Number[]} values an array containing the red,green,blue &
* and alpha components of the color
* @chainable
*/
/**
* @method fill
* @param {p5.Color} color the fill color
* @chainable
*/
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
* @chainable
* @example
*
*
* @alt
* white rect top middle and noFill rect center. Both 60x60 with black outlines.
* black canvas with purple cube wireframe spinning
*/
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
* @chainable
* @example
*
*
* @alt
* 60x60 white rect at center. no outline.
* black canvas with pink cube spinning
*/
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). The alpha range by default is also 0 to 255.
*
* If a single string argument is provided, RGB, RGBA and Hex CSS color
* strings and all named color strings are supported. In this case, an alpha
* number value as a second argument is not supported, the RGBA form should be
* used.
*
* A p5 Color object can also be provided to set the stroke color.
*
*
* @method stroke
* @param {Number} v1 red or hue value relative to
* the current color range
* @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]
* @chainable
*
* @example
*
*
* @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 fuchsia outline.
* 60x60 white rect at center. Blue outline.
*/
/**
* @method stroke
* @param {String} value a color string
* @chainable
*/
/**
* @method stroke
* @param {Number} gray a gray value
* @param {Number} [alpha]
* @chainable
*/
/**
* @method stroke
* @param {Number[]} values an array containing the red,green,blue &
* and alpha components of the color
* @chainable
*/
/**
* @method stroke
* @param {p5.Color} color the stroke color
* @chainable
*/
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': 18, '../core/main': 24, './p5.Color': 16 }
],
18: [
function(_dereq_, module, exports) {
/**
* @module Constants
* @submodule Constants
* @for p5
*/
'use strict';
var PI = Math.PI;
module.exports = {
// GRAPHICS RENDERER
/**
* The default, two-dimensional renderer.
* @property {String} P2D
* @final
*/
P2D: 'p2d',
/**
* One of the two render modes in p5.js: P2D (default renderer) and WEBGL
* Enables 3D render by introducing the third dimension: Z
* @property {String} WEBGL
* @final
*/
WEBGL: 'webgl',
// ENVIRONMENT
/**
* @property {String} ARROW
* @final
*/
ARROW: 'default',
/**
* @property {String} CROSS
* @final
*/
CROSS: 'crosshair',
/**
* @property {String} HAND
* @final
*/
HAND: 'pointer',
/**
* @property {String} MOVE
* @final
*/
MOVE: 'move',
/**
* @property {String} TEXT
* @final
*/
TEXT: 'text',
/**
* @property {String} WAIT
* @final
*/
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 {Number} HALF_PI
* @final
*
* @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 {Number} PI
* @final
*
* @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 {Number} QUARTER_PI
* @final
*
* @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 {Number} TAU
* @final
*
* @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 {Number} TWO_PI
* @final
*
* @example
*
* arc(50, 50, 80, 80, 0, TWO_PI);
*
*
* @alt
* 80x80 white ellipse shape in center of canvas.
*
*/
TWO_PI: PI * 2,
/**
* Constant to be used with angleMode() function, to set the mode which
* p5.js interprates and calculates angles (either DEGREES or RADIANS).
* @property {String} DEGREES
* @final
*
* @example
*
* function setup() {
* angleMode(DEGREES);
* }
*
*/
DEGREES: 'degrees',
/**
* Constant to be used with angleMode() function, to set the mode which
* p5.js interprates and calculates angles (either RADIANS or DEGREES).
* @property {String} RADIANS
* @final
*
* @example
*
* let x = 10;
* print('The value of x is ' + x);
* // prints "The value of x is 10"
*
* @alt
* default grey canvas
*/
p5.prototype.print = function() {
if (!arguments.length) {
_windowPrint();
} else {
console.log.apply(console, arguments);
}
};
/**
* 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 {Integer} frameCount
* @readOnly
* @example
*
*
* @alt
* numbers rapidly counting upward with frame count set to 30.
*
*/
p5.prototype.frameCount = 0;
/**
* The system variable deltaTime contains the time
* difference between the beginning of the previous frame and the beginning
* of the current frame in milliseconds.
*
* This variable is useful for creating time sensitive animation or physics
* calculation that should stay constant regardless of frame rate.
*
* @property {Integer} deltaTime
* @readOnly
* @example
*
* let rectX = 0;
* let fr = 30; //starting FPS
* let 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 * (deltaTime / 50); // Move Rectangle in relation to deltaTime
*
* 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
* red rect moves left to right, followed by blue rect moving at the same speed
* with a lower frame rate. Loops.
*
*/
p5.prototype.deltaTime = 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 {Boolean} focused
* @readOnly
* @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. The values for parameters x and y
* must be less than the dimensions of the image.
*
* @method cursor
* @param {String|Constant} type Built-In: either ARROW, CROSS, HAND, MOVE, TEXT and WAIT
* Native CSS properties: 'grab', 'progress', 'cell' etc.
* External: path for cursor's images
* (Allowed File extensions: .cur, .gif, .jpg, .jpeg, .png)
* For more information on Native CSS cursors and url visit:
* https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
* @param {Number} [x] the horizontal active spot of the cursor (must be less than 32)
* @param {Number} [y] the vertical active spot of the cursor (must be less than 32)
* @example
*
* // Move the mouse across the quadrants
* // to see the cursor change
* function draw() {
* line(width / 2, 0, width / 2, height);
* line(0, height / 2, width, height / 2);
* if (mouseX < 50 && mouseY < 50) {
* cursor(CROSS);
* } else if (mouseX > 50 && mouseY < 50) {
* cursor('progress');
* } else if (mouseX > 50 && mouseY > 50) {
* cursor('https://s3.amazonaws.com/mupublicdata/cursor.cur');
* } else {
* cursor('grab');
* }
* }
*
*
* @alt
* canvas is divided into four quadrants. cursor on first is a cross, second is a progress,
* third is a custom cursor using path to the cursor and fourth is a grab.
*
*/
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 frame rate is based on the frame rate of the display
* (here also called "refresh rate"), which is set to 60 frames per second on most
* computers. A frame rate of 24 frames per second (usual for movies) or above
* will be enough for smooth animations
* 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
* @chainable
*
* @example
*
*
* let rectX = 0;
* let fr = 30; //starting FPS
* let 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.
*
*/
/**
* @method frameRate
* @return {Number} current frameRate
*/
p5.prototype.frameRate = function(fps) {
p5._validateParameters('frameRate', arguments);
if (typeof fps !== 'number' || fps < 0) {
return this._frameRate;
} else {
this._setProperty('_targetFrameRate', fps);
return this;
}
};
/**
* Returns the current framerate.
*
* @private
* @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.
*
* @private
* @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
*
*
*
* @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 screen display according to The
* default pixelDensity. This is used to run a
* full-screen program on any display size. To return actual screen size,
* multiply this by pixelDensity.
*
* @property {Number} displayWidth
* @readOnly
* @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 screen display according to The
* default pixelDensity. This is used to run a
* full-screen program on any display size. To return actual screen size,
* multiply this by pixelDensity.
*
* @property {Number} displayHeight
* @readOnly
* @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 {Number} windowWidth
* @readOnly
* @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 {Number} windowHeight
* @readOnly
* @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
*
* @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 {Number} width
* @readOnly
*/
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 {Number} height
* @readOnly
*/
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) {
* let fs = fullscreen();
* fullscreen(!fs);
* }
* }
*
*
*
* @alt
* no display.
*
*/
p5.prototype.fullscreen = function(val) {
p5._validateParameters('fullscreen', arguments);
// 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
* @chainable
* @example
*
*
* @alt
* fuzzy 50x50 white ellipse with black outline in center of canvas.
* sharp 50x50 white ellipse with black outline in center of canvas.
*/
/**
* @method pixelDensity
* @returns {Number} current pixel density of the sketch
*/
p5.prototype.pixelDensity = function(val) {
p5._validateParameters('pixelDensity', arguments);
var returnValue;
if (typeof val === 'number') {
if (val !== this._pixelDensity) {
this._pixelDensity = val;
this._pixelsDirty = true;
}
returnValue = this;
this.resizeCanvas(this.width, this.height, true); // as a side effect, it will clear the canvas
} else {
returnValue = this._pixelDensity;
}
return returnValue;
};
/**
* 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() {
* let 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
*
*
* let url;
* let 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 {String[]} path components
* @example
*
* function setup() {
* let urlPath = getURLPath();
* for (let 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
*
* @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': 18, './main': 24 }
],
20: [
function(_dereq_, module, exports) {
/**
* @for p5
* @requires core
*/
'use strict';
function _typeof(obj) {
if (typeof Symbol === 'function' && typeof Symbol.iterator === 'symbol') {
_typeof = function _typeof(obj) {
return typeof obj;
};
} else {
_typeof = function _typeof(obj) {
return obj &&
typeof Symbol === 'function' &&
obj.constructor === Symbol &&
obj !== Symbol.prototype
? 'symbol'
: typeof obj;
};
}
return _typeof(obj);
}
var p5 = _dereq_('./main');
var constants = _dereq_('./constants');
// p5.js blue, p5.js orange, auto dark green; fallback p5.js darkened magenta
// See testColors below for all the color codes and names
var typeColors = ['#2D7BB6', '#EE9900', '#4DB200', '#C83C00'];
if (typeof IS_MINIFIED !== 'undefined') {
p5._validateParameters = p5._friendlyFileLoadError = p5._friendlyError = function() {};
} else {
var doFriendlyWelcome = false; // TEMP until we get it all working LM
// for parameter validation
var dataDoc = _dereq_('../../docs/reference/data.json');
var arrDoc = JSON.parse(JSON.stringify(dataDoc));
// -- 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 < names.length; n++) {
class2type['[object ' + names[n] + ']'] = names[n].toLowerCase();
}
var getType = function getType(obj) {
if (obj == null) {
return obj + '';
}
return _typeof(obj) === 'object' || typeof obj === 'function'
? class2type[toString.call(obj)] || 'object'
: _typeof(obj);
};
// -- End borrow --
var friendlyWelcome = function friendlyWelcome() {
// p5.js brand - magenta: #ED225D
//var astrixBgColor = 'transparent';
//var astrixTxtColor = '#ED225D';
//var welcomeBgColor = '#ED225D';
//var welcomeTextColor = 'white';
console.log(
' _ \n' +
' /\\| |/\\ \n' +
" \\ ` ' / \n" +
' / , . \\ \n' +
' \\/|_|\\/ ' +
'\n\n> p5.js says: Welcome! ' +
'This is your friendly debugger. ' +
'To turn me off switch to using “p5.min.js”.'
);
};
/**
* Prints out a fancy, colorful message to the console log
*
* @method report
* @private
* @param {String} message the words to be said
* @param {String} func the name of the function to link
* @param {Number|String} color CSS color string or error type
*
* @return console logs
*/
var report = function report(message, func, color) {
if (doFriendlyWelcome) {
friendlyWelcome();
doFriendlyWelcome = false;
}
if ('undefined' === getType(color)) {
color = '#B40033'; // dark magenta
} else if (getType(color) === 'number') {
// Type to color
color = typeColors[color];
}
if (func === 'loadX') {
console.log('> p5.js says: ' + message);
} else if (func.substring(0, 4) === 'load') {
console.log(
'> p5.js says: ' +
message +
'[https://github.com/processing/p5.js/wiki/Local-server]'
);
} else {
console.log(
'> p5.js says: ' +
message +
' [http://p5js.org/reference/#p5/' +
func +
']'
);
}
};
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,'
},
'5': {
fileType: 'json',
method: 'loadJSON'
},
'6': {
fileType: 'file',
method: 'loadBytes'
},
'7': {
method: 'loadX',
message:
"In case your large file isn't fetched successfully," +
'we recommend splitting the file into smaller segments and fetching those.'
}
};
/**
* This is called internally if there is a error during file loading.
*
* @method _friendlyFileLoadError
* @private
* @param {Number} errorType
* @param {String} filePath
*/
p5._friendlyFileLoadError = function(errorType, filePath) {
var errorInfo = errorCases[errorType];
var message;
if (errorType === 7) {
message = errorInfo.message;
} else {
message =
'It looks like there was a problem' +
' loading your ' +
errorInfo.fileType +
'.' +
' Try checking if the file path [' +
filePath +
'] is correct,' +
(errorInfo.message || '') +
' or running a local server.';
}
report(message, errorInfo.method, 3);
};
/**
* This is a generic method that can be called from anywhere in the p5
* library to alert users to a common error.
*
* @method _friendlyError
* @private
* @param {Number} message message to be printed
* @param {String} method name of method
*/
p5._friendlyError = function(message, method) {
report(message, method);
};
var docCache = {};
var builtinTypes = [
'null',
'number',
'string',
'boolean',
'constant',
'function',
'any',
'integer'
];
// validateParameters() helper functions:
// lookupParamDoc() for querying data.json
var lookupParamDoc = function lookupParamDoc(func) {
// look for the docs in the `data.json` datastructure
var ichDot = func.lastIndexOf('.');
var funcName = func.substr(ichDot + 1);
var funcClass = func.substr(0, ichDot) || 'p5';
var queryResult;
var classitems = arrDoc.classitems;
for (var ici = 0; ici < classitems.length; ici++) {
var x = classitems[ici];
if (x.name === funcName && x.class === funcClass) {
queryResult = x;
break;
}
}
// different JSON structure for funct with multi-format
var overloads = [];
if (queryResult.hasOwnProperty('overloads')) {
// add all the overloads
for (var i = 0; i < queryResult.overloads.length; i++) {
overloads.push({ formats: queryResult.overloads[i].params });
}
} else {
// no overloads, just add the main method definition
overloads.push({ formats: queryResult.params || [] });
}
// parse the parameter types for each overload
var mapConstants = {};
var maxParams = 0;
overloads.forEach(function(overload) {
var formats = overload.formats;
// keep a record of the maximum number of arguments
// this method requires.
if (maxParams < formats.length) {
maxParams = formats.length;
}
// calculate the minimum number of arguments
// this overload requires.
var minParams = formats.length;
while (minParams > 0 && formats[minParams - 1].optional) {
minParams--;
}
overload.minParams = minParams;
// loop through each parameter position, and parse its types
formats.forEach(function(format) {
// split this parameter's types
format.types = format.type.split('|').map(function ct(type) {
// array
if (type.substr(type.length - 2, 2) === '[]') {
return {
name: type,
array: ct(type.substr(0, type.length - 2))
};
}
var lowerType = type.toLowerCase();
// contant
if (lowerType === 'constant') {
var constant;
if (mapConstants.hasOwnProperty(format.name)) {
constant = mapConstants[format.name];
} else {
// parse possible constant values from description
var myRe = /either\s+(?:[A-Z0-9_]+\s*,?\s*(?:or)?\s*)+/g;
var values = {};
var names = [];
constant = mapConstants[format.name] = {
values: values,
names: names
};
var myArray = myRe.exec(format.description);
if (func === 'endShape' && format.name === 'mode') {
values[constants.CLOSE] = true;
names.push('CLOSE');
} else {
var match = myArray[0];
var reConst = /[A-Z0-9_]+/g;
var matchConst;
while ((matchConst = reConst.exec(match)) !== null) {
var name = matchConst[0];
if (constants.hasOwnProperty(name)) {
values[constants[name]] = true;
names.push(name);
}
}
}
}
return {
name: type,
builtin: lowerType,
names: constant.names,
values: constant.values
};
}
// function
if (lowerType.substr(0, 'function'.length) === 'function') {
lowerType = 'function';
}
// builtin
if (builtinTypes.indexOf(lowerType) >= 0) {
return { name: type, builtin: lowerType };
}
// find type's prototype
var t = window;
var typeParts = type.split('.');
// special-case 'p5' since it may be non-global
if (typeParts[0] === 'p5') {
t = p5;
typeParts.shift();
}
typeParts.forEach(function(p) {
t = t && t[p];
});
if (t) {
return { name: type, prototype: t };
}
return { name: type, type: lowerType };
});
});
});
return {
overloads: overloads,
maxParams: maxParams
};
};
var isNumber = function isNumber(param) {
switch (_typeof(param)) {
case 'number':
return true;
case 'string':
return !isNaN(param);
default:
return false;
}
};
var testParamType = function testParamType(param, type) {
var isArray = param instanceof Array;
var matches = true;
if (type.array && isArray) {
for (var i = 0; i < param.length; i++) {
var error = testParamType(param[i], type.array);
if (error) return error / 2; // half error for elements
}
} else if (type.prototype) {
matches = param instanceof type.prototype;
} else if (type.builtin) {
switch (type.builtin) {
case 'number':
matches = isNumber(param);
break;
case 'integer':
matches = isNumber(param) && Number(param) === Math.floor(param);
break;
case 'boolean':
case 'any':
matches = true;
break;
case 'array':
matches = isArray;
break;
case 'string':
matches = /*typeof param === 'number' ||*/ typeof param === 'string';
break;
case 'constant':
matches = type.values.hasOwnProperty(param);
break;
case 'function':
matches = param instanceof Function;
break;
case 'null':
matches = param === null;
break;
}
} else {
matches = _typeof(param) === type.t;
}
return matches ? 0 : 1;
};
// testType() for non-object type parameter validation
var testParamTypes = function testParamTypes(param, types) {
var minScore = 9999;
for (var i = 0; minScore > 0 && i < types.length; i++) {
var score = testParamType(param, types[i]);
if (minScore > score) minScore = score;
}
return minScore;
};
// generate a score (higher is worse) for applying these args to
// this overload.
var scoreOverload = function scoreOverload(args, argCount, overload, minScore) {
var score = 0;
var formats = overload.formats;
var minParams = overload.minParams;
// check for too few/many args
// the score is double number of extra/missing args
if (argCount < minParams) {
score = (minParams - argCount) * 2;
} else if (argCount > formats.length) {
score = (argCount - formats.length) * 2;
}
// loop through the formats, adding up the error score for each arg.
// quit early if the score gets higher than the previous best overload.
for (var p = 0; score <= minScore && p < formats.length; p++) {
var arg = args[p];
var format = formats[p];
// '== null' checks for 'null' and typeof 'undefined'
if (arg == null) {
// handle non-optional and non-trailing undefined args
if (!format.optional || p < minParams || p < argCount) {
score += 1;
}
} else {
score += testParamTypes(arg, format.types);
}
}
return score;
};
// gets a list of errors for this overload
var getOverloadErrors = function getOverloadErrors(args, argCount, overload) {
var formats = overload.formats;
var minParams = overload.minParams;
// check for too few/many args
if (argCount < minParams) {
return [
{
type: 'TOO_FEW_ARGUMENTS',
argCount: argCount,
minParams: minParams
}
];
} else if (argCount > formats.length) {
return [
{
type: 'TOO_MANY_ARGUMENTS',
argCount: argCount,
maxParams: formats.length
}
];
}
var errorArray = [];
for (var p = 0; p < formats.length; p++) {
var arg = args[p];
var format = formats[p];
// '== null' checks for 'null' and typeof 'undefined'
if (arg == null) {
// handle non-optional and non-trailing undefined args
if (!format.optional || p < minParams || p < argCount) {
errorArray.push({
type: 'EMPTY_VAR',
position: p,
format: format
});
}
} else if (testParamTypes(arg, format.types) > 0) {
errorArray.push({
type: 'WRONG_TYPE',
position: p,
format: format,
arg: arg
});
}
}
return errorArray;
};
// a custom error type, used by the mocha
// tests when expecting validation errors
p5.ValidationError = (function(name) {
var err = function err(message, func) {
this.message = message;
this.func = func;
if ('captureStackTrace' in Error) Error.captureStackTrace(this, err);
else this.stack = new Error().stack;
};
err.prototype = Object.create(Error.prototype);
err.prototype.name = name;
err.prototype.constructor = err;
return err;
})('ValidationError');
// function for generating console.log() msg
p5._friendlyParamError = function(errorObj, func) {
var message;
function formatType() {
var format = errorObj.format;
return format.types
.map(function(type) {
return type.names ? type.names.join('|') : type.name;
})
.join('|');
}
switch (errorObj.type) {
case 'EMPTY_VAR':
message =
func +
'() was expecting ' +
formatType() +
' for parameter #' +
errorObj.position +
' (zero-based index), received an empty variable instead.' +
' If not intentional, this is often a problem with scope:' +
' [https://p5js.org/examples/data-variable-scope.html]';
break;
case 'WRONG_TYPE':
var arg = errorObj.arg;
var argType =
arg instanceof Array
? 'array'
: arg === null ? 'null' : arg.name || _typeof(arg);
message =
func +
'() was expecting ' +
formatType() +
' for parameter #' +
errorObj.position +
' (zero-based index), received ' +
argType +
' instead';
break;
case 'TOO_FEW_ARGUMENTS':
message =
func +
'() was expecting at least ' +
errorObj.minParams +
' arguments, but received only ' +
errorObj.argCount;
break;
case 'TOO_MANY_ARGUMENTS':
message =
func +
'() was expecting no more than ' +
errorObj.maxParams +
' arguments, but received ' +
errorObj.argCount;
break;
}
if (message) {
if (p5._throwValidationErrors) {
throw new p5.ValidationError(message);
}
try {
var re = /Function\.validateParameters.*[\r\n].*[\r\n].*\(([^)]*)/;
var location = re.exec(new Error().stack)[1];
if (location) {
message += ' at ' + location;
}
} catch (err) {}
report(message + '.', func, 3);
}
};
/**
* Validates parameters
* param {String} func the name of the function
* param {Array} args user input arguments
*
* example:
* var a;
* ellipse(10,10,a,5);
* console ouput:
* "It looks like ellipse received an empty variable in spot #2."
*
* example:
* ellipse(10,"foo",5,5);
* console output:
* "ellipse was expecting a number for parameter #1,
* received "foo" instead."
*/
p5._validateParameters = function validateParameters(func, args) {
if (p5.disableFriendlyErrors) {
return; // skip FES
}
// lookup the docs in the 'data.json' file
var docs = docCache[func] || (docCache[func] = lookupParamDoc(func));
var overloads = docs.overloads;
// ignore any trailing `undefined` arguments
var argCount = args.length;
// '== null' checks for 'null' and typeof 'undefined'
while (argCount > 0 && args[argCount - 1] == null) {
argCount--;
}
// find the overload with the best score
var minScore = 99999;
var minOverload;
for (var i = 0; i < overloads.length; i++) {
var score = scoreOverload(args, argCount, overloads[i], minScore);
if (score === 0) {
return; // done!
} else if (minScore > score) {
// this score is better that what we have so far...
minScore = score;
minOverload = i;
}
}
// this should _always_ be true here...
if (minScore > 0) {
// get the errors for the best overload
var errorArray = getOverloadErrors(args, argCount, overloads[minOverload]);
// generate err msg
for (var n = 0; n < errorArray.length; n++) {
p5._friendlyParamError(errorArray[n], func);
}
}
};
/**
* 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
} */
p5.prototype._validateParameters = p5.validateParameters;
}
// 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/p5.js-overview' +
'#why-cant-i-assign-variables-using-p5-functions-and-' +
'variables-before-setup';
var defineMisusedAtTopLevelCode = function defineMisusedAtTopLevelCode() {
var uniqueNamesFound = {};
var getSymbols = function getSymbols(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;
});
};
var helpForMisusedAtTopLevelCode = 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(
"Did 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
);
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;
},
{ '../../docs/reference/data.json': 1, './constants': 18, './main': 24 }
],
21: [
function(_dereq_, module, exports) {
/**
* @requires constants
*/
'use strict';
var constants = _dereq_('./constants');
module.exports = {
modeAdjust: function modeAdjust(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 };
}
}
};
},
{ './constants': 18 }
],
22: [
function(_dereq_, module, exports) {
'use strict';
var p5 = _dereq_('../core/main');
/**
* _globalInit
*
* TODO: ???
* if sketch is on window
* assume "global" mode
* and instantiate p5 automatically
* otherwise do nothing
*
* @private
* @return {Undefined}
*/
var _globalInit = function _globalInit() {
if (!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 the page is ready, initialize p5 immediately
if (document.readyState === 'complete') {
_globalInit();
// if the page is still loading, add an event listener
// and initialize p5 as soon as it finishes loading
} else {
window.addEventListener('load', _globalInit, false);
}
},
{ '../core/main': 24 }
],
23: [
function(_dereq_, module, exports) {
/**
* @for p5
* @requires core
* These are functions that are part of the Processing API but are not part of
* the p5.js API. In some cases they have a new name, in others, they are
* removed completely. Not all unsupported Processing functions are listed here
* but we try to include ones that a user coming from Processing might likely
* call.
*/
'use strict';
var p5 = _dereq_('./main');
p5.prototype.pushStyle = function() {
throw new Error('pushStyle() not used, see push()');
};
p5.prototype.popStyle = function() {
throw new Error('popStyle() not used, see pop()');
};
p5.prototype.popMatrix = function() {
throw new Error('popMatrix() not used, see pop()');
};
p5.prototype.printMatrix = function() {
throw new Error(
'printMatrix() is not implemented in p5.js, ' +
'refer to [https://simonsarris.com/a-transformation-class-for-canvas-to-keep-track-of-the-transformation-matrix/] ' +
'to add your own implementation.'
);
};
p5.prototype.pushMatrix = function() {
throw new Error('pushMatrix() not used, see push()');
};
module.exports = p5;
},
{ './main': 24 }
],
24: [
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
*
* @class p5
* @constructor
* @param {function} sketch a closure that can set optional preload(),
* setup(), and/or draw() properties on the
* given p5 instance
* @param {HTMLElement} [node] element to attach canvas to
* @return {p5} a p5 instance
*/
var p5 = function p5(sketch, node, sync) {
//////////////////////////////////////////////
// PUBLIC p5 PROPERTIES AND METHODS
//////////////////////////////////////////////
/**
* Called directly before setup(), the preload() function is used to handle
* asynchronous loading of external files in a blocking way. If a preload
* function is defined, setup() will wait until any load calls within have
* finished. Nothing besides load calls (loadImage, loadJSON, loadFont,
* loadStrings, etc.) should be inside the preload function. If asynchronous
* loading is preferred, the load methods can instead be called in setup()
* or anywhere else with the use of a callback parameter.
*
* 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
*
* let img;
* let 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
*
* let 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
*
* let 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._glAttributes = null;
this._requestAnimId = 0;
this._preloadCount = 0;
this._isGlobal = false;
this._loop = true;
this._initializeInstanceVariables();
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,
dblclick: 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';
// Allows methods to be registered on an instance that
// are instance-specific.
this._registeredMethods = {};
var methods = Object.getOwnPropertyNames(p5.prototype._registeredMethods);
for (var i = 0; i < methods.length; i++) {
var prop = methods[i];
this._registeredMethods[prop] = p5.prototype._registeredMethods[prop].slice();
}
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 context = this._isGlobal ? window : this;
var userPreload = context.preload;
if (userPreload) {
// Setup loading screen
// Set loading screen 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 methods) {
// default to p5 if no object defined
methods[method] = methods[method] || p5;
var obj = methods[method];
//it's p5, check if it's global or instance
if (obj === p5.prototype || obj === p5) {
if (this._isGlobal) {
window[method] = this._wrapPreload(this, method);
}
obj = this;
}
this._registeredPreloadMethods[method] = obj[method];
obj[method] = this._wrapPreload(obj, method);
}
userPreload();
this._runIfPreloadsAreDone();
} else {
this._setup();
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._draw();
}
};
this._decrementPreload = function() {
var context = this._isGlobal ? window : this;
if (typeof context.preload === 'function') {
context._setProperty('_preloadCount', context._preloadCount - 1);
context._runIfPreloadsAreDone();
}
};
this._wrapPreload = function(obj, fnName) {
return function() {
//increment counter
this._incrementPreload();
//call original function
return this._registeredPreloadMethods[fnName].apply(obj, arguments);
}.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'
);
// 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.redraw();
this._frameRate = 1000.0 / (now - this._lastFrameTime);
this.deltaTime = now - this._lastFrameTime;
this._setProperty('deltaTime', this.deltaTime);
this._lastFrameTime = now;
// If the user is actually using mouse module, then update
// coordinates, otherwise skip. We can test this by simply
// checking if any of the mouse functions are available or not.
// NOTE : This reflects only in complete build or modular build.
if (typeof this._updateMouseCoords !== 'undefined') {
this._updateMouseCoords();
}
}
// 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._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. While all functions and
* variables and objects created by the p5 library will be removed, any
* other global variables created by your code will remain.
*
* @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() {
var loadingScreen = document.getElementById(this._loadingScreenId);
if (loadingScreen) {
loadingScreen.parentNode.removeChild(loadingScreen);
// Add 1 to preload counter to prevent the sketch ever executing setup()
this._incrementPreload();
}
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 < this._elements.length; i++) {
var e = this._elements[i];
if (e.elt.parentNode) {
e.elt.parentNode.removeChild(e.elt);
}
for (var elt_ev in e._events) {
e.elt.removeEventListener(elt_ev, e._events[elt_ev]);
}
}
// call any registered remove functions
var self = this;
this._registeredMethods.remove.forEach(function(f) {
if (typeof f !== 'undefined') {
f.call(self);
}
});
}
// remove window bound properties and methods
if (this._isGlobal) {
for (var p in p5.prototype) {
try {
delete window[p];
} catch (x) {
window[p] = undefined;
}
}
for (var p2 in this) {
if (this.hasOwnProperty(p2)) {
try {
delete window[p2];
} catch (x) {
window[p2] = undefined;
}
}
}
p5.instance = null;
}
}.bind(this);
// call any registered init functions
this._registeredMethods.init.forEach(function(f) {
if (typeof f !== 'undefined') {
f.call(this);
}
}, this);
var friendlyBindGlobal = this._createFriendlyGlobalFunctionBinder();
// If the user has created a global setup or draw function,
// assume "global" mode and make everything global (i.e. on the window)
if (!sketch) {
this._isGlobal = true;
p5.instance = this;
// Loop through methods on the prototype and attach them to the window
for (var p in p5.prototype) {
if (typeof p5.prototype[p] === 'function') {
var ev = p.substring(2);
if (!this._events.hasOwnProperty(ev)) {
if (Math.hasOwnProperty(p) && Math[p] === p5.prototype[p]) {
// Multiple p5 methods are just native Math functions. These can be
// called without any binding.
friendlyBindGlobal(p, p5.prototype[p]);
} else {
friendlyBindGlobal(p, p5.prototype[p].bind(this));
}
}
} else {
friendlyBindGlobal(p, p5.prototype[p]);
}
}
// Attach its properties to the window
for (var p2 in this) {
if (this.hasOwnProperty(p2)) {
friendlyBindGlobal(p2, this[p2]);
}
}
} else {
// Else, the user has passed in a sketch closure that may set
// user-provided 'setup', 'draw', etc. properties on this instance of p5
sketch(this);
}
// Bind events to window (not using container div bc key events don't work)
for (var e in this._events) {
var f = this['_on' + e];
if (f) {
var m = f.bind(this);
window.addEventListener(e, m, { passive: false });
this._events[e] = m;
}
}
var focusHandler = function() {
this._setProperty('focused', true);
}.bind(this);
var blurHandler = function() {
this._setProperty('focused', false);
}.bind(this);
window.addEventListener('focus', focusHandler);
window.addEventListener('blur', blurHandler);
this.registerMethod('remove', function() {
window.removeEventListener('focus', focusHandler);
window.removeEventListener('blur', blurHandler);
});
if (document.readyState === 'complete') {
this._start();
} else {
window.addEventListener('load', this._start.bind(this), false);
}
};
p5.prototype._initializeInstanceVariables = function() {
this._styles = [];
this._bezierDetail = 20;
this._curveDetail = 20;
this._colorMode = constants.RGB;
this._colorMaxes = {
rgb: [255, 255, 255, 255],
hsb: [360, 100, 100, 1],
hsl: [360, 100, 100, 1]
};
this._pixelsDirty = true;
this._downKeys = {}; //Holds the key codes of currently pressed keys
};
// This is a pointer to our global mode p5 instance, if we're in
// global mode.
p5.instance = null;
/**
* Allows for the friendly error system (FES) to be turned off when creating a sketch,
* which can give a significant boost to performance when needed.
* See
* disabling the friendly error system.
*
* @property {Boolean} disableFriendlyErrors
* @example
*
*/
p5.disableFriendlyErrors = false;
// attach constants to p5 prototype
for (var k in constants) {
p5.prototype[k] = constants[k];
}
// functions that cause preload to wait
// more can be added by using registerPreloadMethod(func)
p5.prototype._preloadMethods = {
loadJSON: p5.prototype,
loadImage: p5.prototype,
loadStrings: p5.prototype,
loadXML: p5.prototype,
loadBytes: p5.prototype,
loadTable: p5.prototype,
loadFont: p5.prototype,
loadModel: p5.prototype,
loadShader: p5.prototype
};
p5.prototype._registeredMethods = { init: [], pre: [], post: [], remove: [] };
p5.prototype._registeredPreloadMethods = {};
p5.prototype.registerPreloadMethod = function(fnString, obj) {
// obj = obj || p5.prototype;
if (!p5.prototype._preloadMethods.hasOwnProperty(fnString)) {
p5.prototype._preloadMethods[fnString] = obj;
}
};
p5.prototype.registerMethod = function(name, m) {
var target = this || p5.prototype;
if (!target._registeredMethods.hasOwnProperty(name)) {
target._registeredMethods[name] = [];
}
target._registeredMethods[name].push(m);
};
// create a function which provides a standardized process for binding
// globals; this is implemented as a factory primarily so that there's a
// way to redefine what "global" means for the binding function so it
// can be used in scenarios like unit testing where the window object
// might not exist
p5.prototype._createFriendlyGlobalFunctionBinder = function(options) {
options = options || {};
var globalObject = options.globalObject || window;
var log = options.log || console.log.bind(console);
var propsToForciblyOverwrite = {
// p5.print actually always overwrites an existing global function,
// albeit one that is very unlikely to be used:
//
// https://developer.mozilla.org/en-US/docs/Web/API/Window/print
print: true
};
return function(prop, value) {
if (
!p5.disableFriendlyErrors &&
typeof IS_MINIFIED === 'undefined' &&
typeof value === 'function' &&
!(prop in p5.prototype._preloadMethods)
) {
try {
// Because p5 has so many common function names, it's likely
// that users may accidentally overwrite global p5 functions with
// their own variables. Let's allow this but log a warning to
// help users who may be doing this unintentionally.
//
// For more information, see:
//
// https://github.com/processing/p5.js/issues/1317
if (prop in globalObject && !(prop in propsToForciblyOverwrite)) {
throw new Error('global "' + prop + '" already exists');
}
// It's possible that this might throw an error because there
// are a lot of edge-cases in which `Object.defineProperty` might
// not succeed; since this functionality is only intended to
// help beginners anyways, we'll just catch such an exception
// if it occurs, and fall back to legacy behavior.
Object.defineProperty(globalObject, prop, {
configurable: true,
enumerable: true,
get: function get() {
return value;
},
set: function set(newValue) {
Object.defineProperty(globalObject, prop, {
configurable: true,
enumerable: true,
value: newValue,
writable: true
});
log(
'You just changed the value of "' +
prop +
'", which was ' +
"a p5 function. This could cause problems later if you're " +
'not careful.'
);
}
});
} catch (e) {
log(
'p5 had problems creating the global function "' +
prop +
'", ' +
'possibly because your code is already using that name as ' +
'a variable. You may want to rename your variable to something ' +
'else.'
);
globalObject[prop] = value;
}
} else {
globalObject[prop] = value;
}
};
};
module.exports = p5;
},
{ './constants': 18, './shim': 34 }
],
25: [
function(_dereq_, module, exports) {
/**
* @module DOM
* @submodule DOM
* @for p5.Element
*/
'use strict';
var p5 = _dereq_('./main');
/**
* 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
* @param {String} elt DOM node that is wrapped
* @param {p5} [pInst] pointer to p5 instance
*/
p5.Element = function(elt, pInst) {
/**
* Underlying HTML element. All normal HTML methods can be called on this.
* @example
*
*
* function setup() {
* let c = createCanvas(50, 50);
* c.elt.style.border = '5px solid red';
* }
*
* function draw() {
* background(220);
* }
*
*
*
* @property elt
* @readOnly
*/
this.elt = elt;
this._pInst = this._pixelsState = 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.
*
* All above examples except for the first one require the inclusion of
* the p5.dom library in your index.html. See the
* using a library
* section for information on how to include this library.
*
* @method parent
* @param {String|p5.Element|Object} parent the ID, DOM node, or p5.Element
* of desired parent element
* @chainable
*
* @example
*
* // in the html file:
* // <div id="myContainer"></div>
*
* // in the js file:
* let cnv = createCanvas(100, 100);
* cnv.parent('myContainer');
*
*
* let div0 = createDiv('this is the parent');
* let div1 = createDiv('this is the child');
* div1.parent(div0); // use p5.Element
*
*
* let div0 = createDiv('this is the parent');
* div0.id('apples');
* let div1 = createDiv('this is the child');
* div1.parent('apples'); // use id
*
*
* let elt = document.getElementById('myParentDiv');
* let div1 = createDiv('this is the child');
* div1.parent(elt); // use element from page
*
*
* @alt
* no display.
*/
/**
* @method parent
* @return {p5.Element}
*
*/
p5.Element.prototype.parent = function(p) {
if (typeof p === 'undefined') {
return this.elt.parentNode;
}
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.
* Note that only one element can have a particular id in a page.
* The .class() function can be used
* to identify multiple elements with the same class name.
*
* @method id
* @param {String} id ID of the element
* @chainable
*
* @example
*
* function setup() {
* let cnv = createCanvas(100, 100);
* // Assigns a CSS selector ID to
* // the canvas element.
* cnv.id('mycanvas');
* }
*
*
* @alt
* no display.
*/
/**
* @method id
* @return {String} the id of the element
*/
p5.Element.prototype.id = function(id) {
if (typeof id === 'undefined') {
return this.elt.id;
}
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
* @chainable
*
* @example
*
* function setup() {
* let cnv = createCanvas(100, 100);
* // Assigns a CSS selector class 'small'
* // to the canvas element.
* cnv.class('small');
* }
*
*
* @alt
* no display.
*/
/**
* @method class
* @return {String} the class of the element
*/
p5.Element.prototype.class = function(c) {
if (typeof c === 'undefined') {
return this.elt.className;
}
this.elt.className = c;
return this;
};
/**
* The .mousePressed() function is called once after every time a
* mouse button is pressed over the element.
* Some mobile browsers may also trigger this event on a touch screen,
* if the user performs a quick tap.
* This can be used to attach element specific event listeners.
*
* @method mousePressed
* @param {Function|Boolean} fxn function to be fired when mouse is
* pressed over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d;
* let 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) {
// Prepend the mouse property setters to the event-listener.
// This is required so that mouseButton is set correctly prior to calling the callback (fxn).
// For details, see https://github.com/processing/p5.js/issues/3087.
var eventPrependedFxn = function eventPrependedFxn(event) {
this._pInst._setProperty('mouseIsPressed', true);
this._pInst._setMouseButton(event);
// Pass along the return-value of the callback:
return fxn.call(this);
};
// Pass along the event-prepended form of the callback.
p5.Element._adjustListener('mousedown', eventPrependedFxn, this);
return this;
};
/**
* The .doubleClicked() function is called once after every time a
* mouse button is pressed twice over the element. This can be used to
* attach element and action specific event listeners.
*
* @method doubleClicked
* @param {Function|Boolean} fxn function to be fired when mouse is
* double clicked over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @return {p5.Element}
* @example
*
* let cnv;
* let d;
* let g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.doubleClicked(changeGray); // attach listener for
* // canvas double click only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* ellipse(width / 2, height / 2, d, d);
* }
*
* // this function fires with any double click anywhere
* function doubleClicked() {
* d = d + 10;
* }
*
* // this function fires only when cnv is double clicked
* function changeGray() {
* g = random(0, 255);
* }
*
*
* @alt
* no display.
*
*/
p5.Element.prototype.doubleClicked = function(fxn) {
p5.Element._adjustListener('dblclick', 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 callback 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|Boolean} fxn function to be fired when mouse is
* scrolled over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d;
* let 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) {
p5.Element._adjustListener('wheel', fxn, this);
return this;
};
/**
* The .mouseReleased() function is called once after every time a
* mouse button is released over the element.
* Some mobile browsers may also trigger this event on a touch screen,
* if the user performs a quick tap.
* This can be used to attach element specific event listeners.
*
* @method mouseReleased
* @param {Function|Boolean} fxn function to be fired when mouse is
* released over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d;
* let 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) {
p5.Element._adjustListener('mouseup', fxn, this);
return this;
};
/**
* The .mouseClicked() function is called once after a mouse button is
* pressed and released over the element.
* Some mobile browsers may also trigger this event on a touch screen,
* if the user performs a quick tap.
* This can be used to attach element specific event listeners.
*
* @method mouseClicked
* @param {Function|Boolean} fxn function to be fired when mouse is
* clicked over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
*
* let cnv;
* let d;
* let 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) {
p5.Element._adjustListener('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|Boolean} fxn function to be fired when a mouse moves
* over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d = 30;
* let 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) {
p5.Element._adjustListener('mousemove', 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|Boolean} fxn function to be fired when a mouse moves
* onto the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d;
* 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) {
p5.Element._adjustListener('mouseover', 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|Boolean} fxn function to be fired when a mouse
* moves off of an element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d;
* 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) {
p5.Element._adjustListener('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|Boolean} fxn function to be fired when a touch
* starts over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d;
* let 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) {
p5.Element._adjustListener('touchstart', 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|Boolean} fxn function to be fired when a touch moves over
* the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let 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) {
p5.Element._adjustListener('touchmove', 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|Boolean} fxn function to be fired when a touch ends
* over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* let cnv;
* let d;
* let 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) {
p5.Element._adjustListener('touchend', 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|Boolean} fxn function to be fired when a file is
* dragged over the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* // To test this sketch, simply drag a
* // file over the canvas
* function setup() {
* let c = createCanvas(100, 100);
* background(200);
* textAlign(CENTER);
* text('Drag file', width / 2, height / 2);
* c.dragOver(dragOverCallback);
* }
*
* // This function will be called whenever
* // a file is dragged over the canvas
* function dragOverCallback() {
* background(240);
* text('Dragged over', width / 2, height / 2);
* }
*
* @alt
* nothing displayed
*/
p5.Element.prototype.dragOver = function(fxn) {
p5.Element._adjustListener('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|Boolean} fxn function to be fired when a file is
* dragged off the element.
* if `false` is passed instead, the previously
* firing function will no longer fire.
* @chainable
* @example
*
* // To test this sketch, simply drag a file
* // over and then out of the canvas area
* function setup() {
* let c = createCanvas(100, 100);
* background(200);
* textAlign(CENTER);
* text('Drag file', width / 2, height / 2);
* c.dragLeave(dragLeaveCallback);
* }
*
* // This function will be called whenever
* // a file is dragged out of the canvas
* function dragLeaveCallback() {
* background(240);
* text('Dragged off', width / 2, height / 2);
* }
*
* @alt
* nothing displayed
*/
p5.Element.prototype.dragLeave = function(fxn) {
p5.Element._adjustListener('dragleave', fxn, this);
return this;
};
// General handler for event attaching and detaching
p5.Element._adjustListener = function(ev, fxn, ctx) {
if (fxn === false) {
p5.Element._detachListener(ev, ctx);
} else {
p5.Element._attachListener(ev, fxn, ctx);
}
return this;
};
p5.Element._attachListener = function(ev, fxn, ctx) {
// detach the old listener if there was one
if (ctx._events[ev]) {
p5.Element._detachListener(ev, ctx);
}
var f = fxn.bind(ctx);
ctx.elt.addEventListener(ev, f, false);
ctx._events[ev] = f;
};
p5.Element._detachListener = function(ev, ctx) {
var f = ctx._events[ev];
ctx.elt.removeEventListener(ev, f, false);
ctx._events[ev] = null;
};
/**
* Helper fxn for sharing pixel methods
*
*/
p5.Element.prototype._setProperty = function(prop, value) {
this[prop] = value;
};
module.exports = p5.Element;
},
{ './main': 24 }
],
26: [
function(_dereq_, module, exports) {
/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
'use strict';
var p5 = _dereq_('./main');
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
* @extends p5.Element
* @param {Number} w width
* @param {Number} h height
* @param {Constant} renderer the renderer to use, either P2D or WEBGL
* @param {p5} [pInst] pointer to p5 instance
*/
p5.Graphics = function(w, h, renderer, pInst) {
var r = renderer || constants.P2D;
this.canvas = document.createElement('canvas');
var node = pInst._userNode || document.body;
node.appendChild(this.canvas);
p5.Element.call(this, this.canvas, pInst);
// 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];
}
}
}
p5.prototype._initializeInstanceVariables.apply(this);
this.width = w;
this.height = h;
this._pixelDensity = pInst._pixelDensity;
if (r === constants.WEBGL) {
this._renderer = new p5.RendererGL(this.canvas, this, false);
} else {
this._renderer = new p5.Renderer2D(this.canvas, this, false);
}
pInst._elements.push(this);
this._renderer.resize(w, h);
this._renderer._applyDefaults();
return this;
};
p5.Graphics.prototype = Object.create(p5.Element.prototype);
/**
* Resets certain values such as those modified by functions in the Transform category
* and in the Lights category that are not automatically reset
* with graphics buffer objects. Calling this in draw() will copy the behavior
* of the standard canvas.
*
* @method reset
* @example
*
*
* let pg;
* function setup() {
* createCanvas(100, 100);
* background(0);
* pg = createGraphics(50, 100);
* pg.fill(0);
* frameRate(5);
* }
* function draw() {
* image(pg, width / 2, 0);
* pg.background(255);
* // p5.Graphics object behave a bit differently in some cases
* // The normal canvas on the left resets the translate
* // with every loop through draw()
* // the graphics object on the right doesn't automatically reset
* // so translate() is additive and it moves down the screen
* rect(0, 0, width / 2, 5);
* pg.rect(0, 0, width / 2, 5);
* translate(0, 5, 0);
* pg.translate(0, 5, 0);
* }
* function mouseClicked() {
* // if you click you will see that
* // reset() resets the translate back to the initial state
* // of the Graphics object
* pg.reset();
* }
*
*
* @alt
* A white line on a black background stays still on the top-left half.
* A black line animates from top to bottom on a white background on the right half.
* When clicked, the black line starts back over at the top.
*
*/
p5.Graphics.prototype.reset = function() {
this._renderer.resetMatrix();
if (this._renderer.isP3D) {
this._renderer._update();
}
};
/**
* Removes a Graphics object from the page and frees any resources
* associated with it.
*
* @method remove
*
* @example
*
* let bg;
* function setup() {
* pixelDensity(1);
* createCanvas(100, 100);
* stroke(255);
* fill(0);
*
* // create and draw the background image
* bg = createGraphics(100, 100);
* bg.background(200);
* bg.ellipse(50, 50, 80, 80);
* }
* function draw() {
* let t = millis() / 1000;
* // draw the background
* if (bg) {
* image(bg, frameCount % 100, 0);
* image(bg, frameCount % 100 - 100, 0);
* }
* // draw the foreground
* let p = p5.Vector.fromAngle(t, 35).add(50, 50);
* ellipse(p.x, p.y, 30);
* }
* function mouseClicked() {
* // remove the background
* if (bg) {
* bg.remove();
* bg = null;
* }
* }
*
*
* @alt
* no image
* a multi-colored circle moving back and forth over a scrolling background.
*
*/
p5.Graphics.prototype.remove = function() {
if (this.elt.parentNode) {
this.elt.parentNode.removeChild(this.elt);
}
var idx = this._pInst._elements.indexOf(this);
if (idx !== -1) {
this._pInst._elements.splice(idx, 1);
}
for (var elt_ev in this._events) {
this.elt.removeEventListener(elt_ev, this._events[elt_ev]);
}
};
module.exports = p5.Graphics;
},
{ './constants': 18, './main': 24 }
],
27: [
function(_dereq_, module, exports) {
/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
'use strict';
function _typeof(obj) {
if (typeof Symbol === 'function' && typeof Symbol.iterator === 'symbol') {
_typeof = function _typeof(obj) {
return typeof obj;
};
} else {
_typeof = function _typeof(obj) {
return obj &&
typeof Symbol === 'function' &&
obj.constructor === Symbol &&
obj !== Symbol.prototype
? 'symbol'
: typeof obj;
};
}
return _typeof(obj);
}
var p5 = _dereq_('./main');
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 {p5} [pInst] pointer to p5 instance
* @param {Boolean} [isMainCanvas] whether we're using it as main canvas
*/
p5.Renderer = function(elt, pInst, isMainCanvas) {
p5.Element.call(this, elt, pInst);
this.canvas = elt;
this._pixelsState = 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._textAlign = constants.LEFT;
this._textBaseline = constants.BASELINE;
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;
};
p5.Renderer.prototype = Object.create(p5.Element.prototype);
// the renderer should return a 'style' object that it wishes to
// store on the push stack.
p5.Renderer.prototype.push = function() {
return {
properties: {
_doStroke: this._doStroke,
_strokeSet: this._strokeSet,
_doFill: this._doFill,
_fillSet: this._fillSet,
_tint: this._tint,
_imageMode: this._imageMode,
_rectMode: this._rectMode,
_ellipseMode: this._ellipseMode,
_textFont: this._textFont,
_textLeading: this._textLeading,
_textSize: this._textSize,
_textAlign: this._textAlign,
_textBaseline: this._textBaseline,
_textStyle: this._textStyle
}
};
};
// a pop() operation is in progress
// the renderer is passed the 'style' object that it returned
// from its push() method.
p5.Renderer.prototype.pop = function(style) {
if (style.properties) {
// copy the style properties back into the renderer
Object.assign(this, style.properties);
}
};
/**
* 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.get = function(x, y, w, h) {
var pixelsState = this._pixelsState;
var pd = pixelsState._pixelDensity;
var canvas = this.canvas;
if (typeof x === 'undefined' && typeof y === 'undefined') {
// get()
x = y = 0;
w = pixelsState.width;
h = pixelsState.height;
} else {
x *= pd;
y *= pd;
if (typeof w === 'undefined' && typeof h === 'undefined') {
// get(x,y)
if (x < 0 || y < 0 || x >= canvas.width || y >= canvas.height) {
return [0, 0, 0, 0];
}
return this._getPixel(x, y);
}
// get(x,y,w,h)
}
var region = new p5.Image(w, h);
region.canvas
.getContext('2d')
.drawImage(canvas, x, y, w * pd, h * pd, 0, 0, w, h);
return region;
};
p5.Renderer.prototype.textLeading = function(l) {
if (typeof l === 'number') {
this._setProperty('_textLeading', l);
return this._pInst;
}
return this._textLeading;
};
p5.Renderer.prototype.textSize = function(s) {
if (typeof s === 'number') {
this._setProperty('_textSize', s);
this._setProperty('_textLeading', s * constants._DEFAULT_LEADMULT);
return this._applyTextProperties();
}
return this._textSize;
};
p5.Renderer.prototype.textStyle = function(s) {
if (s) {
if (
s === constants.NORMAL ||
s === constants.ITALIC ||
s === constants.BOLD ||
s === constants.BOLDITALIC
) {
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.textAlign = function(h, v) {
if (typeof h !== 'undefined') {
this._setProperty('_textAlign', h);
if (typeof v !== 'undefined') {
this._setProperty('_textBaseline', v);
}
return this._applyTextProperties();
} else {
return {
horizontal: this._textAlign,
vertical: this._textBaseline
};
}
};
p5.Renderer.prototype.text = function(str, x, y, maxWidth, maxHeight) {
var p = this._pInst,
cars,
n,
ii,
jj,
line,
testLine,
testWidth,
words,
totalHeight,
finalMaxHeight = Number.MAX_VALUE;
if (!(this._doFill || this._doStroke)) {
return;
}
if (typeof str === 'undefined') {
return;
} else 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._textAlign) {
case constants.CENTER:
x += maxWidth / 2;
break;
case constants.RIGHT:
x += maxWidth;
break;
}
var baselineHacked = false;
if (typeof maxHeight !== 'undefined') {
switch (this._textBaseline) {
case constants.BOTTOM:
y += maxHeight - totalHeight;
break;
case constants.CENTER:
y += (maxHeight - totalHeight) / 2;
break;
case constants.BASELINE:
baselineHacked = true;
this._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();
if (baselineHacked) {
this._textBaseline = constants.BASELINE;
}
}
} 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();
}
}
return p;
};
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': 18, './main': 24 }
],
28: [
function(_dereq_, module, exports) {
'use strict';
var p5 = _dereq_('./main');
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._cachedFillStyle = this._cachedStrokeStyle = undefined;
this._setFill(constants._DEFAULT_FILL);
this._setStroke(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.resetMatrix();
if (arguments[0] instanceof p5.Image) {
this._pInst.image(arguments[0], 0, 0, this.width, this.height);
} else {
var curFill = this._getFill();
// create background rect
var color = this._pInst.color.apply(this._pInst, arguments);
var newFill = color.toString();
this._setFill(newFill);
this.drawingContext.fillRect(0, 0, this.width, this.height);
// reset fill
this._setFill(curFill);
}
this.drawingContext.restore();
this._pixelsState._pixelsDirty = true;
};
p5.Renderer2D.prototype.clear = function() {
this.drawingContext.save();
this.resetMatrix();
this.drawingContext.clearRect(0, 0, this.width, this.height);
this.drawingContext.restore();
this._pixelsState._pixelsDirty = true;
};
p5.Renderer2D.prototype.fill = function() {
var color = this._pInst.color.apply(this._pInst, arguments);
this._setFill(color.toString());
};
p5.Renderer2D.prototype.stroke = function() {
var color = this._pInst.color.apply(this._pInst, arguments);
this._setStroke(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;
}
var s = 1;
if (img.width && img.width > 0) {
s = cnv.width / img.width;
}
this.drawingContext.drawImage(
cnv,
s * sx,
s * sy,
s * sWidth,
s * sHeight,
dx,
dy,
dWidth,
dHeight
);
} catch (e) {
if (e.name !== 'NS_ERROR_NOT_AVAILABLE') {
throw e;
}
}
this._pixelsState._pixelsDirty = true;
};
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) {
if (mode === constants.SUBTRACT) {
console.warn('blendMode(SUBTRACT) only works in WEBGL mode.');
} else 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
) {
this.drawingContext.globalCompositeOperation = mode;
} else {
throw new Error('Mode ' + mode + ' not recognized.');
}
};
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(this, srcImage, sx, sy, sw, sh, dx, dy, dw, dh);
this._pixelsState._pixelsDirty = true;
};
p5.Renderer2D._copyHelper = function(
dstImage,
srcImage,
sx,
sy,
sw,
sh,
dx,
dy,
dw,
dh
) {
srcImage.loadPixels();
var s = srcImage.canvas.width / srcImage.width;
dstImage.drawingContext.drawImage(
srcImage.canvas,
s * sx,
s * sy,
s * sw,
s * sh,
dx,
dy,
dw,
dh
);
};
// p5.Renderer2D.prototype.get = p5.Renderer.prototype.get;
// .get() is not overridden
// x,y are canvas-relative (pre-scaled by _pixelDensity)
p5.Renderer2D.prototype._getPixel = function(x, y) {
var pixelsState = this._pixelsState;
var imageData, index;
if (pixelsState._pixelsDirty) {
imageData = this.drawingContext.getImageData(x, y, 1, 1).data;
index = 0;
} else {
imageData = pixelsState.pixels;
index = (Math.floor(x) + Math.floor(y) * this.canvas.width) * 4;
}
return [
imageData[index + 0],
imageData[index + 1],
imageData[index + 2],
imageData[index + 3]
];
};
p5.Renderer2D.prototype.loadPixels = function() {
var pixelsState = this._pixelsState; // if called by p5.Image
if (!pixelsState._pixelsDirty) return;
pixelsState._pixelsDirty = false;
var pd = pixelsState._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.
pixelsState._setProperty('imageData', imageData);
pixelsState._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);
var pixelsState = this._pixelsState;
if (imgOrCol instanceof p5.Image) {
this.drawingContext.save();
this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
this.drawingContext.scale(
pixelsState._pixelDensity,
pixelsState._pixelDensity
);
this.drawingContext.drawImage(imgOrCol.canvas, x, y);
this.drawingContext.restore();
pixelsState._pixelsDirty = true;
} else {
var r = 0,
g = 0,
b = 0,
a = 0;
var idx =
4 *
(y * pixelsState._pixelDensity * (this.width * pixelsState._pixelDensity) +
x * pixelsState._pixelDensity);
if (!pixelsState.imageData || pixelsState._pixelsDirty) {
pixelsState.loadPixels.call(pixelsState);
}
if (typeof imgOrCol === 'number') {
if (idx < pixelsState.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 < pixelsState.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 < pixelsState.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 < pixelsState._pixelDensity; i++) {
for (var j = 0; j < pixelsState._pixelDensity; j++) {
// loop over
idx =
4 *
((y * pixelsState._pixelDensity + j) *
this.width *
pixelsState._pixelDensity +
(x * pixelsState._pixelDensity + i));
pixelsState.pixels[idx] = r;
pixelsState.pixels[idx + 1] = g;
pixelsState.pixels[idx + 2] = b;
pixelsState.pixels[idx + 3] = a;
}
}
}
};
p5.Renderer2D.prototype.updatePixels = function(x, y, w, h) {
var pixelsState = this._pixelsState;
var pd = pixelsState._pixelDensity;
if (x === undefined && y === undefined && w === undefined && h === undefined) {
x = 0;
y = 0;
w = this.width;
h = this.height;
}
x *= pd;
y *= pd;
w *= pd;
h *= pd;
this.drawingContext.putImageData(pixelsState.imageData, x, y, 0, 0, w, h);
if (x !== 0 || y !== 0 || w !== this.width || h !== this.height) {
pixelsState._pixelsDirty = true;
}
};
//////////////////////////////////////////////
// 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
) {
// Evaluate 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).toFixed(7),
ay: Math.sin(start).toFixed(7),
bx: (lambda * cos_phi + mu * sin_phi).toFixed(7),
by: (lambda * sin_phi - mu * cos_phi).toFixed(7),
cx: (lambda * cos_phi - mu * sin_phi).toFixed(7),
cy: (lambda * sin_phi + mu * cos_phi).toFixed(7),
dx: Math.cos(start + size).toFixed(7),
dy: Math.sin(start + size).toFixed(7)
};
};
/*
* This function requires that:
*
* 0 <= start < TWO_PI
*
* start <= stop < start + TWO_PI
*/
p5.Renderer2D.prototype.arc = function(x, y, w, h, start, stop, mode) {
var ctx = this.drawingContext;
var rx = w / 2.0;
var ry = h / 2.0;
var epsilon = 0.00001; // Smallest visible angle on displays up to 4K.
var arcToDraw = 0;
var curves = [];
x += rx;
y += ry;
// 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(x + curve.ax * rx, y + curve.ay * ry);
}
// prettier-ignore
ctx.bezierCurveTo(x + curve.bx * rx, y + curve.by * ry,
x + curve.cx * rx, y + curve.cy * ry,
x + curve.dx * rx, y + curve.dy * ry);
});
if (mode === constants.PIE || mode == null) {
ctx.lineTo(x, y);
}
ctx.closePath();
ctx.fill();
this._pixelsState._pixelsDirty = true;
}
// Stroke curves
if (this._doStroke) {
ctx.beginPath();
curves.forEach(function(curve, index) {
if (index === 0) {
ctx.moveTo(x + curve.ax * rx, y + curve.ay * ry);
}
// prettier-ignore
ctx.bezierCurveTo(x + curve.bx * rx, y + curve.by * ry,
x + curve.cx * rx, y + curve.cy * ry,
x + curve.dx * rx, y + curve.dy * ry);
});
if (mode === constants.PIE) {
ctx.lineTo(x, y);
ctx.closePath();
} else if (mode === constants.CHORD) {
ctx.closePath();
}
ctx.stroke();
this._pixelsState._pixelsDirty = true;
}
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 (this._getFill() === styleEmpty) {
return this;
}
} else if (!doFill && doStroke) {
if (this._getStroke() === 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();
this._pixelsState._pixelsDirty = true;
}
if (doStroke) {
ctx.stroke();
this._pixelsState._pixelsDirty = true;
}
};
p5.Renderer2D.prototype.line = function(x1, y1, x2, y2) {
var ctx = this.drawingContext;
if (!this._doStroke) {
return this;
} else if (this._getStroke() === styleEmpty) {
return this;
}
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
this._pixelsState._pixelsDirty = true;
return this;
};
p5.Renderer2D.prototype.point = function(x, y) {
var ctx = this.drawingContext;
if (!this._doStroke) {
return this;
} else if (this._getStroke() === styleEmpty) {
return this;
}
var s = this._getStroke();
var f = this._getFill();
x = Math.round(x);
y = Math.round(y);
// swapping fill color to stroke and back after for correct point rendering
this._setFill(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);
}
this._setFill(f);
this._pixelsState._pixelsDirty = true;
};
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 (this._getFill() === styleEmpty) {
return this;
}
} else if (!doFill && doStroke) {
if (this._getStroke() === 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();
}
this._pixelsState._pixelsDirty = true;
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 (this._getFill() === styleEmpty) {
return this;
}
} else if (!doFill && doStroke) {
if (this._getStroke() === styleEmpty) {
return this;
}
}
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();
}
this._pixelsState._pixelsDirty = true;
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 (this._getFill() === styleEmpty) {
return this;
}
} else if (!doFill && doStroke) {
if (this._getStroke() === styleEmpty) {
return this;
}
}
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.lineTo(x3, y3);
ctx.closePath();
if (doFill) {
ctx.fill();
this._pixelsState._pixelsDirty = true;
}
if (doStroke) {
ctx.stroke();
this._pixelsState._pixelsDirty = true;
}
};
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(closeShape);
}
} 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(closeShape);
} 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(vertices[i][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(closeShape);
} 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.closePath();
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();
}
}
} 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(closeShape);
}
} else if (shapeKind === constants.TRIANGLE_FAN) {
if (numVerts > 2) {
// For performance reasons, try to batch as many of the
// fill and stroke calls as possible.
this.drawingContext.beginPath();
for (i = 2; i < numVerts; i++) {
v = vertices[i];
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]);
this.drawingContext.lineTo(vertices[0][0], vertices[0][1]);
// If the next colour is going to be different, stroke / fill now
if (i < numVerts - 1) {
if (
(this._doFill && v[5] !== vertices[i + 1][5]) ||
(this._doStroke && v[6] !== vertices[i + 1][6])
) {
if (this._doFill) {
this._pInst.fill(v[5]);
this.drawingContext.fill();
this._pInst.fill(vertices[i + 1][5]);
}
if (this._doStroke) {
this._pInst.stroke(v[6]);
this.drawingContext.stroke();
this._pInst.stroke(vertices[i + 1][6]);
}
this.drawingContext.closePath();
this.drawingContext.beginPath(); // Begin the next one
}
}
}
this._doFillStrokeClose(closeShape);
}
} 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(closeShape);
}
} 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(closeShape);
}
}
} 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(closeShape);
}
}
isCurve = false;
isBezier = false;
isQuadratic = false;
isContour = false;
if (closeShape) {
vertices.pop();
}
this._pixelsState._pixelsDirty = true;
return this;
};
//////////////////////////////////////////////
// SHAPE | Attributes
//////////////////////////////////////////////
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() {
if (!this._cachedFillStyle) {
this._cachedFillStyle = this.drawingContext.fillStyle;
}
return this._cachedFillStyle;
};
p5.Renderer2D.prototype._setFill = function(fillStyle) {
if (fillStyle !== this._cachedFillStyle) {
this.drawingContext.fillStyle = fillStyle;
this._cachedFillStyle = fillStyle;
}
};
p5.Renderer2D.prototype._getStroke = function() {
if (!this._cachedStrokeStyle) {
this._cachedStrokeStyle = this.drawingContext.strokeStyle;
}
return this._cachedStrokeStyle;
};
p5.Renderer2D.prototype._setStroke = function(strokeStyle) {
if (strokeStyle !== this._cachedStrokeStyle) {
this.drawingContext.strokeStyle = strokeStyle;
this._cachedStrokeStyle = 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(closeShape) {
if (closeShape) {
this.drawingContext.closePath();
}
if (this._doFill) {
this.drawingContext.fill();
}
if (this._doStroke) {
this.drawingContext.stroke();
}
this._pixelsState._pixelsDirty = true;
};
//////////////////////////////////////////////
// TRANSFORM
//////////////////////////////////////////////
p5.Renderer2D.prototype.applyMatrix = function(a, b, c, d, e, f) {
this.drawingContext.transform(a, b, c, d, e, f);
};
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(rad) {
this.drawingContext.rotate(rad);
};
p5.Renderer2D.prototype.scale = function(x, y) {
this.drawingContext.scale(x, y);
return this;
};
p5.Renderer2D.prototype.translate = function(x, y) {
// support passing a vector as the 1st parameter
if (x instanceof p5.Vector) {
y = x.y;
x = x.x;
}
this.drawingContext.translate(x, y);
return this;
};
//////////////////////////////////////////////
// TYPOGRAPHY
//
//////////////////////////////////////////////
p5.Renderer2D.prototype.text = function(str, x, y, maxWidth, maxHeight) {
var baselineHacked;
// baselineHacked: (HACK)
// A temporary fix to conform to Processing's implementation
// of BASELINE vertical alignment in a bounding box
if (typeof maxWidth !== 'undefined') {
if (this.drawingContext.textBaseline === constants.BASELINE) {
baselineHacked = true;
this.drawingContext.textBaseline = constants.TOP;
}
}
var p = p5.Renderer.prototype.text.apply(this, arguments);
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
if (!this._fillSet) {
this._setFill(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();
this._pixelsState._pixelsDirty = true;
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._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 || 'normal') +
' ' +
(this._textSize || 12) +
'px ' +
(font || 'sans-serif');
this.drawingContext.textAlign = this._textAlign;
if (this._textBaseline === constants.CENTER) {
this.drawingContext.textBaseline = constants._CTX_MIDDLE;
} else {
this.drawingContext.textBaseline = this._textBaseline;
}
return p;
};
//////////////////////////////////////////////
// STRUCTURE
//////////////////////////////////////////////
// a push() operation is in progress.
// the renderer should return a 'style' object that it wishes to
// store on the push stack.
// derived renderers should call the base class' push() method
// to fetch the base style object.
p5.Renderer2D.prototype.push = function() {
this.drawingContext.save();
// get the base renderer style
return p5.Renderer.prototype.push.apply(this);
};
// a pop() operation is in progress
// the renderer is passed the 'style' object that it returned
// from its push() method.
// derived renderers should pass this object to their base
// class' pop method
p5.Renderer2D.prototype.pop = function(style) {
this.drawingContext.restore();
// Re-cache the fill / stroke state
this._cachedFillStyle = this.drawingContext.fillStyle;
this._cachedStrokeStyle = this.drawingContext.strokeStyle;
p5.Renderer.prototype.pop.call(this, style);
};
module.exports = p5.Renderer2D;
},
{ '../image/filters': 43, './constants': 18, './main': 24, './p5.Renderer': 27 }
],
29: [
function(_dereq_, module, exports) {
/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
'use strict';
function _typeof(obj) {
if (typeof Symbol === 'function' && typeof Symbol.iterator === 'symbol') {
_typeof = function _typeof(obj) {
return typeof obj;
};
} else {
_typeof = function _typeof(obj) {
return obj &&
typeof Symbol === 'function' &&
obj.constructor === Symbol &&
obj !== Symbol.prototype
? 'symbol'
: typeof obj;
};
}
return _typeof(obj);
}
var p5 = _dereq_('./main');
var constants = _dereq_('./constants');
_dereq_('./p5.Graphics');
_dereq_('./p5.Renderer2D');
_dereq_('../webgl/p5.RendererGL');
var defaultId = 'defaultCanvas0'; // this gets set again in createCanvas
var defaultClass = 'p5Canvas';
/**
* 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
* unpredictable 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] either P2D or WEBGL
* @return {p5.Renderer}
* @example
*
*
* @alt
* Black line extending from top-left of canvas to bottom right.
*
*/
p5.prototype.createCanvas = function(w, h, renderer) {
p5._validateParameters('createCanvas', arguments);
//optional: renderer, otherwise defaults to p2d
var r = renderer || constants.P2D;
var c;
if (r === constants.WEBGL) {
c = document.getElementById(defaultId);
if (c) {
//if defaultCanvas already exists
c.parentNode.removeChild(c); //replace the existing defaultCanvas
var thisRenderer = this._renderer;
this._elements = this._elements.filter(function(e) {
return e !== thisRenderer;
});
}
c = document.createElement('canvas');
c.id = defaultId;
c.classList.add(defaultClass);
} else {
if (!this._defaultGraphicsCreated) {
c = document.createElement('canvas');
var i = 0;
while (document.getElementById('defaultCanvas' + i)) {
i++;
}
defaultId = 'defaultCanvas' + i;
c.id = defaultId;
c.classList.add(defaultClass);
} 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._elements.push(this._renderer);
} else {
//P2D mode
if (!this._defaultGraphicsCreated) {
this._setProperty('_renderer', new p5.Renderer2D(c, this, true));
this._defaultGraphicsCreated = true;
this._elements.push(this._renderer);
}
}
this._renderer.resize(w, h);
this._renderer._applyDefaults();
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
* @param {Number} w width of the canvas
* @param {Number} h height of the canvas
* @param {Boolean} [noRedraw] don't redraw the canvas immediately
* @example
*
*
* @alt
* No image displayed.
*
*/
p5.prototype.resizeCanvas = function(w, h, noRedraw) {
p5._validateParameters('resizeCanvas', arguments);
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);
this.width = w;
this.height = h;
// reset canvas properties
for (var savedKey in props) {
try {
this.drawingContext[savedKey] = props[savedKey];
} catch (err) {
// ignore read-only property errors
}
}
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] either P2D or WEBGL
* undefined defaults to p2d
* @return {p5.Graphics} offscreen graphics buffer
* @example
*
*
* @alt
* 4 grey squares alternating light and dark grey. White quarter circle mid-left.
*
*/
p5.prototype.createGraphics = function(w, h, renderer) {
p5._validateParameters('createGraphics', arguments);
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. (2D)
*
HARD_LIGHT - SCREEN when greater than 50%
* gray, MULTIPLY when lower. (2D)
*
SOFT_LIGHT - mix of DARKEST and
* LIGHTEST. Works like OVERLAY, but not as harsh. (2D)
*
BURN - darker areas are applied, increasing contrast,
* ignores lights. (2D)
*
SUBTRACT - remainder of A and B (3D)
*
*
* (2D) indicates that this blend mode only works in the 2D renderer.
* (3D) indicates that this blend mode only works in the WEBGL renderer.
*
*
* @method blendMode
* @param {Constant} mode blend mode to set for canvas.
* either BLEND, DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,
* EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
* SOFT_LIGHT, DODGE, BURN, ADD, or SUBTRACT
* @example
*
* @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) {
p5._validateParameters('blendMode', arguments);
if (mode === constants.NORMAL) {
// Warning added 3/26/19, can be deleted in future (1.0 release?)
console.warn(
'NORMAL has been deprecated for use in blendMode. defaulting to BLEND instead.'
);
mode = constants.BLEND;
}
this._renderer.blendMode(mode);
};
module.exports = p5;
},
{
'../webgl/p5.RendererGL': 75,
'./constants': 18,
'./main': 24,
'./p5.Graphics': 26,
'./p5.Renderer2D': 28
}
],
30: [
function(_dereq_, module, exports) {
/**
* @module Shape
* @submodule 2D Primitives
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('../main');
var constants = _dereq_('../constants');
var canvas = _dereq_('../helpers');
_dereq_('../error_helpers');
/**
* This function does 3 things:
*
* 1. Bounds the desired start/stop angles for an arc (in radians) so that:
*
* 0 <= start < TWO_PI ; start <= stop < start + TWO_PI
*
* This means that the arc rendering functions don't have to be concerned
* with what happens if stop is smaller than start, or if the arc 'goes
* round more than once', etc.: they can just start at start and increase
* until stop and the correct arc will be drawn.
*
* 2. Optionally adjusts the angles within each quadrant to counter the naive
* scaling of the underlying ellipse up from the unit circle. Without
* this, the angles become arbitrary when width != height: 45 degrees
* might be drawn at 5 degrees on a 'wide' ellipse, or at 85 degrees on
* a 'tall' ellipse.
*
* 3. Flags up when start and stop correspond to the same place on the
* underlying ellipse. This is useful if you want to do something special
* there (like rendering a whole ellipse instead).
*/
p5.prototype._normalizeArcAngles = function(
start,
stop,
width,
height,
correctForScaling
) {
var epsilon = 0.00001; // Smallest visible angle on displays up to 4K.
var separation;
// The order of the steps is important here: each one builds upon the
// adjustments made in the steps that precede it.
// Constrain both start and stop to [0,TWO_PI).
start = start - constants.TWO_PI * Math.floor(start / constants.TWO_PI);
stop = stop - constants.TWO_PI * Math.floor(stop / constants.TWO_PI);
// Get the angular separation between the requested start and stop points.
//
// Technically this separation only matches what gets drawn if
// correctForScaling is enabled. We could add a more complicated calculation
// for when the scaling is uncorrected (in which case the drawn points could
// end up pushed together or pulled apart quite dramatically relative to what
// was requested), but it would make things more opaque for little practical
// benefit.
//
// (If you do disable correctForScaling and find that correspondToSamePoint
// is set too aggressively, the easiest thing to do is probably to just make
// epsilon smaller...)
separation = Math.min(
Math.abs(start - stop),
constants.TWO_PI - Math.abs(start - stop)
);
// Optionally adjust the angles to counter linear scaling.
if (correctForScaling) {
if (start <= constants.HALF_PI) {
start = Math.atan(width / height * Math.tan(start));
} else if (start > constants.HALF_PI && start <= 3 * constants.HALF_PI) {
start = Math.atan(width / height * Math.tan(start)) + constants.PI;
} else {
start = Math.atan(width / height * Math.tan(start)) + constants.TWO_PI;
}
if (stop <= constants.HALF_PI) {
stop = Math.atan(width / height * Math.tan(stop));
} else if (stop > constants.HALF_PI && stop <= 3 * constants.HALF_PI) {
stop = Math.atan(width / height * Math.tan(stop)) + constants.PI;
} else {
stop = Math.atan(width / height * Math.tan(stop)) + constants.TWO_PI;
}
}
// Ensure that start <= stop < start + TWO_PI.
if (start > stop) {
stop += constants.TWO_PI;
}
return {
start: start,
stop: stop,
correspondToSamePoint: separation < epsilon
};
};
/**
* Draw an arc to the screen. If called with only x, y, w, h, start, and
* stop, the arc will be drawn and filled as an open pie segment. If a mode parameter is provided, the arc
* will be filled like an open semi-circle (OPEN) , a closed semi-circle (CHORD), or as a closed pie segment (PIE). The
* origin may be changed with the ellipseMode() function.
* The arc is always drawn clockwise from wherever start falls to wherever stop falls on the ellipse.
* Adding or subtracting TWO_PI to either angle does not change where they fall.
* If both start and stop fall at the same place, a full ellipse will be drawn. Be aware that the the
* y-axis increases in the downward direction therefore the values of PI is counter clockwise.
* @method arc
* @param {Number} x x-coordinate of the arc's ellipse
* @param {Number} y y-coordinate of the arc's ellipse
* @param {Number} w width of the arc's ellipse by default
* @param {Number} h 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. either CHORD, PIE or OPEN
* @param {Number} [detail] optional parameter for WebGL mode only. This is to
* specify the number of vertices that makes up the
* perimeter of the arc. Default value is 25.
*
* @chainable
* @example
*
*
* @alt
*shattered outline of an ellipse with a quarter of a white circle bottom-right.
*white ellipse with top right quarter missing.
*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, detail) {
p5._validateParameters('arc', arguments);
// if the current stroke and fill settings wouldn't result in something
// visible, exit immediately
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
start = this._toRadians(start);
stop = this._toRadians(stop);
// p5 supports negative width and heights for ellipses
w = Math.abs(w);
h = Math.abs(h);
var vals = canvas.modeAdjust(x, y, w, h, this._renderer._ellipseMode);
var angles = this._normalizeArcAngles(start, stop, vals.w, vals.h, true);
if (angles.correspondToSamePoint) {
// If the arc starts and ends at (near enough) the same place, we choose to
// draw an ellipse instead. This is preferable to faking an ellipse (by
// making stop ever-so-slightly less than start + TWO_PI) because the ends
// join up to each other rather than at a vertex at the centre (leaving
// an unwanted spike in the stroke/fill).
this._renderer.ellipse([vals.x, vals.y, vals.w, vals.h, detail]);
} else {
this._renderer.arc(
vals.x,
vals.y,
vals.w,
vals.h,
angles.start, // [0, TWO_PI)
angles.stop, // [start, start + TWO_PI)
mode,
detail
);
}
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.
* @chainable
* @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
* @param {Integer} detail number of radial sectors to draw (for WebGL mode)
*/
p5.prototype.ellipse = function(x, y, w, h, detailX) {
p5._validateParameters('ellipse', arguments);
// if the current stroke and fill settings wouldn't result in something
// visible, exit immediately
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
// p5 supports negative width and heights for rects
if (w < 0) {
w = Math.abs(w);
}
if (typeof h === 'undefined') {
// Duplicate 3rd argument if only 3 given.
h = w;
} else if (h < 0) {
h = Math.abs(h);
}
var vals = canvas.modeAdjust(x, y, w, h, this._renderer._ellipseMode);
this._renderer.ellipse([vals.x, vals.y, vals.w, vals.h, detailX]);
return this;
};
/**
* Draws a circle to the screen. A circle is a simple closed shape.
* It is the set of all points in a plane that are at a given distance from a given point, the centre.
* This function is a special case of the ellipse() function, where the width and height of the ellipse are the same.
* Height and width of the ellipse correspond to the diameter of the circle.
* By default, the first two parameters set the location of the centre of the circle, the third sets the diameter of the circle.
*
* @method circle
* @param {Number} x x-coordinate of the centre of the circle.
* @param {Number} y y-coordinate of the centre of the circle.
* @param {Number} d diameter of the circle.
* @chainable
* @example
*
*
* // Draw a circle at location (30, 30) with a diameter of 20.
* circle(30, 30, 20);
*
*
*
* @alt
* white circle with black outline in mid of canvas that is 55x55.
*/
p5.prototype.circle = function() {
var args = Array.prototype.slice.call(arguments, 0, 2);
args.push(arguments[2]);
args.push(arguments[2]);
return this.ellipse.apply(this, args);
};
/**
* 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
* @chainable
* @example
*
*
* @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.
*
*/
/**
* @method line
* @param {Number} x1
* @param {Number} y1
* @param {Number} z1 the z-coordinate of the first point
* @param {Number} x2
* @param {Number} y2
* @param {Number} z2 the z-coordinate of the second point
* @chainable
*/
p5.prototype.line = function() {
p5._validateParameters('line', arguments);
if (this._renderer._doStroke) {
this._renderer.line.apply(this._renderer, arguments);
}
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
* @param {Number} [z] the z-coordinate (for WebGL mode)
* @chainable
* @example
*
*
* @alt
*4 points centered in the middle-right of the canvas.
*
*/
p5.prototype.point = function() {
p5._validateParameters('point', arguments);
if (this._renderer._doStroke) {
this._renderer.point.apply(this._renderer, arguments);
}
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.
* z-arguments only work when quad() is used in WEBGL mode.
*
*
* @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
* @chainable
* @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} z1 the z-coordinate of the first point
* @param {Number} x2
* @param {Number} y2
* @param {Number} z2 the z-coordinate of the second point
* @param {Number} x3
* @param {Number} y3
* @param {Number} z3 the z-coordinate of the third point
* @param {Number} x4
* @param {Number} y4
* @param {Number} z4 the z-coordinate of the fourth point
* @chainable
*/
p5.prototype.quad = function() {
p5._validateParameters('quad', arguments);
if (this._renderer._doStroke || this._renderer._doFill) {
if (this._renderer.isP3D && arguments.length !== 12) {
// if 3D and we weren't passed 12 args, assume Z is 0
// prettier-ignore
this._renderer.quad.call(
this._renderer,
arguments[0], arguments[1], 0,
arguments[2], arguments[3], 0,
arguments[4], arguments[5], 0,
arguments[6], arguments[7], 0);
} else {
this._renderer.quad.apply(this._renderer, arguments);
}
}
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-left, top-right, 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.
* @chainable
* @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 {Integer} [detailX] number of segments in the x-direction (for WebGL mode)
* @param {Integer} [detailY] number of segments in the y-direction (for WebGL mode)
* @chainable
*/
p5.prototype.rect = function() {
p5._validateParameters('rect', arguments);
if (this._renderer._doStroke || this._renderer._doFill) {
var vals = canvas.modeAdjust(
arguments[0],
arguments[1],
arguments[2],
arguments[3],
this._renderer._rectMode
);
var args = [vals.x, vals.y, vals.w, vals.h];
// append the additional arguments (either cornder radii, or
// segment details) to the argument list
for (var i = 4; i < arguments.length; i++) {
args[i] = arguments[i];
}
this._renderer.rect(args);
}
return this;
};
/**
* Draws a square to the screen. A square is a four-sided shape with
* every angle at ninety degrees, and equal side size.
* This function is a special case of the rect() function, where the width and height are the same, and the parameter is called "s" for side size.
* By default, the first two parameters set the location of the upper-left corner, the third sets the side size of the square.
* The way these parameters are interpreted, however,
* may be changed with the rectMode() function.
*
* The fourth, fifth, sixth and seventh parameters, if specified,
* determine corner radius for the top-left, top-right, 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 square
* @param {Number} x x-coordinate of the square.
* @param {Number} y y-coordinate of the square.
* @param {Number} s side size of the square.
* @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.
* @chainable
* @example
*
*
* // Draw a square at location (30, 20) with a side size of 55.
* square(30, 20, 55);
*
*
*
*
*
* // Draw a square with rounded corners, each having a radius of 20.
* square(30, 20, 55, 20);
*
*
*
*
*
* // Draw a square with rounded corners having the following radii:
* // top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.
* square(30, 20, 55, 20, 15, 10, 5);
*
*
*
* @alt
* 55x55 white square with black outline in mid-right of canvas.
* 55x55 white square with black outline and rounded edges in mid-right of canvas.
* 55x55 white square with black outline and rounded edges of different radii.
*/
p5.prototype.square = function(x, y, s, tl, tr, br, bl) {
return this.rect(x, y, s, s, tl, tr, br, bl);
};
/**
* 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
* @chainable
* @example
*
*
* triangle(30, 75, 58, 20, 86, 75);
*
*
*
*@alt
* white triangle with black outline in mid-right of canvas.
*
*/
p5.prototype.triangle = function() {
p5._validateParameters('triangle', arguments);
if (this._renderer._doStroke || this._renderer._doFill) {
this._renderer.triangle(arguments);
}
return this;
};
module.exports = p5;
},
{ '../constants': 18, '../error_helpers': 20, '../helpers': 21, '../main': 24 }
],
31: [
function(_dereq_, module, exports) {
/**
* @module Shape
* @submodule Attributes
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('../main');
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
* @chainable
* @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) {
p5._validateParameters('ellipseMode', arguments);
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 in 2D mode, so it is necessary to call noSmooth() to disable
* smoothing of geometry, images, and fonts. In 3D mode, noSmooth() is enabled
* by default, so it is necessary to call smooth() if you would like
* smooth (antialiased) edges on your geometry.
*
* @method noSmooth
* @chainable
* @example
*
*
* @alt
* 2 pixelated 36x36 white ellipses to left & right of center, black background
*
*/
p5.prototype.noSmooth = function() {
this.setAttributes('antialias', false);
if ('imageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.imageSmoothingEnabled = false;
}
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
* @chainable
* @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) {
p5._validateParameters('rectMode', arguments);
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 in 2D mode; noSmooth() can be used to disable smoothing of geometry,
* images, and fonts. In 3D mode, noSmooth() is enabled
* by default, so it is necessary to call smooth() if you would like
* smooth (antialiased) edges on your geometry.
*
* @method smooth
* @chainable
* @example
*
*
* @alt
* 2 pixelated 36x36 white ellipses one left one right of center. On black.
*
*/
p5.prototype.smooth = function() {
this.setAttributes('antialias', true);
if ('imageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.imageSmoothingEnabled = true;
}
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 {Constant} cap either SQUARE, PROJECT, or ROUND
* @chainable
* @example
*
*
* @alt
* 3 lines. Top line: rounded ends, mid: squared, bottom:longer squared ends.
*
*/
p5.prototype.strokeCap = function(cap) {
p5._validateParameters('strokeCap', arguments);
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 {Constant} join either MITER, BEVEL, ROUND
* @chainable
* @example
*
*
* @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) {
p5._validateParameters('strokeJoin', arguments);
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
* @chainable
* @example
*
*
* @alt
* 3 horizontal black lines. Top line: thin, mid: medium, bottom:thick.
*
*/
p5.prototype.strokeWeight = function(w) {
p5._validateParameters('strokeWeight', arguments);
this._renderer.strokeWeight(w);
return this;
};
module.exports = p5;
},
{ '../constants': 18, '../main': 24 }
],
32: [
function(_dereq_, module, exports) {
/**
* @module Shape
* @submodule Curves
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../main');
_dereq_('../error_helpers');
/**
* Draws a cubic Bezier curve on the screen. These curves are defined by a
* series of anchor and control points. The first two parameters specify
* the first anchor point and the last two parameters specify the other
* anchor point, which become the first and last points on the curve. The
* middle parameters specify the two control points which define the shape
* of the curve. Approximately speaking, control points "pull" the curve
* towards them.
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
* @chainable
* @example
*
*
* @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} x1
* @param {Number} y1
* @param {Number} z1 z-coordinate for the first anchor point
* @param {Number} x2
* @param {Number} y2
* @param {Number} z2 z-coordinate for the first control point
* @param {Number} x3
* @param {Number} y3
* @param {Number} z3 z-coordinate for the second control point
* @param {Number} x4
* @param {Number} y4
* @param {Number} z4 z-coordinate for the second anchor point
* @chainable
*/
p5.prototype.bezier = function() {
p5._validateParameters('bezier', arguments);
// if the current stroke and fill settings wouldn't result in something
// visible, exit immediately
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
this._renderer.bezier.apply(this._renderer, arguments);
return this;
};
/**
* Sets the resolution at which Beziers display.
*
* The default value is 20.
*
* This function is only useful when using the WEBGL renderer
* as the default canvas renderer does not use this information.
*
* @method bezierDetail
* @param {Number} detail resolution of the curves
* @chainable
* @example
*
*
* @alt
* stretched black s-shape with a low level of bezier detail
*
*/
p5.prototype.bezierDetail = function(d) {
p5._validateParameters('bezierDetail', arguments);
this._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();
* let x1 = 85,
x2 = 10,
x3 = 90,
x4 = 15;
* let y1 = 20,
y2 = 10,
y3 = 90,
y4 = 80;
* bezier(x1, y1, x2, y2, x3, y3, x4, y4);
* fill(255);
* let steps = 10;
* for (let i = 0; i <= steps; i++) {
* let t = i / steps;
* let x = bezierPoint(x1, x2, x3, x4, t);
* let 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) {
p5._validateParameters('bezierPoint', arguments);
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);
* let steps = 6;
* fill(255);
* for (let i = 0; i <= steps; i++) {
* let t = i / steps;
* // Get the location of the point
* let x = bezierPoint(85, 10, 90, 15, t);
* let y = bezierPoint(20, 10, 90, 80, t);
* // Get the tangent points
* let tx = bezierTangent(85, 10, 90, 15, t);
* let ty = bezierTangent(20, 10, 90, 80, t);
* // Calculate an angle from the tangent points
* let 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);
* let steps = 16;
* for (let i = 0; i <= steps; i++) {
* let t = i / steps;
* let x = bezierPoint(85, 10, 90, 15, t);
* let y = bezierPoint(20, 10, 90, 80, t);
* let tx = bezierTangent(85, 10, 90, 15, t);
* let ty = bezierTangent(20, 10, 90, 80, t);
* let 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) {
p5._validateParameters('bezierTangent', arguments);
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
* @chainable
* @example
*
*
* @alt
* horseshoe shape with orange ends facing left and black curved center.
* horseshoe shape with orange ends facing left and black curved center.
* curving black and orange lines.
*/
/**
* @method curve
* @param {Number} x1
* @param {Number} y1
* @param {Number} z1 z-coordinate for the beginning control point
* @param {Number} x2
* @param {Number} y2
* @param {Number} z2 z-coordinate for the first point
* @param {Number} x3
* @param {Number} y3
* @param {Number} z3 z-coordinate for the second point
* @param {Number} x4
* @param {Number} y4
* @param {Number} z4 z-coordinate for the ending control point
* @chainable
*/
p5.prototype.curve = function() {
p5._validateParameters('curve', arguments);
if (this._renderer._doStroke) {
this._renderer.curve.apply(this._renderer, arguments);
}
return this;
};
/**
* Sets the resolution at which curves display.
*
* The default value is 20 while the minimum value is 3.
*
* This function is only useful when using the WEBGL renderer
* as the default canvas renderer does not use this
* information.
*
* @method curveDetail
* @param {Number} resolution resolution of the curves
* @chainable
* @example
*
*
* @alt
* white arch shape with a low level of curve detail.
*
*/
p5.prototype.curveDetail = function(d) {
p5._validateParameters('curveDetail', arguments);
if (d < 3) {
this._curveDetail = 3;
} else {
this._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 amount of deformation from the original vertices
* @chainable
* @example
*
*
* // Move the mouse left and right to see the curve change
*
* function setup() {
* createCanvas(100, 100);
* noFill();
* }
*
* function draw() {
* background(204);
* let 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) {
p5._validateParameters('curveTightness', arguments);
this._renderer._curveTightness = t;
return this;
};
/**
* Evaluates the curve at position t for points a, b, c, d.
* The parameter t varies between 0 and 1, a and d are control points
* of the curve, and b and c are the start and end points of the curve.
* 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 control point of the curve
* @param {Number} b coordinate of first point
* @param {Number} c coordinate of second point
* @param {Number} d coordinate of second control point
* @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);
* let steps = 6;
* for (let i = 0; i <= steps; i++) {
* let t = i / steps;
* let x = curvePoint(5, 5, 73, 73, t);
* let 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) {
p5._validateParameters('curvePoint', arguments);
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);
* let steps = 6;
* for (let i = 0; i <= steps; i++) {
* let t = i / steps;
* let x = curvePoint(5, 73, 73, 15, t);
* let y = curvePoint(26, 24, 61, 65, t);
* //ellipse(x, y, 5, 5);
* let tx = curveTangent(5, 73, 73, 15, t);
* let ty = curveTangent(26, 24, 61, 65, t);
* let 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) {
p5._validateParameters('curveTangent', arguments);
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;
},
{ '../error_helpers': 20, '../main': 24 }
],
33: [
function(_dereq_, module, exports) {
/**
* @module Shape
* @submodule Vertex
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('../main');
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.
*
*
* @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
* @chainable
* @example
*
* @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) {
p5._validateParameters('beginShape', arguments);
if (this._renderer.isP3D) {
this._renderer.beginShape.apply(this._renderer, arguments);
} else {
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;
}
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. For WebGL mode bezierVertex() can be used in 2D
* as well as 3D mode. 2D mode expects 6 parameters, while 3D mode
* expects 9 parameters (including z coordinates).
*
* 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 or POINTS 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
* @chainable
*
* @example
*
*
* @alt
* crescent shape in middle of canvas with another crescent shape on positive z-axis.
*/
/**
* @method bezierVertex
* @param {Number} x2
* @param {Number} y2
* @param {Number} z2 z-coordinate for the first control point (for WebGL mode)
* @param {Number} x3
* @param {Number} y3
* @param {Number} z3 z-coordinate for the second control point (for WebGL mode)
* @param {Number} x4
* @param {Number} y4
* @param {Number} z4 z-coordinate for the anchor point (for WebGL mode)
* @chainable
*/
p5.prototype.bezierVertex = function() {
p5._validateParameters('bezierVertex', arguments);
if (this._renderer.isP3D) {
this._renderer.bezierVertex.apply(this._renderer, arguments);
} else {
if (vertices.length === 0) {
p5._friendlyError(
'vertex() must be used once before calling bezierVertex()',
'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().
* For WebGL mode curveVertex() can be used in 2D as well as 3D mode.
* 2D mode expects 2 parameters, while 3D mode expects 3 parameters.
*
* 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
* @chainable
* @example
*
*
* @alt
* Upside-down u-shape line, mid canvas with the same shape in positive z-axis.
*
*/
p5.prototype.curveVertex = function() {
p5._validateParameters('curveVertex', arguments);
if (this._renderer.isP3D) {
this._renderer.curveVertex.apply(this._renderer, arguments);
} else {
isCurve = true;
this.vertex(arguments[0], arguments[1]);
}
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.
*
*
* @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
* @chainable
* @example
*
*
* @alt
* Triangle line shape with smallest interior angle on bottom and upside-down L.
*
*/
p5.prototype.endShape = function(mode) {
p5._validateParameters('endShape', arguments);
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.
* For WebGL mode quadraticVertex() can be used in 2D as well as 3D mode.
* 2D mode expects 4 parameters, while 3D mode expects 6 parameters
* (including z coordinates).
*
* This function must be used between beginShape() and endShape()
* and only when there is no MODE or POINTS 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
* @chainable
*
* @example
*
*
* @alt
* backwards s-shaped black line with the same s-shaped line in postive z-axis.
*/
p5.prototype.quadraticVertex = function() {
p5._validateParameters('quadraticVertex', arguments);
if (this._renderer.isP3D) {
this._renderer.quadraticVertex.apply(this._renderer, arguments);
} else {
//if we're drawing a contour, put the points into an
// array for inside drawing
if (this._contourInited) {
var pt = {};
pt.x = arguments[0];
pt.y = arguments[1];
pt.x3 = arguments[2];
pt.y3 = arguments[3];
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 {
p5._friendlyError(
'vertex() must be used once before calling quadraticVertex()',
'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
* @chainable
* @example
*
*
* // Click to change the number of sides.
* // In WebGL mode, custom shapes will only
* // display hollow fill sections when
* // all calls to vertex() use the same z-value.
*
* let sides = 3;
* let angle, px, py;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* setAttributes('antialias', true);
* fill(237, 34, 93);
* strokeWeight(3);
* }
*
* function draw() {
* background(200);
* rotateX(frameCount * 0.01);
* rotateZ(frameCount * 0.01);
* ngon(sides, 0, 0, 80);
* }
*
* function mouseClicked() {
* if (sides > 6) {
* sides = 3;
* } else {
* sides++;
* }
* }
*
* function ngon(n, x, y, d) {
* beginShape();
* for (var i = 0; i < n + 1; i++) {
* angle = TWO_PI / n * i;
* px = x + sin(angle) * d / 2;
* py = y - cos(angle) * d / 2;
* vertex(px, py, 0);
* }
* for (i = 0; i < n + 1; i++) {
* angle = TWO_PI / n * i;
* px = x + sin(angle) * d / 4;
* py = y - cos(angle) * d / 4;
* vertex(px, py, 0);
* }
* endShape();
* }
*
*
* @alt
* 4 black points in a square shape in middle-right of canvas.
* 4 points making a diamond shape.
* 8 points making a star.
* 8 points making 4 lines.
* A rotating 3D shape with a hollow section in the middle.
*
*/
/**
* @method vertex
* @param {Number} x
* @param {Number} y
* @param {Number} z z-coordinate of the vertex
* @param {Number} [u] the vertex's texture u-coordinate
* @param {Number} [v] the vertex's texture v-coordinate
* @chainable
*/
p5.prototype.vertex = function(x, y, moveTo, u, v) {
if (this._renderer.isP3D) {
this._renderer.vertex.apply(this._renderer, arguments);
} 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': 18, '../main': 24 }
],
34: [
function(_dereq_, module, exports) {
'use strict';
// requestAnim shim layer by Paul Irish
// 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 _typeof(obj) {
if (typeof Symbol === 'function' && typeof Symbol.iterator === 'symbol') {
_typeof = function _typeof(obj) {
return typeof obj;
};
} else {
_typeof = function _typeof(obj) {
return obj &&
typeof Symbol === 'function' &&
obj.constructor === Symbol &&
obj !== Symbol.prototype
? 'symbol'
: typeof obj;
};
}
return _typeof(obj);
}
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);
}
);
})();
/**
* 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
});
}
})();
/**
* this is implementation of Object.assign() which is unavailable in
* IE11 and (non-Chrome) Android browsers.
* The assign() method is used to copy the values of all enumerable
* own properties from one or more source objects to a target object.
* It will return the target object.
* Modified from https://github.com/ljharb/object.assign
*/
(function() {
'use strict';
if (!Object.assign) {
var keys = Object.keys;
var defineProperty = Object.defineProperty;
var canBeObject = function canBeObject(obj) {
return typeof obj !== 'undefined' && obj !== null;
};
var hasSymbols =
typeof Symbol === 'function' && _typeof(Symbol()) === 'symbol';
var propIsEnumerable = Object.prototype.propertyIsEnumerable;
var isEnumerableOn = function isEnumerableOn(obj) {
return function isEnumerable(prop) {
return propIsEnumerable.call(obj, prop);
};
};
// per ES6 spec, this function has to have a length of 2
var assignShim = function assign(target, source1) {
if (!canBeObject(target)) {
throw new TypeError('target must be an object');
}
var objTarget = Object(target);
var s, source, i, props;
for (s = 1; s < arguments.length; ++s) {
source = Object(arguments[s]);
props = keys(source);
if (hasSymbols && Object.getOwnPropertySymbols) {
props.push.apply(
props,
Object.getOwnPropertySymbols(source).filter(isEnumerableOn(source))
);
}
for (i = 0; i < props.length; ++i) {
objTarget[props[i]] = source[props[i]];
}
}
return objTarget;
};
defineProperty(Object, 'assign', {
value: assignShim,
configurable: true,
enumerable: false,
writable: true
});
}
})();
},
{}
],
35: [
function(_dereq_, module, exports) {
/**
* @module Structure
* @submodule Structure
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('./main');
/**
* 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
*
* let 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().
*
* Avoid calling loop() from inside setup().
*
* @method loop
* @example
*
* let 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() {
if (!this._loop) {
this._loop = true;
if (this._setupDone) {
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.)
*
*
* 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._styles.push({
props: {
_colorMode: this._colorMode
},
renderer: this._renderer.push()
});
};
/**
* 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.)
*
*
* 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() {
var style = this._styles.pop();
if (style) {
this._renderer.pop(style.renderer);
Object.assign(this, style.props);
} else {
console.warn('pop() was called without matching push()');
}
};
/**
*
* 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
*
* let x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* x += 1;
* redraw();
* }
*
*
*
* let 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(n) {
if (this._inUserDraw || !this._setupDone) {
return;
}
var numberOfRedraws = parseInt(n);
if (isNaN(numberOfRedraws) || numberOfRedraws < 1) {
numberOfRedraws = 1;
}
var context = this._isGlobal ? window : this;
var userSetup = context.setup;
var userDraw = context.draw;
if (typeof userDraw === 'function') {
if (typeof userSetup === 'undefined') {
context.scale(context._pixelDensity, context._pixelDensity);
}
var callMethod = function callMethod(f) {
f.call(context);
};
for (var idxRedraw = 0; idxRedraw < numberOfRedraws; idxRedraw++) {
context.resetMatrix();
if (context._renderer.isP3D) {
context._renderer._update();
}
context._setProperty('frameCount', context.frameCount + 1);
context._registeredMethods.pre.forEach(callMethod);
this._inUserDraw = true;
try {
userDraw();
} finally {
this._inUserDraw = false;
}
context._registeredMethods.post.forEach(callMethod);
}
}
};
module.exports = p5;
},
{ './main': 24 }
],
36: [
function(_dereq_, module, exports) {
/**
* @module Transform
* @submodule Transform
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('./main');
/**
* Multiplies the current matrix by the one specified through the parameters.
* This is a powerful operation that can perform the equivalent of translate,
* scale, shear and rotate all at once. You can learn more about transformation
* matrices on
* Wikipedia.
*
* The naming of the arguments here follows the naming of the
* WHATWG specification and corresponds to a
* transformation matrix of the
* form:
*
* >
*
* @method applyMatrix
* @param {Number} a numbers which define the 2x3 matrix to be multiplied
* @param {Number} b numbers which define the 2x3 matrix to be multiplied
* @param {Number} c numbers which define the 2x3 matrix to be multiplied
* @param {Number} d numbers which define the 2x3 matrix to be multiplied
* @param {Number} e numbers which define the 2x3 matrix to be multiplied
* @param {Number} f numbers which define the 2x3 matrix to be multiplied
* @chainable
* @example
*
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* noFill();
* }
*
* function draw() {
* background(200);
* rotateY(PI / 6);
* stroke(153);
* box(35);
* var rad = millis() / 1000;
* // Set rotation angles
* var ct = cos(rad);
* var st = sin(rad);
* // Matrix for rotation around the Y axis
* // prettier-ignore
* applyMatrix( ct, 0.0, st, 0.0,
* 0.0, 1.0, 0.0, 0.0,
* -st, 0.0, ct, 0.0,
* 0.0, 0.0, 0.0, 1.0);
* stroke(255);
* box(50);
* }
*
*
*
* @alt
* A rectangle translating to the right
* A rectangle shrinking to the center
* A rectangle rotating clockwise about the center
* A rectangle shearing
*
*/
p5.prototype.applyMatrix = function(a, b, c, d, e, f) {
this._renderer.applyMatrix.apply(this._renderer, arguments);
return this;
};
/**
* Replaces the current matrix with the identity matrix.
*
* @method resetMatrix
* @chainable
* @example
*
*
* translate(50, 50);
* applyMatrix(0.5, 0.5, -0.5, 0.5, 0, 0);
* rect(0, 0, 20, 20);
* // Note that the translate is also reset.
* resetMatrix();
* rect(0, 0, 20, 20);
*
*
*
* @alt
* A rotated retangle in the center with another at the top left corner
*
*/
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
* @param {p5.Vector|Number[]} [axis] (in 3d) the axis to rotate around
* @chainable
* @example
*
*
* @alt
* white 52x52 rect with black outline at center rotated counter 45 degrees
*
*/
p5.prototype.rotate = function(angle, axis) {
p5._validateParameters('rotate', arguments);
this._renderer.rotate(this._toRadians(angle), axis);
return this;
};
/**
* Rotates around X axis.
* @method rotateX
* @param {Number} angle the angle of rotation, specified in radians
* or degrees, depending on current angleMode
* @chainable
* @example
*
*
* @alt
* 3d box rotating around the x axis.
*/
p5.prototype.rotateX = function(angle) {
this._assert3d('rotateX');
p5._validateParameters('rotateX', arguments);
this._renderer.rotateX(this._toRadians(angle));
return this;
};
/**
* Rotates around Y axis.
* @method rotateY
* @param {Number} angle the angle of rotation, specified in radians
* or degrees, depending on current angleMode
* @chainable
* @example
*
*
* @alt
* 3d box rotating around the y axis.
*/
p5.prototype.rotateY = function(angle) {
this._assert3d('rotateY');
p5._validateParameters('rotateY', arguments);
this._renderer.rotateY(this._toRadians(angle));
return this;
};
/**
* Rotates around Z axis. Webgl mode only.
* @method rotateZ
* @param {Number} angle the angle of rotation, specified in radians
* or degrees, depending on current angleMode
* @chainable
* @example
*
*
* @alt
* 3d box rotating around the z axis.
*/
p5.prototype.rotateZ = function(angle) {
this._assert3d('rotateZ');
p5._validateParameters('rotateZ', arguments);
this._renderer.rotateZ(this._toRadians(angle));
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|Number[]} 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)
* @chainable
* @example
*
*
* @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
*
*/
/**
* @method scale
* @param {p5.Vector|Number[]} scales per-axis percents to scale the object
* @chainable
*/
p5.prototype.scale = function(x, y, z) {
p5._validateParameters('scale', arguments);
// Only check for Vector argument type if Vector is available
if (x instanceof p5.Vector) {
var v = x;
x = v.x;
y = v.y;
z = v.z;
} else if (x instanceof Array) {
var rg = x;
x = rg[0];
y = rg[1];
z = rg[2] || 1;
}
if (isNaN(y)) {
y = z = x;
} else if (isNaN(z)) {
z = 1;
}
this._renderer.scale.call(this._renderer, x, y, z);
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
* @chainable
* @example
*
*
* @alt
* white irregular quadrilateral with black outline at top middle.
*
*/
p5.prototype.shearX = function(angle) {
p5._validateParameters('shearX', arguments);
var rad = this._toRadians(angle);
this._renderer.applyMatrix(1, 0, Math.tan(rad), 1, 0, 0);
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
* @chainable
* @example
*
*
* @alt
* white irregular quadrilateral with black outline at middle bottom.
*
*/
p5.prototype.shearY = function(angle) {
p5._validateParameters('shearY', arguments);
var rad = this._toRadians(angle);
this._renderer.applyMatrix(1, Math.tan(rad), 0, 1, 0, 0);
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)
* @chainable
* @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.
* a 20x20 white rect moving in a circle around the canvas
*
*/
/**
* @method translate
* @param {p5.Vector} vector the vector to translate by
* @chainable
*/
p5.prototype.translate = function(x, y, z) {
p5._validateParameters('translate', arguments);
if (this._renderer.isP3D) {
this._renderer.translate(x, y, z);
} else {
this._renderer.translate(x, y);
}
return this;
};
module.exports = p5;
},
{ './main': 24 }
],
37: [
function(_dereq_, module, exports) {
/**
* @module Data
* @submodule LocalStorage
* @requires core
*
* This module defines the p5 methods for working with local storage
*/
'use strict';
function _typeof(obj) {
if (typeof Symbol === 'function' && typeof Symbol.iterator === 'symbol') {
_typeof = function _typeof(obj) {
return typeof obj;
};
} else {
_typeof = function _typeof(obj) {
return obj &&
typeof Symbol === 'function' &&
obj.constructor === Symbol &&
obj !== Symbol.prototype
? 'symbol'
: typeof obj;
};
}
return _typeof(obj);
}
var p5 = _dereq_('../core/main');
/**
*
* Stores a value in local storage under the key name.
* Local storage is saved in the browser and persists
* between browsing sessions and page reloads.
* The key can be the name of the variable but doesn't
* have to be. To retrieve stored items
* see getItem.
*
* Sensitive data such as passwords or personal information
* should not be stored in local storage.
*
* @method storeItem
* @for p5
* @param {String} key
* @param {String|Number|Object|Boolean|p5.Color} value
*
* @example
*
* // Type to change the letter in the
* // center of the canvas.
* // If you reload the page, it will
* // still display the last key you entered
*
* let myText;
*
* function setup() {
* createCanvas(100, 100);
* myText = getItem('myText');
* if (myText === null) {
* myText = '';
* }
* }
*
* function draw() {
* textSize(40);
* background(255);
* text(myText, width / 2, height / 2);
* }
*
* function keyPressed() {
* myText = key;
* storeItem('myText', myText);
* }
*
*
* @alt
* When you type the key name is displayed as black text on white background.
* If you reload the page, the last letter typed is still displaying.
*
*/
p5.prototype.storeItem = function(key, value) {
if (typeof value === 'undefined') {
console.log('You cannot store undefined variables using storeItem()');
}
var type = _typeof(value);
switch (type) {
case 'number':
case 'boolean':
value = value.toString();
break;
case 'object':
if (value instanceof p5.Color) {
type = 'p5.Color';
}
value = JSON.stringify(value);
break;
case 'string':
default:
break;
}
localStorage.setItem(key, value);
var typeKey = key + 'p5TypeID';
localStorage.setItem(typeKey, type);
};
/**
*
* Returns the value of an item that was stored in local storage
* using storeItem()
*
* @method getItem
* @for p5
* @param {String} key name that you wish to use to store in local storage
* @return {Number|Object|String|Boolean|p5.Color} Value of stored item
*
* @example
*
* // Click the mouse to change
* // the color of the background
* // Once you have changed the color
* // it will stay changed even when you
* // reload the page.
*
* let myColor;
*
* function setup() {
* createCanvas(100, 100);
* myColor = getItem('myColor');
* }
*
* function draw() {
* if (myColor !== null) {
* background(myColor);
* }
* }
*
* function mousePressed() {
* myColor = color(random(255), random(255), random(255));
* storeItem('myColor', myColor);
* }
*
*
* @alt
* If you click, the canvas changes to a random color.
* If you reload the page, the canvas is still the color it
* was when the page was previously loaded.
*
*/
p5.prototype.getItem = function(key) {
var value = localStorage.getItem(key);
var type = localStorage.getItem(key + 'p5TypeID');
if (typeof type === 'undefined') {
console.log(
'Unable to determine type of item stored under ' +
key +
'in local storage. Did you save the item with something other than setItem()?'
);
} else if (value !== null) {
switch (type) {
case 'number':
value = parseInt(value);
break;
case 'boolean':
value = value === 'true';
break;
case 'object':
value = JSON.parse(value);
break;
case 'p5.Color':
value = JSON.parse(value);
value = this.color.apply(this, value.levels);
break;
case 'string':
default:
break;
}
}
return value;
};
/**
*
* Clears all local storage items set with storeItem()
* for the current domain.
*
* @method clearStorage
* @for p5
*
* @example
*
*
* function setup() {
* let myNum = 10;
* let myBool = false;
* storeItem('myNum', myNum);
* storeItem('myBool', myBool);
* print(getItem('myNum')); // logs 10 to the console
* print(getItem('myBool')); // logs false to the console
* clearStorage();
* print(getItem('myNum')); // logs null to the console
* print(getItem('myBool')); // logs null to the console
* }
*
*/
p5.prototype.clearStorage = function() {
localStorage.clear();
};
/**
*
* Removes an item that was stored with storeItem()
*
* @method removeItem
* @param {String} key
* @for p5
*
* @example
*
*
* function setup() {
* let myVar = 10;
* storeItem('myVar', myVar);
* print(getItem('myVar')); // logs 10 to the console
* removeItem('myVar');
* print(getItem('myVar')); // logs null to the console
* }
*
*/
p5.prototype.removeItem = function(key) {
if (typeof key !== 'string') {
console.log(
'The argument that you passed to removeItem() - ' +
key +
' is not a string.'
);
}
localStorage.removeItem(key);
localStorage.removeItem(key + 'p5TypeID');
};
},
{ '../core/main': 24 }
],
38: [
function(_dereq_, module, exports) {
/**
* @module Data
* @submodule Dictionary
* @for p5.TypedDict
* @requires core
*
* This module defines the p5 methods for the p5 Dictionary classes.
* The classes StringDict and NumberDict are for storing and working
* with key-value pairs.
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
*
* Creates a new instance of p5.StringDict using the key-value pair
* or the object you provide.
*
* @method createStringDict
* @for p5
* @param {String} key
* @param {String} value
* @return {p5.StringDict}
*
* @example
*
*
* function setup() {
* let myDictionary = createStringDict('p5', 'js');
* print(myDictionary.hasKey('p5')); // logs true to console
*
* let anotherDictionary = createStringDict({ happy: 'coding' });
* print(anotherDictionary.hasKey('happy')); // logs true to console
* }
*
*/
/**
* @method createStringDict
* @param {Object} object object
* @return {p5.StringDict}
*/
p5.prototype.createStringDict = function(key, value) {
p5._validateParameters('createStringDict', arguments);
return new p5.StringDict(key, value);
};
/**
*
* Creates a new instance of p5.NumberDict using the key-value pair
* or object you provide.
*
* @method createNumberDict
* @for p5
* @param {Number} key
* @param {Number} value
* @return {p5.NumberDict}
*
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict(100, 42);
* print(myDictionary.hasKey(100)); // logs true to console
*
* let anotherDictionary = createNumberDict({ 200: 84 });
* print(anotherDictionary.hasKey(200)); // logs true to console
* }
*
*/
/**
* @method createNumberDict
* @param {Object} object object
* @return {p5.NumberDict}
*/
p5.prototype.createNumberDict = function(key, value) {
p5._validateParameters('createNumberDict', arguments);
return new p5.NumberDict(key, value);
};
/**
*
* Base class for all p5.Dictionary types. Specifically
* typed Dictionary classes inherit from this class.
*
* @class p5.TypedDict
*
*/
p5.TypedDict = function(key, value) {
if (key instanceof Object) {
this.data = key;
} else {
this.data = {};
this.data[key] = value;
}
return this;
};
/**
* Returns the number of key-value pairs currently stored in the Dictionary.
*
* @method size
* @return {Integer} the number of key-value pairs in the Dictionary
*
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict(1, 10);
* myDictionary.create(2, 20);
* myDictionary.create(3, 30);
* print(myDictionary.size()); // logs 3 to the console
* }
*
*
*/
p5.TypedDict.prototype.size = function() {
return Object.keys(this.data).length;
};
/**
* Returns true if the given key exists in the Dictionary,
* otherwise returns false.
*
* @method hasKey
* @param {Number|String} key that you want to look up
* @return {Boolean} whether that key exists in Dictionary
*
* @example
*
*
* function setup() {
* let myDictionary = createStringDict('p5', 'js');
* print(myDictionary.hasKey('p5')); // logs true to console
* }
*
*
*/
p5.TypedDict.prototype.hasKey = function(key) {
return this.data.hasOwnProperty(key);
};
/**
* Returns the value stored at the given key.
*
* @method get
* @param {Number|String} the key you want to access
* @return {Number|String} the value stored at that key
*
* @example
*
*
* function setup() {
* let myDictionary = createStringDict('p5', 'js');
* let myValue = myDictionary.get('p5');
* print(myValue === 'js'); // logs true to console
* }
*
*
*/
p5.TypedDict.prototype.get = function(key) {
if (this.data.hasOwnProperty(key)) {
return this.data[key];
} else {
console.log(key + ' does not exist in this Dictionary');
}
};
/**
* Updates the value associated with the given key in case it already exists
* in the Dictionary. Otherwise a new key-value pair is added.
*
* @method set
* @param {Number|String} key
* @param {Number|String} value
*
* @example
*
*
* function setup() {
* let myDictionary = createStringDict('p5', 'js');
* myDictionary.set('p5', 'JS');
* myDictionary.print(); // logs "key: p5 - value: JS" to console
* }
*
*
*/
p5.TypedDict.prototype.set = function(key, value) {
if (this._validate(value)) {
this.data[key] = value;
} else {
console.log('Those values dont work for this dictionary type.');
}
};
/**
* private helper function to handle the user passing in objects
* during construction or calls to create()
*/
p5.TypedDict.prototype._addObj = function(obj) {
for (var key in obj) {
this.set(key, obj[key]);
}
};
/**
* Creates a new key-value pair in the Dictionary.
*
* @method create
* @param {Number|String} key
* @param {Number|String} value
*
* @example
*
*/
/**
* @method create
* @param {Object} obj key/value pair
*/
p5.TypedDict.prototype.create = function(key, value) {
if (key instanceof Object && typeof value === 'undefined') {
this._addObj(key);
} else if (typeof key !== 'undefined') {
this.set(key, value);
} else {
console.log(
'In order to create a new Dictionary entry you must pass ' +
'an object or a key, value pair'
);
}
};
/**
* Removes all previously stored key-value pairs from the Dictionary.
*
* @method clear
* @example
*
*
* function setup() {
* let myDictionary = createStringDict('p5', 'js');
* print(myDictionary.hasKey('p5')); // prints 'true'
* myDictionary.clear();
* print(myDictionary.hasKey('p5')); // prints 'false'
* }
*
*
*/
p5.TypedDict.prototype.clear = function() {
this.data = {};
};
/**
* Removes the key-value pair stored at the given key from the Dictionary.
*
* @method remove
* @param {Number|String} key for the pair to remove
*
* @example
*
*
*/
p5.TypedDict.prototype.remove = function(key) {
if (this.data.hasOwnProperty(key)) {
delete this.data[key];
} else {
throw new Error(key + ' does not exist in this Dictionary');
}
};
/**
* Logs the set of items currently stored in the Dictionary to the console.
*
* @method print
*
* @example
*
*/
p5.TypedDict.prototype.saveJSON = function(filename, opt) {
p5.prototype.saveJSON(this.data, filename, opt);
};
/**
* private helper function to ensure that the user passed in valid
* values for the Dictionary type
*/
p5.TypedDict.prototype._validate = function(value) {
return true;
};
/**
*
* A simple Dictionary class for Strings.
*
* @class p5.StringDict
* @extends p5.TypedDict
*
*/
p5.StringDict = function() {
p5.TypedDict.apply(this, arguments);
};
p5.StringDict.prototype = Object.create(p5.TypedDict.prototype);
p5.StringDict.prototype._validate = function(value) {
return typeof value === 'string';
};
/**
*
* A simple Dictionary class for Numbers.
*
* @class p5.NumberDict
* @extends p5.TypedDict
*
*/
p5.NumberDict = function() {
p5.TypedDict.apply(this, arguments);
};
p5.NumberDict.prototype = Object.create(p5.TypedDict.prototype);
/**
* private helper function to ensure that the user passed in valid
* values for the Dictionary type
*/
p5.NumberDict.prototype._validate = function(value) {
return typeof value === 'number';
};
/**
* Add the given number to the value currently stored at the given key.
* The sum then replaces the value previously stored in the Dictionary.
*
* @method add
* @param {Number} Key for the value you wish to add to
* @param {Number} Number to add to the value
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict(2, 5);
* myDictionary.add(2, 2);
* print(myDictionary.get(2)); // logs 7 to console.
* }
*
*
*
*/
p5.NumberDict.prototype.add = function(key, amount) {
if (this.data.hasOwnProperty(key)) {
this.data[key] += amount;
} else {
console.log('The key - ' + key + ' does not exist in this dictionary.');
}
};
/**
* Subtract the given number from the value currently stored at the given key.
* The difference then replaces the value previously stored in the Dictionary.
*
* @method sub
* @param {Number} Key for the value you wish to subtract from
* @param {Number} Number to subtract from the value
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict(2, 5);
* myDictionary.sub(2, 2);
* print(myDictionary.get(2)); // logs 3 to console.
* }
*
*
*
*/
p5.NumberDict.prototype.sub = function(key, amount) {
this.add(key, -amount);
};
/**
* Multiply the given number with the value currently stored at the given key.
* The product then replaces the value previously stored in the Dictionary.
*
* @method mult
* @param {Number} Key for value you wish to multiply
* @param {Number} Amount to multiply the value by
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict(2, 4);
* myDictionary.mult(2, 2);
* print(myDictionary.get(2)); // logs 8 to console.
* }
*
*
*
*/
p5.NumberDict.prototype.mult = function(key, amount) {
if (this.data.hasOwnProperty(key)) {
this.data[key] *= amount;
} else {
console.log('The key - ' + key + ' does not exist in this dictionary.');
}
};
/**
* Divide the given number with the value currently stored at the given key.
* The quotient then replaces the value previously stored in the Dictionary.
*
* @method div
* @param {Number} Key for value you wish to divide
* @param {Number} Amount to divide the value by
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict(2, 8);
* myDictionary.div(2, 2);
* print(myDictionary.get(2)); // logs 4 to console.
* }
*
*
*
*/
p5.NumberDict.prototype.div = function(key, amount) {
if (this.data.hasOwnProperty(key)) {
this.data[key] /= amount;
} else {
console.log('The key - ' + key + ' does not exist in this dictionary.');
}
};
/**
* private helper function for finding lowest or highest value
* the argument 'flip' is used to flip the comparison arrow
* from 'less than' to 'greater than'
*
*/
p5.NumberDict.prototype._valueTest = function(flip) {
if (Object.keys(this.data).length === 0) {
throw new Error(
'Unable to search for a minimum or maximum value on an empty NumberDict'
);
} else if (Object.keys(this.data).length === 1) {
return this.data[Object.keys(this.data)[0]];
} else {
var result = this.data[Object.keys(this.data)[0]];
for (var key in this.data) {
if (this.data[key] * flip < result * flip) {
result = this.data[key];
}
}
return result;
}
};
/**
* Return the lowest number currently stored in the Dictionary.
*
* @method minValue
* @return {Number}
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });
* let lowestValue = myDictionary.minValue(); // value is -10
* print(lowestValue);
* }
*
*
*/
p5.NumberDict.prototype.minValue = function() {
return this._valueTest(1);
};
/**
* Return the highest number currently stored in the Dictionary.
*
* @method maxValue
* @return {Number}
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict({ 2: -10, 4: 0.65, 1.2: 3 });
* let highestValue = myDictionary.maxValue(); // value is 3
* print(highestValue);
* }
*
*
*/
p5.NumberDict.prototype.maxValue = function() {
return this._valueTest(-1);
};
/**
* private helper function for finding lowest or highest key
* the argument 'flip' is used to flip the comparison arrow
* from 'less than' to 'greater than'
*
*/
p5.NumberDict.prototype._keyTest = function(flip) {
if (Object.keys(this.data).length === 0) {
throw new Error('Unable to use minValue on an empty NumberDict');
} else if (Object.keys(this.data).length === 1) {
return Object.keys(this.data)[0];
} else {
var result = Object.keys(this.data)[0];
for (var i = 1; i < Object.keys(this.data).length; i++) {
if (Object.keys(this.data)[i] * flip < result * flip) {
result = Object.keys(this.data)[i];
}
}
return result;
}
};
/**
* Return the lowest key currently used in the Dictionary.
*
* @method minKey
* @return {Number}
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });
* let lowestKey = myDictionary.minKey(); // value is 1.2
* print(lowestKey);
* }
*
*
*/
p5.NumberDict.prototype.minKey = function() {
return this._keyTest(1);
};
/**
* Return the highest key currently used in the Dictionary.
*
* @method maxKey
* @return {Number}
* @example
*
*
* function setup() {
* let myDictionary = createNumberDict({ 2: 4, 4: 6, 1.2: 3 });
* let highestKey = myDictionary.maxKey(); // value is 4
* print(highestKey);
* }
*
*
*/
p5.NumberDict.prototype.maxKey = function() {
return this._keyTest(-1);
};
module.exports = p5.TypedDict;
},
{ '../core/main': 24 }
],
39: [
function(_dereq_, module, exports) {
/**
* @module Events
* @submodule Acceleration
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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'.
* either LANDSCAPE or PORTRAIT.
*
* @property {Constant} deviceOrientation
* @readOnly
*/
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 {Number} accelerationX
* @readOnly
* @example
*
* @alt
* Magnitude of device acceleration is displayed as ellipse size
*/
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 {Number} accelerationY
* @readOnly
* @example
*
* @alt
* Magnitude of device acceleration is displayed as ellipse size
*/
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 {Number} accelerationZ
* @readOnly
*
* @example
*
*
* @alt
* Magnitude of device acceleration is displayed as ellipse size
*/
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 {Number} pAccelerationX
* @readOnly
*/
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 {Number} pAccelerationY
* @readOnly
*/
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 {Number} pAccelerationZ
* @readOnly
*/
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.
*
* @property {Number} rotationX
* @readOnly
* @example
*
* @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.
*
* @property {Number} rotationY
* @readOnly
* @example
*
* @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
*
*
* @property {Number} rotationZ
* @readOnly
*
* @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.
* let rotateDirection = 'clockwise';
*
* // Simple range conversion to make things simpler.
* // This is not absolutely necessary but the logic
* // will be different in that case.
*
* let rX = rotationX + 180;
* let 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';
* }
*
* print(rotateDirection);
*
*
*
* @alt
* no image to display.
*
*
* @property {Number} pRotationX
* @readOnly
*/
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.
* let rotateDirection = 'clockwise';
*
* // Simple range conversion to make things simpler.
* // This is not absolutely necessary but the logic
* // will be different in that case.
*
* let rY = rotationY + 180;
* let 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';
* }
* print(rotateDirection);
*
*
*
* @alt
* no image to display.
*
*
* @property {Number} pRotationY
* @readOnly
*/
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.
* let 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';
* }
* print(rotateDirection);
*
*
*
* @alt
* no image to display.
*
*
* @property {Number} pRotationZ
* @readOnly
*/
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);
};
/**
* When a device is rotated, the axis that triggers the deviceTurned()
* method is stored in the turnAxis variable. The turnAxis variable is only defined within
* the scope of deviceTurned().
* @property {String} turnAxis
* @readOnly
* @example
*
*
* // 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
*/
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
* @example
*
*
* // Run this example on a mobile device
* // You will need to move the device incrementally further
* // the closer the square's color gets to white in order to change the value.
*
* let value = 0;
* let threshold = 0.5;
* function setup() {
* setMoveThreshold(threshold);
* }
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function deviceMoved() {
* value = value + 5;
* threshold = threshold + 0.1;
* if (value > 255) {
* value = 0;
* threshold = 30;
* }
* setMoveThreshold(threshold);
* }
*
*
*
* @alt
* 50x50 black rect in center of canvas. turns white on mobile when device moves
*/
p5.prototype.setMoveThreshold = function(val) {
p5._validateParameters('setMoveThreshold', arguments);
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
* @example
*
*
* // Run this example on a mobile device
* // You will need to shake the device more firmly
* // the closer the box's fill gets to white in order to change the value.
*
* let value = 0;
* let threshold = 30;
* function setup() {
* setShakeThreshold(threshold);
* }
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function deviceMoved() {
* value = value + 5;
* threshold = threshold + 5;
* if (value > 255) {
* value = 0;
* threshold = 30;
* }
* setShakeThreshold(threshold);
* }
*
*
*
* @alt
* 50x50 black rect in center of canvas. turns white on mobile when device
* is being shaked
*/
p5.prototype.setShakeThreshold = function(val) {
p5._validateParameters('setShakeThreshold', arguments);
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.
* The threshold value can be changed using setMoveThreshold().
*
* @method deviceMoved
* @example
*
*
* // Run this example on a mobile device
* // Move the device around
* // to change the value.
*
* let 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.
*
* let 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.
*
* let 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.
* The threshold value can be changed using setShakeThreshold().
*
* @method deviceShaken
* @example
*
*
* // Run this example on a mobile device
* // Shake the device to change the value.
*
* let 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/main': 24 }
],
40: [
function(_dereq_, module, exports) {
/**
* @module Events
* @submodule Keyboard
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* The boolean system variable keyIsPressed is true if any key is pressed
* and false if no keys are pressed.
*
* @property {Boolean} keyIsPressed
* @readOnly
* @example
*
*
* @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 {String} key
* @readOnly
* @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 {Integer} keyCode
* @readOnly
* @example
*
* @alt
* Grey rect center. turns white when up arrow pressed and black when down
* Display key pressed and its keyCode in a yellow box
*/
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, the key 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
*
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function keyPressed() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* }
*
*
*
*
* let 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 (this._downKeys[e.which]) {
// prevent multiple firings
return;
}
this._setProperty('isKeyPressed', true);
this._setProperty('keyIsPressed', true);
this._setProperty('keyCode', e.which);
this._downKeys[e.which] = true;
this._setProperty('key', e.key || String.fromCharCode(e.which) || e.which);
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
*
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function keyReleased() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* return false; // prevent any default behavior
* }
*
*
*
* @alt
* black rect center. turns white when key pressed and black when pressed again
*
*/
p5.prototype._onkeyup = function(e) {
var keyReleased = this.keyReleased || window.keyReleased;
this._downKeys[e.which] = false;
if (!this._areDownKeys()) {
this._setProperty('isKeyPressed', false);
this._setProperty('keyIsPressed', false);
}
this._setProperty('_lastKeyCodeTyped', null);
this._setProperty('key', e.key || String.fromCharCode(e.which) || e.which);
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 Backspace, Delete, Ctrl, Shift, and Alt are ignored. If you are trying to detect
* a keyCode for one of these keys, use the keyPressed() function instead.
* The most recent key typed 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
*
*
* let 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('_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) {
this._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
*
* let x = 100;
* let y = 100;
*
* function setup() {
* createCanvas(512, 512);
* fill(255, 0, 0);
* }
*
* 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();
* ellipse(x, y, 50, 50);
* }
*
*
*
* let diameter = 50;
*
* function setup() {
* createCanvas(512, 512);
* }
*
* function draw() {
* // 107 and 187 are keyCodes for "+"
* if (keyIsDown(107) || keyIsDown(187)) {
* diameter += 1;
* }
*
* // 109 and 189 are keyCodes for "-"
* if (keyIsDown(109) || keyIsDown(189)) {
* diameter -= 1;
* }
*
* clear();
* fill(255, 0, 0);
* ellipse(50, 50, diameter, diameter);
* }
*
*
* @alt
* 50x50 red ellipse moves left, right, up and down with arrow presses.
* 50x50 red ellipse gets bigger or smaller when + or - are pressed.
*
*/
p5.prototype.keyIsDown = function(code) {
p5._validateParameters('keyIsDown', arguments);
return this._downKeys[code] || false;
};
/**
* The _areDownKeys function returns a boolean true if any keys pressed
* and a false if no keys are currently pressed.
* Helps avoid instances where multiple keys are pressed simultaneously and
* releasing a single key will then switch the
* keyIsPressed property to true.
* @private
**/
p5.prototype._areDownKeys = function() {
for (var key in this._downKeys) {
if (this._downKeys.hasOwnProperty(key) && this._downKeys[key] === true) {
return true;
}
}
return false;
};
module.exports = p5;
},
{ '../core/main': 24 }
],
41: [
function(_dereq_, module, exports) {
/**
* @module Events
* @submodule Mouse
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('../core/main');
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. The value at
* the top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.
* If touch is used instead of mouse input, mouseX will hold the x value
* of the most recent touch point.
*
* @property {Number} mouseX
* @readOnly
*
* @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. The value at
* the top-left corner is (0, 0) for 2-D and (-width/2, -height/2) for WebGL.
* If touch is used instead of mouse input, mouseY will hold the y value
* of the most recent touch point.
*
* @property {Number} mouseY
* @readOnly
*
* @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. The value at the top-left corner is (0, 0) for 2-D and
* (-width/2, -height/2) for WebGL. Note: pmouseX will be reset to the current mouseX
* value at the start of each touch event.
*
* @property {Number} pmouseX
* @readOnly
*
* @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. The value at the top-left corner is (0, 0) for 2-D and
* (-width/2, -height/2) for WebGL. Note: pmouseY will be reset to the current mouseY
* value at the start of each touch event.
*
* @property {Number} pmouseY
* @readOnly
*
* @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, fuchsia 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 {Number} winMouseX
* @readOnly
*
* @example
*
*
* let myCanvas;
*
* function setup() {
* //use a variable to store a pointer to the canvas
* myCanvas = createCanvas(100, 100);
* const body = document.getElementsByTagName('body')[0];
* myCanvas.parent(body);
* }
*
* 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 fuchsia 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 {Number} winMouseY
* @readOnly
*
* @example
*
*
* let myCanvas;
*
* function setup() {
* //use a variable to store a pointer to the canvas
* myCanvas = createCanvas(100, 100);
* const body = document.getElementsByTagName('body')[0];
* myCanvas.parent(body);
* }
*
* 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 fuchsia 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. Note: pwinMouseX will be reset to the current winMouseX
* value at the start of each touch event.
*
* @property {Number} pwinMouseX
* @readOnly
*
* @example
*
*
* let 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
* let 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
* fuchsia 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. Note: pwinMouseY will be reset to the current winMouseY
* value at the start of each touch event.
*
* @property {Number} pwinMouseY
* @readOnly
*
*
* @example
*
*
* let 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
* let 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
* fuchsia 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 {Constant} mouseButton
* @readOnly
*
* @example
*
*
* @alt
* 50x50 black ellipse appears on center of fuchsia 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 {Boolean} mouseIsPressed
* @readOnly
*
* @example
*
*
* @alt
* black 50x50 rect becomes ellipse with mouse click/press. fuchsia background.
*
*/
p5.prototype.mouseIsPressed = false;
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);
this._setProperty('_pmouseWheelDeltaY', this._mouseWheelDeltaY);
};
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 || 1;
var sy = canvas.scrollHeight / h || 1;
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
* @param {Object} [event] optional MouseEvent callback argument.
* @example
*
*
* // Move the mouse across the page
* // to change its value
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function mouseMoved() {
* value = value + 5;
* if (value > 255) {
* value = 0;
* }
* }
*
*
*
* // returns a MouseEvent object
* // as a callback argument
* function mouseMoved(event) {
* console.log(event);
* }
*
*
*
* @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
* @param {Object} [event] optional MouseEvent callback argument.
* @example
*
*
* // Drag the mouse across the page
* // to change its value
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function mouseDragged() {
* value = value + 5;
* if (value > 255) {
* value = 0;
* }
* }
*
*
*
* // returns a MouseEvent object
* // as a callback argument
* function mouseDragged(event) {
* console.log(event);
* }
*
*
*
* @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.mouseIsPressed) {
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
* @param {Object} [event] optional MouseEvent callback argument.
* @example
*
*
* // Click within the image to change
* // the value of the rectangle
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function mousePressed() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* }
*
*
*
* // returns a MouseEvent object
* // as a callback argument
* function mousePressed(event) {
* console.log(event);
* }
*
*
*
* @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('mouseIsPressed', true);
this._setMouseButton(e);
this._updateNextMouseCoords(e);
if (typeof context.mousePressed === 'function') {
executeDefault = context.mousePressed(e);
if (executeDefault === false) {
e.preventDefault();
}
// only safari needs this manual fallback for consistency
} else if (
navigator.userAgent.toLowerCase().includes('safari') &&
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
* @param {Object} [event] optional MouseEvent callback argument.
* @example
*
*
* // Click within the image to change
* // the value of the rectangle
* // after the mouse has been clicked
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function mouseReleased() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* }
*
*
*
* // returns a MouseEvent object
* // as a callback argument
* function mouseReleased(event) {
* console.log(event);
* }
*
*
*
* @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('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 handle clicks differently, so this function is only guaranteed to be
* run when the left mouse button is clicked. To handle other mouse buttons
* being pressed or released, see mousePressed() or mouseReleased().
* 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
* @param {Object} [event] optional MouseEvent callback argument.
* @example
*
*
* // Click within the image to change
* // the value of the rectangle
* // after the mouse has been clicked
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
*
* function mouseClicked() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* }
*
*
*
* // returns a MouseEvent object
* // as a callback argument
* function mouseClicked(event) {
* console.log(event);
* }
*
*
*
* @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 doubleClicked() function is executed every time a event
* listener has detected a dblclick event which is a part of the
* DOM L3 specification. The doubleClicked event is fired when a
* pointing device button (usually a mouse's primary button)
* is clicked twice on a single element. For more info on the
* dblclick event refer to mozilla's documentation here:
* https://developer.mozilla.org/en-US/docs/Web/Events/dblclick
*
* @method doubleClicked
* @param {Object} [event] optional MouseEvent callback argument.
* @example
*
*
* // Click within the image to change
* // the value of the rectangle
* // after the mouse has been double clicked
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
*
* function doubleClicked() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* }
*
*
*
* // returns a MouseEvent object
* // as a callback argument
* function doubleClicked(event) {
* console.log(event);
* }
*
*
*
* @alt
* black 50x50 rect turns white with mouse doubleClick/press.
* no image displayed
*/
p5.prototype._ondblclick = function(e) {
var context = this._isGlobal ? window : this;
if (typeof context.doubleClicked === 'function') {
var executeDefault = context.doubleClicked(e);
if (executeDefault === false) {
e.preventDefault();
}
}
};
/**
* For use with WebGL orbitControl.
* @property {Number} _mouseWheelDeltaY
* @readOnly
* @private
*/
p5.prototype._mouseWheelDeltaY = 0;
/**
* For use with WebGL orbitControl.
* @property {Number} _pmouseWheelDeltaY
* @readOnly
* @private
*/
p5.prototype._pmouseWheelDeltaY = 0;
/**
* 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
* @param {Object} [event] optional WheelEvent callback argument.
*
* @example
*
*
* let 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. fuchsia background
*
*/
p5.prototype._onwheel = function(e) {
var context = this._isGlobal ? window : this;
this._setProperty('_mouseWheelDeltaY', e.deltaY);
if (typeof context.mouseWheel === 'function') {
e.delta = e.deltaY;
var executeDefault = context.mouseWheel(e);
if (executeDefault === false) {
e.preventDefault();
}
}
};
module.exports = p5;
},
{ '../core/constants': 18, '../core/main': 24 }
],
42: [
function(_dereq_, module, exports) {
/**
* @module Events
* @submodule Touch
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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.
*
* The touches[] array is not supported on Safari and IE on touch-based
* desktops (laptops).
*
* @property {Object[]} touches
* @readOnly
*
* @example
*
*
* // On a touchscreen device, touch
* // the canvas using one or more fingers
* // at the same time
* function draw() {
* clear();
* let display = touches.length + ' touches';
* text(display, 5, 10);
* }
*
*
*
* @alt
* Number of touches currently registered are displayed on the canvas
*/
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 || 1;
var sy = canvas.scrollHeight / h || 1;
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
* @param {Object} [event] optional TouchEvent callback argument.
* @example
*
*
* // Touch within the image to change
* // the value of the rectangle
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function touchStarted() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* }
*
*
*
* // returns a TouchEvent object
* // as a callback argument
* function touchStarted(event) {
* console.log(event);
* }
*
*
*
* @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._setProperty('mouseIsPressed', true);
this._updateTouchCoords(e);
this._updateNextMouseCoords(e);
this._updateMouseCoords(); // reset pmouseXY at the start of each touch event
if (typeof context.touchStarted === 'function') {
executeDefault = context.touchStarted(e);
if (executeDefault === false) {
e.preventDefault();
}
// only safari needs this manual fallback for consistency
} else if (
navigator.userAgent.toLowerCase().includes('safari') &&
typeof context.touchStarted === 'function'
) {
executeDefault = context.mousePressed(e);
if (executeDefault === false) {
e.preventDefault();
}
}
};
/**
* 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
* @param {Object} [event] optional TouchEvent callback argument.
* @example
*
*
* // Move your finger across the page
* // to change its value
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function touchMoved() {
* value = value + 5;
* if (value > 255) {
* value = 0;
* }
* }
*
*
*
* // returns a TouchEvent object
* // as a callback argument
* function touchMoved(event) {
* console.log(event);
* }
*
*
*
* @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
* @param {Object} [event] optional TouchEvent callback argument.
* @example
*
*
* // Release touch within the image to
* // change the value of the rectangle
*
* let value = 0;
* function draw() {
* fill(value);
* rect(25, 25, 50, 50);
* }
* function touchEnded() {
* if (value === 0) {
* value = 255;
* } else {
* value = 0;
* }
* }
*
*
*
* // returns a TouchEvent object
* // as a callback argument
* function touchEnded(event) {
* console.log(event);
* }
*
*
*
* @alt
* 50x50 black rect turns white with touch.
* no image displayed
*
*/
p5.prototype._ontouchend = function(e) {
this._setProperty('mouseIsPressed', false);
this._updateTouchCoords(e);
this._updateNextMouseCoords(e);
var context = this._isGlobal ? window : this;
var executeDefault;
if (typeof context.touchEnded === 'function') {
executeDefault = context.touchEnded(e);
if (executeDefault === false) {
e.preventDefault();
}
} else if (typeof context.mouseReleased === 'function') {
executeDefault = context.mouseReleased(e);
if (executeDefault === false) {
e.preventDefault();
}
}
};
module.exports = p5;
},
{ '../core/main': 24 }
],
43: [
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.
*
* @private
* @param {HTMLCanvasElement} canvas [description]
* @param {function(ImageData,Object)} func [description]
* @param {Object} filterParam [description]
*/
Filters.apply = function(canvas, func, filterParam) {
var pixelsState = canvas.getContext('2d');
var imageData = pixelsState.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) {
pixelsState.putImageData(
newImageData,
0,
0,
0,
0,
canvas.width,
canvas.height
);
} else {
pixelsState.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/
*
* @private
* @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/
*
* @private
* @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.
*
* @private
* @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.
* @private
* @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
*
* @private
* @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
* @private
* @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;
var colRight, colLeft, colUp, colDown;
var 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
* @private
* @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;
var colRight, colLeft, colUp, colDown;
var 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;
},
{}
],
44: [
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/main');
// This is not global, but ESLint 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.
/* global frames:true */ 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
*
*
* let img = createImage(66, 66);
* img.loadPixels();
* for (let i = 0; i < img.width; i++) {
* for (let j = 0; j < img.height; j++) {
* img.set(i, j, color(0, 90, 102));
* }
* }
* img.updatePixels();
* image(img, 17, 17);
*
*
*
*
*
* let img = createImage(66, 66);
* img.loadPixels();
* for (let i = 0; i < img.width; i++) {
* for (let 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);
*
*
*
*
*
* let pink = color(255, 102, 204);
* let img = createImage(66, 66);
* img.loadPixels();
* let d = pixelDensity();
* let halfImage = 4 * (img.width * d) * (img.height / 2 * d);
* for (let 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) {
p5._validateParameters('createImage', arguments);
return new p5.Image(width, height);
};
/**
* Save the current canvas as an image. The browser will either save the
* file immediately, or prompt the user with a dialogue window.
*
* @method saveCanvas
* @param {p5.Element|HTMLCanvasElement} selectedCanvas a variable
* representing a specific html5 canvas (optional)
* @param {String} [filename]
* @param {String} [extension] 'jpg' or 'png'
*
* @example
*
* function setup() {
* let 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() {
* let c = createCanvas(100, 100);
* background(255, 0, 0);
* saveCanvas('myCanvas', 'jpg');
*
* // all of the following are valid
* saveCanvas(c, 'myCanvas', 'jpg');
* 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
*/
/**
* @method saveCanvas
* @param {String} [filename]
* @param {String} [extension]
*/
p5.prototype.saveCanvas = function() {
p5._validateParameters('saveCanvas', arguments);
// copy arguments to array
var args = [].slice.call(arguments);
var htmlCanvas, filename, extension;
if (arguments[0] instanceof HTMLCanvasElement) {
htmlCanvas = arguments[0];
args.shift();
} else if (arguments[0] instanceof p5.Element) {
htmlCanvas = arguments[0].elt;
args.shift();
} else {
htmlCanvas = this._curElement && this._curElement.elt;
}
if (args.length >= 1) {
filename = args[0];
}
if (args.length >= 2) {
extension = args[1];
}
extension =
extension ||
p5.prototype._checkFileExtension(filename, extension)[1] ||
'png';
var mimeType;
switch (extension) {
default:
//case 'png':
mimeType = 'image/png';
break;
case 'jpeg':
case 'jpg':
mimeType = 'image/jpeg';
break;
}
htmlCanvas.toBlob(function(blob) {
p5.prototype.downloadFile(blob, filename, extension);
}, mimeType);
};
/**
* 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.
*
* Note that saveFrames() will only save the first 15 frames of an animation.
* To export longer animations, you might look into a library like
* ccapture.js.
*
* @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(Array)} [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, data => {
* print(data);
* });
* }
*
* @alt
* canvas background goes from light to dark with mouse x.
*
*/
p5.prototype.saveFrames = function(fName, ext, _duration, _fps, callback) {
p5._validateParameters('saveFrames', arguments);
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/main': 24 }
],
45: [
function(_dereq_, module, exports) {
/**
* @module Image
* @submodule Loading & Displaying
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
var Filters = _dereq_('./filters');
var canvas = _dereq_('../core/helpers');
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 image 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
*
*
* let 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', 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) {
p5._validateParameters('loadImage', arguments);
var img = new Image();
var pImg = new p5.Image(1, 1, this);
var self = this;
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);
pImg.modified = true;
if (typeof successCallback === 'function') {
successCallback(pImg);
}
self._decrementPreload();
};
img.onerror = function(e) {
p5._friendlyFileLoadError(0, img.src);
if (typeof failureCallback === 'function') {
failureCallback(e);
} else {
console.error(e);
}
};
// Set crossOrigin in case image is served with CORS headers.
// This will let us draw to the 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 p5.js canvas.
*
* This function can be used with different numbers of parameters. The
* simplest use requires only three parameters: img, x, and y—where (x, y) is
* the position of the image. Two more parameters can optionally be added to
* specify the width and height of the image.
*
* This function can also be used with all eight Number parameters. To
* differentiate between all these parameters, p5.js uses the language of
* "destination rectangle" (which corresponds to "dx", "dy", etc.) and "source
* image" (which corresponds to "sx", "sy", etc.) below. Specifying the
* "source image" dimensions can be useful when you want to display a
* subsection of the source image instead of the whole thing. Here's a diagram
* to explain further:
*
*
* @method image
* @param {p5.Image|p5.Element} img the image to display
* @param {Number} x the x-coordinate of the top-left corner of the image
* @param {Number} y the y-coordinate of the top-left corner of the image
* @param {Number} [width] the width to draw the image
* @param {Number} [height] the height to draw the image
* @example
*
*
* let img;
* function preload() {
* img = loadImage('assets/laDefense.jpg');
* }
* function setup() {
* // Top-left corner of the img is at (0, 0)
* // Width and height are the img's original width and height
* image(img, 0, 0);
* }
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/laDefense.jpg');
* }
* function setup() {
* background(50);
* // Top-left corner of the img is at (10, 10)
* // Width and height are 50 x 50
* image(img, 10, 10, 50, 50);
* }
*
*
*
*
* function setup() {
* // Here, we use a callback to display the image after loading
* loadImage('assets/laDefense.jpg', img => {
* image(img, 0, 0);
* });
* }
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/gradient.png');
* }
* function setup() {
* // 1. Background image
* // Top-left corner of the img is at (0, 0)
* // Width and height are the img's original width and height, 100 x 100
* image(img, 0, 0);
* // 2. Top right image
* // Top-left corner of destination rectangle is at (50, 0)
* // Destination rectangle width and height are 40 x 20
* // The next parameters are relative to the source image:
* // - Starting at position (50, 50) on the source image, capture a 50 x 50
* // subsection
* // - Draw this subsection to fill the dimensions of the destination rectangle
* image(img, 50, 0, 40, 20, 50, 50, 50, 50);
* }
*
*
* @alt
* image of the underside of a white umbrella and gridded ceiling above
* image of the underside of a white umbrella and gridded ceiling above
*
*/
/**
* @method image
* @param {p5.Image|p5.Element} img
* @param {Number} dx the x-coordinate of the destination
* rectangle in which to draw the source image
* @param {Number} dy the y-coordinate of the destination
* rectangle in which to draw the source image
* @param {Number} dWidth the width of the destination rectangle
* @param {Number} dHeight the height of the destination rectangle
* @param {Number} sx the x-coordinate of the subsection of the source
* image to draw into the destination rectangle
* @param {Number} sy the y-coordinate of the subsection of the source
* image to draw into the destination rectangle
* @param {Number} [sWidth] the width of the subsection of the
* source image to draw into the destination
* rectangle
* @param {Number} [sHeight] the height of the subsection of the
* source image to draw into the destination rectangle
*/
p5.prototype.image = function(
img,
dx,
dy,
dWidth,
dHeight,
sx,
sy,
sWidth,
sHeight
) {
// set defaults per spec: https://goo.gl/3ykfOq
p5._validateParameters('image', arguments);
var defW = img.width;
var defH = img.height;
if (img.elt && img.elt.videoWidth && !img.canvas) {
// video no canvas
defW = img.elt.videoWidth;
defH = img.elt.videoHeight;
}
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.canvas && img.elt.style.width) {
//if img is video and img.elt.size() has been used and
//no width passed to image()
if (img.elt.videoWidth && !dWidth) {
pd = img.elt.videoWidth;
} else {
//all other cases
pd = img.elt.width;
}
pd /= 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} v1 red or hue value relative to
* the current color range
* @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]
*
* @example
*
*
* let img;
* function preload() {
* img = loadImage('assets/laDefense.jpg');
* }
* function setup() {
* image(img, 0, 0);
* tint(0, 153, 204); // Tint blue
* image(img, 50, 0);
* }
*
*
*
*
*
* let 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);
* }
*
*
*
*
*
* let 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
*
*/
/**
* @method tint
* @param {String} value a color string
*/
/**
* @method tint
* @param {Number} gray a gray value
* @param {Number} [alpha]
*/
/**
* @method tint
* @param {Number[]} values an array containing the red,green,blue &
* and alpha components of the color
*/
/**
* @method tint
* @param {p5.Color} color the tint color
*/
p5.prototype.tint = function() {
p5._validateParameters('tint', arguments);
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
*
*
* @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.
*
* @private
* @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
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* imageMode(CORNER);
* image(img, 10, 10, 50, 50);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* imageMode(CORNERS);
* image(img, 10, 10, 90, 40);
* }
*
*
*
*
*
* let 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) {
p5._validateParameters('imageMode', arguments);
if (
m === constants.CORNER ||
m === constants.CORNERS ||
m === constants.CENTER
) {
this._renderer._imageMode = m;
}
};
module.exports = p5;
},
{
'../core/constants': 18,
'../core/error_helpers': 20,
'../core/helpers': 21,
'../core/main': 24,
'./filters': 43
}
],
46: [
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/main');
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.
* @example
*
* function setup() {
* let img = createImage(100, 100); // same as new p5.Image(100, 100);
* img.loadPixels();
* createCanvas(100, 100);
* background(0);
*
* // helper for writing color to array
* function writeColor(image, x, y, red, green, blue, alpha) {
* let index = (x + y * width) * 4;
* image.pixels[index] = red;
* image.pixels[index + 1] = green;
* image.pixels[index + 2] = blue;
* image.pixels[index + 3] = alpha;
* }
*
* let x, y;
* // fill with random colors
* for (y = 0; y < img.height; y++) {
* for (x = 0; x < img.width; x++) {
* let red = random(255);
* let green = random(255);
* let blue = random(255);
* let alpha = 255;
* writeColor(img, x, y, red, green, blue, alpha);
* }
* }
*
* // draw a red line
* y = 0;
* for (x = 0; x < img.width; x++) {
* writeColor(img, x, y, 255, 0, 0, 255);
* }
*
* // draw a green line
* y = img.height - 1;
* for (x = 0; x < img.width; x++) {
* writeColor(img, x, y, 0, 255, 0, 255);
* }
*
* img.updatePixels();
* image(img, 0, 0);
* }
*
* let img;
* function preload() {
* img = loadImage('assets/rockies.jpg');
* }
*
* function setup() {
* createCanvas(100, 100);
* image(img, 0, 0);
* for (let i = 0; i < img.width; i++) {
* let 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 {Number} height
* @readOnly
* @example
*
* let img;
* function preload() {
* img = loadImage('assets/rockies.jpg');
* }
*
* function setup() {
* createCanvas(100, 100);
* image(img, 0, 0);
* for (let i = 0; i < img.height; i++) {
* let 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._pixelsState = this;
this._pixelDensity = 1;
this._pixelsDirty = true;
//For WebGL Texturing only: used to determine whether to reupload texture to GPU
this._modified = 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
* let d = pixelDensity();
* for (let i = 0; i < d; i++) {
* for (let j = 0; j < d; j++) {
* // loop over
* index = 4 * ((y * d + j) * width * d + (x * d + i));
* pixels[index] = r;
* pixels[index+1] = g;
* pixels[index+2] = b;
* pixels[index+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
*
*
* let img = createImage(66, 66);
* img.loadPixels();
* for (let i = 0; i < img.width; i++) {
* for (let j = 0; j < img.height; j++) {
* img.set(i, j, color(0, 90, 102));
* }
* }
* 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;
this.setModified(true);
};
/**
* Loads the pixels data for this image into the [pixels] attribute.
*
* @method loadPixels
* @example
*
* let myImage;
* let halfImage;
*
* function preload() {
* myImage = loadImage('assets/rockies.jpg');
* }
*
* function setup() {
* myImage.loadPixels();
* halfImage = 4 * myImage.width * myImage.height / 2;
* for (let i = 0; i < halfImage; i++) {
* myImage.pixels[i + halfImage] = myImage.pixels[i];
* }
* myImage.updatePixels();
* }
*
* function draw() {
* image(myImage, 0, 0, width, height);
* }
*
*
* @alt
* 2 images of rocky mountains vertically stacked
*
*/
p5.Image.prototype.loadPixels = function() {
p5.Renderer2D.prototype.loadPixels.call(this);
this.setModified(true);
};
/**
* Updates the backing canvas for this image with the contents of
* the [pixels] array.
*
* @method updatePixels
* @param {Integer} x x-offset of the target update area for the
* underlying canvas
* @param {Integer} y y-offset of the target update area for the
* underlying canvas
* @param {Integer} w height of the target update area for the
* underlying canvas
* @param {Integer} h height of the target update area for the
* underlying canvas
* @example
*
* let myImage;
* let halfImage;
*
* function preload() {
* myImage = loadImage('assets/rockies.jpg');
* }
*
* function setup() {
* myImage.loadPixels();
* halfImage = 4 * myImage.width * myImage.height / 2;
* for (let i = 0; i < halfImage; i++) {
* myImage.pixels[i + halfImage] = myImage.pixels[i];
* }
* myImage.updatePixels();
* }
*
* function draw() {
* image(myImage, 0, 0, width, height);
* }
*
*
* @alt
* 2 images of rocky mountains vertically stacked
*
*/
/**
* @method updatePixels
*/
p5.Image.prototype.updatePixels = function(x, y, w, h) {
p5.Renderer2D.prototype.updatePixels.call(this, x, y, w, h);
this.setModified(true);
};
/**
* Get a region of pixels from an image.
*
* If no params are passed, the 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.
*
* @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 {p5.Image} the rectangle p5.Image
* @example
*
* let myImage;
* let 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
*
*/
/**
* @method get
* @return {p5.Image} the whole p5.Image
*/
/**
* @method get
* @param {Number} x
* @param {Number} y
* @return {Number[]} color of pixel at x,y in array format [R, G, B, A]
*/
p5.Image.prototype.get = function(x, y, w, h) {
p5._validateParameters('p5.Image.get', arguments);
return p5.Renderer2D.prototype.get.apply(this, arguments);
};
p5.Image.prototype._getPixel = p5.Renderer2D.prototype._getPixel;
/**
* 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|Number[]|Object} a grayscale value | pixel array |
* a p5.Color | image to copy
* @example
*
*
* let img = createImage(66, 66);
* img.loadPixels();
* for (let i = 0; i < img.width; i++) {
* for (let 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);
this.setModified(true);
};
/**
* 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
*
* let img;
*
* function preload() {
* 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;
// prettier-ignore
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
// prettier-ignore
this.drawingContext.drawImage(
tempCanvas,
0, 0, width, height,
0, 0, width, height);
if (this.pixels.length > 0) {
this.loadPixels();
}
this.setModified(true);
this._pixelsDirty = true;
};
/**
* 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|p5.Element} 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
*
* let photo;
* let bricks;
* let x;
* let 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
*
*/
/**
* @method copy
* @param {Integer} sx
* @param {Integer} sy
* @param {Integer} sw
* @param {Integer} sh
* @param {Integer} dx
* @param {Integer} dy
* @param {Integer} dw
* @param {Integer} dh
*/
p5.Image.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;
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(this, srcImage, sx, sy, sw, sh, dx, dy, dw, dh);
this._pixelsDirty = true;
};
/**
* 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
*
*
* @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;
this.setModified(true);
};
/**
* Applies an image filter to a p5.Image
*
* @method filter
* @param {Constant} filterType either THRESHOLD, GRAY, OPAQUE, INVERT,
* POSTERIZE, BLUR, ERODE, DILATE or BLUR.
* See Filters.js for docs on
* each available filter
* @param {Number} [filterParam] an optional parameter unique
* to each filter, see above
* @example
*
*
* @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], value);
this.setModified(true);
};
/**
* Copies a region of pixels from one image to another, using a specified
* blend mode to do the operation.
*
* @method blend
* @param {p5.Image} 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 {Constant} blendMode the blend mode. either
* BLEND, DARKEST, LIGHTEST, DIFFERENCE,
* MULTIPLY, EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
* SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
*
* 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
*
*
* @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
*
*/
/**
* @method blend
* @param {Integer} sx
* @param {Integer} sy
* @param {Integer} sw
* @param {Integer} sh
* @param {Integer} dx
* @param {Integer} dy
* @param {Integer} dw
* @param {Integer} dh
* @param {Constant} blendMode
*/
p5.Image.prototype.blend = function() {
p5.prototype.blend.apply(this, arguments);
this.setModified(true);
};
/**
* helper method for web GL mode to indicate that an image has been
* changed or unchanged since last upload. gl texture upload will
* set this value to false after uploading the texture.
* @method setModified
* @param {boolean} val sets whether or not the image has been
* modified.
* @private
*/
p5.Image.prototype.setModified = function(val) {
this._modified = val; //enforce boolean?
};
/**
* helper method for web GL mode to figure out if the image
* has been modified and might need to be re-uploaded to texture
* memory between frames.
* @method isModified
* @private
* @return {boolean} a boolean indicating whether or not the
* image has been updated or modified since last texture upload.
*/
p5.Image.prototype.isModified = function() {
return this._modified;
};
/**
* 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
*
* let 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) {
p5.prototype.saveCanvas(this.canvas, filename, extension);
};
module.exports = p5.Image;
},
{ '../core/main': 24, './filters': 43 }
],
47: [
function(_dereq_, module, exports) {
/**
* @module Image
* @submodule Pixels
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
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 density 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
* let d = pixelDensity();
* for (let i = 0; i < d; i++) {
* for (let j = 0; j < d; j++) {
* // loop over
* index = 4 * ((y * d + j) * width * d + (x * d + i));
* pixels[index] = r;
* pixels[index+1] = g;
* pixels[index+2] = b;
* pixels[index+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
*
*
* let pink = color(255, 102, 204);
* loadPixels();
* let d = pixelDensity();
* let halfImage = 4 * (width * d) * (height / 2 * d);
* for (let 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.
*
* @method blend
* @param {p5.Image} 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 {Constant} blendMode the blend mode. either
* BLEND, DARKEST, LIGHTEST, DIFFERENCE,
* MULTIPLY, EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
* SOFT_LIGHT, DODGE, BURN, ADD or NORMAL.
*
* @example
*
*
* @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
*
*
*/
/**
* @method blend
* @param {Integer} sx
* @param {Integer} sy
* @param {Integer} sw
* @param {Integer} sh
* @param {Integer} dx
* @param {Integer} dy
* @param {Integer} dw
* @param {Integer} dh
* @param {Constant} blendMode
*/
p5.prototype.blend = function() {
p5._validateParameters('blend', arguments);
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|p5.Element} 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
*
* let 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
*
*/
/**
* @method copy
* @param {Integer} sx
* @param {Integer} sy
* @param {Integer} sw
* @param {Integer} sh
* @param {Integer} dx
* @param {Integer} dy
* @param {Integer} dw
* @param {Integer} dh
*/
p5.prototype.copy = function() {
p5._validateParameters('copy', arguments);
p5.Renderer2D.prototype.copy.apply(this._renderer, 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 Gaussian blur with the level parameter specifying the extent
* of the blurring. If no parameter is used, the blur is equivalent to
* Gaussian 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 either THRESHOLD, GRAY, OPAQUE, INVERT,
* POSTERIZE, BLUR, ERODE, DILATE or BLUR.
* See Filters.js for docs on
* each available filter
* @param {Number} [filterParam] an optional parameter unique
* to each filter, see above
*
* @example
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* image(img, 0, 0);
* filter(THRESHOLD);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* image(img, 0, 0);
* filter(GRAY);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* image(img, 0, 0);
* filter(OPAQUE);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* image(img, 0, 0);
* filter(INVERT);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* image(img, 0, 0);
* filter(POSTERIZE, 3);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* image(img, 0, 0);
* filter(DILATE);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/bricks.jpg');
* }
* function setup() {
* image(img, 0, 0);
* filter(BLUR, 3);
* }
*
*
*
*
*
* let 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) {
p5._validateParameters('filter', arguments);
if (this.canvas !== undefined) {
Filters.apply(this.canvas, Filters[operation], value);
} else {
Filters.apply(this.elt, Filters[operation], value);
}
};
/**
* Get a region of pixels, or a single pixel, from the canvas.
*
* 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().
*
* 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
* ```javascript
* let x, y, d; // set these to the coordinates
* let off = (y * width + x) * d * 4;
* let components = [
* pixels[off],
* pixels[off + 1],
* pixels[off + 2],
* pixels[off + 3]
* ];
* print(components);
* ```
*
*
* See the reference for pixels[] for more information.
*
* If you want to extract an array of colors or a subimage from an p5.Image object,
* take a look at p5.Image.get()
*
* @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 {p5.Image} the rectangle p5.Image
* @example
*
*
* let img;
* function preload() {
* img = loadImage('assets/rockies.jpg');
* }
* function setup() {
* image(img, 0, 0);
* let c = get();
* image(c, width / 2, 0);
* }
*
*
*
*
*
* let img;
* function preload() {
* img = loadImage('assets/rockies.jpg');
* }
* function setup() {
* image(img, 0, 0);
* let 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
*
*/
/**
* @method get
* @return {p5.Image} the whole p5.Image
*/
/**
* @method get
* @param {Number} x
* @param {Number} y
* @return {Number[]} color of pixel at x,y in array format [R, G, B, A]
*/
p5.prototype.get = function(x, y, w, h) {
p5._validateParameters('get', arguments);
return this._renderer.get.apply(this._renderer, arguments);
};
/**
* 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[].
* Note that only changes made with set() or direct manipulation of pixels[]
* will occur.
*
* @method loadPixels
* @example
*
*
* let img;
* function preload() {
* img = loadImage('assets/rockies.jpg');
* }
*
* function setup() {
* image(img, 0, 0, width, height);
* let d = pixelDensity();
* let halfImage = 4 * (width * d) * (height * d / 2);
* loadPixels();
* for (let 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() {
p5._validateParameters('loadPixels', arguments);
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|Number[]|Object} c insert a grayscale value | a pixel array |
* a p5.Color object | a p5.Image to copy
* @example
*
*
* @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, and only changes made with
* set() or direct changes to pixels[] will occur.
*
* @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
*
*
* let img;
* function preload() {
* img = loadImage('assets/rockies.jpg');
* }
*
* function setup() {
* image(img, 0, 0, width, height);
* let d = pixelDensity();
* let halfImage = 4 * (width * d) * (height * d / 2);
* loadPixels();
* for (let 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) {
p5._validateParameters('updatePixels', arguments);
// 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': 16, '../core/main': 24, './filters': 43 }
],
48: [
function(_dereq_, module, exports) {
/**
* @module IO
* @submodule Input
* @for p5
* @requires core
*/
/* globals Request: false */
/* globals Headers: false */
'use strict';
function _typeof(obj) {
if (typeof Symbol === 'function' && typeof Symbol.iterator === 'symbol') {
_typeof = function _typeof(obj) {
return typeof obj;
};
} else {
_typeof = function _typeof(obj) {
return obj &&
typeof Symbol === 'function' &&
obj.constructor === Symbol &&
obj !== Symbol.prototype
? 'symbol'
: typeof obj;
};
}
return _typeof(obj);
}
var p5 = _dereq_('../core/main');
_dereq_('whatwg-fetch');
_dereq_('es6-promise').polyfill();
var fetchJsonp = _dereq_('fetch-jsonp');
_dereq_('../core/error_helpers');
/**
* Loads a JSON file from a file or a URL, and returns an Object.
* Note that even if the JSON file contains an Array, an Object will be
* returned with index numbers as keys.
*
* 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.
*
* This method is suitable for fetching files up to size of 64MB.
* @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
*
*
* // Examples use USGS Earthquake API:
* // https://earthquake.usgs.gov/fdsnws/event/1/#methods
* let earthquakes;
* function preload() {
* // Get the most recent earthquake in the database
* let url =
'https://earthquake.usgs.gov/earthquakes/feed/v1.0/' +
* 'summary/all_day.geojson';
* earthquakes = loadJSON(url);
* }
*
* function setup() {
* noLoop();
* }
*
* function draw() {
* background(200);
* // Get the magnitude and name of the earthquake out of the loaded JSON
* let earthquakeMag = earthquakes.features[0].properties.mag;
* let earthquakeName = earthquakes.features[0].properties.place;
* ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
* textAlign(CENTER);
* text(earthquakeName, 0, height - 30, width, 30);
* }
*
*
*
*
Outside of preload(), you may supply a callback function to handle the
* object:
*
* function setup() {
* noLoop();
* let url =
'https://earthquake.usgs.gov/earthquakes/feed/v1.0/' +
* 'summary/all_day.geojson';
* loadJSON(url, drawEarthquake);
* }
*
* function draw() {
* background(200);
* }
*
* function drawEarthquake(earthquakes) {
* // Get the magnitude and name of the earthquake out of the loaded JSON
* let earthquakeMag = earthquakes.features[0].properties.mag;
* let earthquakeName = earthquakes.features[0].properties.place;
* ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
* textAlign(CENTER);
* text(earthquakeName, 0, height - 30, width, 30);
* }
*
*
* @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
*
*/
/**
* @method loadJSON
* @param {String} path
* @param {String} datatype
* @param {function} [callback]
* @param {function} [errorCallback]
* @return {Object|Array}
*/
/**
* @method loadJSON
* @param {String} path
* @param {function} callback
* @param {function} [errorCallback]
* @return {Object|Array}
*/
p5.prototype.loadJSON = function() {
p5._validateParameters('loadJSON', arguments);
var path = arguments[0];
var callback;
var errorCallback;
var options;
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') ||
arg.hasOwnProperty('jsonpCallbackFunction'))
) {
t = 'jsonp';
options = arg;
}
}
var self = this;
this.httpDo(
path,
'GET',
options,
t,
function(resp) {
for (var k in resp) {
ret[k] = resp[k];
}
if (typeof callback !== 'undefined') {
callback(resp);
}
self._decrementPreload();
},
function(err) {
// Error handling
p5._friendlyFileLoadError(5, path);
if (errorCallback) {
errorCallback(err);
} else {
throw err;
}
}
);
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.
*
* This method is suitable for fetching files up to size of 64MB.
* @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 {String[]} Array of Strings
* @example
*
*
Calling loadStrings() inside preload() guarantees to complete the
* operation before setup() and draw() are called.
*
*
* let result;
* function preload() {
* result = loadStrings('assets/test.txt');
* }
* function setup() {
* background(200);
* let 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);
* let 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() {
p5._validateParameters('loadStrings', arguments);
var ret = [];
var callback, errorCallback;
for (var i = 1; i < arguments.length; i++) {
var arg = arguments[i];
if (typeof arg === 'function') {
if (typeof callback === 'undefined') {
callback = arg;
} else if (typeof errorCallback === 'undefined') {
errorCallback = arg;
}
}
}
var self = this;
p5.prototype.httpDo.call(
this,
arguments[0],
'GET',
'text',
function(data) {
// split lines handling mac/windows/linux endings
var lines = data
.replace(/\r\n/g, '\r')
.replace(/\n/g, '\r')
.split(/\r/);
Array.prototype.push.apply(ret, lines);
if (typeof callback !== 'undefined') {
callback(ret);
}
self._decrementPreload();
},
function(err) {
// Error handling
p5._friendlyFileLoadError(3, arguments[0]);
if (errorCallback) {
errorCallback(err);
} else {
throw err;
}
}
);
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:
*
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:
*
*
* This method is suitable for fetching files up to size of 64MB.
* @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
*
* let 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 (let r = 0; r < table.getRowCount(); r++)
* for (let 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"
*
*/
/**
* @method loadTable
* @param {String} filename
* @param {function} [callback]
* @param {function} [errorCallback]
* @return {Object}
*/
p5.prototype.loadTable = function(path) {
var callback;
var errorCallback;
var options = [];
var header = false;
var ext = path.substring(path.lastIndexOf('.') + 1, path.length);
var sep = ',';
var separatorSet = false;
if (ext === 'tsv') {
//Only need to check extension is tsv because csv is default
sep = '\t';
}
for (var i = 1; i < arguments.length; i++) {
if (typeof arguments[i] === 'function') {
if (typeof callback === 'undefined') {
callback = arguments[i];
} else if (typeof errorCallback === 'undefined') {
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();
var self = this;
this.httpDo(
path,
'GET',
'table',
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 tokenBegin() {
state.currentState = PRE_TOKEN;
state.token = '';
};
var tokenEnd = function tokenEnd() {
currentRecord.push(state.token);
tokenBegin();
};
var recordBegin = function recordBegin() {
state.escaped = false;
currentRecord = [];
tokenBegin();
};
var recordEnd = function recordEnd() {
state.currentState = POST_RECORD;
records.push(currentRecord);
currentRecord = null;
};
for (;;) {
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 if (currentChar === CR) {
continue;
} 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 (records[i].length === 1) {
if (records[i][0] === 'undefined' || records[i][0] === '') {
continue;
}
}
row = new p5.TableRow();
row.arr = records[i];
row.obj = makeObject(records[i], t.columns);
t.addRow(row);
}
if (typeof callback === 'function') {
callback(t);
}
self._decrementPreload();
},
function(err) {
// Error handling
p5._friendlyFileLoadError(2, path);
if (errorCallback) {
errorCallback(err);
} else {
console.error(err);
}
}
);
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;
}
/**
* 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.
*
* This method is suitable for fetching files up to size of 64MB.
* @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
* @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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let children = xml.getChildren('animal');
*
* for (let i = 0; i < children.length; i++) {
* let id = children[i].getNum('id');
* let coloring = children[i].getString('species');
* let 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.prototype.loadXML = function() {
var ret = new p5.XML();
var callback, errorCallback;
for (var i = 1; i < arguments.length; i++) {
var arg = arguments[i];
if (typeof arg === 'function') {
if (typeof callback === 'undefined') {
callback = arg;
} else if (typeof errorCallback === 'undefined') {
errorCallback = arg;
}
}
}
var self = this;
this.httpDo(
arguments[0],
'GET',
'xml',
function(xml) {
for (var key in xml) {
ret[key] = xml[key];
}
if (typeof callback !== 'undefined') {
callback(ret);
}
self._decrementPreload();
},
function(err) {
// Error handling
p5._friendlyFileLoadError(1, arguments[0]);
if (errorCallback) {
errorCallback(err);
} else {
throw err;
}
}
);
return ret;
};
/**
* This method is suitable for fetching files up to size of 64MB.
* @method loadBytes
* @param {string} file name of the file or URL to load
* @param {function} [callback] function to be executed after loadBytes()
* completes
* @param {function} [errorCallback] function to be executed if there
* is an error
* @returns {Object} an object whose 'bytes' property will be the loaded buffer
*
* @example
*
* let data;
*
* function preload() {
* data = loadBytes('assets/mammals.xml');
* }
*
* function setup() {
* for (let i = 0; i < 5; i++) {
* console.log(data.bytes[i].toString(16));
* }
* }
*
*
* @alt
* no image displayed
*
*/
p5.prototype.loadBytes = function(file, callback, errorCallback) {
var ret = {};
var self = this;
this.httpDo(
file,
'GET',
'arrayBuffer',
function(arrayBuffer) {
ret.bytes = new Uint8Array(arrayBuffer);
if (typeof callback === 'function') {
callback(ret);
}
self._decrementPreload();
},
function(err) {
// Error handling
p5._friendlyFileLoadError(6, file);
if (errorCallback) {
errorCallback(err);
} else {
throw err;
}
}
);
return ret;
};
/**
* 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'). The 'binary' datatype will return
* a Blob object, and the 'arrayBuffer' datatype will return an ArrayBuffer
* which can be used to initialize typed arrays (such as Uint8Array).
*
* @method httpGet
* @param {String} path name of the file or url to load
* @param {String} [datatype] "json", "jsonp", "binary", "arrayBuffer",
* "xml", or "text"
* @param {Object|Boolean} [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
* @return {Promise} A promise that resolves with the data when the operation
* completes successfully or rejects with the error after
* one occurs.
* @example
*
* // Examples use USGS Earthquake API:
* // https://earthquake.usgs.gov/fdsnws/event/1/#methods
* let earthquakes;
* function preload() {
* // Get the most recent earthquake in the database
* let url =
'https://earthquake.usgs.gov/fdsnws/event/1/query?' +
* 'format=geojson&limit=1&orderby=time';
* httpGet(url, 'jsonp', false, function(response) {
* // when the HTTP request completes, populate the variable that holds the
* // earthquake data used in the visualization.
* earthquakes = response;
* });
* }
*
* function draw() {
* if (!earthquakes) {
* // Wait until the earthquake data has loaded before drawing.
* return;
* }
* background(200);
* // Get the magnitude and name of the earthquake out of the loaded JSON
* let earthquakeMag = earthquakes.features[0].properties.mag;
* let earthquakeName = earthquakes.features[0].properties.place;
* ellipse(width / 2, height / 2, earthquakeMag * 10, earthquakeMag * 10);
* textAlign(CENTER);
* text(earthquakeName, 0, height - 30, width, 30);
* noLoop();
* }
*
*/
/**
* @method httpGet
* @param {String} path
* @param {Object|Boolean} data
* @param {function} [callback]
* @param {function} [errorCallback]
* @return {Promise}
*/
/**
* @method httpGet
* @param {String} path
* @param {function} callback
* @param {function} [errorCallback]
* @return {Promise}
*/
p5.prototype.httpGet = function() {
p5._validateParameters('httpGet', arguments);
var args = Array.prototype.slice.call(arguments);
args.splice(1, 0, 'GET');
return 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".
* If omitted, httpPost() will guess.
* @param {Object|Boolean} [data] param data passed sent with request
* @param {function} [callback] function to be executed after
* httpPost() 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 {Promise} A promise that resolves with the data when the operation
* completes successfully or rejects with the error after
* one occurs.
*
* @example
*
*
* // Examples use jsonplaceholder.typicode.com for a Mock Data API
*
* let url = 'https://jsonplaceholder.typicode.com/posts';
* let postData = { userId: 1, title: 'p5 Clicked!', body: 'p5.js is way cool.' };
*
* function setup() {
* createCanvas(800, 800);
* }
*
* function mousePressed() {
* // Pick new random color values
* let r = random(255);
* let g = random(255);
* let b = random(255);
*
* httpPost(url, 'json', postData, function(result) {
* strokeWeight(2);
* stroke(r, g, b);
* fill(r, g, b, 127);
* ellipse(mouseX, mouseY, 200, 200);
* text(result.body, mouseX, mouseY);
* });
* }
*
*
*
*
*
* let url = 'https://invalidURL'; // A bad URL that will cause errors
* let postData = { title: 'p5 Clicked!', body: 'p5.js is way cool.' };
*
* function setup() {
* createCanvas(800, 800);
* }
*
* function mousePressed() {
* // Pick new random color values
* let r = random(255);
* let g = random(255);
* let b = random(255);
*
* httpPost(
* url,
* 'json',
* postData,
* function(result) {
* // ... won't be called
* },
* function(error) {
* strokeWeight(2);
* stroke(r, g, b);
* fill(r, g, b, 127);
* text(error.toString(), mouseX, mouseY);
* }
* );
* }
*
*
*/
/**
* @method httpPost
* @param {String} path
* @param {Object|Boolean} data
* @param {function} [callback]
* @param {function} [errorCallback]
* @return {Promise}
*/
/**
* @method httpPost
* @param {String} path
* @param {function} callback
* @param {function} [errorCallback]
* @return {Promise}
*/
p5.prototype.httpPost = function() {
p5._validateParameters('httpPost', arguments);
var args = Array.prototype.slice.call(arguments);
args.splice(1, 0, 'POST');
return 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.
* This method is suitable for fetching files up to size of 64MB when "GET" is used.
*
* @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
* @return {Promise} A promise that resolves with the data when the operation
* completes successfully or rejects with the error after
* one occurs.
*
* @example
*
*
* // Examples use USGS Earthquake API:
* // https://earthquake.usgs.gov/fdsnws/event/1/#methods
*
* // displays an animation of all USGS earthquakes
* let earthquakes;
* let eqFeatureIndex = 0;
*
* function preload() {
* let url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?format=geojson';
* httpDo(
* url,
* {
* method: 'GET',
* // Other Request options, like special headers for apis
* headers: { authorization: 'Bearer secretKey' }
* },
* function(res) {
* earthquakes = res;
* }
* );
* }
*
* function draw() {
* // wait until the data is loaded
* if (!earthquakes || !earthquakes.features[eqFeatureIndex]) {
* return;
* }
* clear();
*
* let feature = earthquakes.features[eqFeatureIndex];
* let mag = feature.properties.mag;
* let rad = mag / 11 * ((width + height) / 2);
* fill(255, 0, 0, 100);
* ellipse(width / 2 + random(-2, 2), height / 2 + random(-2, 2), rad, rad);
*
* if (eqFeatureIndex >= earthquakes.features.length) {
* eqFeatureIndex = 0;
* } else {
* eqFeatureIndex += 1;
* }
* }
*
*
*/
/**
* @method httpDo
* @param {String} path
* @param {Object} options Request object options as documented in the
* "fetch" API
* reference
* @param {function} [callback]
* @param {function} [errorCallback]
* @return {Promise}
*/
p5.prototype.httpDo = function() {
var type;
var callback;
var errorCallback;
var request;
var promise;
var jsonpOptions = {};
var cbCount = 0;
var contentType = 'text/plain';
// 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;
var path = arguments[0];
if (
argsCount === 2 &&
typeof path === 'string' &&
_typeof(arguments[1]) === 'object'
) {
// Intended for more advanced use, pass in Request parameters directly
request = new Request(path, arguments[1]);
callback = arguments[2];
errorCallback = arguments[3];
} else {
// Provided with arguments
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 === 'binary' ||
a === 'arrayBuffer' ||
a === 'xml' ||
a === 'text' ||
a === 'table'
) {
type = a;
} else {
data = a;
}
} else if (typeof a === 'number') {
data = a.toString();
} else if (_typeof(a) === 'object') {
if (
a.hasOwnProperty('jsonpCallback') ||
a.hasOwnProperty('jsonpCallbackFunction')
) {
for (var attr in a) {
jsonpOptions[attr] = a[attr];
}
} else if (a instanceof p5.XML) {
data = a.serialize();
contentType = 'application/xml';
} else {
data = JSON.stringify(a);
contentType = 'application/json';
}
} else if (typeof a === 'function') {
if (!callback) {
callback = a;
} else {
errorCallback = a;
}
}
}
request = new Request(path, {
method: method,
mode: 'cors',
body: data,
headers: new Headers({
'Content-Type': contentType
})
});
}
// 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';
}
}
if (type === 'jsonp') {
promise = fetchJsonp(path, jsonpOptions);
} else {
promise = fetch(request);
}
promise = promise.then(function(res) {
if (!res.ok) {
var err = new Error(res.body);
err.status = res.status;
err.ok = false;
throw err;
} else {
var fileSize = 0;
if (type !== 'jsonp') {
fileSize = res.headers.get('content-length');
}
if (fileSize && fileSize > 64000000) {
p5._friendlyFileLoadError(7, path);
}
switch (type) {
case 'json':
case 'jsonp':
return res.json();
case 'binary':
return res.blob();
case 'arrayBuffer':
return res.arrayBuffer();
case 'xml':
return res.text().then(function(text) {
var parser = new DOMParser();
var xml = parser.parseFromString(text, 'text/xml');
return new p5.XML(xml.documentElement);
});
default:
return res.text();
}
}
});
promise.then(callback || function() {});
promise.catch(errorCallback || console.error);
return promise;
};
/**
* @module IO
* @submodule Output
* @for p5
*/
window.URL = window.URL || window.webkitURL;
// private array of p5.PrintWriter objects
p5.prototype._pWriters = [];
/**
* @method createWriter
* @param {String} name name of the file to be created
* @param {String} [extension]
* @return {p5.PrintWriter}
* @example
*
*
* function setup() {
* createCanvas(100, 100);
* background(200);
* text('click here to save', 10, 10, 70, 80);
* }
*
* function mousePressed() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* var writer = createWriter('squares.txt');
* for (let i = 0; i < 10; i++) {
* writer.print(i * i);
* }
* writer.close();
* writer.clear();
* }
* }
*
*
*/
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 + this.millis(), extension);
p5.prototype._pWriters.push(newPW);
return newPW;
}
}
newPW = new p5.PrintWriter(name, extension);
p5.prototype._pWriters.push(newPW);
return newPW;
};
/**
* @class p5.PrintWriter
* @param {String} filename
* @param {String} [extension]
*/
p5.PrintWriter = function(filename, extension) {
var self = this;
this.name = filename;
this.content = '';
//Changed to write because it was being overloaded by function below.
/**
* Writes data to the PrintWriter stream
* @method write
* @param {Array} data all data to be written by the PrintWriter
* @example
*
*
* // creates a file called 'newFile.txt'
* let writer = createWriter('newFile.txt');
* // write 'Hello world!'' to the file
* writer.write(['Hello world!']);
* // close the PrintWriter and save the file
* writer.close();
*
*
*
*
* // creates a file called 'newFile2.txt'
* let writer = createWriter('newFile2.txt');
* // write 'apples,bananas,123' to the file
* writer.write(['apples', 'bananas', 123]);
* // close the PrintWriter and save the file
* writer.close();
*
*
*
*
* // creates a file called 'newFile3.txt'
* let writer = createWriter('newFile3.txt');
* // write 'My name is: Teddy' to the file
* writer.write('My name is:');
* writer.write(' Teddy');
* // close the PrintWriter and save the file
* writer.close();
*
*
*/
this.write = function(data) {
this.content += data;
};
/**
* Writes data to the PrintWriter stream, and adds a new line at the end
* @method print
* @param {Array} data all data to be printed by the PrintWriter
* @example
*
*
* // creates a file called 'newFile.txt'
* let writer = createWriter('newFile.txt');
* // creates a file containing
* // My name is:
* // Teddy
* writer.print('My name is:');
* writer.print('Teddy');
* // close the PrintWriter and save the file
* writer.close();
*
*
*
*
* let writer;
*
* function setup() {
* createCanvas(400, 400);
* // create a PrintWriter
* writer = createWriter('newFile.txt');
* }
*
* function draw() {
* // print all mouseX and mouseY coordinates to the stream
* writer.print([mouseX, mouseY]);
* }
*
* function mouseClicked() {
* // close the PrintWriter and save the file
* writer.close();
* }
*
*
*/
this.print = function(data) {
this.content += data + '\n';
};
/**
* Clears the data already written to the PrintWriter object
* @method clear
* @example
*
* // create writer object
* let writer = createWriter('newFile.txt');
* writer.write(['clear me']);
* // clear writer object here
* writer.clear();
* // close writer
* writer.close();
*
*
* // create a file called 'newFile.txt'
* let writer = createWriter('newFile.txt');
* // close the PrintWriter and save the file
* writer.close();
*
*
*
*
* // create a file called 'newFile2.txt'
* let writer = createWriter('newFile2.txt');
* // write some data to the file
* writer.write([100, 101, 102]);
* // close the PrintWriter and save the file
* writer.close();
*
*
*/
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.clear();
self = {};
};
};
/**
* @module IO
* @submodule Output
* @for p5
*/
// object, filename, options --> saveJSON, saveStrings,
// 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 parameters. For example:
*
*
* // Saves canvas as an image
* save('myCanvas.jpg');
*
* // Saves pImage as a png image
* let img = createImage(10, 10);
* save(img, 'my.png');
*
* // Saves canvas as an image
* let cnv = createCanvas(100, 100);
* save(cnv, 'myCanvas.jpg');
*
* // Saves p5.Renderer object as an image
* let gb = createGraphics(100, 100);
* save(gb, 'myGraphics.jpg');
*
* let myTable = new p5.Table();
*
* // Saves table as html file
* save(myTable, 'myTable.html');
*
* // Comma Separated Values
* save(myTable, 'myTable.csv');
*
* // Tab Separated Values
* save(myTable, 'myTable.tsv');
*
* let myJSON = { a: 1, b: true };
*
* // Saves pretty JSON
* save(myJSON, 'my.json');
*
* // Optimizes JSON filesize
* save(myJSON, 'my.json', true);
*
* // Saves array of strings to a text file with line breaks after each item
* let arrayOfStrings = ['a', 'b'];
* save(arrayOfStrings, 'my.txt');
*
*
* @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 ? this._curElement.elt : this.elt;
if (args.length === 0) {
p5.prototype.saveCanvas(cnv);
return;
} else if (args[0] instanceof p5.Renderer || args[0] instanceof p5.Graphics) {
// otherwise, parse the arguments
// if first param is a p5Graphics, then saveCanvas
p5.prototype.saveCanvas(args[0].elt, args[1], args[2]);
return;
} else if (args.length === 1 && typeof args[0] === 'string') {
// if 1st param is String and only one arg, assume it is canvas filename
p5.prototype.saveCanvas(cnv, args[0]);
} else {
// =================================================
// OPTION 2: extension clarifies saveStrings vs. saveJSON
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]);
} 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
*
* let json = {}; // new JSON Object
*
* json.id = 0;
* json.species = 'Panthera leo';
* json.name = 'Lion';
*
* function setup() {
* createCanvas(100, 100);
* background(200);
* text('click here to save', 10, 10, 70, 80);
* }
*
* function mousePressed() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* 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) {
p5._validateParameters('saveJSON', arguments);
var stringify;
if (opt) {
stringify = JSON.stringify(json);
} else {
stringify = JSON.stringify(json, undefined, 2);
}
this.saveStrings(stringify.split('\n'), filename, 'json');
};
p5.prototype.saveJSONObject = p5.prototype.saveJSON;
p5.prototype.saveJSONArray = p5.prototype.saveJSON;
/**
* 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 {String[]} list string array to be written
* @param {String} filename filename for output
* @param {String} [extension] the filename's extension
* @example
*
* let words = 'apple bear cat dog';
*
* // .split() outputs an Array
* let list = split(words, ' ');
*
* function setup() {
* createCanvas(100, 100);
* background(200);
* text('click here to save', 10, 10, 70, 80);
* }
*
* function mousePressed() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* 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) {
p5._validateParameters('saveStrings', arguments);
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.clear();
};
// =======
// 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
*
* let table;
*
* function setup() {
* table = new p5.Table();
*
* table.addColumn('id');
* table.addColumn('species');
* table.addColumn('name');
*
* let 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) {
p5._validateParameters('saveTable', arguments);
var ext;
if (options === undefined) {
ext = filename.substring(filename.lastIndexOf('.') + 1, filename.length);
} else {
ext = options;
}
var pWriter = this.createWriter(filename, ext);
var header = table.columns;
var sep = ','; // default to CSV
if (ext === 'tsv') {
sep = '\t';
}
if (ext !== '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.write(header[h] + sep);
} else {
pWriter.write(header[h]);
}
}
pWriter.write('\n');
}
// 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.write(table.rows[i].arr[j] + sep);
} else if (i < table.rows.length - 1) {
pWriter.write(table.rows[i].arr[j]);
} else {
pWriter.write(table.rows[i].arr[j]);
}
}
pWriter.write('\n');
}
} else {
// otherwise, make HTML
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 clear the pWriter
pWriter.close();
pWriter.clear();
}; // 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
});
p5.prototype.downloadFile(blob, 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.
*
* @method downloadFile
* @private
* @param {String|Blob} data either an href generated by createObjectURL,
* or a Blob object containing the data
* @param {String} [filename]
* @param {String} [extension]
*/
p5.prototype.downloadFile = function(data, fName, extension) {
var fx = _checkFileExtension(fName, extension);
var filename = fx[0];
if (data instanceof Blob) {
var fileSaver = _dereq_('file-saver');
fileSaver.saveAs(data, filename);
return;
}
var a = document.createElement('a');
a.href = data;
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: ."' + fx[1] + '"';
alert(aText);
}
a.click();
};
/**
* Returns a file extension, or another string
* if the provided parameter has no extension.
*
* @param {String} filename
* @param {String} [extension]
* @return {String[]} [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/error_helpers': 20,
'../core/main': 24,
'es6-promise': 5,
'fetch-jsonp': 6,
'file-saver': 7,
'whatwg-fetch': 12
}
],
49: [
function(_dereq_, module, exports) {
/**
* @module IO
* @submodule Table
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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.
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 {p5.TableRow[]} [rows] An array of p5.TableRow objects
*/
p5.Table = function(rows) {
/**
* @property columns {String[]}
*/
this.columns = [];
/**
* @property rows {p5.TableRow[]}
*/
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
* @return {p5.TableRow} the row that was added
*
* @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
*
* let 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
* let newRow = table.addRow();
* newRow.setString('id', table.getRowCount() - 1);
* newRow.setString('species', 'Canis Lupus');
* newRow.setString('name', 'Wolf');
*
* //print the results
* for (let r = 0; r < table.getRowCount(); r++)
* for (let 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 new Error('invalid TableRow: ' + r);
}
r.table = this;
this.rows.push(r);
return r;
};
/**
* Removes a row from the table object.
*
* @method removeRow
* @param {Integer} 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
*
* let 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
* table.removeRow(0);
*
* //print the results
* for (let r = 0; r < table.getRowCount(); r++)
* for (let 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 {Integer} rowID ID number of the row to get
* @return {p5.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
*
* let 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() {
* let row = table.getRow(1);
* //print it column by column
* //note: a row is an object, not an array
* for (let 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 {p5.TableRow[]} 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
*
* let 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() {
* let rows = table.getRows();
*
* //warning: rows is an array of objects
* for (let r = 0; r < rows.length; r++) {
* rows[r].set('name', 'Unicorn');
* }
*
* //print the results
* for (let r = 0; r < table.getRowCount(); r++)
* for (let 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 {Integer|String} column ID number or title of the
* column to search
* @return {p5.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
*
* let 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
* let 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];
}
}
} else {
// try the Array
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 {Integer|String} column ID number or title of the
* column to search
* @return {p5.TableRow[]} 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
*
* let 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
* let 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
* let 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]);
}
}
} else {
// try the Array
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} regexp The regular expression to match
* @param {String|Integer} column The column ID (number) or
* title (string)
* @return {p5.TableRow} 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
*
* let 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() {
* //Search using specified regex on a given column, return TableRow object
* let mammal = table.matchRow(new RegExp('ant'), 1);
* print(mammal.getString(1));
* //Output "Panthera pardus"
* }
*
*
*
*/
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|Integer} [column] The column ID (number) or
* title (string)
* @return {p5.TableRow[]} An Array of TableRow objects
* @example
*
*/
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
*
* let 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
*
* let 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
*
* let 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 (let r = 0; r < table.getRowCount(); r++)
* for (let 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.
*
* @method getColumnCount
* @return {Integer} Number of columns in this table
* @example
*
*
* // given the cvs file "blobs.csv" in /assets directory
* // ID, Name, Flavor, Shape, Color
* // Blob1, Blobby, Sweet, Blob, Pink
* // Blob2, Saddy, Savory, Blob, Blue
*
* let table;
*
* function preload() {
* table = loadTable('assets/blobs.csv');
* }
*
* function setup() {
* createCanvas(200, 100);
* textAlign(CENTER);
* background(255);
* }
*
* function draw() {
* let numOfColumn = table.getColumnCount();
* text('There are ' + numOfColumn + ' columns in the table.', 100, 50);
* }
*
*
*/
p5.Table.prototype.getColumnCount = function() {
return this.columns.length;
};
/**
* Returns the total number of rows in a Table.
*
* @method getRowCount
* @return {Integer} Number of rows in this table
* @example
*
*
* // given the cvs file "blobs.csv" in /assets directory
* //
* // ID, Name, Flavor, Shape, Color
* // Blob1, Blobby, Sweet, Blob, Pink
* // Blob2, Saddy, Savory, Blob, Blue
*
* let table;
*
* function preload() {
* table = loadTable('assets/blobs.csv');
* }
*
* function setup() {
* createCanvas(200, 100);
* textAlign(CENTER);
* background(255);
* }
*
* function draw() {
* text('There are ' + table.getRowCount() + ' rows in the table.', 100, 50);
* }
*
*
*/
p5.Table.prototype.removeTokens = function(chars, column) {
var escape = function escape(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|Integer} [column] Column ID (number)
* or name (string)
* @example
*
*/
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|Integer} 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
*
* let 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);
} 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 {Integer} row row ID
* @param {String|Integer} 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
*
* let 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 (let r = 0; r < table.getRowCount(); r++)
* for (let 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 {Integer} row row ID
* @param {String|Integer} 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
*
* let 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 {Integer} row row ID
* @param {String|Integer} column column ID (Number)
* or title (String)
* @param {String} 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
*
* let 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
* let newRow = table.addRow();
* newRow.setString('id', table.getRowCount() - 1);
* newRow.setString('species', 'Canis Lupus');
* newRow.setString('name', 'Wolf');
*
* print(table.getArray());
* }
*
*
* @alt
* no image displayed
*/
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 {Integer} row row ID
* @param {String|Integer} 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
*
* let 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 {Integer} row row ID
* @param {String|Integer} 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
*
* let 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 {Integer} row row ID
* @param {String|Integer} column columnName (string) or
* ID (number)
* @return {String}
*
* @example
*
*
*@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
*
* let 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() {
* let 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 new Error('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}
*
* @example
*
*
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leoperd
* // 2,Equus zebra,Zebra
*
* let table;
*
* function preload() {
* // table is comma separated value "CSV"
* // and has specifiying header for column labels
* table = loadTable('assets/mammals.csv', 'csv', 'header');
* }
*
* function setup() {
* let tableArray = table.getArray();
* for (let i = 0; i < tableArray.length; i++) {
* print(tableArray[i]);
* }
* }
*
*
*
*@alt
* no image displayed
*
*/
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;
},
{ '../core/main': 24 }
],
50: [
function(_dereq_, module, exports) {
/**
* @module IO
* @submodule Table
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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|Integer} column Column ID (Number)
* or Title (String)
* @param {String|Number} value The value to be stored
*
* @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
*
* let 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() {
* let rows = table.getRows();
* for (let r = 0; r < rows.length; r++) {
* rows[r].set('name', 'Unicorn');
* }
*
* //print the results
* print(table.getArray());
* }
*
*
* @alt
* no image displayed
*/
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 new Error('This table has no column named "' + column + '"');
}
} else {
// if typeof column is number, use .arr
if (column < this.table.columns.length) {
this.arr[column] = value;
var cTitle = this.table.columns[column];
this.obj[cTitle] = value;
} else {
throw new Error('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|Integer} column Column ID (Number)
* or Title (String)
* @param {Number|String} value The value to be stored
* as a Float
* @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
*
* let 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() {
* let rows = table.getRows();
* for (let r = 0; r < rows.length; r++) {
* rows[r].setNum('id', r + 10);
* }
*
* print(table.getArray());
* }
*
*
* @alt
* no image displayed
*/
p5.TableRow.prototype.setNum = function(column, value) {
var floatVal = parseFloat(value);
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|Integer} column Column ID (Number)
* or Title (String)
* @param {String|Number|Boolean|Object} value The value to be stored
* as a 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
*
* let 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() {
* let rows = table.getRows();
* for (let r = 0; r < rows.length; r++) {
* let name = rows[r].getString('name');
* rows[r].setString('name', 'A ' + name + ' named George');
* }
*
* print(table.getArray());
* }
*
*
* @alt
* no image displayed
*/
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|Integer} 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
*
* let 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() {
* let names = [];
* let rows = table.getRows();
* for (let r = 0; r < rows.length; r++) {
* names.push(rows[r].get('name'));
* }
*
* print(names);
* }
*
*
* @alt
* no image displayed
*/
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|Integer} column columnName (string) or
* ID (number)
* @return {Number} Float Floating point 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
*
* let 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() {
* let rows = table.getRows();
* let minId = Infinity;
* let maxId = -Infinity;
* for (let r = 0; r < rows.length; r++) {
* let id = rows[r].getNum('id');
* minId = min(minId, id);
* maxId = min(maxId, id);
* }
* print('minimum id = ' + minId + ', maximum id = ' + maxId);
* }
*
*
* @alt
* no image displayed
*/
p5.TableRow.prototype.getNum = function(column) {
var ret;
if (typeof column === 'string') {
ret = parseFloat(this.obj[column]);
} else {
ret = parseFloat(this.arr[column]);
}
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|Integer} column columnName (string) or
* ID (number)
* @return {String} 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
*
* let 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() {
* let rows = table.getRows();
* let longest = '';
* for (let r = 0; r < rows.length; r++) {
* let species = rows[r].getString('species');
* if (longest.length < species.length) {
* longest = species;
* }
* }
*
* print('longest: ' + longest);
* }
*
*
* @alt
* no image displayed
*/
p5.TableRow.prototype.getString = function(column) {
if (typeof column === 'string') {
return this.obj[column].toString();
} else {
return this.arr[column].toString();
}
};
module.exports = p5;
},
{ '../core/main': 24 }
],
51: [
function(_dereq_, module, exports) {
/**
* @module IO
* @submodule XML
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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
* @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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let children = xml.getChildren('animal');
*
* for (let i = 0; i < children.length; i++) {
* let id = children[i].getNum('id');
* let coloring = children[i].getString('species');
* let 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(DOM) {
if (!DOM) {
var xmlDoc = document.implementation.createDocument(null, 'doc');
this.DOM = xmlDoc.createElement('root');
} else {
this.DOM = DOM;
}
};
/**
* Gets a copy of the element's parent. Returns the parent as another
* p5.XML object.
*
* @method getParent
* @return {p5.XML} 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let children = xml.getChildren('animal');
* let parent = children[1].getParent();
* print(parent.getName());
* }
*
* // Sketch prints:
* // mammals
*
*/
p5.XML.prototype.getParent = function() {
return new p5.XML(this.DOM.parentElement);
};
/**
* 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* print(xml.getName());
* }
*
* // Sketch prints:
* // mammals
*
*/
p5.XML.prototype.getName = function() {
return this.DOM.tagName;
};
/**
* 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>
*
* let 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) {
var content = this.DOM.innerHTML;
var attributes = this.DOM.attributes;
var xmlDoc = document.implementation.createDocument(null, 'default');
var newDOM = xmlDoc.createElement(name);
newDOM.innerHTML = content;
for (var i = 0; i < attributes.length; i++) {
newDOM.setAttribute(attributes[i].nodeName, attributes.nodeValue);
}
this.DOM = newDOM;
};
/**
* 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* print(xml.hasChildren());
* }
*
* // Sketch prints:
* // true
*
*/
p5.XML.prototype.hasChildren = function() {
return this.DOM.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 {String[]} 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* print(xml.listChildren());
* }
*
* // Sketch prints:
* // ["animal", "animal", "animal"]
*
*/
p5.XML.prototype.listChildren = function() {
var arr = [];
for (var i = 0; i < this.DOM.childNodes.length; i++) {
arr.push(this.DOM.childNodes[i].nodeName);
}
return arr;
};
/**
* 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 {p5.XML[]} 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let animals = xml.getChildren('animal');
*
* for (let i = 0; i < animals.length; i++) {
* print(animals[i].getContent());
* }
* }
*
* // Sketch prints:
* // "Goat"
* // "Leopard"
* // "Zebra"
*
*/
p5.XML.prototype.getChildren = function(param) {
if (param) {
return elementsToP5XML(this.DOM.getElementsByTagName(param));
} else {
return elementsToP5XML(this.DOM.children);
}
};
function elementsToP5XML(elements) {
var arr = [];
for (var i = 0; i < elements.length; i++) {
arr.push(new p5.XML(elements[i]));
}
return arr;
}
/**
* 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|Integer} 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let firstChild = xml.getChild('animal');
* print(firstChild.getContent());
* }
*
* // Sketch prints:
* // "Goat"
*
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let secondChild = xml.getChild(1);
* print(secondChild.getContent());
* }
*
* // Sketch prints:
* // "Leopard"
*
*/
p5.XML.prototype.getChild = function(param) {
if (typeof param === 'string') {
for (var i = 0; i < this.DOM.children.length; i++) {
var child = this.DOM.children[i];
if (child.tagName === param) return new p5.XML(child);
}
} else {
return new p5.XML(this.DOM.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 {p5.XML} node a p5.XML Object which will be the child to be added
* @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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let child = new p5.XML();
* child.setName('animal');
* child.setAttribute('id', '3');
* child.setAttribute('species', 'Ornithorhynchus anatinus');
* child.setContent('Platypus');
* xml.addChild(child);
*
* let animals = xml.getChildren('animal');
* print(animals[animals.length - 1].getContent());
* }
*
* // Sketch prints:
* // "Goat"
* // "Leopard"
* // "Zebra"
*
*/
p5.XML.prototype.addChild = function(node) {
if (node instanceof p5.XML) {
this.DOM.appendChild(node.DOM);
} else {
// PEND
}
};
/**
* Removes the element specified by name or index.
*
* @method removeChild
* @param {String|Integer} 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* xml.removeChild('animal');
* let children = xml.getChildren();
* for (let i = 0; i < children.length; i++) {
* print(children[i].getContent());
* }
* }
*
* // Sketch prints:
* // "Leopard"
* // "Zebra"
*
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* xml.removeChild(1);
* let children = xml.getChildren();
* for (let i = 0; i < children.length; i++) {
* print(children[i].getContent());
* }
* }
*
* // Sketch prints:
* // "Goat"
* // "Zebra"
*
*/
p5.XML.prototype.removeChild = function(param) {
var ind = -1;
if (typeof param === 'string') {
for (var i = 0; i < this.DOM.children.length; i++) {
if (this.DOM.children[i].tagName === param) {
ind = i;
break;
}
}
} else {
ind = param;
}
if (ind !== -1) {
this.DOM.removeChild(this.DOM.children[ind]);
}
};
/**
* Counts the specified element's number of attributes, returned as an Number.
*
* @method getAttributeCount
* @return {Integer}
* @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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let firstChild = xml.getChild('animal');
* print(firstChild.getAttributeCount());
* }
*
* // Sketch prints:
* // 2
*
*/
p5.XML.prototype.getAttributeCount = function() {
return this.DOM.attributes.length;
};
/**
* Gets all of the specified element's attributes, and returns them as an
* array of Strings.
*
* @method listAttributes
* @return {String[]} 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let firstChild = xml.getChild('animal');
* print(firstChild.listAttributes());
* }
*
* // Sketch prints:
* // ["id", "species"]
*
*/
p5.XML.prototype.listAttributes = function() {
var arr = [];
for (var i = 0; i < this.DOM.attributes.length; i++) {
var attribute = this.DOM.attributes[i];
arr.push(attribute.nodeName);
}
return arr;
};
/**
* 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let firstChild = xml.getChild('animal');
* print(firstChild.hasAttribute('species'));
* print(firstChild.hasAttribute('color'));
* }
*
* // Sketch prints:
* // true
* // false
*
*/
p5.XML.prototype.hasAttribute = function(name) {
var obj = {};
for (var i = 0; i < this.DOM.attributes.length; i++) {
var attribute = this.DOM.attributes[i];
obj[attribute.nodeName] = attribute.nodeValue;
}
return obj[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 getNum
* @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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let firstChild = xml.getChild('animal');
* print(firstChild.getNum('id'));
* }
*
* // Sketch prints:
* // 0
*
*/
p5.XML.prototype.getNum = function(name, defaultValue) {
var obj = {};
for (var i = 0; i < this.DOM.attributes.length; i++) {
var attribute = this.DOM.attributes[i];
obj[attribute.nodeName] = attribute.nodeValue;
}
return Number(obj[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 {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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let firstChild = xml.getChild('animal');
* print(firstChild.getString('species'));
* }
*
* // Sketch prints:
* // "Capra hircus"
*
*/
p5.XML.prototype.getString = function(name, defaultValue) {
var obj = {};
for (var i = 0; i < this.DOM.attributes.length; i++) {
var attribute = this.DOM.attributes[i];
obj[attribute.nodeName] = attribute.nodeValue;
}
return obj[name] ? String(obj[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|String|Boolean} 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let 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) {
this.DOM.setAttribute(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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let firstChild = xml.getChild('animal');
* print(firstChild.getContent());
* }
*
* // Sketch prints:
* // "Goat"
*
*/
p5.XML.prototype.getContent = function(defaultValue) {
var str;
str = this.DOM.textContent;
str = str.replace(/\s\s+/g, ',');
return str || 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>
*
* let xml;
*
* function preload() {
* xml = loadXML('assets/mammals.xml');
* }
*
* function setup() {
* let 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.DOM.children.length) {
this.DOM.textContent = content;
}
};
/**
* Serializes the element into a string. This function is useful for preparing
* the content to be sent over a http request or saved to file.
*
* @method serialize
* @return {String} Serialized string of the element
* @example
*
*/
p5.XML.prototype.serialize = function() {
var xmlSerializer = new XMLSerializer();
return xmlSerializer.serializeToString(this.DOM);
};
module.exports = p5;
},
{ '../core/main': 24 }
],
52: [
function(_dereq_, module, exports) {
/**
* @module Math
* @submodule Calculation
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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() {
* let x = -3;
* let 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 {Integer} rounded up number
* @example
*
* function draw() {
* background(200);
* // map, mouseX between 0 and 5.
* let ax = map(mouseX, 0, 100, 0, 5);
* let ay = 66;
*
* //Get the ceiling of the mapped number.
* let bx = ceil(map(mouseX, 0, 100, 0, 5));
* let 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), ax, ay - 5);
* text(nfc(bx, 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);
*
* let leftWall = 25;
* let rightWall = 75;
*
* // xm is just the mouseX, while
* // xc is the mouseX, but constrained
* // between the leftWall and rightWall!
* let xm = mouseX;
* let 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) {
p5._validateParameters('constrain', arguments);
return Math.max(Math.min(n, high), low);
};
/**
* Calculates the distance between two points, in either two or three dimensions.
*
* @method dist
* @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
* @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);
*
* let x1 = 10;
* let y1 = 90;
* let x2 = mouseX;
* let 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.
* let 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), 0, -5);
* pop();
* // Fancy!
* }
*
*
* @alt
* 2 ellipses joined by line. 1 ellipse moves with mouse X&Y. Distance displayed.
*/
/**
* @method dist
* @param {Number} x1
* @param {Number} y1
* @param {Number} z1 z-coordinate of the first point
* @param {Number} x2
* @param {Number} y2
* @param {Number} z2 z-coordinate of the second point
* @return {Number} distance between the two points
*/
p5.prototype.dist = function() {
p5._validateParameters('dist', arguments);
if (arguments.length === 4) {
//2D
return hypot(arguments[2] - arguments[0], arguments[3] - arguments[1]);
} else if (arguments.length === 6) {
//3D
return hypot(
arguments[3] - arguments[0],
arguments[4] - arguments[1],
arguments[5] - arguments[2]
);
}
};
/**
* 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
* let xValue = map(mouseX, 0, width, 0, 2);
* let yValue = exp(xValue);
*
* let y = map(yValue, 0, 8, height, 0);
*
* let 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 (let 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 {Integer} rounded down number
* @example
*
* function draw() {
* background(200);
* //map, mouseX between 0 and 5.
* let ax = map(mouseX, 0, 100, 0, 5);
* let ay = 66;
*
* //Get the floor of the mapped number.
* let bx = floor(map(mouseX, 0, 100, 0, 5));
* let 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), ax, ay - 5);
* text(nfc(bx, 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, and 1.0 is equal to the second point. If the
* value of amt is more than 1.0 or less than 0.0, the number will be
* calculated accordingly in the ratio of the two given numbers. 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
* @return {Number} lerped value
* @example
*
* function setup() {
* background(200);
* let a = 20;
* let b = 80;
* let c = lerp(a, b, 0.2);
* let d = lerp(a, b, 0.5);
* let e = lerp(a, b, 0.8);
*
* let 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) {
p5._validateParameters('lerp', arguments);
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);
* let maxX = 2.8;
* let maxY = 1.5;
*
* // Compute the natural log of a value between 0 and maxX
* let xValue = map(mouseX, 0, width, 0, maxX);
* let yValue, y;
* if (xValue > 0) {
// Cannot take the log of a negative number.
* yValue = log(xValue);
* y = map(yValue, -maxY, maxY, height, 0);
*
* // Display the calculation occurring.
* let 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 (let 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() {
* let x1 = 20;
* let x2 = 80;
* let y1 = 30;
* let 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) {
p5._validateParameters('mag', arguments);
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
* @param {Boolean} [withinBounds] constrain the value to the newly mapped range
* @return {Number} remapped number
* @example
*
* let value = 25;
* let m = map(value, 0, 100, 0, width);
* ellipse(m, 50, 10, 10);
*
*
* function setup() {
* noStroke();
* }
*
* function draw() {
* background(204);
* let x1 = map(mouseX, 0, width, 25, 75);
* ellipse(x1, 25, 25, 25);
* //This ellipse is constrained to the 0-100 range
* //after setting withinBounds to true
* let x2 = map(mouseX, 0, width, 0, 100, true);
* 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, withinBounds) {
p5._validateParameters('map', arguments);
var newval = (n - start1) / (stop1 - start1) * (stop2 - start2) + start2;
if (!withinBounds) {
return newval;
}
if (start2 < stop2) {
return this.constrain(newval, start2, stop2);
} else {
return this.constrain(newval, stop2, 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} n0 Number to compare
* @param {Number} n1 Number to compare
* @return {Number} maximum Number
* @example
*
* function setup() {
* // Change the elements in the array and run the sketch
* // to show how max() works!
* let numArray = [2, 1, 5, 4, 8, 9];
* fill(0);
* noStroke();
* text('Array Elements', 0, 10);
* // Draw all numbers in the array
* let spacing = 15;
* let elemsY = 25;
* for (let i = 0; i < numArray.length; i++) {
* text(numArray[i], i * spacing, elemsY);
* }
* let maxX = 33;
* let 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
*
*/
/**
* @method max
* @param {Number[]} nums Numbers to compare
* @return {Number}
*/
p5.prototype.max = function() {
p5._validateParameters('max', arguments);
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} n0 Number to compare
* @param {Number} n1 Number to compare
* @return {Number} minimum Number
* @example
*
* function setup() {
* // Change the elements in the array and run the sketch
* // to show how min() works!
* let numArray = [2, 1, 5, 4, 8, 9];
* fill(0);
* noStroke();
* text('Array Elements', 0, 10);
* // Draw all numbers in the array
* let spacing = 15;
* let elemsY = 25;
* for (let i = 0; i < numArray.length; i++) {
* text(numArray[i], i * spacing, elemsY);
* }
* let maxX = 33;
* let 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
*
*/
/**
* @method min
* @param {Number[]} nums Numbers to compare
* @return {Number}
*/
p5.prototype.min = function() {
p5._validateParameters('min', arguments);
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 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);
* let currentNum = mouseX;
* let lowerBound = 0;
* let upperBound = width; //100;
* let normalized = norm(currentNum, lowerBound, upperBound);
* let lineY = 70;
* stroke(3);
* line(0, lineY, width, lineY);
* //Draw an ellipse mapped to the non-normalized value.
* noStroke();
* fill(50);
* let s = 7; // ellipse size
* ellipse(currentNum, lineY, s, s);
*
* // Draw the guide
* let guideY = lineY + 15;
* text('0', 0, guideY);
* textAlign(RIGHT);
* text('100', width, guideY);
*
* // Draw the normalized value
* textAlign(LEFT);
* fill(0);
* textSize(32);
* let normalY = 40;
* let 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) {
p5._validateParameters('norm', arguments);
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.
* let eSize = 3; // Original Size
* let 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 {Integer} rounded number
* @example
*
* function draw() {
* background(200);
* //map, mouseX between 0 and 5.
* let ax = map(mouseX, 0, 100, 0, 5);
* let ay = 66;
*
* // Round the mapped number.
* let bx = round(map(mouseX, 0, 100, 0, 5));
* let 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), ax, ay - 5);
* text(nfc(bx, 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
*
*
* @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
*
*
* @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/main': 24 }
],
53: [
function(_dereq_, module, exports) {
/**
* @module Math
* @submodule Math
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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
* @return {p5.Vector}
* @example
*
*
* @alt
* a purple sphere lit by a point light oscillating horizontally
*/
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/main': 24 }
],
54: [
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/main');
var PERLIN_YWRAPB = 4;
var PERLIN_YWRAP = 1 << PERLIN_YWRAPB;
var PERLIN_ZWRAPB = 8;
var PERLIN_ZWRAP = 1 << PERLIN_ZWRAPB;
var PERLIN_SIZE = 4095;
var perlin_octaves = 4; // default to medium smooth
var perlin_amp_falloff = 0.5; // 50% reduction/octave
var scaled_cosine = function scaled_cosine(i) {
return 0.5 * (1.0 - Math.cos(i * Math.PI));
};
var perlin; // will be initialized lazily by noise() or noiseSeed()
/**
* Returns the Perlin noise value at specified coordinates. Perlin noise is
* a random sequence generator producing a more natural ordered, harmonic
* succession of numbers compared to the standard 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
*
*
* let xoff = 0.0;
*
* function draw() {
* background(204);
* xoff = xoff + 0.01;
* let n = noise(xoff) * width;
* line(n, 0, n, height);
* }
*
*
*
* let noiseScale=0.02;
*
* function draw() {
* background(0);
* for (let x=0; x < width; x++) {
* let 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 < perlin_octaves; o++) {
var of = xi + (yi << PERLIN_YWRAPB) + (zi << PERLIN_ZWRAPB);
rxf = scaled_cosine(xf);
ryf = scaled_cosine(yf);
n1 = perlin[of & PERLIN_SIZE];
n1 += rxf * (perlin[(of + 1) & PERLIN_SIZE] - n1);
n2 = perlin[(of + PERLIN_YWRAP) & PERLIN_SIZE];
n2 += rxf * (perlin[(of + PERLIN_YWRAP + 1) & PERLIN_SIZE] - n2);
n1 += ryf * (n2 - n1);
of += PERLIN_ZWRAP;
n2 = perlin[of & PERLIN_SIZE];
n2 += rxf * (perlin[(of + 1) & PERLIN_SIZE] - n2);
n3 = perlin[(of + PERLIN_YWRAP) & PERLIN_SIZE];
n3 += rxf * (perlin[(of + PERLIN_YWRAP + 1) & PERLIN_SIZE] - n3);
n2 += ryf * (n3 - n2);
n1 += scaled_cosine(zf) * (n2 - n1);
r += n1 * ampl;
ampl *= perlin_amp_falloff;
xi <<= 1;
xf *= 2;
yi <<= 1;
yf *= 2;
zi <<= 1;
zf *= 2;
if (xf >= 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
*
*
* @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
*
* let xoff = 0.0;
*
* function setup() {
* noiseSeed(99);
* stroke(0, 10);
* }
*
* function draw() {
* xoff = xoff + .01;
* let 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
var a = 1664525;
// c and m should be co-prime
var c = 1013904223;
var seed, z;
return {
setSeed: function setSeed(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 getSeed() {
return seed;
},
rand: function rand() {
// 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/main': 24 }
],
55: [
function(_dereq_, module, exports) {
/**
* @module Math
* @submodule Math
* @requires constants
*/
'use strict';
var p5 = _dereq_('../core/main');
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
* @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
*
*
* @alt
* 2 white ellipses. One center-left the other bottom right and off canvas
*
*/
p5.Vector = function Vector() {
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 {Number}
*/
this.x = x;
/**
* The y component of the vector
* @property y {Number}
*/
this.y = y;
/**
* The z component of the vector
* @property z {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
* @return {String}
* @example
*
*
* function setup() {
* let v = createVector(20, 30);
* print(String(v)); // prints "p5.Vector Object : [20, 30, 0]"
* }
*
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(0, 0);
* let v1 = createVector(mouseX, mouseY);
* drawArrow(v0, v1, 'black');
*
* noStroke();
* text(v1.toString(), 10, 25, 90, 75);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
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} [x] the x component of the vector
* @param {Number} [y] the y component of the vector
* @param {Number} [z] the z component of the vector
* @chainable
* @example
*
*
* function setup() {
* let v = createVector(1, 2, 3);
* v.set(4, 5, 6); // Sets vector to [4, 5, 6]
*
* let v1 = createVector(0, 0, 0);
* let arr = [1, 2, 3];
* v1.set(arr); // Sets vector to [1, 2, 3]
* }
*
*
*
*
*
* let v0, v1;
* function setup() {
* createCanvas(100, 100);
*
* v0 = createVector(0, 0);
* v1 = createVector(50, 50);
* }
*
* function draw() {
* background(240);
*
* drawArrow(v0, v1, 'black');
* v1.set(v1.x + random(-1, 1), v1.y + random(-1, 1));
*
* noStroke();
* text('x: ' + round(v1.x) + ' y: ' + round(v1.y), 20, 90);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
/**
* @method set
* @param {p5.Vector|Number[]} value the vector to set
* @chainable
*/
p5.Vector.prototype.set = function set(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
*
*/
p5.Vector.prototype.copy = function copy() {
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
* @param {Number} x the x component of the vector to be added
* @param {Number} [y] the y component of the vector to be added
* @param {Number} [z] the z component of the vector to be added
* @chainable
* @example
*
*
* let v = createVector(1, 2, 3);
* v.add(4, 5, 6);
* // v's components are set to [5, 7, 9]
*
*
*
*
*
* // Static method
* let v1 = createVector(1, 2, 3);
* let v2 = createVector(2, 3, 4);
*
* let v3 = p5.Vector.add(v1, v2);
* // v3 has components [3, 5, 7]
* print(v3);
*
*
*
*
*
* // red vector + blue vector = purple vector
* function draw() {
* background(240);
*
* let v0 = createVector(0, 0);
* let v1 = createVector(mouseX, mouseY);
* drawArrow(v0, v1, 'red');
*
* let v2 = createVector(-30, 20);
* drawArrow(v1, v2, 'blue');
*
* let v3 = p5.Vector.add(v1, v2);
* drawArrow(v0, v3, 'purple');
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
/**
* @method add
* @param {p5.Vector|Number[]} value the vector to add
* @chainable
*/
p5.Vector.prototype.add = function add(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
* @param {Number} x the x component of the vector to subtract
* @param {Number} [y] the y component of the vector to subtract
* @param {Number} [z] the z component of the vector to subtract
* @chainable
* @example
*
*
* let v = createVector(4, 5, 6);
* v.sub(1, 1, 1);
* // v's components are set to [3, 4, 5]
*
*
*
*
*
* // Static method
* let v1 = createVector(2, 3, 4);
* let v2 = createVector(1, 2, 3);
*
* let v3 = p5.Vector.sub(v1, v2);
* // v3 has components [1, 1, 1]
* print(v3);
*
*
*
*
*
* // red vector - blue vector = purple vector
* function draw() {
* background(240);
*
* let v0 = createVector(0, 0);
* let v1 = createVector(70, 50);
* drawArrow(v0, v1, 'red');
*
* let v2 = createVector(mouseX, mouseY);
* drawArrow(v0, v2, 'blue');
*
* let v3 = p5.Vector.sub(v1, v2);
* drawArrow(v2, v3, 'purple');
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
/**
* @method sub
* @param {p5.Vector|Number[]} value the vector to subtract
* @chainable
*/
p5.Vector.prototype.sub = function sub(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
* @param {Number} n the number to multiply with the vector
* @chainable
* @example
*
*
* let v = createVector(1, 2, 3);
* v.mult(2);
* // v's components are set to [2, 4, 6]
*
*
*
*
*
* // Static method
* let v1 = createVector(1, 2, 3);
* let v2 = p5.Vector.mult(v1, 2);
* // v2 has components [2, 4, 6]
* print(v2);
*
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(50, 50);
* let v1 = createVector(25, -25);
* drawArrow(v0, v1, 'red');
*
* let num = map(mouseX, 0, width, -2, 2, true);
* let v2 = p5.Vector.mult(v1, num);
* drawArrow(v0, v2, 'blue');
*
* noStroke();
* text('multiplied by ' + num.toFixed(2), 5, 90);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.mult = function mult(n) {
if (!(typeof n === 'number' && isFinite(n))) {
console.warn(
'p5.Vector.prototype.mult:',
'n is undefined or not a finite number'
);
return this;
}
this.x *= n;
this.y *= n;
this.z *= n;
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
* @param {number} n the number to divide the vector by
* @chainable
* @example
*
*
* let v = createVector(6, 4, 2);
* v.div(2); //v's components are set to [3, 2, 1]
*
*
*
*
*
* // Static method
* let v1 = createVector(6, 4, 2);
* let v2 = p5.Vector.div(v1, 2);
* // v2 has components [3, 2, 1]
* print(v2);
*
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(0, 100);
* let v1 = createVector(50, -50);
* drawArrow(v0, v1, 'red');
*
* let num = map(mouseX, 0, width, 10, 0.5, true);
* let v2 = p5.Vector.div(v1, num);
* drawArrow(v0, v2, 'blue');
*
* noStroke();
* text('divided by ' + num.toFixed(2), 10, 90);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.div = function div(n) {
if (!(typeof n === 'number' && isFinite(n))) {
console.warn(
'p5.Vector.prototype.div:',
'n is undefined or not a finite number'
);
return this;
}
if (n === 0) {
console.warn('p5.Vector.prototype.div:', 'divide by 0');
return this;
}
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
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(0, 0);
* let v1 = createVector(mouseX, mouseY);
* drawArrow(v0, v1, 'black');
*
* noStroke();
* text('vector length: ' + v1.mag().toFixed(2), 10, 70, 90, 30);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*
*
* let v = createVector(20.0, 30.0, 40.0);
* let m = v.mag();
* print(m); // Prints "53.85164807134504"
*
*
*/
p5.Vector.prototype.mag = function mag() {
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
* let v1 = createVector(6, 4, 2);
* print(v1.magSq()); // Prints "56"
*
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(0, 0);
* let v1 = createVector(mouseX, mouseY);
* drawArrow(v0, v1, 'black');
*
* noStroke();
* text('vector length squared: ' + v1.magSq().toFixed(2), 10, 45, 90, 55);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.magSq = function magSq() {
var x = this.x;
var y = this.y;
var 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} x x component of the vector
* @param {Number} [y] y component of the vector
* @param {Number} [z] z component of the vector
* @return {Number} the dot product
*
* @example
*
*
* let v1 = createVector(1, 2, 3);
* let v2 = createVector(2, 3, 4);
*
* print(v1.dot(v2)); // Prints "20"
*
*
*
*
*
* //Static method
* let v1 = createVector(1, 2, 3);
* let v2 = createVector(3, 2, 1);
* print(p5.Vector.dot(v1, v2)); // Prints "10"
*
*
*/
/**
* @method dot
* @param {p5.Vector} value value component of the vector or a p5.Vector
* @return {Number}
*/
p5.Vector.prototype.dot = function dot(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
*
*
* let v1 = createVector(1, 2, 3);
* let v2 = createVector(1, 2, 3);
*
* v1.cross(v2); // v's components are [0, 0, 0]
*
*
*
*
*
* // Static method
* let v1 = createVector(1, 0, 0);
* let v2 = createVector(0, 1, 0);
*
* let crossProduct = p5.Vector.cross(v1, v2);
* // crossProduct has components [0, 0, 1]
* print(crossProduct);
*
*
*/
p5.Vector.prototype.cross = function cross(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
*
*
* let v1 = createVector(1, 0, 0);
* let v2 = createVector(0, 1, 0);
*
* let distance = v1.dist(v2); // distance is 1.4142...
* print(distance);
*
*
*
*
*
* // Static method
* let v1 = createVector(1, 0, 0);
* let v2 = createVector(0, 1, 0);
*
* let distance = p5.Vector.dist(v1, v2);
* // distance is 1.4142...
* print(distance);
*
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(0, 0);
*
* let v1 = createVector(70, 50);
* drawArrow(v0, v1, 'red');
*
* let v2 = createVector(mouseX, mouseY);
* drawArrow(v0, v2, 'blue');
*
* noStroke();
* text('distance between vectors: ' + v2.dist(v1).toFixed(2), 5, 50, 95, 50);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.dist = function dist(v) {
return v
.copy()
.sub(this)
.mag();
};
/**
* Normalize the vector to length 1 (make it a unit vector).
*
* @method normalize
* @return {p5.Vector} normalized p5.Vector
* @example
*
*
* let 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]
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(50, 50);
* let v1 = createVector(mouseX - 50, mouseY - 50);
*
* drawArrow(v0, v1, 'red');
* v1.normalize();
* drawArrow(v0, v1.mult(35), 'blue');
*
* noFill();
* ellipse(50, 50, 35 * 2);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.normalize = function normalize() {
var len = this.mag();
// here we multiply by the reciprocal instead of calling 'div()'
// since div duplicates this zero check.
if (len !== 0) this.mult(1 / len);
return this;
};
/**
* 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
* @chainable
* @example
*
*
* let 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]
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(50, 50);
* let v1 = createVector(mouseX - 50, mouseY - 50);
*
* drawArrow(v0, v1, 'red');
* drawArrow(v0, v1.limit(35), 'blue');
*
* noFill();
* ellipse(50, 50, 35 * 2);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.limit = function limit(max) {
var mSq = this.magSq();
if (mSq > max * max) {
this.div(Math.sqrt(mSq)) //normalize it
.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
* @chainable
* @example
*
*
* let 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]
*
*
*
*
*
* function draw() {
* background(240);
*
* let v0 = createVector(0, 0);
* let v1 = createVector(50, 50);
*
* drawArrow(v0, v1, 'red');
*
* let length = map(mouseX, 0, width, 0, 141, true);
* v1.setMag(length);
* drawArrow(v0, v1, 'blue');
*
* noStroke();
* text('magnitude set to: ' + length.toFixed(2), 10, 70, 90, 30);
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.setMag = function setMag(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 draw() {
* background(240);
*
* let v0 = createVector(50, 50);
* let v1 = createVector(mouseX - 50, mouseY - 50);
*
* drawArrow(v0, v1, 'black');
*
* let myHeading = v1.heading();
* noStroke();
* text(
* 'vector heading: ' +
* myHeading.toFixed(2) +
* ' radians or ' +
* degrees(myHeading).toFixed(2) +
* ' degrees',
* 10,
* 50,
* 90,
* 50
* );
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.heading = function heading() {
var h = Math.atan2(this.y, this.x);
if (this.p5) return this.p5._fromRadians(h);
return h;
};
/**
* Rotate the vector by an angle (only 2D vectors), magnitude remains the
* same
*
* @method rotate
* @param {number} angle the angle of rotation
* @chainable
* @example
*
*
* let 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]
*
*
*
*
*
* let angle = 0;
* function draw() {
* background(240);
*
* let v0 = createVector(50, 50);
* let v1 = createVector(50, 0);
*
* drawArrow(v0, v1.rotate(angle), 'black');
* angle += 0.01;
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.rotate = function rotate(a) {
var newHeading = this.heading() + a;
if (this.p5) newHeading = this.p5._toRadians(newHeading);
var mag = this.mag();
this.x = Math.cos(newHeading) * mag;
this.y = Math.sin(newHeading) * mag;
return this;
};
/**
* Calculates and returns the angle (in radians) between two vectors.
* @method angleBetween
* @param {p5.Vector} value the x, y, and z components of a p5.Vector
* @return {Number} the angle between (in radians)
* @example
*
*
* let v1 = createVector(1, 0, 0);
* let v2 = createVector(0, 1, 0);
*
* let angle = v1.angleBetween(v2);
* // angle is PI/2
* print(angle);
*
*
*
*
*
* function draw() {
* background(240);
* let v0 = createVector(50, 50);
*
* let v1 = createVector(50, 0);
* drawArrow(v0, v1, 'red');
*
* let v2 = createVector(mouseX - 50, mouseY - 50);
* drawArrow(v0, v2, 'blue');
*
* let angleBetween = v1.angleBetween(v2);
* noStroke();
* text(
* 'angle between: ' +
* angleBetween.toFixed(2) +
* ' radians or ' +
* degrees(angleBetween).toFixed(2) +
* ' degrees',
* 10,
* 50,
* 90,
* 50
* );
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.prototype.angleBetween = function angleBetween(v) {
var dotmagmag = this.dot(v) / (this.mag() * v.mag());
// Mathematically speaking: the dotmagmag variable will be between -1 and 1
// inclusive. Practically though it could be slightly outside this range due
// to floating-point rounding issues. This can make Math.acos return NaN.
//
// Solution: we'll clamp the value to the -1,1 range
var angle = Math.acos(Math.min(1, Math.max(-1, dotmagmag)));
if (this.p5) return this.p5._fromRadians(angle);
return angle;
};
/**
* Linear interpolate the vector to another vector
*
* @method lerp
* @param {Number} x the x component
* @param {Number} y the y component
* @param {Number} z the z component
* @param {Number} amt the amount of interpolation; some value between 0.0
* (old vector) and 1.0 (new vector). 0.9 is very near
* the new vector. 0.5 is halfway in between.
* @chainable
*
* @example
*
*
* let v = createVector(1, 1, 0);
*
* v.lerp(3, 3, 0, 0.5); // v now has components [2,2,0]
*
*
*
*
*
* let v1 = createVector(0, 0, 0);
* let v2 = createVector(100, 100, 0);
*
* let v3 = p5.Vector.lerp(v1, v2, 0.5);
* // v3 has components [50,50,0]
* print(v3);
*
*
*
*
*
* let step = 0.01;
* let amount = 0;
*
* function draw() {
* background(240);
* let v0 = createVector(0, 0);
*
* let v1 = createVector(mouseX, mouseY);
* drawArrow(v0, v1, 'red');
*
* let v2 = createVector(90, 90);
* drawArrow(v0, v2, 'blue');
*
* if (amount > 1 || amount < 0) {
* step *= -1;
* }
* amount += step;
* let v3 = p5.Vector.lerp(v1, v2, amount);
*
* drawArrow(v0, v3, 'purple');
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
/**
* @method lerp
* @param {p5.Vector} v the p5.Vector to lerp to
* @param {Number} amt
* @chainable
*/
p5.Vector.prototype.lerp = function lerp(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 {Number[]} an Array with the 3 values
* @example
*
*
* function setup() {
* let v = createVector(20, 30);
* print(v.array()); // Prints : Array [20, 30, 0]
* }
*
*
*
*
*
* let v = createVector(10.0, 20.0, 30.0);
* let 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 array() {
return [this.x || 0, this.y || 0, this.z || 0];
};
/**
* Equality check against a p5.Vector
*
* @method equals
* @param {Number} [x] the x component of the vector
* @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
*
*/
/**
* @method equals
* @param {p5.Vector|Array} value the vector to compare
* @return {Boolean}
*/
p5.Vector.prototype.equals = function equals(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 vector from an angle
*
* @method fromAngle
* @static
* @param {Number} angle the desired angle, in radians (unaffected by angleMode)
* @param {Number} [length] the length of the new vector (defaults to 1)
* @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.
* let 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.)
* let readout = 'angle = ' + nfc(myDegrees, 1) + '\xB0';
* noStroke();
* fill(0);
* text(readout, 5, 15);
*
* // Create a p5.Vector using the fromAngle function,
* // and extract its x and y components.
* let v = p5.Vector.fromAngle(radians(myDegrees), 30);
* let vx = v.x;
* let vy = v.y;
*
* push();
* translate(width / 2, height / 2);
* noFill();
* stroke(150);
* line(0, 0, 30, 0);
* stroke(0);
* line(0, 0, vx, vy);
* pop();
* }
*
*
*/
p5.Vector.fromAngle = function fromAngle(angle, length) {
if (typeof length === 'undefined') {
length = 1;
}
return new p5.Vector(length * Math.cos(angle), length * Math.sin(angle), 0);
};
/**
* Make a new 3D vector from a pair of ISO spherical angles
*
* @method fromAngles
* @static
* @param {Number} theta the polar angle, in radians (zero is up)
* @param {Number} phi the azimuthal angle, in radians
* (zero is out of the screen)
* @param {Number} [length] the length of the new vector (defaults to 1)
* @return {p5.Vector} the new p5.Vector object
* @example
*
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* fill(255);
* noStroke();
* }
* function draw() {
* background(255);
*
* let t = millis() / 1000;
*
* // add three point lights
* pointLight(color('#f00'), p5.Vector.fromAngles(t * 1.0, t * 1.3, 100));
* pointLight(color('#0f0'), p5.Vector.fromAngles(t * 1.1, t * 1.2, 100));
* pointLight(color('#00f'), p5.Vector.fromAngles(t * 1.2, t * 1.1, 100));
*
* sphere(35);
* }
*
*
*/
p5.Vector.fromAngles = function(theta, phi, length) {
if (typeof length === 'undefined') {
length = 1;
}
var cosPhi = Math.cos(phi);
var sinPhi = Math.sin(phi);
var cosTheta = Math.cos(theta);
var sinTheta = Math.sin(theta);
return new p5.Vector(
length * sinTheta * sinPhi,
-length * cosTheta,
length * sinTheta * cosPhi
);
};
/**
* Make a new 2D unit vector from a random angle
*
* @method random2D
* @static
* @return {p5.Vector} the new p5.Vector object
* @example
*
*
* let 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]
* print(v);
*
*
*
*
*
* function setup() {
* frameRate(1);
* }
*
* function draw() {
* background(240);
*
* let v0 = createVector(50, 50);
* let v1 = p5.Vector.random2D();
* drawArrow(v0, v1.mult(50), 'black');
* }
*
* // draw an arrow for a vector at a given base position
* function drawArrow(base, vec, myColor) {
* push();
* stroke(myColor);
* strokeWeight(3);
* fill(myColor);
* translate(base.x, base.y);
* line(0, 0, vec.x, vec.y);
* rotate(vec.heading());
* let arrowSize = 7;
* translate(vec.mag() - arrowSize, 0);
* triangle(0, arrowSize / 2, 0, -arrowSize / 2, arrowSize, 0);
* pop();
* }
*
*
*/
p5.Vector.random2D = function random2D() {
return this.fromAngle(Math.random() * constants.TWO_PI);
};
/**
* Make a new random 3D unit vector.
*
* @method random3D
* @static
* @return {p5.Vector} the new p5.Vector object
* @example
*
*
* let 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]
* print(v);
*
*
*/
p5.Vector.random3D = function random3D() {
var angle = Math.random() * constants.TWO_PI;
var vz = Math.random() * 2 - 1;
var vzBase = Math.sqrt(1 - vz * vz);
var vx = vzBase * Math.cos(angle);
var vy = vzBase * Math.sin(angle);
return new p5.Vector(vx, vy, vz);
};
// Adds two vectors together and returns a new one.
/**
* @method add
* @static
* @param {p5.Vector} v1 a p5.Vector to add
* @param {p5.Vector} v2 a p5.Vector to add
* @param {p5.Vector} target the vector to receive the result
*/
/**
* @method add
* @static
* @param {p5.Vector} v1
* @param {p5.Vector} v2
* @return {p5.Vector} the resulting p5.Vector
*
*/
p5.Vector.add = function add(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.
*/
/**
* @method sub
* @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
*/
/**
* @method sub
* @static
* @param {p5.Vector} v1
* @param {p5.Vector} v2
* @return {p5.Vector} the resulting p5.Vector
*/
p5.Vector.sub = function sub(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.
*/
/**
* @method mult
* @static
* @param {p5.Vector} v the vector to multiply
* @param {Number} n
* @param {p5.Vector} target if undefined a new vector will be created
*/
/**
* @method mult
* @static
* @param {p5.Vector} v
* @param {Number} n
* @return {p5.Vector} the resulting new p5.Vector
*/
p5.Vector.mult = function mult(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.
*/
/**
* @method div
* @static
* @param {p5.Vector} v the vector to divide
* @param {Number} n
* @param {p5.Vector} target if undefined a new vector will be created
*/
/**
* @method div
* @static
* @param {p5.Vector} v
* @param {Number} n
* @return {p5.Vector} the resulting new p5.Vector
*/
p5.Vector.div = function div(v, n, target) {
if (!target) {
target = v.copy();
} else {
target.set(v);
}
target.div(n);
return target;
};
/**
* Calculates the dot product of two vectors.
*/
/**
* @method dot
* @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 dot(v1, v2) {
return v1.dot(v2);
};
/**
* Calculates the cross product of two vectors.
*/
/**
* @method cross
* @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 cross(v1, v2) {
return v1.cross(v2);
};
/**
* Calculates the Euclidean distance between two points (considering a
* point as a vector object).
*/
/**
* @method dist
* @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 dist(v1, v2) {
return v1.dist(v2);
};
/**
* Linear interpolate a vector to another vector and return the result as a
* new vector.
*/
/**
* @method lerp
* @static
* @param {p5.Vector} v1
* @param {p5.Vector} v2
* @param {Number} amt
* @param {p5.Vector} target if undefined a new vector will be created
*/
/**
* @method lerp
* @static
* @param {p5.Vector} v1
* @param {p5.Vector} v2
* @param {Number} amt
* @return {Number} the lerped value
*/
p5.Vector.lerp = function lerp(v1, v2, amt, target) {
if (!target) {
target = v1.copy();
} else {
target.set(v1);
}
target.lerp(v2, amt);
return target;
};
/**
* @method mag
* @param {p5.Vector} vecT the vector to return the magnitude of
* @return {Number} the magnitude of vecT
* @static
*/
p5.Vector.mag = function mag(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': 18, '../core/main': 24 }
],
56: [
function(_dereq_, module, exports) {
/**
* @module Math
* @submodule Random
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
var seeded = false;
var previous = false;
var y2 = 0;
// Linear Congruential Generator
// Variant of a Lehman Generator
var lcg = (function() {
// Set to values from glibc(useb by GCC) (https://en.wikipedia.org/wiki/Linear_congruential_generator#Parameters_in_common_use)
// m is basically chosen to be large (as it is the max period)
// and for its relationships to a and c
var m = 2147483647,
// a - 1 should be divisible by m's prime factors
a = 1103515245,
// c and m should be co-prime
c = 12345,
seed,
z;
return {
setSeed: function setSeed(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 getSeed() {
return seed;
},
rand: function rand() {
// 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 (let i = 0; i < 100; i++) {
* let 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 (let i = 0; i < 100; i++) {
* let r = random(50);
* stroke(r * 5);
* line(50, i, 50 + r, i);
* }
*
*
*
*
* for (let i = 0; i < 100; i++) {
* let r = random(-50, 50);
* line(50, i, 50 + r, i);
* }
*
*
*
*
* // Get a random element from an array using the random(Array) syntax
* let words = ['apple', 'bear', 'cat', 'dog'];
* let 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 (let y = 0; y < 100; y++) {
* let x = randomGaussian(50, 15);
* line(50, y, x, y);
* }
*
*
*
*
* let distribution = new Array(360);
*
* function setup() {
* createCanvas(100, 100);
* for (let i = 0; i < distribution.length; i++) {
* distribution[i] = floor(randomGaussian(0, 15));
* }
* }
*
* function draw() {
* background(204);
*
* translate(width / 2, width / 2);
*
* for (let i = 0; i < distribution.length; i++) {
* rotate(TWO_PI / distribution.length);
* stroke(0);
* let 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/main': 24 }
],
57: [
function(_dereq_, module, exports) {
/**
* @module Math
* @submodule Trigonometry
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
/*
* all DEGREES/RADIANS conversion should be done in the p5 instance
* if possible, using the p5._toRadians(), p5._fromRadians() methods.
*/
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
*
*
* let a = PI;
* let c = cos(a);
* let ac = acos(c);
* // Prints: "3.1415927 : -1.0 : 3.1415927"
* print(a + ' : ' + c + ' : ' + ac);
*
*
*
*
*
* let a = PI + PI / 4.0;
* let c = cos(a);
* let ac = acos(c);
* // Prints: "3.926991 : -0.70710665 : 2.3561943"
* print(a + ' : ' + c + ' : ' + ac);
*
*
*/
p5.prototype.acos = function(ratio) {
return this._fromRadians(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
*
*
* let a = PI + PI / 3;
* let s = sin(a);
* let as = asin(s);
* // Prints: "1.0471976 : 0.86602545 : 1.0471976"
* print(a + ' : ' + s + ' : ' + as);
*
*
*
*
*
* let a = PI + PI / 3.0;
* let s = sin(a);
* let as = asin(s);
* // Prints: "4.1887903 : -0.86602545 : -1.0471976"
* print(a + ' : ' + s + ' : ' + as);
*
*
*
*/
p5.prototype.asin = function(ratio) {
return this._fromRadians(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
*
*
* let a = PI + PI / 3;
* let t = tan(a);
* let at = atan(t);
* // Prints: "1.0471976 : 1.7320509 : 1.0471976"
* print(a + ' : ' + t + ' : ' + at);
*
*
*
*
*
* let a = PI + PI / 3.0;
* let t = tan(a);
* let at = atan(t);
* // Prints: "4.1887903 : 1.7320513 : 1.0471977"
* print(a + ' : ' + t + ' : ' + at);
*
*
*
*/
p5.prototype.atan = function(ratio) {
return this._fromRadians(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
*
*
* @alt
* 60 by 10 rect at center of canvas rotates with mouse movements
*
*/
p5.prototype.atan2 = function(y, x) {
return this._fromRadians(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
*
*
* let a = 0.0;
* let inc = TWO_PI / 25.0;
* for (let 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) {
return Math.cos(this._toRadians(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
*
*
* let a = 0.0;
* let inc = TWO_PI / 25.0;
* for (let 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) {
return Math.sin(this._toRadians(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
*
*
* let a = 0.0;
* let inc = TWO_PI / 50.0;
* for (let 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) {
return Math.tan(this._toRadians(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. This function does not take into account the
* current angleMode.
*
* @method degrees
* @param {Number} radians the radians value to convert to degrees
* @return {Number} the converted angle
*
*
* @example
*
*
* let rad = PI / 4;
* let deg = degrees(rad);
* print(rad + ' radians is ' + deg + ' degrees');
* // Prints: 0.7853981633974483 radians is 45 degrees
*
*
*
*/
p5.prototype.degrees = function(angle) {
return angle * constants.RAD_TO_DEG;
};
/**
* 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. This function does not take into account the
* current angleMode.
*
* @method radians
* @param {Number} degrees the degree value to convert to radians
* @return {Number} the converted angle
*
* @example
*
*
* let deg = 45.0;
* let rad = radians(deg);
* print(deg + ' degrees is ' + rad + ' radians');
* // Prints: 45 degrees is 0.7853981633974483 radians
*
*
*/
p5.prototype.radians = function(angle) {
return angle * constants.DEG_TO_RAD;
};
/**
* 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
* let 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); // variable 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;
}
};
/**
* converts angles from the current angleMode to RADIANS
*
* @method _toRadians
* @private
* @param {Number} angle
* @returns {Number}
*/
p5.prototype._toRadians = function(angle) {
if (this._angleMode === constants.DEGREES) {
return angle * constants.DEG_TO_RAD;
}
return angle;
};
/**
* converts angles from the current angleMode to DEGREES
*
* @method _toDegrees
* @private
* @param {Number} angle
* @returns {Number}
*/
p5.prototype._toDegrees = function(angle) {
if (this._angleMode === constants.RADIANS) {
return angle * constants.RAD_TO_DEG;
}
return angle;
};
/**
* converts angles from RADIANS into the current angleMode
*
* @method _fromRadians
* @private
* @param {Number} angle
* @returns {Number}
*/
p5.prototype._fromRadians = function(angle) {
if (this._angleMode === constants.DEGREES) {
return angle * constants.RAD_TO_DEG;
}
return angle;
};
module.exports = p5;
},
{ '../core/constants': 18, '../core/main': 24 }
],
58: [
function(_dereq_, module, exports) {
/**
* @module Typography
* @submodule Attributes
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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
* @chainable
* @example
*
*
* @alt
*Letters ABCD displayed at top right, EFGH at center and IJKL at bottom left.
* The names of the four vertical alignments rendered each showing that alignment's placement relative to a horizontal line.
*
*/
/**
* @method textAlign
* @return {Object}
*/
p5.prototype.textAlign = function(horizAlign, vertAlign) {
p5._validateParameters('textAlign', arguments);
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
* @chainable
*
* @example
*
*
* // Text to display. The "\n" is a "new line" character
* let 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
*/
/**
* @method textLeading
* @return {Number}
*/
p5.prototype.textLeading = function(theLeading) {
p5._validateParameters('textLeading', arguments);
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
* @chainable
*
* @example
*
*
* @alt
*Font Size 12 displayed small, Font Size 14 medium & Font Size 16 large
*/
/**
* @method textSize
* @return {Number}
*/
p5.prototype.textSize = function(theSize) {
p5._validateParameters('textSize', arguments);
return this._renderer.textSize.apply(this._renderer, arguments);
};
/**
* Sets/gets the style of the text for system fonts to NORMAL, ITALIC, BOLD or BOLDITALIC.
* Note: this may be is overridden by CSS styling. For non-system fonts
* (opentype, truetype, etc.) please load styled fonts instead.
*
* @method textStyle
* @param {Constant} theStyle styling for text, either NORMAL,
* ITALIC, BOLD or BOLDITALIC
* @chainable
* @example
*
*
* @alt
*words Font Style Normal displayed normally, Italic in italic, bold in bold and bold italic in bold italics.
*/
/**
* @method textStyle
* @return {String}
*/
p5.prototype.textStyle = function(theStyle) {
p5._validateParameters('textStyle', arguments);
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
*
*
* @alt
*Letter P and p5.js are displayed with vertical lines at end. P is wide
*
*/
p5.prototype.textWidth = function(theText) {
p5._validateParameters('textWidth', arguments);
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.
* @method textAscent
* @return {Number}
* @example
*
*
* let base = height * 0.75;
* let scalar = 0.8; // Different for each font
*
* textSize(32); // Set initial text size
* let 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() {
p5._validateParameters('textAscent', arguments);
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.
* @method textDescent
* @return {Number}
* @example
*
*
* let base = height * 0.75;
* let scalar = 0.8; // Different for each font
*
* textSize(32); // Set initial text size
* let 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() {
p5._validateParameters('textDescent', arguments);
return this._renderer.textDescent();
};
/**
* Helper function to measure ascent and descent.
*/
p5.prototype._updateTextMetrics = function() {
return this._renderer._updateTextMetrics();
};
module.exports = p5;
},
{ '../core/main': 24 }
],
59: [
function(_dereq_, module, exports) {
/**
* @module Typography
* @submodule Loading & Displaying
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
var opentype = _dereq_('opentype.js');
_dereq_('../core/error_helpers');
/**
* 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 fonts 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
* @param {Function} [onError] function to be executed if
* an error occurs
* @return {p5.Font} p5.Font object
* @example
*
*
Calling loadFont() inside preload() guarantees that the load
* operation will have completed before setup() and draw() are called.
You can also use the font filename string (without the file extension) to style other HTML
* elements.
*
*
* function preload() {
* loadFont('assets/inconsolata.otf');
* }
*
* function setup() {
* let myDiv = createDiv('hello there');
* myDiv.style('font-family', 'Inconsolata');
* }
*
*
* @alt
* p5*js in p5's theme dark pink
* p5*js in p5's theme dark pink
*
*/
p5.prototype.loadFont = function(path, onSuccess, onError) {
p5._validateParameters('loadFont', arguments);
var p5Font = new p5.Font(this);
var self = this;
opentype.load(path, function(err, font) {
if (err) {
p5._friendlyFileLoadError(4, path);
if (typeof onError !== 'undefined') {
return onError(err);
}
console.error(err, path);
return;
}
p5Font.font = font;
if (typeof onSuccess !== 'undefined') {
onSuccess(p5Font);
}
self._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;
};
/**
* 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. If x2 and y2 are not specified, the baseline alignment is the
* default, which means that the text will be drawn upwards from x and y.
*
* WEBGL: Only opentype/truetype fonts are supported. You must load a font using the
* loadFont() method (see the example above).
* stroke() currently has no effect in webgl mode.
*
* @method text
* @param {String|Object|Array|Number|Boolean} 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
* @chainable
* @example
*
*
* let s = 'The quick brown fox jumped over the lazy dog.';
* fill(50);
* text(s, 10, 10, 70, 80); // Text wraps within text box
*
*
*
*
*
* let inconsolata;
* function preload() {
* inconsolata = loadFont('assets/inconsolata.otf');
* }
* function setup() {
* createCanvas(100, 100, WEBGL);
* textFont(inconsolata);
* textSize(width / 3);
* textAlign(CENTER, CENTER);
* }
* function draw() {
* background(0);
* let time = millis();
* rotateX(time / 1000);
* rotateZ(time / 1234);
* text('p5.js', 0, 0);
* }
*
*
*
* @alt
*'word' displayed 3 times going from black, blue to translucent blue
* The quick brown fox jumped over the lazy dog.
* the text 'p5.js' spinning in 3d
*
*/
p5.prototype.text = function(str, x, y, maxWidth, maxHeight) {
p5._validateParameters('text', arguments);
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.
*
* WEBGL: Only fonts loaded via loadFont() are supported.
*
* @method textFont
* @return {Object} the current font
*
* @example
*
*
* @alt
*words Font Style Normal displayed normally, Italic in italic and bold in bold
*/
/**
* @method textFont
* @param {Object|String} font a font loaded via loadFont(), or a String
* representing a web safe font (a font
* that is generally available across all systems)
* @param {Number} [size] the font size to use
* @chainable
*/
p5.prototype.textFont = function(theFont, theSize) {
p5._validateParameters('textFont', arguments);
if (arguments.length) {
if (!theFont) {
throw new 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._renderer._textFont;
};
module.exports = p5;
},
{
'../core/constants': 18,
'../core/error_helpers': 20,
'../core/main': 24,
'opentype.js': 10
}
],
60: [
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';
function _typeof(obj) {
if (typeof Symbol === 'function' && typeof Symbol.iterator === 'symbol') {
_typeof = function _typeof(obj) {
return typeof obj;
};
} else {
_typeof = function _typeof(obj) {
return obj &&
typeof Symbol === 'function' &&
obj.constructor === Symbol &&
obj !== Symbol.prototype
? 'symbol'
: typeof obj;
};
}
return _typeof(obj);
}
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
/**
* Base class for font handling
* @class p5.Font
* @param {p5} [pInst] pointer to p5 instance
*/
p5.Font = function(p) {
this.parent = p;
this.cache = {};
/**
* Underlying opentype font implementation
* @property font
*/
this.font = undefined;
};
/**
* 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) Default is 12.
* @param {Object} [options] opentype options (optional)
* opentype fonts contains alignment and baseline options.
* Default is 'LEFT' and 'alphabetic'
*
*
* @return {Object} a rectangle object with properties: x, y, w, h
*
* @example
*
*
* let font;
* let textString = 'Lorem ipsum dolor sit amet.';
* function preload() {
* font = loadFont('./assets/Regular.otf');
* }
* function setup() {
* background(210);
*
* let 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, opts) {
x = x !== undefined ? x : 0;
y = y !== undefined ? y : 0;
// 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 = (opts && opts.renderer && opts.renderer._pInst) || this.parent,
ctx = p._renderer.drawingContext,
alignment = ctx.textAlign || constants.LEFT,
baseline = ctx.textBaseline || constants.BASELINE,
cacheResults = false,
result,
key;
fontSize = fontSize || p._renderer._textSize;
// NOTE: cache disabled for now pending further discussion of #3436
if (cacheResults) {
key = cacheKey('textBounds', str, x, y, fontSize, alignment, baseline);
result = this.cache[key];
}
if (!result) {
var minX,
minY,
maxX,
maxY,
pos,
xCoords = [],
yCoords = [],
scale = this._scale(fontSize);
this.font.forEachGlyph(str, x, y, fontSize, opts, function(
glyph,
gX,
gY,
gFontSize
) {
var gm = glyph.getMetrics();
xCoords.push(gX + gm.xMin * scale);
xCoords.push(gX + gm.xMax * scale);
yCoords.push(gY + -gm.yMin * scale);
yCoords.push(gY + -gm.yMax * scale);
});
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
pos = this._handleAlignment(
p._renderer,
str,
result.x,
result.y,
result.w + result.advance
);
result.x = pos.x;
result.y = pos.y;
if (cacheResults) {
this.cache[key] = result;
}
}
return result;
};
/**
* Computes an array of points following the path for specified text
*
* @method textToPoints
* @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=.1); 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)
* @example
*
*/
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
* @deprecated
* @param {Array} src the source Array
* @param {Integer} srcPosition starting position in the source Array
* @param {Array} dst the destination Array
* @param {Integer} dstPosition starting position in the destination Array
* @param {Integer} length number of Array elements to be copied
*
* @example
*
*/
/**
* @method arrayCopy
* @deprecated Use arr1.copyWithin(arr2) instead.
* @param {Array} src
* @param {Array} dst
* @param {Integer} [length]
*/
p5.prototype.arrayCopy = function(src, srcPosition, dst, dstPosition, length) {
// the index to begin splicing from dst array
var start;
var 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
* @deprecated Use arr1.concat(arr2) instead.
* @param {Array} a first Array to concatenate
* @param {Array} b second Array to concatenate
* @return {Array} concatenated array
*
* @example
*
*/
p5.prototype.concat = function(list0, list1) {
return list0.concat(list1);
};
/**
* Reverses the order of an array, maps to Array.reverse()
*
* @method reverse
* @deprecated Use array.reverse() instead.
* @param {Array} list Array to reverse
* @return {Array} the reversed list
* @example
*
*/
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
* @deprecated Use array.pop() instead.
* @param {Array} list Array to shorten
* @return {Array} shortened Array
* @example
*
*/
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
* @deprecated Use array.sort() instead.
* @param {Array} list Array to sort
* @param {Integer} [count] number of elements to sort, starting from 0
* @return {Array} the sorted list
*
* @example
*
* function setup() {
* var words = ['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 = [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
* @deprecated Use array.splice() instead.
* @param {Array} list Array to splice into
* @param {any} value value to be spliced in
* @param {Integer} position in the array from which to insert data
* @return {Array} the list
*
* @example
*
*/
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
* @deprecated Use array.slice() instead.
* @param {Array} list Array to extract from
* @param {Integer} start position to begin
* @param {Integer} [count] number of values to extract
* @return {Array} Array of extracted elements
*
* @example
*
*/
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/main': 24 }
],
62: [
function(_dereq_, module, exports) {
/**
* @module Data
* @submodule Conversion
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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} n value to parse
* @param {Integer} [radix] the radix to convert to (default: 10)
* @return {Number} integer representation of value
*
* @example
*
*/
/**
* @method int
* @param {Array} ns values to parse
* @return {Number[]} integer representation of values
*/
p5.prototype.int = function(n, radix) {
radix = radix || 10;
if (n === Infinity || n === 'Infinity') {
return Infinity;
} else if (n === -Infinity || n === '-Infinity') {
return -Infinity;
} else 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
*
*/
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
*
*/
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 representation of a number, 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} n value to parse
* @return {Number} byte representation of value
*
* @example
*
*/
/**
* @method byte
* @param {Array} ns values to parse
* @return {Number[]} array of byte representation of values
*/
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} n value to parse
* @return {String} string representation of value
*
* @example
*
*/
/**
* @method char
* @param {Array} ns values to parse
* @return {String[]} array of string representation of values
*/
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} n value to parse
* @return {Number} integer representation of value
*
* @example
*
*/
/**
* @method unchar
* @param {Array} ns values to parse
* @return {Number[]} integer representation of values
*/
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} n value to parse
* @param {Number} [digits]
* @return {String} hexadecimal string representation of value
*
* @example
*
*/
/**
* @method hex
* @param {Number[]} ns array of values to parse
* @param {Number} [digits]
* @return {String[]} hexadecimal string representation of values
*/
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 (n === Infinity || n === -Infinity) {
var c = n === Infinity ? 'F' : '0';
return c.repeat(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} n value to parse
* @return {Number} integer representation of hexadecimal value
*
* @example
*
*/
/**
* @method unhex
* @param {Array} ns values to parse
* @return {Number[]} integer representations of hexadecimal value
*/
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/main': 24 }
],
63: [
function(_dereq_, module, exports) {
/**
* @module Data
* @submodule String Functions
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
_dereq_('../core/error_helpers');
//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) {
p5._validateParameters('join', arguments);
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 {String[]} Array of Strings found
* @example
*
*
* var string = 'Hello p5js*!';
* var regexp = 'p5js\\*';
* var m = match(string, regexp);
* text(m, 5, 50);
*
*
*
* @alt
* "p5js*" displayed middle left of canvas.
*
*/
p5.prototype.match = function(str, reg) {
p5._validateParameters('match', arguments);
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 {String[]} 2d Array of Strings found
* @example
*
*
* var string = 'Hello p5js*! Hello world!';
* var regexp = 'Hello';
* matchAll(string, regexp);
*
*
*/
p5.prototype.matchAll = function(str, reg) {
p5._validateParameters('matchAll', arguments);
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.
* (NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter
* if greater than the current length of the number.
* For example if number is 123.2 and left parameter passed is 4 which is greater than length of 123
* (integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than
* the result will be 123.200.
*
* @method nf
* @param {Number|String} num the Number to format
* @param {Integer|String} [left] number of digits to the left of the
* decimal point
* @param {Integer|String} [right] number of digits to the right of the
* decimal point
* @return {String} formatted String
*
* @example
*
*
* @alt
* "0321.00" middle top, -1321.00" middle bottom canvas
*/
/**
* @method nf
* @param {Array} nums the Numbers to format
* @param {Integer|String} [left]
* @param {Integer|String} [right]
* @return {String[]} formatted Strings
*/
p5.prototype.nf = function(nums, left, right) {
p5._validateParameters('nf', arguments);
if (nums instanceof Array) {
return nums.map(function(x) {
return doNf(x, left, right);
});
} else {
var typeOfFirst = Object.prototype.toString.call(nums);
if (typeOfFirst === '[object Arguments]') {
if (nums.length === 3) {
return this.nf(nums[0], nums[1], nums[2]);
} else if (nums.length === 2) {
return this.nf(nums[0], nums[1]);
} else {
return this.nf(nums[0]);
}
} else {
return doNf(nums, left, right);
}
}
};
function doNf(num, left, right) {
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 (typeof right !== 'undefined') {
var decimal = '';
if (decimalInd !== -1 || right - decPart.length > 0) {
decimal = '.';
}
if (decPart.length > right) {
decPart = decPart.substring(0, right);
}
for (var i = 0; i < left - intPart.length; i++) {
str += '0';
}
str += intPart;
str += decimal;
str += decPart;
for (var j = 0; j < right - decPart.length; j++) {
str += '0';
}
return str;
} else {
for (var k = 0; k < Math.max(left - 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|String} num the Number to format
* @param {Integer|String} [right] number of digits to the right of the
* decimal point
* @return {String} formatted String
*
* @example
*
*
* @alt
* "11,253,106.115" top middle and "1.00,1.00,2.00" displayed bottom mid
*/
/**
* @method nfc
* @param {Array} nums the Numbers to format
* @param {Integer|String} [right]
* @return {String[]} formatted Strings
*/
p5.prototype.nfc = function(num, right) {
p5._validateParameters('nfc', arguments);
if (num instanceof Array) {
return num.map(function(x) {
return doNfc(x, right);
});
} else {
return doNfc(num, right);
}
};
function doNfc(num, right) {
num = num.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 (right === 0) {
rem = '';
} else if (typeof right !== 'undefined') {
if (right > rem.length) {
rem += dec === -1 ? '.' : '';
var len = right - rem.length + 1;
for (var i = 0; i < len; i++) {
rem += '0';
}
} else {
rem = rem.substring(0, right + 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} num the Number to format
* @param {Integer} [left] number of digits to the left of the decimal
* point
* @param {Integer} [right] number of digits to the right of the
* decimal point
* @return {String} formatted String
*
* @example
*
*
* @alt
* "+11253106.11" top middle and "-11253106.11" displayed bottom middle
*/
/**
* @method nfp
* @param {Number[]} nums the Numbers to format
* @param {Integer} [left]
* @param {Integer} [right]
* @return {String[]} formatted Strings
*/
p5.prototype.nfp = function() {
p5._validateParameters('nfp', arguments);
var nfRes = p5.prototype.nf.apply(this, arguments);
if (nfRes instanceof Array) {
return nfRes.map(addNfp);
} else {
return addNfp(nfRes);
}
};
function addNfp(num) {
return parseFloat(num) > 0 ? '+' + num.toString() : num.toString();
}
/**
* Utility function for formatting numbers into strings. Similar to nf() but
* puts an additional "_" (space) in front of positive numbers just in case to align it with negative
* numbers which includes "-" (minus) sign.
* The main usecase of nfs() can be seen when one wants to align the digits (place values) of a non-negative
* number with some negative number (See the example to get a clear picture).
* There are two versions: one for formatting float, and one for formatting int.
* The values for the digits, left, and right parameters should always be positive integers.
* (IMP): The result on the canvas basically the expected alignment can vary based on the typeface you are using.
* (NOTE): Be cautious when using left and right parameters as it prepends numbers of 0's if the parameter
* if greater than the current length of the number.
* For example if number is 123.2 and left parameter passed is 4 which is greater than length of 123
* (integer part) i.e 3 than result will be 0123.2. Same case for right parameter i.e. if right is 3 than
* the result will be 123.200.
*
* @method nfs
* @param {Number} num the Number to format
* @param {Integer} [left] number of digits to the left of the decimal
* point
* @param {Integer} [right] number of digits to the right of the
* decimal point
* @return {String} formatted String
*
* @example
*
*
* var myFont;
* function preload() {
* myFont = loadFont('assets/fonts/inconsolata.ttf');
* }
* function setup() {
* background(200);
* var num1 = 321;
* var num2 = -1321;
*
* noStroke();
* fill(0);
* textFont(myFont);
* textSize(22);
*
* // nfs() aligns num1 (positive number) with num2 (negative number) by
* // adding a blank space in front of the num1 (positive number)
* // [left = 4] in num1 add one 0 in front, to align the digits with num2
* // [right = 2] in num1 and num2 adds two 0's after both numbers
* // To see the differences check the example of nf() too.
* 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
* "0321.00" top middle and "-1321.00" displayed bottom middle
*/
/**
* @method nfs
* @param {Array} nums the Numbers to format
* @param {Integer} [left]
* @param {Integer} [right]
* @return {String[]} formatted Strings
*/
p5.prototype.nfs = function() {
p5._validateParameters('nfs', arguments);
var nfRes = p5.prototype.nf.apply(this, arguments);
if (nfRes instanceof Array) {
return nfRes.map(addNfs);
} else {
return addNfs(nfRes);
}
};
function addNfs(num) {
return parseFloat(num) >= 0 ? ' ' + num.toString() : num.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 {String[]} Array of Strings
* @example
*
*
* @alt
* "pat" top left, "Xio" mid left and "Alex" displayed bottom left
*
*/
p5.prototype.split = function(str, delim) {
p5._validateParameters('split', arguments);
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 {String[]} 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(value, delims) {
p5._validateParameters('splitTokens', arguments);
var d;
if (typeof delims !== 'undefined') {
var str = delims;
var sqc = /\]/g.exec(str);
var 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 value.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} str a String to be trimmed
* @return {String} a trimmed String
*
* @example
*
*
* var string = trim(' No new lines\n ');
* text(string + ' here', 2, 50);
*
*
*
* @alt
* "No new lines here" displayed center canvas
*/
/**
* @method trim
* @param {Array} strs an Array of Strings to be trimmed
* @return {String[]} an Array of trimmed Strings
*/
p5.prototype.trim = function(str) {
p5._validateParameters('trim', arguments);
if (str instanceof Array) {
return str.map(this.trim);
} else {
return str.trim();
}
};
module.exports = p5;
},
{ '../core/error_helpers': 20, '../core/main': 24 }
],
64: [
function(_dereq_, module, exports) {
/**
* @module IO
* @submodule Time & Date
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* 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 {Integer} 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 {Integer} 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 {Integer} 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
*
*
* @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 {Integer} 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 {Integer} 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 {Integer} 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/main': 24 }
],
65: [
function(_dereq_, module, exports) {
/**
* @module Shape
* @submodule 3D Primitives
* @for p5
* @requires core
* @requires p5.Geometry
*/
'use strict';
var p5 = _dereq_('../core/main');
_dereq_('./p5.Geometry');
var constants = _dereq_('../core/constants');
/**
* 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 {Integer} [detailX] Optional number of triangle
* subdivisions in x-dimension
* @param {Integer} [detailY] Optional number of triangle
* subdivisions in y-dimension
* @chainable
* @example
*
*
* // draw a plane
* // with width 50 and height 50
* 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(width, height, detailX, detailY) {
this._assert3d('plane');
p5._validateParameters('plane', arguments);
if (typeof width === 'undefined') {
width = 50;
}
if (typeof height === 'undefined') {
height = width;
}
if (typeof detailX === 'undefined') {
detailX = 1;
}
if (typeof detailY === 'undefined') {
detailY = 1;
}
var gId = 'plane|' + detailX + '|' + detailY;
if (!this._renderer.geometryInHash(gId)) {
var _plane = function _plane() {
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(u - 0.5, v - 0.5, 0);
this.vertices.push(p);
this.uvs.push(u, v);
}
}
};
var planeGeom = new p5.Geometry(detailX, detailY, _plane);
planeGeom.computeFaces().computeNormals();
if (detailX <= 1 && detailY <= 1) {
planeGeom._makeTriangleEdges()._edgesToVertices();
} else {
console.log(
'Cannot draw stroke on plane objects with more' +
' than 1 detailX or 1 detailY'
);
}
this._renderer.createBuffers(gId, planeGeom);
}
this._renderer.drawBuffersScaled(gId, width, height, 1);
return this;
};
/**
* 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 {Integer} [detailX] Optional number of triangle
* subdivisions in x-dimension
* @param {Integer} [detailY] Optional number of triangle
* subdivisions in y-dimension
* @chainable
* @example
*
*
* // draw a spinning box
* // with width, height and depth of 50
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(200);
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
* box(50);
* }
*
*
*/
p5.prototype.box = function(width, height, depth, detailX, detailY) {
this._assert3d('box');
p5._validateParameters('box', arguments);
if (typeof width === 'undefined') {
width = 50;
}
if (typeof height === 'undefined') {
height = width;
}
if (typeof depth === 'undefined') {
depth = height;
}
var perPixelLighting =
this._renderer.attributes && this._renderer.attributes.perPixelLighting;
if (typeof detailX === 'undefined') {
detailX = perPixelLighting ? 1 : 4;
}
if (typeof detailY === 'undefined') {
detailY = perPixelLighting ? 1 : 4;
}
var gId = 'box|' + detailX + '|' + detailY;
if (!this._renderer.geometryInHash(gId)) {
var _box = function _box() {
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
];
//using strokeIndices instead of faces for strokes
//to avoid diagonal stroke lines across face of box
this.strokeIndices = [
[0, 1],
[1, 3],
[3, 2],
[6, 7],
[8, 9],
[9, 11],
[14, 15],
[16, 17],
[17, 19],
[18, 19],
[20, 21],
[22, 23]
];
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) / 2,
((d & 2) - 1) / 2,
((d & 4) / 2 - 1) / 2
);
this.vertices.push(octant);
this.uvs.push(j & 1, (j & 2) / 2);
}
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();
if (detailX <= 4 && detailY <= 4) {
boxGeom._makeTriangleEdges()._edgesToVertices();
} else {
console.log(
'Cannot draw stroke on box objects with more' +
' than 4 detailX or 4 detailY'
);
}
//initialize our geometry buffer with
//the key val pair:
//geometry Id, Geom object
this._renderer.createBuffers(gId, boxGeom);
}
this._renderer.drawBuffersScaled(gId, width, height, depth);
return this;
};
/**
* Draw a sphere with given radius
* @method sphere
* @param {Number} [radius] radius of circle
* @param {Integer} [detailX] number of segments,
* the more segments the smoother geometry
* default is 24
* @param {Integer} [detailY] number of segments,
* the more segments the smoother geometry
* default is 16
* @chainable
* @example
*
*
* // draw a sphere with radius 40
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(200);
* sphere(40);
* }
*
*
*/
p5.prototype.sphere = function(radius, detailX, detailY) {
this._assert3d('sphere');
p5._validateParameters('sphere', arguments);
if (typeof radius === 'undefined') {
radius = 50;
}
if (typeof detailX === 'undefined') {
detailX = 24;
}
if (typeof detailY === 'undefined') {
detailY = 16;
}
this.ellipsoid(radius, radius, radius, detailX, detailY);
return this;
};
/**
* @private
* Helper function for creating both cones and cyllinders
* Will only generate well-defined geometry when bottomRadius, height > 0
* and topRadius >= 0
* If topRadius == 0, topCap should be false
*/
var _truncatedCone = function _truncatedCone(
bottomRadius,
topRadius,
height,
detailX,
detailY,
bottomCap,
topCap
) {
bottomRadius = bottomRadius <= 0 ? 1 : bottomRadius;
topRadius = topRadius < 0 ? 0 : topRadius;
height = height <= 0 ? bottomRadius : height;
detailX = detailX < 3 ? 3 : detailX;
detailY = detailY < 1 ? 1 : detailY;
bottomCap = bottomCap === undefined ? true : bottomCap;
topCap = topCap === undefined ? topRadius !== 0 : topCap;
var start = bottomCap ? -2 : 0;
var end = detailY + (topCap ? 2 : 0);
//ensure constant slant for interior vertex normals
var slant = Math.atan2(bottomRadius - topRadius, height);
var sinSlant = Math.sin(slant);
var cosSlant = Math.cos(slant);
var yy, ii, jj;
for (yy = start; yy <= end; ++yy) {
var v = yy / detailY;
var y = height * v;
var ringRadius;
if (yy < 0) {
//for the bottomCap edge
y = 0;
v = 0;
ringRadius = bottomRadius;
} else if (yy > detailY) {
//for the topCap edge
y = height;
v = 1;
ringRadius = topRadius;
} else {
//for the middle
ringRadius = bottomRadius + (topRadius - bottomRadius) * v;
}
if (yy === -2 || yy === detailY + 2) {
//center of bottom or top caps
ringRadius = 0;
}
y -= height / 2; //shift coordiate origin to the center of object
for (ii = 0; ii < detailX; ++ii) {
var u = ii / detailX;
var ur = 2 * Math.PI * u;
var sur = Math.sin(ur);
var cur = Math.cos(ur);
//VERTICES
this.vertices.push(new p5.Vector(sur * ringRadius, y, cur * ringRadius));
//VERTEX NORMALS
var vertexNormal;
if (yy < 0) {
vertexNormal = new p5.Vector(0, -1, 0);
} else if (yy > detailY && topRadius) {
vertexNormal = new p5.Vector(0, 1, 0);
} else {
vertexNormal = new p5.Vector(sur * cosSlant, sinSlant, cur * cosSlant);
}
this.vertexNormals.push(vertexNormal);
//UVs
this.uvs.push(u, v);
}
}
var startIndex = 0;
if (bottomCap) {
for (jj = 0; jj < detailX; ++jj) {
var nextjj = (jj + 1) % detailX;
this.faces.push([
startIndex + jj,
startIndex + detailX + nextjj,
startIndex + detailX + jj
]);
}
startIndex += detailX * 2;
}
for (yy = 0; yy < detailY; ++yy) {
for (ii = 0; ii < detailX; ++ii) {
var nextii = (ii + 1) % detailX;
this.faces.push([
startIndex + ii,
startIndex + nextii,
startIndex + detailX + nextii
]);
this.faces.push([
startIndex + ii,
startIndex + detailX + nextii,
startIndex + detailX + ii
]);
}
startIndex += detailX;
}
if (topCap) {
startIndex += detailX;
for (ii = 0; ii < detailX; ++ii) {
this.faces.push([
startIndex + ii,
startIndex + (ii + 1) % detailX,
startIndex + detailX
]);
}
}
};
/**
* 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 {Integer} [detailX] number of segments,
* the more segments the smoother geometry
* default is 24
* @param {Integer} [detailY] number of segments in y-dimension,
* the more segments the smoother geometry
* default is 1
* @param {Boolean} [bottomCap] whether to draw the bottom of the cylinder
* @param {Boolean} [topCap] whether to draw the top of the cylinder
* @chainable
* @example
*
*
* // draw a spinning cylinder
* // with radius 20 and height 50
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(200);
* rotateX(frameCount * 0.01);
* rotateZ(frameCount * 0.01);
* cylinder(20, 50);
* }
*
*
*/
p5.prototype.cylinder = function(
radius,
height,
detailX,
detailY,
bottomCap,
topCap
) {
this._assert3d('cylinder');
p5._validateParameters('cylinder', arguments);
if (typeof radius === 'undefined') {
radius = 50;
}
if (typeof height === 'undefined') {
height = radius;
}
if (typeof detailX === 'undefined') {
detailX = 24;
}
if (typeof detailY === 'undefined') {
detailY = 1;
}
if (typeof topCap === 'undefined') {
topCap = true;
}
if (typeof bottomCap === 'undefined') {
bottomCap = true;
}
var gId =
'cylinder|' + detailX + '|' + detailY + '|' + bottomCap + '|' + topCap;
if (!this._renderer.geometryInHash(gId)) {
var cylinderGeom = new p5.Geometry(detailX, detailY);
_truncatedCone.call(
cylinderGeom,
1,
1,
1,
detailX,
detailY,
bottomCap,
topCap
);
// normals are computed in call to _truncatedCone
if (detailX <= 24 && detailY <= 16) {
cylinderGeom._makeTriangleEdges()._edgesToVertices();
} else {
console.log(
'Cannot draw stroke on cylinder objects with more' +
' than 24 detailX or 16 detailY'
);
}
this._renderer.createBuffers(gId, cylinderGeom);
}
this._renderer.drawBuffersScaled(gId, radius, height, radius);
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 {Integer} [detailX] number of segments,
* the more segments the smoother geometry
* default is 24
* @param {Integer} [detailY] number of segments,
* the more segments the smoother geometry
* default is 1
* @param {Boolean} [cap] whether to draw the base of the cone
* @chainable
* @example
*
*
* // draw a spinning cone
* // with radius 40 and height 70
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(200);
* rotateX(frameCount * 0.01);
* rotateZ(frameCount * 0.01);
* cone(40, 70);
* }
*
*
*/
p5.prototype.cone = function(radius, height, detailX, detailY, cap) {
this._assert3d('cone');
p5._validateParameters('cone', arguments);
if (typeof radius === 'undefined') {
radius = 50;
}
if (typeof height === 'undefined') {
height = radius;
}
if (typeof detailX === 'undefined') {
detailX = 24;
}
if (typeof detailY === 'undefined') {
detailY = 1;
}
if (typeof cap === 'undefined') {
cap = true;
}
var gId = 'cone|' + detailX + '|' + detailY + '|' + cap;
if (!this._renderer.geometryInHash(gId)) {
var coneGeom = new p5.Geometry(detailX, detailY);
_truncatedCone.call(coneGeom, 1, 0, 1, detailX, detailY, cap, false);
if (detailX <= 24 && detailY <= 16) {
coneGeom._makeTriangleEdges()._edgesToVertices();
} else {
console.log(
'Cannot draw stroke on cone objects with more' +
' than 24 detailX or 16 detailY'
);
}
this._renderer.createBuffers(gId, coneGeom);
}
this._renderer.drawBuffersScaled(gId, radius, height, radius);
return this;
};
/**
* Draw an ellipsoid with given radius
* @method ellipsoid
* @param {Number} [radiusx] x-radius of ellipsoid
* @param {Number} [radiusy] y-radius of ellipsoid
* @param {Number} [radiusz] z-radius of ellipsoid
* @param {Integer} [detailX] number of segments,
* the more segments the smoother geometry
* default is 24. Avoid detail number above
* 150, it may crash the browser.
* @param {Integer} [detailY] number of segments,
* the more segments the smoother geometry
* default is 16. Avoid detail number above
* 150, it may crash the browser.
* @chainable
* @example
*
*
* // draw an ellipsoid
* // with radius 30, 40 and 40.
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(200);
* ellipsoid(30, 40, 40);
* }
*
*
*/
p5.prototype.ellipsoid = function(radiusX, radiusY, radiusZ, detailX, detailY) {
this._assert3d('ellipsoid');
p5._validateParameters('ellipsoid', arguments);
if (typeof radiusX === 'undefined') {
radiusX = 50;
}
if (typeof radiusY === 'undefined') {
radiusY = radiusX;
}
if (typeof radiusZ === 'undefined') {
radiusZ = radiusX;
}
if (typeof detailX === 'undefined') {
detailX = 24;
}
if (typeof detailY === 'undefined') {
detailY = 16;
}
var gId = 'ellipsoid|' + detailX + '|' + detailY;
if (!this._renderer.geometryInHash(gId)) {
var _ellipsoid = function _ellipsoid() {
for (var i = 0; i <= this.detailY; i++) {
var v = i / this.detailY;
var phi = Math.PI * v - Math.PI / 2;
var cosPhi = Math.cos(phi);
var sinPhi = Math.sin(phi);
for (var j = 0; j <= this.detailX; j++) {
var u = j / this.detailX;
var theta = 2 * Math.PI * u;
var cosTheta = Math.cos(theta);
var sinTheta = Math.sin(theta);
var p = new p5.Vector(cosPhi * sinTheta, sinPhi, cosPhi * cosTheta);
this.vertices.push(p);
this.vertexNormals.push(p);
this.uvs.push(u, v);
}
}
};
var ellipsoidGeom = new p5.Geometry(detailX, detailY, _ellipsoid);
ellipsoidGeom.computeFaces();
if (detailX <= 24 && detailY <= 24) {
ellipsoidGeom._makeTriangleEdges()._edgesToVertices();
} else {
console.log(
'Cannot draw stroke on ellipsoids with more' +
' than 24 detailX or 24 detailY'
);
}
this._renderer.createBuffers(gId, ellipsoidGeom);
}
this._renderer.drawBuffersScaled(gId, radiusX, radiusY, radiusZ);
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 {Integer} [detailX] number of segments in x-dimension,
* the more segments the smoother geometry
* default is 24
* @param {Integer} [detailY] number of segments in y-dimension,
* the more segments the smoother geometry
* default is 16
* @chainable
* @example
*
*
* // draw a spinning torus
* // with ring radius 30 and tube radius 15
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(200);
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
* torus(30, 15);
* }
*
*
*/
p5.prototype.torus = function(radius, tubeRadius, detailX, detailY) {
this._assert3d('torus');
p5._validateParameters('torus', arguments);
if (typeof radius === 'undefined') {
radius = 50;
} else if (!radius) {
return; // nothing to draw
}
if (typeof tubeRadius === 'undefined') {
tubeRadius = 10;
} else if (!tubeRadius) {
return; // nothing to draw
}
if (typeof detailX === 'undefined') {
detailX = 24;
}
if (typeof detailY === 'undefined') {
detailY = 16;
}
var tubeRatio = (tubeRadius / radius).toPrecision(4);
var gId = 'torus|' + tubeRatio + '|' + detailX + '|' + detailY;
if (!this._renderer.geometryInHash(gId)) {
var _torus = function _torus() {
for (var i = 0; i <= this.detailY; i++) {
var v = i / this.detailY;
var phi = 2 * Math.PI * v;
var cosPhi = Math.cos(phi);
var sinPhi = Math.sin(phi);
var r = 1 + tubeRatio * cosPhi;
for (var j = 0; j <= this.detailX; j++) {
var u = j / this.detailX;
var theta = 2 * Math.PI * u;
var cosTheta = Math.cos(theta);
var sinTheta = Math.sin(theta);
var p = new p5.Vector(r * cosTheta, r * sinTheta, tubeRatio * sinPhi);
var n = new p5.Vector(cosPhi * cosTheta, cosPhi * sinTheta, sinPhi);
this.vertices.push(p);
this.vertexNormals.push(n);
this.uvs.push(u, v);
}
}
};
var torusGeom = new p5.Geometry(detailX, detailY, _torus);
torusGeom.computeFaces();
if (detailX <= 24 && detailY <= 16) {
torusGeom._makeTriangleEdges()._edgesToVertices();
} else {
console.log(
'Cannot draw strokes on torus object with more' +
' than 24 detailX or 16 detailY'
);
}
this._renderer.createBuffers(gId, torusGeom);
}
this._renderer.drawBuffersScaled(gId, radius, radius, radius);
return this;
};
///////////////////////
/// 2D primitives
/////////////////////////
/**
* Draws a point, a coordinate in space at the dimension of one pixel,
* given x, y and z coordinates. The color of the point is determined
* by the current stroke, while the point size is determined by current
* stroke weight.
* @private
* @param {Number} x x-coordinate of point
* @param {Number} y y-coordinate of point
* @param {Number} z z-coordinate of point
* @chainable
* @example
*
*
* @alt
* Camera orbits around a box when mouse is hold-clicked & then moved.
*/
// implementation based on three.js 'orbitControls':
// https://github.com/mrdoob/three.js/blob/dev/examples/js/controls/OrbitControls.js
p5.prototype.orbitControl = function(sensitivityX, sensitivityY) {
this._assert3d('orbitControl');
p5._validateParameters('orbitControl', arguments);
// If the mouse is not in bounds of the canvas, disable all behaviors:
var mouseInCanvas =
this.mouseX < this.width &&
this.mouseX > 0 &&
this.mouseY < this.height &&
this.mouseY > 0;
if (!mouseInCanvas) return;
var cam = this._renderer._curCamera;
if (typeof sensitivityX === 'undefined') {
sensitivityX = 1;
}
if (typeof sensitivityY === 'undefined') {
sensitivityY = sensitivityX;
}
// default right-mouse and mouse-wheel behaviors (context menu and scrolling,
// respectively) are disabled here to allow use of those events for panning and
// zooming
// disable context menu for canvas element and add 'contextMenuDisabled'
// flag to p5 instance
if (this.contextMenuDisabled !== true) {
this.canvas.oncontextmenu = function() {
return false;
};
this._setProperty('contextMenuDisabled', true);
}
// disable default scrolling behavior on the canvas element and add
// 'wheelDefaultDisabled' flag to p5 instance
if (this.wheelDefaultDisabled !== true) {
this.canvas.onwheel = function() {
return false;
};
this._setProperty('wheelDefaultDisabled', true);
}
var scaleFactor = this.height < this.width ? this.height : this.width;
// ZOOM if there is a change in mouseWheelDelta
if (this._mouseWheelDeltaY !== this._pmouseWheelDeltaY) {
// zoom according to direction of mouseWheelDeltaY rather than value
if (this._mouseWheelDeltaY > 0) {
this._renderer._curCamera._orbit(0, 0, 0.5 * scaleFactor);
} else {
this._renderer._curCamera._orbit(0, 0, -0.5 * scaleFactor);
}
}
if (this.mouseIsPressed) {
// ORBIT BEHAVIOR
if (this.mouseButton === this.LEFT) {
var deltaTheta = -sensitivityX * (this.mouseX - this.pmouseX) / scaleFactor;
var deltaPhi = sensitivityY * (this.mouseY - this.pmouseY) / scaleFactor;
this._renderer._curCamera._orbit(deltaTheta, deltaPhi, 0);
} else if (this.mouseButton === this.RIGHT) {
// PANNING BEHAVIOR along X/Z camera axes and restricted to X/Z plane
// in world space
var local = cam._getLocalAxes();
// normalize portions along X/Z axes
var xmag = Math.sqrt(local.x[0] * local.x[0] + local.x[2] * local.x[2]);
if (xmag !== 0) {
local.x[0] /= xmag;
local.x[2] /= xmag;
}
// normalize portions along X/Z axes
var ymag = Math.sqrt(local.y[0] * local.y[0] + local.y[2] * local.y[2]);
if (ymag !== 0) {
local.y[0] /= ymag;
local.y[2] /= ymag;
}
// move along those vectors by amount controlled by mouseX, pmouseY
var dx = -1 * sensitivityX * (this.mouseX - this.pmouseX);
var dz = -1 * sensitivityY * (this.mouseY - this.pmouseY);
// restrict movement to XZ plane in world space
cam.setPosition(
cam.eyeX + dx * local.x[0] + dz * local.z[0],
cam.eyeY,
cam.eyeZ + dx * local.x[2] + dz * local.z[2]
);
}
}
return this;
};
/**
* debugMode() helps visualize 3D space by adding a grid to indicate where the
* ‘ground’ is in a sketch and an axes icon which indicates the +X, +Y, and +Z
* directions. This function can be called without parameters to create a
* default grid and axes icon, or it can be called according to the examples
* above to customize the size and position of the grid and/or axes icon. The
* grid is drawn using the most recently set stroke color and weight. To
* specify these parameters, add a call to stroke() and strokeWeight()
* just before the end of the draw() loop.
*
* By default, the grid will run through the origin (0,0,0) of the sketch
* along the XZ plane
* and the axes icon will be offset from the origin. Both the grid and axes
* icon will be sized according to the current canvas size. Note that because the
* grid runs parallel to the default camera view, it is often helpful to use
* debugMode along with orbitControl to allow full view of the grid.
* @method debugMode
* @example
*
* @alt
* a 3D box is centered on a grid in a 3D sketch. an icon
* indicates the direction of each axis: a red line points +X,
* a green line +Y, and a blue line +Z. the grid and icon disappear when the
* spacebar is pressed.
*
* @example
*
* @alt
* a 3D box is centered in a 3D sketch. an icon
* indicates the direction of each axis: a red line points +X,
* a green line +Y, and a blue line +Z.
*
* @example
*
*
* @alt
* evenly distributed light across a sphere
*
*/
/**
* @method ambientLight
* @param {String} value a color string
* @chainable
*/
/**
* @method ambientLight
* @param {Number} gray a gray value
* @param {Number} [alpha]
* @chainable
*/
/**
* @method ambientLight
* @param {Number[]} values an array containing the red,green,blue &
* and alpha components of the color
* @chainable
*/
/**
* @method ambientLight
* @param {p5.Color} color the ambient light color
* @chainable
*/
p5.prototype.ambientLight = function(v1, v2, v3, a) {
this._assert3d('ambientLight');
p5._validateParameters('ambientLight', arguments);
var color = this.color.apply(this, arguments);
this._renderer.ambientLightColors.push(
color._array[0],
color._array[1],
color._array[2]
);
this._renderer._enableLighting = true;
return this;
};
/**
* Creates a directional light with a color and a direction
* @method directionalLight
* @param {Number} v1 red or hue value (depending on the current
* color mode),
* @param {Number} v2 green or saturation value
* @param {Number} v3 blue or brightness value
* @param {p5.Vector} position the direction of the light
* @chainable
* @example
*
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
* function draw() {
* background(0);
* //move your mouse to change light direction
* let dirX = (mouseX / width - 0.5) * 2;
* let dirY = (mouseY / height - 0.5) * 2;
* directionalLight(250, 250, 250, -dirX, -dirY, -1);
* noStroke();
* sphere(40);
* }
*
*
*
* @alt
* light source on canvas changeable with mouse position
*
*/
/**
* @method directionalLight
* @param {Number[]|String|p5.Color} color color Array, CSS color string,
* or p5.Color value
* @param {Number} x x axis direction
* @param {Number} y y axis direction
* @param {Number} z z axis direction
* @chainable
*/
/**
* @method directionalLight
* @param {Number[]|String|p5.Color} color
* @param {p5.Vector} position
* @chainable
*/
/**
* @method directionalLight
* @param {Number} v1
* @param {Number} v2
* @param {Number} v3
* @param {Number} x
* @param {Number} y
* @param {Number} z
* @chainable
*/
p5.prototype.directionalLight = function(v1, v2, v3, x, y, z) {
this._assert3d('directionalLight');
p5._validateParameters('directionalLight', arguments);
//@TODO: check parameters number
var color;
if (v1 instanceof p5.Color) {
color = v1;
} else {
color = this.color(v1, v2, v3);
}
var _x, _y, _z;
var v = arguments[arguments.length - 1];
if (typeof v === 'number') {
_x = arguments[arguments.length - 3];
_y = arguments[arguments.length - 2];
_z = arguments[arguments.length - 1];
} else {
_x = v.x;
_y = v.y;
_z = v.z;
}
// normalize direction
var l = Math.sqrt(_x * _x + _y * _y + _z * _z);
this._renderer.directionalLightDirections.push(_x / l, _y / l, _z / l);
this._renderer.directionalLightColors.push(
color._array[0],
color._array[1],
color._array[2]
);
this._renderer._enableLighting = true;
return this;
};
/**
* Creates a point light with a color and a light position
* @method pointLight
* @param {Number} v1 red or hue value (depending on the current
* color mode),
* @param {Number} v2 green or saturation value
* @param {Number} v3 blue or brightness value
* @param {Number} x x axis position
* @param {Number} y y axis position
* @param {Number} z z axis position
* @chainable
* @example
*
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
* function draw() {
* background(0);
* //move your mouse to change light position
* let locX = mouseX - width / 2;
* let locY = mouseY - height / 2;
* // to set the light position,
* // think of the world's coordinate as:
* // -width/2,-height/2 -------- width/2,-height/2
* // | |
* // | 0,0 |
* // | |
* // -width/2,height/2--------width/2,height/2
* pointLight(250, 250, 250, locX, locY, 50);
* noStroke();
* sphere(40);
* }
*
*
*
* @alt
* spot light on canvas changes position with mouse
*
*/
/**
* @method pointLight
* @param {Number} v1
* @param {Number} v2
* @param {Number} v3
* @param {p5.Vector} position the position of the light
* @chainable
*/
/**
* @method pointLight
* @param {Number[]|String|p5.Color} color color Array, CSS color string,
* or p5.Color value
* @param {Number} x
* @param {Number} y
* @param {Number} z
* @chainable
*/
/**
* @method pointLight
* @param {Number[]|String|p5.Color} color
* @param {p5.Vector} position
* @chainable
*/
p5.prototype.pointLight = function(v1, v2, v3, x, y, z) {
this._assert3d('pointLight');
p5._validateParameters('pointLight', arguments);
//@TODO: check parameters number
var color;
if (v1 instanceof p5.Color) {
color = v1;
} else {
color = this.color(v1, v2, v3);
}
var _x, _y, _z;
var v = arguments[arguments.length - 1];
if (typeof v === 'number') {
_x = arguments[arguments.length - 3];
_y = arguments[arguments.length - 2];
_z = arguments[arguments.length - 1];
} else {
_x = v.x;
_y = v.y;
_z = v.z;
}
this._renderer.pointLightPositions.push(_x, _y, _z);
this._renderer.pointLightColors.push(
color._array[0],
color._array[1],
color._array[2]
);
this._renderer._enableLighting = true;
return this;
};
/**
* Sets the default ambient and directional light. The defaults are ambientLight(128, 128, 128) and directionalLight(128, 128, 128, 0, 0, -1). Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop.
* @method lights
* @chainable
* @example
*
*
* @alt
* the light is partially ambient and partially directional
*/
p5.prototype.lights = function() {
this._assert3d('lights');
this.ambientLight(128, 128, 128);
this.directionalLight(128, 128, 128, 0, 0, -1);
return this;
};
/**
* Sets the falloff rates for point lights. It affects only the elements which are created after it in the code.
* The default value is lightFalloff(1.0, 0.0, 0.0), and the parameters are used to calculate the falloff with the following equation:
*
* d = distance from light position to vertex position
*
* falloff = 1 / (CONSTANT + d \* LINEAR + ( d \* d ) \* QUADRATIC)
*
* @method lightFalloff
* @param {Number} constant constant value for determining falloff
* @param {Number} linear linear value for determining falloff
* @param {Number} quadratic quadratic value for determining falloff
* @chainable
* @example
*
*
* @alt
* Two spheres with different falloff values show different intensity of light
*
*/
p5.prototype.lightFalloff = function(
constantAttenuation,
linearAttenuation,
quadraticAttenuation
) {
this._assert3d('lightFalloff');
p5._validateParameters('lightFalloff', arguments);
if (constantAttenuation < 0) {
constantAttenuation = 0;
console.warn(
'Value of constant argument in lightFalloff() should be never be negative. Set to 0.'
);
}
if (linearAttenuation < 0) {
linearAttenuation = 0;
console.warn(
'Value of linear argument in lightFalloff() should be never be negative. Set to 0.'
);
}
if (quadraticAttenuation < 0) {
quadraticAttenuation = 0;
console.warn(
'Value of quadratic argument in lightFalloff() should be never be negative. Set to 0.'
);
}
if (
constantAttenuation === 0 &&
linearAttenuation === 0 &&
quadraticAttenuation === 0
) {
constantAttenuation = 1;
console.warn(
'Either one of the three arguments in lightFalloff() should be greater than zero. Set constant argument to 1.'
);
}
this._renderer.constantAttenuation = constantAttenuation;
this._renderer.linearAttenuation = linearAttenuation;
this._renderer.quadraticAttenuation = quadraticAttenuation;
return this;
};
module.exports = p5;
},
{ '../core/main': 24 }
],
68: [
function(_dereq_, module, exports) {
/**
* @module Shape
* @submodule 3D Models
* @for p5
* @requires core
* @requires p5.Geometry
*/
'use strict';
var p5 = _dereq_('../core/main');
_dereq_('./p5.Geometry');
/**
* Load a 3d model from an OBJ or STL file.
*
* One of the limitations of the OBJ and STL 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.
*
* Also, the support for colored STL files is not present. STL files with color will be
* rendered without color properties.
*
* @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.Geometry)} [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 model fails to load.
* @return {p5.Geometry} the p5.Geometry object
*
* @example
*
*
* //draw a spinning teapot
* let teapot;
*
* function preload() {
* // Load model with normalise parameter set to true
* teapot = loadModel('assets/teapot.obj', true);
* }
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(200);
* scale(0.4); // Scaled to make model fit into canvas
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
* normalMaterial(); // For effect
* model(teapot);
* }
*
*
*
* @alt
* Vertically rotating 3-d teapot with red, green and blue gradient.
*/
/**
* @method loadModel
* @param {String} path
* @param {function(p5.Geometry)} [successCallback]
* @param {function(Event)} [failureCallback]
* @return {p5.Geometry} the p5.Geometry object
*/
p5.prototype.loadModel = function(path) {
p5._validateParameters('loadModel', arguments);
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 fileType = path.slice(-4);
var model = new p5.Geometry();
model.gid = path + '|' + normalize;
var self = this;
if (fileType === '.stl') {
this.httpDo(
path,
'GET',
'arrayBuffer',
function(arrayBuffer) {
parseSTL(model, arrayBuffer);
if (normalize) {
model.normalize();
}
self._decrementPreload();
if (typeof successCallback === 'function') {
successCallback(model);
}
}.bind(this),
failureCallback
);
} else if (fileType === '.obj') {
this.loadStrings(
path,
function(strings) {
parseObj(model, strings);
if (normalize) {
model.normalize();
}
self._decrementPreload();
if (typeof successCallback === 'function') {
successCallback(model);
}
}.bind(this),
failureCallback
);
} else {
p5._friendlyFileLoadError(3, path);
if (failureCallback) {
failureCallback();
} else {
console.error(
'Sorry, the file type is invalid. Only OBJ and STL files are supported.'
);
}
}
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);
}
if (face[0] !== face[1] && face[0] !== face[2] && face[1] !== face[2]) {
model.faces.push(face);
}
}
}
}
}
// If the model doesn't have normals, compute the normals
if (model.vertexNormals.length === 0) {
model.computeNormals();
}
return model;
}
/**
* STL files can be of two types, ASCII and Binary,
*
* We need to convert the arrayBuffer to an array of strings,
* to parse it as an ASCII file.
*/
function parseSTL(model, buffer) {
if (isBinary(buffer)) {
parseBinarySTL(model, buffer);
} else {
var reader = new DataView(buffer);
if (!('TextDecoder' in window)) {
console.warn(
'Sorry, ASCII STL loading only works in browsers that support TextDecoder (https://caniuse.com/#feat=textencoder)'
);
return model;
}
var decoder = new TextDecoder('utf-8');
var lines = decoder.decode(reader);
var lineArray = lines.split('\n');
parseASCIISTL(model, lineArray);
}
return model;
}
/**
* This function checks if the file is in ASCII format or in Binary format
*
* It is done by searching keyword `solid` at the start of the file.
*
* An ASCII STL data must begin with `solid` as the first six bytes.
* However, ASCII STLs lacking the SPACE after the `d` are known to be
* plentiful. So, check the first 5 bytes for `solid`.
*
* Several encodings, such as UTF-8, precede the text with up to 5 bytes:
* https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
* Search for `solid` to start anywhere after those prefixes.
*/
function isBinary(data) {
var reader = new DataView(data);
// US-ASCII ordinal values for `s`, `o`, `l`, `i`, `d`
var solid = [115, 111, 108, 105, 100];
for (var off = 0; off < 5; off++) {
// If "solid" text is matched to the current offset, declare it to be an ASCII STL.
if (matchDataViewAt(solid, reader, off)) return false;
}
// Couldn't find "solid" text at the beginning; it is binary STL.
return true;
}
/**
* This function matches the `query` at the provided `offset`
*/
function matchDataViewAt(query, reader, offset) {
// Check if each byte in query matches the corresponding byte from the current offset
for (var i = 0, il = query.length; i < il; i++) {
if (query[i] !== reader.getUint8(offset + i, false)) return false;
}
return true;
}
/**
* This function parses the Binary STL files.
* https://en.wikipedia.org/wiki/STL_%28file_format%29#Binary_STL
*
* Currently there is no support for the colors provided in STL files.
*/
function parseBinarySTL(model, buffer) {
var reader = new DataView(buffer);
// Number of faces is present following the header
var faces = reader.getUint32(80, true);
var r,
g,
b,
hasColors = false,
colors;
var defaultR, defaultG, defaultB;
// Binary files contain 80-byte header, which is generally ignored.
for (var index = 0; index < 80 - 10; index++) {
// Check for `COLOR=`
if (
reader.getUint32(index, false) === 0x434f4c4f /*COLO*/ &&
reader.getUint8(index + 4) === 0x52 /*'R'*/ &&
reader.getUint8(index + 5) === 0x3d /*'='*/
) {
hasColors = true;
colors = [];
defaultR = reader.getUint8(index + 6) / 255;
defaultG = reader.getUint8(index + 7) / 255;
defaultB = reader.getUint8(index + 8) / 255;
// To be used when color support is added
// alpha = reader.getUint8(index + 9) / 255;
}
}
var dataOffset = 84;
var faceLength = 12 * 4 + 2;
// Iterate the faces
for (var face = 0; face < faces; face++) {
var start = dataOffset + face * faceLength;
var normalX = reader.getFloat32(start, true);
var normalY = reader.getFloat32(start + 4, true);
var normalZ = reader.getFloat32(start + 8, true);
if (hasColors) {
var packedColor = reader.getUint16(start + 48, true);
if ((packedColor & 0x8000) === 0) {
// facet has its own unique color
r = (packedColor & 0x1f) / 31;
g = ((packedColor >> 5) & 0x1f) / 31;
b = ((packedColor >> 10) & 0x1f) / 31;
} else {
r = defaultR;
g = defaultG;
b = defaultB;
}
}
for (var i = 1; i <= 3; i++) {
var vertexstart = start + i * 12;
var newVertex = new p5.Vector(
reader.getFloat32(vertexstart, true),
reader.getFloat32(vertexstart + 8, true),
reader.getFloat32(vertexstart + 4, true)
);
model.vertices.push(newVertex);
if (hasColors) {
colors.push(r, g, b);
}
}
var newNormal = new p5.Vector(normalX, normalY, normalZ);
model.vertexNormals.push(newNormal, newNormal, newNormal);
model.faces.push([3 * face, 3 * face + 1, 3 * face + 2]);
}
if (hasColors) {
// add support for colors here.
}
return model;
}
/**
* ASCII STL file starts with `solid 'nameOfFile'`
* Then contain the normal of the face, starting with `facet normal`
* Next contain a keyword indicating the start of face vertex, `outer loop`
* Next comes the three vertex, starting with `vertex x y z`
* Vertices ends with `endloop`
* Face ends with `endfacet`
* Next face starts with `facet normal`
* The end of the file is indicated by `endsolid`
*/
function parseASCIISTL(model, lines) {
var state = '';
var curVertexIndex = [];
var newNormal, newVertex;
for (var iterator = 0; iterator < lines.length; ++iterator) {
var line = lines[iterator].trim();
var parts = line.split(' ');
for (var partsiterator = 0; partsiterator < parts.length; ++partsiterator) {
if (parts[partsiterator] === '') {
// Ignoring multiple whitespaces
parts.splice(partsiterator, 1);
}
}
if (parts.length === 0) {
// Remove newline
continue;
}
switch (state) {
case '': // First run
if (parts[0] !== 'solid') {
// Invalid state
console.error(line);
console.error('Invalid state "' + parts[0] + '", should be "solid"');
return;
} else {
state = 'solid';
}
break;
case 'solid': // First face
if (parts[0] !== 'facet' || parts[1] !== 'normal') {
// Invalid state
console.error(line);
console.error(
'Invalid state "' + parts[0] + '", should be "facet normal"'
);
return;
} else {
// Push normal for first face
newNormal = new p5.Vector(
parseFloat(parts[2]),
parseFloat(parts[3]),
parseFloat(parts[4])
);
model.vertexNormals.push(newNormal, newNormal, newNormal);
state = 'facet normal';
}
break;
case 'facet normal': // After normal is defined
if (parts[0] !== 'outer' || parts[1] !== 'loop') {
// Invalid State
console.error(line);
console.error(
'Invalid state "' + parts[0] + '", should be "outer loop"'
);
return;
} else {
// Next should be vertices
state = 'vertex';
}
break;
case 'vertex':
if (parts[0] === 'vertex') {
//Vertex of triangle
newVertex = new p5.Vector(
parseFloat(parts[1]),
parseFloat(parts[2]),
parseFloat(parts[3])
);
model.vertices.push(newVertex);
curVertexIndex.push(model.vertices.indexOf(newVertex));
} else if (parts[0] === 'endloop') {
// End of vertices
model.faces.push(curVertexIndex);
curVertexIndex = [];
state = 'endloop';
} else {
// Invalid State
console.error(line);
console.error(
'Invalid state "' + parts[0] + '", should be "vertex" or "endloop"'
);
return;
}
break;
case 'endloop':
if (parts[0] !== 'endfacet') {
// End of face
console.error(line);
console.error('Invalid state "' + parts[0] + '", should be "endfacet"');
return;
} else {
state = 'endfacet';
}
break;
case 'endfacet':
if (parts[0] === 'endsolid') {
// End of solid
} else if (parts[0] === 'facet' && parts[1] === 'normal') {
// Next face
newNormal = new p5.Vector(
parseFloat(parts[2]),
parseFloat(parts[3]),
parseFloat(parts[4])
);
model.vertexNormals.push(newNormal, newNormal, newNormal);
state = 'facet normal';
} else {
// Invalid State
console.error(line);
console.error(
'Invalid state "' +
parts[0] +
'", should be "endsolid" or "facet normal"'
);
return;
}
break;
default:
console.error('Invalid state "' + state + '"');
break;
}
}
return model;
}
/**
* Render a 3d model to the screen.
*
* @method model
* @param {p5.Geometry} model Loaded 3d model to be rendered
* @example
*
*
* @alt
* Vertically rotating 3-d octahedron.
*
*/
p5.prototype.model = function(model) {
this._assert3d('model');
p5._validateParameters('model', arguments);
if (model.vertices.length > 0) {
if (!this._renderer.geometryInHash(model.gid)) {
model._makeTriangleEdges()._edgesToVertices();
this._renderer.createBuffers(model.gid, model);
}
this._renderer.drawBuffers(model.gid);
}
};
module.exports = p5;
},
{ '../core/main': 24, './p5.Geometry': 71 }
],
69: [
function(_dereq_, module, exports) {
/**
* @module Lights, Camera
* @submodule Material
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
_dereq_('./p5.Texture');
/**
* Loads a custom shader from the provided vertex and fragment
* shader paths. The shader files are loaded asynchronously in the
* background, so this method should be used in preload().
*
* For now, there are three main types of shaders. p5 will automatically
* supply appropriate vertices, normals, colors, and lighting attributes
* if the parameters defined in the shader match the names.
*
* @method loadShader
* @param {String} vertFilename path to file containing vertex shader
* source code
* @param {String} fragFilename path to file containing fragment shader
* source code
* @param {function} [callback] callback to be executed after loadShader
* completes. On success, the Shader object is passed as the first argument.
* @param {function} [errorCallback] callback to be executed when an error
* occurs inside loadShader. On error, the error is passed as the first
* argument.
* @return {p5.Shader} a shader object created from the provided
* vertex and fragment shader files.
*
* @example
*
*
* let mandel;
* function preload() {
* // load the shader definitions from files
* mandel = loadShader('assets/shader.vert', 'assets/shader.frag');
* }
* function setup() {
* createCanvas(100, 100, WEBGL);
* // use the shader
* shader(mandel);
* noStroke();
* mandel.setUniform('p', [-0.74364388703, 0.13182590421]);
* }
*
* function draw() {
* mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));
* quad(-1, -1, 1, -1, 1, 1, -1, 1);
* }
*
*
*
* @alt
* zooming Mandelbrot set. a colorful, infinitely detailed fractal.
*/
p5.prototype.loadShader = function(
vertFilename,
fragFilename,
callback,
errorCallback
) {
p5._validateParameters('loadShader', arguments);
if (!errorCallback) {
errorCallback = console.error;
}
var loadedShader = new p5.Shader();
var self = this;
var loadedFrag = false;
var loadedVert = false;
var onLoad = function onLoad() {
self._decrementPreload();
if (callback) {
callback(loadedShader);
}
};
this.loadStrings(
vertFilename,
function(result) {
loadedShader._vertSrc = result.join('\n');
loadedVert = true;
if (loadedFrag) {
onLoad();
}
},
errorCallback
);
this.loadStrings(
fragFilename,
function(result) {
loadedShader._fragSrc = result.join('\n');
loadedFrag = true;
if (loadedVert) {
onLoad();
}
},
errorCallback
);
return loadedShader;
};
/**
* @method createShader
* @param {String} vertSrc source code for the vertex shader
* @param {String} fragSrc source code for the fragment shader
* @returns {p5.Shader} a shader object created from the provided
* vertex and fragment shaders.
*
* @example
*
*
* // the 'varying's are shared between both vertex & fragment shaders
* let varying = 'precision highp float; varying vec2 vPos;';
*
* // the vertex shader is called for each vertex
* let vs =
* varying +
* 'attribute vec3 aPosition;' +
* 'void main() { vPos = (gl_Position = vec4(aPosition,1.0)).xy; }';
*
* // the fragment shader is called for each pixel
* let fs =
* varying +
* 'uniform vec2 p;' +
* 'uniform float r;' +
* 'const int I = 500;' +
* 'void main() {' +
* ' vec2 c = p + vPos * r, z = c;' +
* ' float n = 0.0;' +
* ' for (int i = I; i > 0; i --) {' +
* ' if(z.x*z.x+z.y*z.y > 4.0) {' +
* ' n = float(i)/float(I);' +
* ' break;' +
* ' }' +
* ' z = vec2(z.x*z.x-z.y*z.y, 2.0*z.x*z.y) + c;' +
* ' }' +
* ' gl_FragColor = vec4(0.5-cos(n*17.0)/2.0,0.5-cos(n*13.0)/2.0,0.5-cos(n*23.0)/2.0,1.0);' +
* '}';
*
* let mandel;
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* // create and initialize the shader
* mandel = createShader(vs, fs);
* shader(mandel);
* noStroke();
*
* // 'p' is the center point of the Mandelbrot image
* mandel.setUniform('p', [-0.74364388703, 0.13182590421]);
* }
*
* function draw() {
* // 'r' is the size of the image in Mandelbrot-space
* mandel.setUniform('r', 1.5 * exp(-6.5 * (1 + sin(millis() / 2000))));
* quad(-1, -1, 1, -1, 1, 1, -1, 1);
* }
*
*
*
* @alt
* zooming Mandelbrot set. a colorful, infinitely detailed fractal.
*/
p5.prototype.createShader = function(vertSrc, fragSrc) {
this._assert3d('createShader');
p5._validateParameters('createShader', arguments);
return new p5.Shader(this._renderer, vertSrc, fragSrc);
};
/**
* The shader() function lets the user provide a custom shader
* to fill in shapes in WEBGL mode. Users can create their
* own shaders by loading vertex and fragment shaders with
* loadShader().
*
* @method shader
* @chainable
* @param {p5.Shader} [s] the desired p5.Shader to use for rendering
* shapes.
*
* @example
*
*
* // Click within the image to toggle
* // the shader used by the quad shape
* // Note: for an alternative approach to the same example,
* // involving changing uniforms please refer to:
* // https://p5js.org/reference/#/p5.Shader/setUniform
*
* let redGreen;
* let orangeBlue;
* let showRedGreen = false;
*
* function preload() {
* // note that we are using two instances
* // of the same vertex and fragment shaders
* redGreen = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
* orangeBlue = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
* }
*
* function setup() {
* createCanvas(100, 100, WEBGL);
*
* // initialize the colors for redGreen shader
* shader(redGreen);
* redGreen.setUniform('colorCenter', [1.0, 0.0, 0.0]);
* redGreen.setUniform('colorBackground', [0.0, 1.0, 0.0]);
*
* // initialize the colors for orangeBlue shader
* shader(orangeBlue);
* orangeBlue.setUniform('colorCenter', [1.0, 0.5, 0.0]);
* orangeBlue.setUniform('colorBackground', [0.226, 0.0, 0.615]);
*
* noStroke();
* }
*
* function draw() {
* // update the offset values for each shader,
* // moving orangeBlue in vertical and redGreen
* // in horizontal direction
* orangeBlue.setUniform('offset', [0, sin(millis() / 2000) + 1]);
* redGreen.setUniform('offset', [sin(millis() / 2000), 1]);
*
* if (showRedGreen === true) {
* shader(redGreen);
* } else {
* shader(orangeBlue);
* }
* quad(-1, -1, 1, -1, 1, 1, -1, 1);
* }
*
* function mouseClicked() {
* showRedGreen = !showRedGreen;
* }
*
*
*
* @alt
* canvas toggles between a circular gradient of orange and blue vertically. and a circular gradient of red and green moving horizontally when mouse is clicked/pressed.
*/
p5.prototype.shader = function(s) {
this._assert3d('shader');
p5._validateParameters('shader', arguments);
if (s._renderer === undefined) {
s._renderer = this._renderer;
}
if (s.isStrokeShader()) {
this._renderer.userStrokeShader = s;
} else {
this._renderer.userFillShader = s;
this._renderer._useNormalMaterial = false;
}
s.init();
return this;
};
/**
* This function restores the default shaders in WEBGL mode. Code that runs
* after resetShader() will not be affected by previously defined
* shaders. Should be run after shader().
*
* @method resetShader
* @chainable
*/
p5.prototype.resetShader = function() {
this._renderer.userFillShader = this._renderer.userStrokeShader = null;
return this;
};
/**
* Normal material for geometry. You can view all
* possible materials in this
* example.
* @method normalMaterial
* @chainable
* @example
*
*
* let vid;
* function preload() {
* vid = createVideo('assets/fingers.mov');
* vid.hide();
* }
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
*
* function draw() {
* background(0);
* //pass video frame as texture
* texture(vid);
* rect(-40, -40, 80, 80);
* }
*
* function mousePressed() {
* vid.loop();
* }
*
*
*
* @alt
* Rotating view of many images umbrella and grid roof on a 3d plane
* black canvas
* black canvas
*
*/
p5.prototype.texture = function(tex) {
this._assert3d('texture');
p5._validateParameters('texture', arguments);
this._renderer.drawMode = constants.TEXTURE;
this._renderer._useSpecularMaterial = false;
this._renderer._useNormalMaterial = false;
this._renderer._tex = tex;
this._renderer._setProperty('_doFill', true);
return this;
};
/**
* Sets the coordinate space for texture mapping. The default mode is IMAGE
* which refers to the actual coordinates of the image.
* NORMAL refers to a normalized space of values ranging from 0 to 1.
* This function only works in WEBGL mode.
*
* With IMAGE, if an image is 100 x 200 pixels, mapping the image onto the entire
* size of a quad would require the points (0,0) (100, 0) (100,200) (0,200).
* The same mapping in NORMAL is (0,0) (1,0) (1,1) (0,1).
* @method textureMode
* @param {Constant} mode either IMAGE or NORMAL
* @example
*
*
* @alt
* the underside of a white umbrella and gridded ceiling above
*
*/
p5.prototype.textureMode = function(mode) {
if (mode !== constants.IMAGE && mode !== constants.NORMAL) {
console.warn(
'You tried to set ' + mode + ' textureMode only supports IMAGE & NORMAL '
);
} else {
this._renderer.textureMode = mode;
}
};
/**
* Sets the global texture wrapping mode. This controls how textures behave
* when their uv's go outside of the 0 - 1 range. There are three options:
* CLAMP, REPEAT, and MIRROR.
*
* CLAMP causes the pixels at the edge of the texture to extend to the bounds
* REPEAT causes the texture to tile repeatedly until reaching the bounds
* MIRROR works similarly to REPEAT but it flips the texture with every new tile
*
* REPEAT & MIRROR are only available if the texture
* is a power of two size (128, 256, 512, 1024, etc.).
*
* This method will affect all textures in your sketch until a subsequent
* textureWrap call is made.
*
* If only one argument is provided, it will be applied to both the
* horizontal and vertical axes.
* @method textureWrap
* @param {Constant} wrapX either CLAMP, REPEAT, or MIRROR
* @param {Constant} [wrapY] either CLAMP, REPEAT, or MIRROR
* @example
*
*
* let img;
* function preload() {
* img = loadImage('assets/rockies128.jpg');
* }
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* textureWrap(MIRROR);
* }
*
* function draw() {
* background(0);
*
* let dX = mouseX;
* let dY = mouseY;
*
* let u = lerp(1.0, 2.0, dX);
* let v = lerp(1.0, 2.0, dY);
*
* scale(width / 2);
*
* texture(img);
*
* beginShape(TRIANGLES);
* vertex(-1, -1, 0, 0, 0);
* vertex(1, -1, 0, u, 0);
* vertex(1, 1, 0, u, v);
*
* vertex(1, 1, 0, u, v);
* vertex(-1, 1, 0, 0, v);
* vertex(-1, -1, 0, 0, 0);
* endShape();
* }
*
*
*
* @alt
* an image of the rocky mountains repeated in mirrored tiles
*
*/
p5.prototype.textureWrap = function(wrapX, wrapY) {
wrapY = wrapY || wrapX;
this._renderer.textureWrapX = wrapX;
this._renderer.textureWrapY = wrapY;
var textures = this._renderer.textures;
for (var i = 0; i < textures.length; i++) {
textures[i].setWrapMode(wrapX, wrapY);
}
};
/**
* Ambient material for geometry with a given color. You can view all
* possible materials in this
* example.
* @method ambientMaterial
* @param {Number} v1 gray value, red or hue value
* (depending on the current color mode),
* @param {Number} [v2] green or saturation value
* @param {Number} [v3] blue or brightness value
* @param {Number} [a] opacity
* @chainable
* @example
*
*
* @alt
* radiating light source from top right of canvas
*
*/
/**
* @method ambientMaterial
* @param {Number[]|String|p5.Color} color color, color Array, or CSS color string
* @chainable
*/
p5.prototype.ambientMaterial = function(v1, v2, v3, a) {
this._assert3d('ambientMaterial');
p5._validateParameters('ambientMaterial', arguments);
var color = p5.prototype.color.apply(this, arguments);
this._renderer.curFillColor = color._array;
this._renderer._useSpecularMaterial = false;
this._renderer._useNormalMaterial = false;
this._renderer._enableLighting = true;
this._renderer._tex = null;
return this;
};
/**
* Specular material for geometry with a given color. You can view all
* possible materials in this
* example.
* @method specularMaterial
* @param {Number} v1 gray value, red or hue value
* (depending on the current color mode),
* @param {Number} [v2] green or saturation value
* @param {Number} [v3] blue or brightness value
* @param {Number} [a] opacity
* @chainable
* @example
*
*
* @alt
* diffused radiating light source from top right of canvas
*
*/
/**
* @method specularMaterial
* @param {Number[]|String|p5.Color} color color Array, or CSS color string
* @chainable
*/
p5.prototype.specularMaterial = function(v1, v2, v3, a) {
this._assert3d('specularMaterial');
p5._validateParameters('specularMaterial', arguments);
var color = p5.prototype.color.apply(this, arguments);
this._renderer.curFillColor = color._array;
this._renderer._useSpecularMaterial = true;
this._renderer._useNormalMaterial = false;
this._renderer._enableLighting = true;
this._renderer._tex = null;
return this;
};
/**
* Sets the amount of gloss in the surface of shapes.
* Used in combination with specularMaterial() in setting
* the material properties of shapes. The default and minimum value is 1.
* @method shininess
* @param {Number} shine Degree of Shininess.
* Defaults to 1.
* @chainable
* @example
*
* @alt
* Shininess on Camera changes position with mouse
*/
p5.prototype.shininess = function(shine) {
this._assert3d('shininess');
p5._validateParameters('shininess', arguments);
if (shine < 1) {
shine = 1;
}
this._renderer._useShininess = shine;
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[]} color [description]
* @return {Number[]]} Normalized numbers array
*/
p5.RendererGL.prototype._applyColorBlend = function(colors) {
var gl = this.GL;
var isTexture = this.drawMode === constants.TEXTURE;
if (isTexture || colors[colors.length - 1] < 1.0) {
gl.depthMask(isTexture);
gl.enable(gl.BLEND);
this._applyBlendMode();
} else {
gl.depthMask(true);
gl.disable(gl.BLEND);
}
return colors;
};
/**
* @private sets blending in gl context to curBlendMode
* @param {Number[]} color [description]
* @return {Number[]]} Normalized numbers array
*/
p5.RendererGL.prototype._applyBlendMode = function() {
var gl = this.GL;
switch (this.curBlendMode) {
case constants.BLEND:
case constants.ADD:
gl.blendEquation(gl.FUNC_ADD);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
break;
case constants.MULTIPLY:
gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ONE, gl.ONE);
break;
case constants.SCREEN:
gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
gl.blendFuncSeparate(gl.ONE_MINUS_DST_COLOR, gl.ONE, gl.ONE, gl.ONE);
break;
case constants.EXCLUSION:
gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
gl.blendFuncSeparate(
gl.ONE_MINUS_DST_COLOR,
gl.ONE_MINUS_SRC_COLOR,
gl.ONE,
gl.ONE
);
break;
case constants.REPLACE:
gl.blendEquation(gl.FUNC_ADD);
gl.blendFunc(gl.ONE, gl.ZERO);
break;
case constants.SUBTRACT:
gl.blendEquationSeparate(gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD);
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE);
break;
case constants.DARKEST:
if (this.blendExt) {
gl.blendEquationSeparate(this.blendExt.MIN_EXT, gl.FUNC_ADD);
gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE);
} else {
console.warn(
'blendMode(DARKEST) does not work in your browser in WEBGL mode.'
);
}
break;
case constants.LIGHTEST:
if (this.blendExt) {
gl.blendEquationSeparate(this.blendExt.MAX_EXT, gl.FUNC_ADD);
gl.blendFuncSeparate(gl.ONE, gl.ONE, gl.ONE, gl.ONE);
} else {
console.warn(
'blendMode(LIGHTEST) does not work in your browser in WEBGL mode.'
);
}
break;
default:
console.error(
'Oops! Somehow RendererGL set curBlendMode to an unsupported mode.'
);
break;
}
};
module.exports = p5;
},
{ '../core/constants': 18, '../core/main': 24, './p5.Texture': 77 }
],
70: [
function(_dereq_, module, exports) {
/**
* @module Lights, Camera
* @submodule Camera
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
////////////////////////////////////////////////////////////////////////////////
// p5.Prototype Methods
////////////////////////////////////////////////////////////////////////////////
/**
* Sets the camera position for a 3D sketch. Parameters for this function define
* the position for the camera, the center of the sketch (where the camera is
* pointing), and an up direction (the orientation of the camera).
*
* When called with no arguments, this function creates a default camera
* equivalent to
* camera(0, 0, (height/2.0) / tan(PI*30.0 / 180.0), 0, 0, 0, 0, 1, 0);
* @method camera
* @for p5
* @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
* @param {Number} [centerX] x coordinate representing center of the sketch
* @param {Number} [centerY] y coordinate representing center of the sketch
* @param {Number} [centerZ] z coordinate representing center of the sketch
* @param {Number} [upX] x component of direction 'up' from camera
* @param {Number} [upY] y component of direction 'up' from camera
* @param {Number} [upZ] z component of direction 'up' from camera
* @chainable
* @example
*
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* }
* function draw() {
* background(204);
* //move the camera away from the plane by a sin wave
* camera(0, 0, 20 + sin(frameCount * 0.01) * 10, 0, 0, 0, 0, 1, 0);
* plane(10, 10);
* }
*
*
*
* @alt
* White square repeatedly grows to fill canvas and then shrinks.
*
*/
p5.prototype.camera = function() {
this._assert3d('camera');
p5._validateParameters('camera', arguments);
this._renderer._curCamera.camera.apply(this._renderer._curCamera, arguments);
return this;
};
/**
* Sets a perspective projection for the camera in a 3D sketch. This projection
* represents depth through foreshortening: objects that are close to the camera
* appear their actual size while those that are further away from the camera
* appear smaller. The parameters to this function define the viewing frustum
* (the truncated pyramid within which objects are seen by the camera) through
* vertical field of view, aspect ratio (usually width/height), and near and far
* clipping planes.
*
* When called with no arguments, the defaults
* provided are equivalent to
* perspective(PI/3.0, width/height, eyeZ/10.0, eyeZ*10.0), where eyeZ
* is equal to ((height/2.0) / tan(PI*60.0/360.0));
* @method perspective
* @for p5
* @param {Number} [fovy] camera frustum vertical field of view,
* from bottom to top of view, in angleMode units
* @param {Number} [aspect] camera frustum aspect ratio
* @param {Number} [near] frustum near plane length
* @param {Number} [far] frustum far plane length
* @chainable
* @example
*
*
* @alt
* two colored 3D boxes move back and forth, rotating as mouse is dragged.
*
*/
p5.prototype.perspective = function() {
this._assert3d('perspective');
p5._validateParameters('perspective', arguments);
this._renderer._curCamera.perspective.apply(
this._renderer._curCamera,
arguments
);
return this;
};
/**
* Sets an orthographic projection for the camera in a 3D sketch and defines a
* box-shaped viewing frustum within which objects are seen. In this projection,
* all objects with the same dimension appear the same size, regardless of
* whether they are near or far from the camera. The parameters to this
* function specify the viewing frustum where left and right are the minimum and
* maximum x values, top and bottom are the minimum and maximum y values, and near
* and far are the minimum and maximum z values. If no parameters are given, the
* default is used: ortho(-width/2, width/2, -height/2, height/2).
* @method ortho
* @for p5
* @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
* @chainable
* @example
*
*
* @alt
* two 3D boxes move back and forth along same plane, rotating as mouse is dragged.
*
*/
p5.prototype.ortho = function() {
this._assert3d('ortho');
p5._validateParameters('ortho', arguments);
this._renderer._curCamera.ortho.apply(this._renderer._curCamera, arguments);
return this;
};
////////////////////////////////////////////////////////////////////////////////
// p5.Camera
////////////////////////////////////////////////////////////////////////////////
/**
* Creates a new p5.Camera object and tells the
* renderer to use that camera.
* Returns the p5.Camera object.
* @method createCamera
* @return {p5.Camera} The newly created camera object.
* @for p5
*/
p5.prototype.createCamera = function() {
this._assert3d('createCamera');
var _cam = new p5.Camera(this._renderer);
// compute default camera settings, then set a default camera
_cam._computeCameraDefaultSettings();
_cam._setDefaultCamera();
// set renderer current camera to the new camera
this._renderer._curCamera = _cam;
return _cam;
};
/**
* This class describes a camera for use in p5's
*
* WebGL mode. It contains camera position, orientation, and projection
* information necessary for rendering a 3D scene.
*
* New p5.Camera objects can be made through the
* createCamera() function and controlled through
* the methods described below. A camera created in this way will use a default
* position in the scene and a default perspective projection until these
* properties are changed through the various methods available. It is possible
* to create multiple cameras, in which case the current camera
* can be set through the setCamera() method.
*
*
* Note:
* The methods below operate in two coordinate systems: the 'world' coordinate
* system describe positions in terms of their relationship to the origin along
* the X, Y and Z axes whereas the camera's 'local' coordinate system
* describes positions from the camera's point of view: left-right, up-down,
* and forward-backward. The move() method,
* for instance, moves the camera along its own axes, whereas the
* setPosition()
* method sets the camera's position in world-space.
*
*
* @class p5.Camera
* @param {rendererGL} rendererGL instance of WebGL renderer
* @example
*
*
* let cam;
* let delta = 0.01;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* normalMaterial();
* cam = createCamera();
* // set initial pan angle
* cam.pan(-0.8);
* }
*
* function draw() {
* background(200);
*
* // pan camera according to angle 'delta'
* cam.pan(delta);
*
* // every 160 frames, switch direction
* if (frameCount % 160 === 0) {
* delta *= -1;
* }
*
* rotateX(frameCount * 0.01);
* translate(-100, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* }
*
*
*
* @alt
* camera view pans left and right across a series of rotating 3D boxes.
*
*/
p5.Camera = function(renderer) {
this._renderer = renderer;
this.cameraType = 'default';
this.cameraMatrix = new p5.Matrix();
this.projMatrix = new p5.Matrix();
};
////////////////////////////////////////////////////////////////////////////////
// Camera Projection Methods
////////////////////////////////////////////////////////////////////////////////
/**
* Sets a perspective projection for a p5.Camera object and sets parameters
* for that projection according to perspective()
* syntax.
* @method perspective
* @for p5.Camera
*/
p5.Camera.prototype.perspective = function(fovy, aspect, near, far) {
if (typeof fovy === 'undefined') {
fovy = this.defaultCameraFOV;
// this avoids issue where setting angleMode(DEGREES) before calling
// perspective leads to a smaller than expected FOV (because
// _computeCameraDefaultSettings computes in radians)
this.cameraFOV = fovy;
} else {
this.cameraFOV = this._renderer._pInst._toRadians(fovy);
}
if (typeof aspect === 'undefined') {
aspect = this.defaultAspectRatio;
}
if (typeof near === 'undefined') {
near = this.defaultCameraNear;
}
if (typeof far === 'undefined') {
far = this.defaultCameraFar;
}
if (near <= 0.0001) {
near = 0.01;
console.log(
'Avoid perspective near plane values close to or below 0. ' +
'Setting value to 0.01.'
);
}
if (far < near) {
console.log(
'Perspective far plane value is less than near plane value. ' +
'Nothing will be shown.'
);
}
this.aspectRatio = aspect;
this.cameraNear = near;
this.cameraFar = far;
this.projMatrix = p5.Matrix.identity();
var f = 1.0 / Math.tan(this.cameraFOV / 2);
var nf = 1.0 / (this.cameraNear - this.cameraFar);
// prettier-ignore
this.projMatrix.set(f / aspect, 0, 0, 0,
0, -f, 0, 0,
0, 0, (far + near) * nf, -1,
0, 0, 2 * far * near * nf, 0);
if (this._isActive()) {
this._renderer.uPMatrix.set(
this.projMatrix.mat4[0],
this.projMatrix.mat4[1],
this.projMatrix.mat4[2],
this.projMatrix.mat4[3],
this.projMatrix.mat4[4],
this.projMatrix.mat4[5],
this.projMatrix.mat4[6],
this.projMatrix.mat4[7],
this.projMatrix.mat4[8],
this.projMatrix.mat4[9],
this.projMatrix.mat4[10],
this.projMatrix.mat4[11],
this.projMatrix.mat4[12],
this.projMatrix.mat4[13],
this.projMatrix.mat4[14],
this.projMatrix.mat4[15]
);
}
this.cameraType = 'custom';
};
/**
* Sets an orthographic projection for a p5.Camera object and sets parameters
* for that projection according to ortho() syntax.
* @method ortho
* @for p5.Camera
*/
p5.Camera.prototype.ortho = function(left, right, bottom, top, near, far) {
if (left === undefined) left = -this._renderer.width / 2;
if (right === undefined) right = +this._renderer.width / 2;
if (bottom === undefined) bottom = -this._renderer.height / 2;
if (top === undefined) top = +this._renderer.height / 2;
if (near === undefined) near = 0;
if (far === undefined)
far = Math.max(this._renderer.width, this._renderer.height);
var w = right - left;
var h = top - bottom;
var d = far - near;
var x = +2.0 / w;
var y = +2.0 / h;
var z = -2.0 / d;
var tx = -(right + left) / w;
var ty = -(top + bottom) / h;
var tz = -(far + near) / d;
this.projMatrix = p5.Matrix.identity();
// prettier-ignore
this.projMatrix.set(x, 0, 0, 0,
0, -y, 0, 0,
0, 0, z, 0,
tx, ty, tz, 1);
if (this._isActive()) {
this._renderer.uPMatrix.set(
this.projMatrix.mat4[0],
this.projMatrix.mat4[1],
this.projMatrix.mat4[2],
this.projMatrix.mat4[3],
this.projMatrix.mat4[4],
this.projMatrix.mat4[5],
this.projMatrix.mat4[6],
this.projMatrix.mat4[7],
this.projMatrix.mat4[8],
this.projMatrix.mat4[9],
this.projMatrix.mat4[10],
this.projMatrix.mat4[11],
this.projMatrix.mat4[12],
this.projMatrix.mat4[13],
this.projMatrix.mat4[14],
this.projMatrix.mat4[15]
);
}
this.cameraType = 'custom';
};
////////////////////////////////////////////////////////////////////////////////
// Camera Orientation Methods
////////////////////////////////////////////////////////////////////////////////
/**
* Rotate camera view about arbitrary axis defined by x,y,z
* based on http://learnwebgl.brown37.net/07_cameras/camera_rotating_motion.html
* @method _rotateView
* @private
*/
p5.Camera.prototype._rotateView = function(a, x, y, z) {
var centerX = this.centerX;
var centerY = this.centerY;
var centerZ = this.centerZ;
// move center by eye position such that rotation happens around eye position
centerX -= this.eyeX;
centerY -= this.eyeY;
centerZ -= this.eyeZ;
var rotation = p5.Matrix.identity(this._renderer._pInst);
rotation.rotate(this._renderer._pInst._toRadians(a), x, y, z);
// prettier-ignore
var rotatedCenter = [
centerX * rotation.mat4[0] + centerY * rotation.mat4[4] + centerZ * rotation.mat4[8],
centerX * rotation.mat4[1] + centerY * rotation.mat4[5] + centerZ * rotation.mat4[9],
centerX * rotation.mat4[2] + centerY * rotation.mat4[6] + centerZ * rotation.mat4[10]];
// add eye position back into center
rotatedCenter[0] += this.eyeX;
rotatedCenter[1] += this.eyeY;
rotatedCenter[2] += this.eyeZ;
this.camera(
this.eyeX,
this.eyeY,
this.eyeZ,
rotatedCenter[0],
rotatedCenter[1],
rotatedCenter[2],
this.upX,
this.upY,
this.upZ
);
};
/**
* Panning rotates the camera view to the left and right.
* @method pan
* @param {Number} angle amount to rotate camera in current
* angleMode units.
* Greater than 0 values rotate counterclockwise (to the left).
* @example
*
*
* let cam;
* let delta = 0.01;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* normalMaterial();
* cam = createCamera();
* // set initial pan angle
* cam.pan(-0.8);
* }
*
* function draw() {
* background(200);
*
* // pan camera according to angle 'delta'
* cam.pan(delta);
*
* // every 160 frames, switch direction
* if (frameCount % 160 === 0) {
* delta *= -1;
* }
*
* rotateX(frameCount * 0.01);
* translate(-100, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* translate(35, 0, 0);
* box(20);
* }
*
*
*
* @alt
* camera view pans left and right across a series of rotating 3D boxes.
*
*/
p5.Camera.prototype.pan = function(amount) {
var local = this._getLocalAxes();
this._rotateView(amount, local.y[0], local.y[1], local.y[2]);
};
/**
* Tilting rotates the camera view up and down.
* @method tilt
* @param {Number} angle amount to rotate camera in current
* angleMode units.
* Greater than 0 values rotate counterclockwise (to the left).
* @example
*
*
* @alt
* camera view tilts up and down across a series of rotating 3D boxes.
*/
p5.Camera.prototype.tilt = function(amount) {
var local = this._getLocalAxes();
this._rotateView(amount, local.x[0], local.x[1], local.x[2]);
};
/**
* Reorients the camera to look at a position in world space.
* @method lookAt
* @for p5.Camera
* @param {Number} x x position of a point in world space
* @param {Number} y y position of a point in world space
* @param {Number} z z position of a point in world space
* @example
*
*
* @alt
* camera view of rotating 3D cubes changes to look at a new random
* point every second .
*/
p5.Camera.prototype.lookAt = function(x, y, z) {
this.camera(
this.eyeX,
this.eyeY,
this.eyeZ,
x,
y,
z,
this.upX,
this.upY,
this.upZ
);
};
////////////////////////////////////////////////////////////////////////////////
// Camera Position Methods
////////////////////////////////////////////////////////////////////////////////
/**
* Sets a camera's position and orientation. This is equivalent to calling
* camera() on a p5.Camera object.
* @method camera
* @for p5.Camera
*/
p5.Camera.prototype.camera = function(
eyeX,
eyeY,
eyeZ,
centerX,
centerY,
centerZ,
upX,
upY,
upZ
) {
if (typeof eyeX === 'undefined') {
eyeX = this.defaultEyeX;
eyeY = this.defaultEyeY;
eyeZ = this.defaultEyeZ;
centerX = eyeX;
centerY = eyeY;
centerZ = 0;
upX = 0;
upY = 1;
upZ = 0;
}
this.eyeX = eyeX;
this.eyeY = eyeY;
this.eyeZ = eyeZ;
this.centerX = centerX;
this.centerY = centerY;
this.centerZ = centerZ;
this.upX = upX;
this.upY = upY;
this.upZ = upZ;
var local = this._getLocalAxes();
// the camera affects the model view matrix, insofar as it
// inverse translates the world to the eye position of the camera
// and rotates it.
// prettier-ignore
this.cameraMatrix.set(local.x[0], local.y[0], local.z[0], 0,
local.x[1], local.y[1], local.z[1], 0,
local.x[2], local.y[2], local.z[2], 0,
0, 0, 0, 1);
var tx = -eyeX;
var ty = -eyeY;
var tz = -eyeZ;
this.cameraMatrix.translate([tx, ty, tz]);
if (this._isActive()) {
this._renderer.uMVMatrix.set(
this.cameraMatrix.mat4[0],
this.cameraMatrix.mat4[1],
this.cameraMatrix.mat4[2],
this.cameraMatrix.mat4[3],
this.cameraMatrix.mat4[4],
this.cameraMatrix.mat4[5],
this.cameraMatrix.mat4[6],
this.cameraMatrix.mat4[7],
this.cameraMatrix.mat4[8],
this.cameraMatrix.mat4[9],
this.cameraMatrix.mat4[10],
this.cameraMatrix.mat4[11],
this.cameraMatrix.mat4[12],
this.cameraMatrix.mat4[13],
this.cameraMatrix.mat4[14],
this.cameraMatrix.mat4[15]
);
}
return this;
};
/**
* Move camera along its local axes while maintaining current camera orientation.
* @method move
* @param {Number} x amount to move along camera's left-right axis
* @param {Number} y amount to move along camera's up-down axis
* @param {Number} z amount to move along camera's forward-backward axis
* @example
*
*
* // see the camera move along its own axes while maintaining its orientation
* let cam;
* let delta = 0.5;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* normalMaterial();
* cam = createCamera();
* }
*
* function draw() {
* background(200);
*
* // move the camera along its local axes
* cam.move(delta, delta, 0);
*
* // every 100 frames, switch direction
* if (frameCount % 150 === 0) {
* delta *= -1;
* }
*
* translate(-10, -10, 0);
* box(50, 8, 50);
* translate(15, 15, 0);
* box(50, 8, 50);
* translate(15, 15, 0);
* box(50, 8, 50);
* translate(15, 15, 0);
* box(50, 8, 50);
* translate(15, 15, 0);
* box(50, 8, 50);
* translate(15, 15, 0);
* box(50, 8, 50);
* }
*
*
*
* @alt
* camera view moves along a series of 3D boxes, maintaining the same
* orientation throughout the move
*/
p5.Camera.prototype.move = function(x, y, z) {
var local = this._getLocalAxes();
// scale local axes by movement amounts
// based on http://learnwebgl.brown37.net/07_cameras/camera_linear_motion.html
var dx = [local.x[0] * x, local.x[1] * x, local.x[2] * x];
var dy = [local.y[0] * y, local.y[1] * y, local.y[2] * y];
var dz = [local.z[0] * z, local.z[1] * z, local.z[2] * z];
this.camera(
this.eyeX + dx[0] + dy[0] + dz[0],
this.eyeY + dx[1] + dy[1] + dz[1],
this.eyeZ + dx[2] + dy[2] + dz[2],
this.centerX + dx[0] + dy[0] + dz[0],
this.centerY + dx[1] + dy[1] + dz[1],
this.centerZ + dx[2] + dy[2] + dz[2],
0,
1,
0
);
};
/**
* Set camera position in world-space while maintaining current camera
* orientation.
* @method setPosition
* @param {Number} x x position of a point in world space
* @param {Number} y y position of a point in world space
* @param {Number} z z position of a point in world space
* @example
*
*
* // press '1' '2' or '3' keys to set camera position
*
* let cam;
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* normalMaterial();
* cam = createCamera();
* }
*
* function draw() {
* background(200);
*
* // '1' key
* if (keyIsDown(49)) {
* cam.setPosition(30, 0, 80);
* }
* // '2' key
* if (keyIsDown(50)) {
* cam.setPosition(0, 0, 80);
* }
* // '3' key
* if (keyIsDown(51)) {
* cam.setPosition(-30, 0, 80);
* }
*
* box(20);
* }
*
*
*
* @alt
* camera position changes as the user presses keys, altering view of a 3D box
*/
p5.Camera.prototype.setPosition = function(x, y, z) {
var diffX = x - this.eyeX;
var diffY = y - this.eyeY;
var diffZ = z - this.eyeZ;
this.camera(
x,
y,
z,
this.centerX + diffX,
this.centerY + diffY,
this.centerZ + diffZ,
0,
1,
0
);
};
////////////////////////////////////////////////////////////////////////////////
// Camera Helper Methods
////////////////////////////////////////////////////////////////////////////////
// @TODO: combine this function with _setDefaultCamera to compute these values
// as-needed
p5.Camera.prototype._computeCameraDefaultSettings = function() {
this.defaultCameraFOV = 60 / 180 * Math.PI;
this.defaultAspectRatio = this._renderer.width / this._renderer.height;
this.defaultEyeX = 0;
this.defaultEyeY = 0;
this.defaultEyeZ =
this._renderer.height / 2.0 / Math.tan(this.defaultCameraFOV / 2.0);
this.defaultCenterX = 0;
this.defaultCenterY = 0;
this.defaultCenterZ = 0;
this.defaultCameraNear = this.defaultEyeZ * 0.1;
this.defaultCameraFar = this.defaultEyeZ * 10;
};
//detect if user didn't set the camera
//then call this function below
p5.Camera.prototype._setDefaultCamera = function() {
this.cameraFOV = this.defaultCameraFOV;
this.aspectRatio = this.defaultAspectRatio;
this.eyeX = this.defaultEyeX;
this.eyeY = this.defaultEyeY;
this.eyeZ = this.defaultEyeZ;
this.centerX = this.defaultCenterX;
this.centerY = this.defaultCenterY;
this.centerZ = this.defaultCenterZ;
this.upX = 0;
this.upY = 1;
this.upZ = 0;
this.cameraNear = this.defaultCameraNear;
this.cameraFar = this.defaultCameraFar;
this.perspective();
this.camera();
this.cameraType = 'default';
};
p5.Camera.prototype._resize = function() {
// If we're using the default camera, update the aspect ratio
if (this.cameraType === 'default') {
this._computeCameraDefaultSettings();
this._setDefaultCamera();
} else {
this.perspective(
this.cameraFOV,
this._renderer.width / this._renderer.height
);
}
};
/**
* Returns a copy of a camera.
* @method copy
* @private
*/
p5.Camera.prototype.copy = function() {
var _cam = new p5.Camera(this._renderer);
_cam.cameraFOV = this.cameraFOV;
_cam.aspectRatio = this.aspectRatio;
_cam.eyeX = this.eyeX;
_cam.eyeY = this.eyeY;
_cam.eyeZ = this.eyeZ;
_cam.centerX = this.centerX;
_cam.centerY = this.centerY;
_cam.centerZ = this.centerZ;
_cam.cameraNear = this.cameraNear;
_cam.cameraFar = this.cameraFar;
_cam.cameraType = this.cameraType;
_cam.cameraMatrix = this.cameraMatrix.copy();
_cam.projMatrix = this.projMatrix.copy();
return _cam;
};
/**
* Returns a camera's local axes: left-right, up-down, and forward-backward,
* as defined by vectors in world-space.
* @method _getLocalAxes
* @private
*/
p5.Camera.prototype._getLocalAxes = function() {
// calculate camera local Z vector
var z0 = this.eyeX - this.centerX;
var z1 = this.eyeY - this.centerY;
var z2 = this.eyeZ - this.centerZ;
// normalize camera local Z vector
var eyeDist = Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
if (eyeDist !== 0) {
z0 /= eyeDist;
z1 /= eyeDist;
z2 /= eyeDist;
}
// calculate camera Y vector
var y0 = this.upX;
var y1 = this.upY;
var y2 = this.upZ;
// compute camera local X vector as up vector (local Y) cross local Z
var x0 = y1 * z2 - y2 * z1;
var x1 = -y0 * z2 + y2 * z0;
var x2 = y0 * z1 - y1 * z0;
// recompute y = z cross x
y0 = z1 * x2 - z2 * x1;
y1 = -z0 * x2 + z2 * x0;
y2 = z0 * x1 - z1 * x0;
// cross product gives area of parallelogram, which is < 1.0 for
// non-perpendicular unit-length vectors; so normalize x, y here:
var xmag = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
if (xmag !== 0) {
x0 /= xmag;
x1 /= xmag;
x2 /= xmag;
}
var ymag = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
if (ymag !== 0) {
y0 /= ymag;
y1 /= ymag;
y2 /= ymag;
}
return {
x: [x0, x1, x2],
y: [y0, y1, y2],
z: [z0, z1, z2]
};
};
/**
* Orbits the camera about center point. For use with orbitControl().
* @method _orbit
* @private
* @param {Number} dTheta change in spherical coordinate theta
* @param {Number} dPhi change in spherical coordinate phi
* @param {Number} dRadius change in radius
*/
p5.Camera.prototype._orbit = function(dTheta, dPhi, dRadius) {
var diffX = this.eyeX - this.centerX;
var diffY = this.eyeY - this.centerY;
var diffZ = this.eyeZ - this.centerZ;
// get spherical coorinates for current camera position about origin
var camRadius = Math.sqrt(diffX * diffX + diffY * diffY + diffZ * diffZ);
// from https://github.com/mrdoob/three.js/blob/dev/src/math/Spherical.js#L72-L73
var camTheta = Math.atan2(diffX, diffZ); // equatorial angle
var camPhi = Math.acos(Math.max(-1, Math.min(1, diffY / camRadius))); // polar angle
// add change
camTheta += dTheta;
camPhi += dPhi;
camRadius += dRadius;
// prevent zooming through the center:
if (camRadius < 0) {
camRadius = 0.1;
}
// prevent rotation over the zenith / under bottom
if (camPhi > Math.PI) {
camPhi = Math.PI;
} else if (camPhi <= 0) {
camPhi = 0.001;
}
// from https://github.com/mrdoob/three.js/blob/dev/src/math/Vector3.js#L628-L632
var _x = Math.sin(camPhi) * camRadius * Math.sin(camTheta);
var _y = Math.cos(camPhi) * camRadius;
var _z = Math.sin(camPhi) * camRadius * Math.cos(camTheta);
this.camera(
_x + this.centerX,
_y + this.centerY,
_z + this.centerZ,
this.centerX,
this.centerY,
this.centerZ,
0,
1,
0
);
};
/**
* Returns true if camera is currently attached to renderer.
* @method _isActive
* @private
*/
p5.Camera.prototype._isActive = function() {
return this === this._renderer._curCamera;
};
/**
* Sets rendererGL's current camera to a p5.Camera object. Allows switching
* between multiple cameras.
* @method setCamera
* @param {p5.Camera} cam p5.Camera object
* @for p5
* @example
*
*
* @alt
* Canvas switches between two camera views, each showing a series of spinning
* 3D boxes.
*/
p5.prototype.setCamera = function(cam) {
this._renderer._curCamera = cam;
// set the projection matrix (which is not normally updated each frame)
this._renderer.uPMatrix.set(
cam.projMatrix.mat4[0],
cam.projMatrix.mat4[1],
cam.projMatrix.mat4[2],
cam.projMatrix.mat4[3],
cam.projMatrix.mat4[4],
cam.projMatrix.mat4[5],
cam.projMatrix.mat4[6],
cam.projMatrix.mat4[7],
cam.projMatrix.mat4[8],
cam.projMatrix.mat4[9],
cam.projMatrix.mat4[10],
cam.projMatrix.mat4[11],
cam.projMatrix.mat4[12],
cam.projMatrix.mat4[13],
cam.projMatrix.mat4[14],
cam.projMatrix.mat4[15]
);
};
module.exports = p5.Camera;
},
{ '../core/main': 24 }
],
71: [
function(_dereq_, module, exports) {
//some of the functions are adjusted from Three.js(http://threejs.org)
'use strict';
var p5 = _dereq_('../core/main');
/**
* p5 Geometry class
* @class p5.Geometry
* @constructor
* @param {Integer} [detailX] number of vertices on horizontal surface
* @param {Integer} [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 every vertex for stroke drawing
this.lineVertices = [];
//an array 1 normal per lineVertex with
//final position representing which direction to
//displace for strokeWeight
//[[0,0,-1,1], [0,1,0,-1] ...];
this.lineNormals = [];
//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 = [];
// a 2D array containing edge connectivity pattern for create line vertices
//based on faces for most objects;
this.edges = [];
this.detailX = detailX !== undefined ? detailX : 1;
this.detailY = detailY !== undefined ? detailY : 1;
this.dirtyFlags = {};
if (callback instanceof Function) {
callback.call(this);
}
return this; // TODO: is this a constructor?
};
p5.Geometry.prototype.reset = function() {
this.lineVertices.length = 0;
this.lineNormals.length = 0;
this.vertices.length = 0;
this.edges.length = 0;
this.vertexColors.length = 0;
this.vertexNormals.length = 0;
this.uvs.length = 0;
this.dirtyFlags = {};
};
/**
* @method computeFaces
* @chainable
*/
p5.Geometry.prototype.computeFaces = function() {
this.faces.length = 0;
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) {
//This assumes that vA->vB->vC is a counter-clockwise ordering
var face = this.faces[faceId];
var vA = this.vertices[face[0]];
var vB = this.vertices[face[1]];
var vC = this.vertices[face[2]];
var ab = p5.Vector.sub(vB, vA);
var ac = p5.Vector.sub(vC, vA);
var n = p5.Vector.cross(ab, ac);
var ln = p5.Vector.mag(n);
var sinAlpha = ln / (p5.Vector.mag(ab) * p5.Vector.mag(ac));
if (sinAlpha === 0 || isNaN(sinAlpha)) {
console.warn(
'p5.Geometry.prototype._getFaceNormal:',
'face has colinear sides or a repeated vertex'
);
return n;
}
if (sinAlpha > 1) sinAlpha = 1; // handle float rounding error
return n.mult(Math.asin(sinAlpha) / ln);
};
/**
* computes smooth normals per vertex as an average of each
* face.
* @method computeNormals
* @chainable
*/
p5.Geometry.prototype.computeNormals = function() {
var vertexNormals = this.vertexNormals;
var vertices = this.vertices;
var faces = this.faces;
var iv;
// initialize the vertexNormals array with empty vectors
vertexNormals.length = 0;
for (iv = 0; iv < vertices.length; ++iv) {
vertexNormals.push(new p5.Vector());
}
// loop through all the faces adding its normal to the normal
// of each of its vertices
for (var f = 0; f < faces.length; ++f) {
var face = faces[f];
var faceNormal = this._getFaceNormal(f);
// all three vertices get the normal added
for (var fv = 0; fv < 3; ++fv) {
var vertexIndex = face[fv];
vertexNormals[vertexIndex].add(faceNormal);
}
}
// normalize the normals
for (iv = 0; iv < vertices.length; ++iv) {
vertexNormals[iv].normalize();
}
return this;
};
/**
* Averages the vertex normals. Used in curved
* surfaces
* @method averageNormals
* @chainable
*/
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
* @method averagePoleNormals
* @chainable
*/
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;
};
/**
* Create a 2D array for establishing stroke connections
* @private
* @chainable
*/
p5.Geometry.prototype._makeTriangleEdges = function() {
this.edges.length = 0;
if (Array.isArray(this.strokeIndices)) {
for (var i = 0, max = this.strokeIndices.length; i < max; i++) {
this.edges.push(this.strokeIndices[i]);
}
} else {
for (var j = 0; j < this.faces.length; j++) {
this.edges.push([this.faces[j][0], this.faces[j][1]]);
this.edges.push([this.faces[j][1], this.faces[j][2]]);
this.edges.push([this.faces[j][2], this.faces[j][0]]);
}
}
return this;
};
/**
* Create 4 vertices for each stroke line, two at the beginning position
* and two at the end position. These vertices are displaced relative to
* that line's normal on the GPU
* @private
* @chainable
*/
p5.Geometry.prototype._edgesToVertices = function() {
this.lineVertices.length = 0;
this.lineNormals.length = 0;
for (var i = 0; i < this.edges.length; i++) {
var begin = this.vertices[this.edges[i][0]];
var end = this.vertices[this.edges[i][1]];
var dir = end
.copy()
.sub(begin)
.normalize();
var a = begin.array();
var b = begin.array();
var c = end.array();
var d = end.array();
var dirAdd = dir.array();
var dirSub = dir.array();
// below is used to displace the pair of vertices at beginning and end
// in opposite directions
dirAdd.push(1);
dirSub.push(-1);
this.lineNormals.push(dirAdd, dirSub, dirAdd, dirAdd, dirSub, dirSub);
this.lineVertices.push(a, b, c, c, b, d);
}
return this;
};
/**
* Modifies all vertices to be centered within the range -100 to 100.
* @method normalize
* @chainable
*/
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/main': 24 }
],
72: [
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/main');
var GLMAT_ARRAY_TYPE = Array;
var isMatrixArray = function isMatrixArray(x) {
return x instanceof Array;
};
if (typeof Float32Array !== 'undefined') {
GLMAT_ARRAY_TYPE = Float32Array;
isMatrixArray = function isMatrixArray(x) {
return x instanceof Array || x instanceof Float32Array;
};
}
/**
* A class to describe a 4x4 matrix
* for model and view matrix manipulation in the p5js webgl renderer.
* @class p5.Matrix
* @private
* @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.length && args[args.length - 1] instanceof p5) {
this.p5 = args[args.length - 1];
}
if (args[0] === 'mat3') {
this.mat3 = Array.isArray(args[1])
? args[1]
: new GLMAT_ARRAY_TYPE([1, 0, 0, 0, 1, 0, 0, 0, 1]);
} else {
this.mat4 = Array.isArray(args[0])
? 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.
*
* @method set
* @param {p5.Matrix|Float32Array|Number[]} [inMatrix] the input p5.Matrix or
* an Array of length 16
* @chainable
*/
/**
* @method set
* @param {Number[]} elements 16 numbers passed by value to avoid
* array copying.
* @chainable
*/
p5.Matrix.prototype.set = function(inMatrix) {
if (inMatrix instanceof p5.Matrix) {
this.mat4 = inMatrix.mat4;
return this;
} else if (isMatrixArray(inMatrix)) {
this.mat4 = inMatrix;
return this;
} else if (arguments.length === 16) {
this.mat4[0] = arguments[0];
this.mat4[1] = arguments[1];
this.mat4[2] = arguments[2];
this.mat4[3] = arguments[3];
this.mat4[4] = arguments[4];
this.mat4[5] = arguments[5];
this.mat4[6] = arguments[6];
this.mat4[7] = arguments[7];
this.mat4[8] = arguments[8];
this.mat4[9] = arguments[9];
this.mat4[10] = arguments[10];
this.mat4[11] = arguments[11];
this.mat4[12] = arguments[12];
this.mat4[13] = arguments[13];
this.mat4[14] = arguments[14];
this.mat4[15] = arguments[15];
}
return this;
};
/**
* Gets a copy of the vector, returns a p5.Matrix object.
*
* @method get
* @return {p5.Matrix} the copy of the p5.Matrix object
*/
p5.Matrix.prototype.get = function() {
return new p5.Matrix(this.mat4, this.p5);
};
/**
* return a copy of a matrix
* @method copy
* @return {p5.Matrix} the result matrix
*/
p5.Matrix.prototype.copy = function() {
var copied = new p5.Matrix(this.p5);
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
* @method identity
* @return {p5.Matrix} the result matrix
*/
p5.Matrix.identity = function(pInst) {
return new p5.Matrix(pInst);
};
/**
* transpose according to a given matrix
* @method transpose
* @param {p5.Matrix|Float32Array|Number[]} a the matrix to be
* based on to transpose
* @chainable
*/
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 (isMatrixArray(a)) {
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
* @method invert
* @param {p5.Matrix|Float32Array|Number[]} a the matrix to be
* based on to invert
* @chainable
*/
p5.Matrix.prototype.invert = function(a) {
var a00, a01, a02, a03, a10, a11, a12, a13;
var 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 (isMatrixArray(a)) {
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;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
var 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
* @method invert3x3
* @chainable
*/
p5.Matrix.prototype.invert3x3 = function() {
var a00 = this.mat3[0];
var a01 = this.mat3[1];
var a02 = this.mat3[2];
var a10 = this.mat3[3];
var a11 = this.mat3[4];
var a12 = this.mat3[5];
var a20 = this.mat3[6];
var a21 = this.mat3[7];
var a22 = this.mat3[8];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20;
// Calculate the determinant
var 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
* @method transpose3x3
* @param {Number[]} mat3 1-dimensional array
* @chainable
*/
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 transform
* commonly used in MVMatrix to NMatrix conversions.
* @method invertTranspose
* @param {p5.Matrix} mat4 the matrix to be based on to invert
* @chainable
* @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];
}
var inverse = this.invert3x3();
// check inverse succeeded
if (inverse) {
inverse.transpose3x3(this.mat3);
} else {
// in case of singularity, just zero the matrix
for (var i = 0; i < 9; i++) {
this.mat3[i] = 0;
}
}
return this;
};
/**
* inspired by Toji's mat4 determinant
* @method 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
* @method mult
* @param {p5.Matrix|Float32Array|Number[]} multMatrix The matrix
* we want to multiply by
* @chainable
*/
p5.Matrix.prototype.mult = function(multMatrix) {
var _src;
if (multMatrix === this || multMatrix === this.mat4) {
_src = this.copy().mat4; // only need to allocate in this rare case
} else if (multMatrix instanceof p5.Matrix) {
_src = multMatrix.mat4;
} else if (isMatrixArray(multMatrix)) {
_src = multMatrix;
} else if (arguments.length === 16) {
_src = arguments;
} else {
return; // nothing to do.
}
// each row is used for the multiplier
var b0 = this.mat4[0],
b1 = this.mat4[1],
b2 = this.mat4[2],
b3 = this.mat4[3];
this.mat4[0] = b0 * _src[0] + b1 * _src[4] + b2 * _src[8] + b3 * _src[12];
this.mat4[1] = b0 * _src[1] + b1 * _src[5] + b2 * _src[9] + b3 * _src[13];
this.mat4[2] = b0 * _src[2] + b1 * _src[6] + b2 * _src[10] + b3 * _src[14];
this.mat4[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];
this.mat4[4] = b0 * _src[0] + b1 * _src[4] + b2 * _src[8] + b3 * _src[12];
this.mat4[5] = b0 * _src[1] + b1 * _src[5] + b2 * _src[9] + b3 * _src[13];
this.mat4[6] = b0 * _src[2] + b1 * _src[6] + b2 * _src[10] + b3 * _src[14];
this.mat4[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];
this.mat4[8] = b0 * _src[0] + b1 * _src[4] + b2 * _src[8] + b3 * _src[12];
this.mat4[9] = b0 * _src[1] + b1 * _src[5] + b2 * _src[9] + b3 * _src[13];
this.mat4[10] = b0 * _src[2] + b1 * _src[6] + b2 * _src[10] + b3 * _src[14];
this.mat4[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];
this.mat4[12] = b0 * _src[0] + b1 * _src[4] + b2 * _src[8] + b3 * _src[12];
this.mat4[13] = b0 * _src[1] + b1 * _src[5] + b2 * _src[9] + b3 * _src[13];
this.mat4[14] = b0 * _src[2] + b1 * _src[6] + b2 * _src[10] + b3 * _src[14];
this.mat4[15] = b0 * _src[3] + b1 * _src[7] + b2 * _src[11] + b3 * _src[15];
return this;
};
p5.Matrix.prototype.apply = function(multMatrix) {
var _src;
if (multMatrix === this || multMatrix === this.mat4) {
_src = this.copy().mat4; // only need to allocate in this rare case
} else if (multMatrix instanceof p5.Matrix) {
_src = multMatrix.mat4;
} else if (isMatrixArray(multMatrix)) {
_src = multMatrix;
} else if (arguments.length === 16) {
_src = arguments;
} else {
return; // nothing to do.
}
var mat4 = this.mat4;
// each row is used for the multiplier
var m0 = mat4[0];
var m4 = mat4[4];
var m8 = mat4[8];
var m12 = mat4[12];
mat4[0] = _src[0] * m0 + _src[1] * m4 + _src[2] * m8 + _src[3] * m12;
mat4[4] = _src[4] * m0 + _src[5] * m4 + _src[6] * m8 + _src[7] * m12;
mat4[8] = _src[8] * m0 + _src[9] * m4 + _src[10] * m8 + _src[11] * m12;
mat4[12] = _src[12] * m0 + _src[13] * m4 + _src[14] * m8 + _src[15] * m12;
var m1 = mat4[1];
var m5 = mat4[5];
var m9 = mat4[9];
var m13 = mat4[13];
mat4[1] = _src[0] * m1 + _src[1] * m5 + _src[2] * m9 + _src[3] * m13;
mat4[5] = _src[4] * m1 + _src[5] * m5 + _src[6] * m9 + _src[7] * m13;
mat4[9] = _src[8] * m1 + _src[9] * m5 + _src[10] * m9 + _src[11] * m13;
mat4[13] = _src[12] * m1 + _src[13] * m5 + _src[14] * m9 + _src[15] * m13;
var m2 = mat4[2];
var m6 = mat4[6];
var m10 = mat4[10];
var m14 = mat4[14];
mat4[2] = _src[0] * m2 + _src[1] * m6 + _src[2] * m10 + _src[3] * m14;
mat4[6] = _src[4] * m2 + _src[5] * m6 + _src[6] * m10 + _src[7] * m14;
mat4[10] = _src[8] * m2 + _src[9] * m6 + _src[10] * m10 + _src[11] * m14;
mat4[14] = _src[12] * m2 + _src[13] * m6 + _src[14] * m10 + _src[15] * m14;
var m3 = mat4[3];
var m7 = mat4[7];
var m11 = mat4[11];
var m15 = mat4[15];
mat4[3] = _src[0] * m3 + _src[1] * m7 + _src[2] * m11 + _src[3] * m15;
mat4[7] = _src[4] * m3 + _src[5] * m7 + _src[6] * m11 + _src[7] * m15;
mat4[11] = _src[8] * m3 + _src[9] * m7 + _src[10] * m11 + _src[11] * m15;
mat4[15] = _src[12] * m3 + _src[13] * m7 + _src[14] * m11 + _src[15] * m15;
return this;
};
/**
* scales a p5.Matrix by scalars or a vector
* @method scale
* @param {p5.Vector|Float32Array|Number[]} s vector to scale by
* @chainable
*/
p5.Matrix.prototype.scale = function(x, y, z) {
if (x instanceof p5.Vector) {
// x is a vector, extract the components from it.
y = x.y;
z = x.z;
x = x.x; // must be last
} else if (x instanceof Array) {
// x is an array, extract the components from it.
y = x[1];
z = x[2];
x = x[0]; // must be last
}
this.mat4[0] *= x;
this.mat4[1] *= x;
this.mat4[2] *= x;
this.mat4[3] *= x;
this.mat4[4] *= y;
this.mat4[5] *= y;
this.mat4[6] *= y;
this.mat4[7] *= y;
this.mat4[8] *= z;
this.mat4[9] *= z;
this.mat4[10] *= z;
this.mat4[11] *= z;
return this;
};
/**
* rotate our Matrix around an axis by the given angle.
* @method rotate
* @param {Number} a The angle of rotation in radians
* @param {p5.Vector|Number[]} axis the axis(es) to rotate around
* @chainable
* inspired by Toji's gl-matrix lib, mat4 rotation
*/
p5.Matrix.prototype.rotate = function(a, x, y, z) {
if (x instanceof p5.Vector) {
// x is a vector, extract the components from it.
y = x.y;
z = x.z;
x = x.x; //must be last
} else if (x instanceof Array) {
// x is an array, extract the components from it.
y = x[1];
z = x[2];
x = x[0]; //must be last
}
var 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
* @method translate
* @param {Number[]} v vector to translate by
* @chainable
*/
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[13] += this.mat4[1] * x + this.mat4[5] * y + this.mat4[9] * z;
this.mat4[14] += this.mat4[2] * x + this.mat4[6] * y + this.mat4[10] * z;
this.mat4[15] += this.mat4[3] * x + this.mat4[7] * y + this.mat4[11] * z;
};
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
* @method perspective
* @param {Number} fovy [description]
* @param {Number} aspect [description]
* @param {Number} near near clipping plane
* @param {Number} far far clipping plane
* @chainable
*/
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
* @method ortho
* @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
* @chainable
*/
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/main': 24 }
],
73: [
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/main');
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.
* @private
* @method beginShape
* @param {Number} mode webgl primitives mode. beginShape supports the
* following modes:
* POINTS,LINES,LINE_STRIP,LINE_LOOP,TRIANGLES,
* TRIANGLE_STRIP,and TRIANGLE_FAN.
* @chainable
*/
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.vertices === undefined) {
this.immediateMode.vertices = [];
this.immediateMode.edges = [];
this.immediateMode.lineVertices = [];
this.immediateMode.vertexColors = [];
this.immediateMode.lineNormals = [];
this.immediateMode.uvCoords = [];
this.immediateMode.vertexBuffer = this.GL.createBuffer();
this.immediateMode.colorBuffer = this.GL.createBuffer();
this.immediateMode.uvBuffer = this.GL.createBuffer();
this.immediateMode.lineVertexBuffer = this.GL.createBuffer();
this.immediateMode.lineNormalBuffer = this.GL.createBuffer();
this.immediateMode.pointVertexBuffer = this.GL.createBuffer();
this.immediateMode._bezierVertex = [];
this.immediateMode._quadraticVertex = [];
this.immediateMode._curveVertex = [];
this.immediateMode._isCoplanar = true;
this.immediateMode._testIfCoplanar = null;
} else {
this.immediateMode.vertices.length = 0;
this.immediateMode.edges.length = 0;
this.immediateMode.lineVertices.length = 0;
this.immediateMode.lineNormals.length = 0;
this.immediateMode.vertexColors.length = 0;
this.immediateMode.uvCoords.length = 0;
}
this.isImmediateDrawing = true;
return this;
};
/**
* adds a vertex to be drawn in a custom Shape.
* @private
* @method vertex
* @param {Number} x x-coordinate of vertex
* @param {Number} y y-coordinate of vertex
* @param {Number} z z-coordinate of vertex
* @chainable
* @TODO implement handling of p5.Vector args
*/
p5.RendererGL.prototype.vertex = function(x, y) {
var z, u, v;
// default to (x, y) mode: all other arugments assumed to be 0.
z = u = v = 0;
if (arguments.length === 3) {
// (x, y, z) mode: (u, v) assumed to be 0.
z = arguments[2];
} else if (arguments.length === 4) {
// (x, y, u, v) mode: z assumed to be 0.
u = arguments[2];
v = arguments[3];
} else if (arguments.length === 5) {
// (x, y, z, u, v) mode
z = arguments[2];
u = arguments[3];
v = arguments[4];
}
if (this.immediateMode._testIfCoplanar == null) {
this.immediateMode._testIfCoplanar = z;
} else if (this.immediateMode._testIfCoplanar !== z) {
this.immediateMode._isCoplanar = false;
}
var vert = new p5.Vector(x, y, z);
this.immediateMode.vertices.push(vert);
var vertexColor = this.curFillColor || [0.5, 0.5, 0.5, 1.0];
this.immediateMode.vertexColors.push(
vertexColor[0],
vertexColor[1],
vertexColor[2],
vertexColor[3]
);
if (this.textureMode === constants.IMAGE) {
if (this._tex !== null) {
if (this._tex.width > 0 && this._tex.height > 0) {
u /= this._tex.width;
v /= this._tex.height;
}
} else if (this._tex === null && arguments.length >= 4) {
// Only throw this warning if custom uv's have been provided
console.warn(
'You must first call texture() before using' +
' vertex() with image based u and v coordinates'
);
}
}
this.immediateMode.uvCoords.push(u, v);
this.immediateMode._bezierVertex[0] = x;
this.immediateMode._bezierVertex[1] = y;
this.immediateMode._bezierVertex[2] = z;
this.immediateMode._quadraticVertex[0] = x;
this.immediateMode._quadraticVertex[1] = y;
this.immediateMode._quadraticVertex[2] = z;
return this;
};
/**
* End shape drawing and render vertices to screen.
* @chainable
*/
p5.RendererGL.prototype.endShape = function(
mode,
isCurve,
isBezier,
isQuadratic,
isContour,
shapeKind
) {
if (this.immediateMode.shapeMode === constants.POINTS) {
this._drawPoints(
this.immediateMode.vertices,
this.immediateMode.pointVertexBuffer
);
} else if (this.immediateMode.vertices.length > 1) {
if (this._doStroke && this.drawMode !== constants.TEXTURE) {
if (this.immediateMode.shapeMode === constants.TRIANGLE_STRIP) {
var i;
for (i = 0; i < this.immediateMode.vertices.length - 2; i++) {
this.immediateMode.edges.push([i, i + 1]);
this.immediateMode.edges.push([i, i + 2]);
}
this.immediateMode.edges.push([i, i + 1]);
} else if (this.immediateMode.shapeMode === constants.TRIANGLES) {
for (i = 0; i < this.immediateMode.vertices.length - 2; i = i + 3) {
this.immediateMode.edges.push([i, i + 1]);
this.immediateMode.edges.push([i + 1, i + 2]);
this.immediateMode.edges.push([i + 2, i]);
}
} else if (this.immediateMode.shapeMode === constants.LINES) {
for (i = 0; i < this.immediateMode.vertices.length - 1; i = i + 2) {
this.immediateMode.edges.push([i, i + 1]);
}
} else {
for (i = 0; i < this.immediateMode.vertices.length - 1; i++) {
this.immediateMode.edges.push([i, i + 1]);
}
}
if (mode === constants.CLOSE) {
this.immediateMode.edges.push([
this.immediateMode.vertices.length - 1,
0
]);
}
p5.Geometry.prototype._edgesToVertices.call(this.immediateMode);
this._drawStrokeImmediateMode();
}
if (this._doFill && this.immediateMode.shapeMode !== constants.LINES) {
if (
this.isBezier ||
this.isQuadratic ||
this.isCurve ||
(this.immediateMode.shapeMode === constants.LINE_STRIP &&
this.drawMode === constants.FILL &&
this.immediateMode._isCoplanar === true)
) {
this.immediateMode.shapeMode = constants.TRIANGLES;
var contours = [
new Float32Array(this._vToNArray(this.immediateMode.vertices))
];
var polyTriangles = this._triangulate(contours);
this.immediateMode.vertices = [];
for (
var j = 0, polyTriLength = polyTriangles.length;
j < polyTriLength;
j = j + 3
) {
this.vertex(
polyTriangles[j],
polyTriangles[j + 1],
polyTriangles[j + 2]
);
}
}
if (this.immediateMode.vertices.length > 0) {
this._drawFillImmediateMode(
mode,
isCurve,
isBezier,
isQuadratic,
isContour,
shapeKind
);
}
}
}
//clear out our vertexPositions & colors arrays
//after rendering
this.immediateMode.vertices.length = 0;
this.immediateMode.vertexColors.length = 0;
this.immediateMode.uvCoords.length = 0;
this.isImmediateDrawing = false;
this.isBezier = false;
this.isQuadratic = false;
this.isCurve = false;
this.immediateMode._bezierVertex.length = 0;
this.immediateMode._quadraticVertex.length = 0;
this.immediateMode._curveVertex.length = 0;
this.immediateMode._isCoplanar = true;
this.immediateMode._testIfCoplanar = null;
return this;
};
p5.RendererGL.prototype._drawFillImmediateMode = function(
mode,
isCurve,
isBezier,
isQuadratic,
isContour,
shapeKind
) {
var gl = this.GL;
var shader = this._getImmediateFillShader();
this._setFillUniforms(shader);
// initialize the fill shader's 'aPosition' buffer
if (shader.attributes.aPosition) {
//vertex position Attribute
this._bindBuffer(
this.immediateMode.vertexBuffer,
gl.ARRAY_BUFFER,
this._vToNArray(this.immediateMode.vertices),
Float32Array,
gl.DYNAMIC_DRAW
);
shader.enableAttrib(shader.attributes.aPosition, 3);
}
// initialize the fill shader's 'aVertexColor' buffer
if (this.drawMode === constants.FILL && shader.attributes.aVertexColor) {
this._bindBuffer(
this.immediateMode.colorBuffer,
gl.ARRAY_BUFFER,
this.immediateMode.vertexColors,
Float32Array,
gl.DYNAMIC_DRAW
);
shader.enableAttrib(shader.attributes.aVertexColor, 4);
}
// initialize the fill shader's 'aTexCoord' buffer
if (this.drawMode === constants.TEXTURE && shader.attributes.aTexCoord) {
//texture coordinate Attribute
this._bindBuffer(
this.immediateMode.uvBuffer,
gl.ARRAY_BUFFER,
this.immediateMode.uvCoords,
Float32Array,
gl.DYNAMIC_DRAW
);
shader.enableAttrib(shader.attributes.aTexCoord, 2);
}
//if (true || mode) {
if (this.drawMode === constants.FILL || this.drawMode === constants.TEXTURE) {
switch (this.immediateMode.shapeMode) {
case constants.LINE_STRIP:
case constants.LINES:
this.immediateMode.shapeMode = constants.TRIANGLE_FAN;
break;
}
} else {
switch (this.immediateMode.shapeMode) {
case constants.LINE_STRIP:
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 {
this._applyColorBlend(this.curFillColor);
gl.enable(gl.BLEND);
gl.drawArrays(
this.immediateMode.shapeMode,
0,
this.immediateMode.vertices.length
);
this._pixelsState._pixelsDirty = true;
}
// todo / optimizations? leave bound until another shader is set?
shader.unbindShader();
};
p5.RendererGL.prototype._drawStrokeImmediateMode = function() {
var gl = this.GL;
var shader = this._getImmediateStrokeShader();
this._setStrokeUniforms(shader);
// initialize the stroke shader's 'aPosition' buffer
if (shader.attributes.aPosition) {
this._bindBuffer(
this.immediateMode.lineVertexBuffer,
gl.ARRAY_BUFFER,
this._flatten(this.immediateMode.lineVertices),
Float32Array,
gl.STATIC_DRAW
);
shader.enableAttrib(shader.attributes.aPosition, 3);
}
// initialize the stroke shader's 'aDirection' buffer
if (shader.attributes.aDirection) {
this._bindBuffer(
this.immediateMode.lineNormalBuffer,
gl.ARRAY_BUFFER,
this._flatten(this.immediateMode.lineNormals),
Float32Array,
gl.STATIC_DRAW
);
shader.enableAttrib(shader.attributes.aDirection, 4);
}
this._applyColorBlend(this.curStrokeColor);
gl.drawArrays(gl.TRIANGLES, 0, this.immediateMode.lineVertices.length);
this._pixelsState._pixelsDirty = true;
shader.unbindShader();
};
module.exports = p5.RendererGL;
},
{ '../core/constants': 18, '../core/main': 24 }
],
74: [
function(_dereq_, module, exports) {
//Retained Mode. The default mode for rendering 3D primitives
//in WEBGL.
'use strict';
var p5 = _dereq_('../core/main');
_dereq_('./p5.RendererGL');
// a render buffer definition
function BufferDef(size, src, dst, attr, map) {
this.size = size; // the number of FLOATs in each vertex
this.src = src; // the name of the model's source array
this.dst = dst; // the name of the geometry's buffer
this.attr = attr; // the name of the vertex attribute
this.map = map; // optional, a transformation function to apply to src
}
var _flatten = p5.RendererGL.prototype._flatten;
var _vToNArray = p5.RendererGL.prototype._vToNArray;
var strokeBuffers = [
new BufferDef(3, 'lineVertices', 'lineVertexBuffer', 'aPosition', _flatten),
new BufferDef(4, 'lineNormals', 'lineNormalBuffer', 'aDirection', _flatten)
];
var fillBuffers = [
new BufferDef(3, 'vertices', 'vertexBuffer', 'aPosition', _vToNArray),
new BufferDef(3, 'vertexNormals', 'normalBuffer', 'aNormal', _vToNArray),
new BufferDef(4, 'vertexColors', 'colorBuffer', 'aMaterialColor'),
new BufferDef(3, 'vertexAmbients', 'ambientBuffer', 'aAmbientColor'),
//new BufferDef(3, 'vertexSpeculars', 'specularBuffer', 'aSpecularColor'),
new BufferDef(2, 'uvs', 'uvBuffer', 'aTexCoord', _flatten)
];
p5.RendererGL._textBuffers = [
new BufferDef(3, 'vertices', 'vertexBuffer', 'aPosition', _vToNArray),
new BufferDef(2, 'uvs', 'uvBuffer', 'aTexCoord', _flatten)
];
var hashCount = 0;
/**
* _initBufferDefaults
* @private
* @description initializes buffer defaults. runs each time a new geometry is
* registered
* @param {String} gId key of the geometry object
* @returns {Object} a new buffer object
*/
p5.RendererGL.prototype._initBufferDefaults = function(gId) {
this._freeBuffers(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--;
}
//create a new entry in our gHash
return (this.gHash[gId] = {});
};
p5.RendererGL.prototype._freeBuffers = function(gId) {
var buffers = this.gHash[gId];
if (!buffers) {
return;
}
delete this.gHash[gId];
hashCount--;
var gl = this.GL;
if (buffers.indexBuffer) {
gl.deleteBuffer(buffers.indexBuffer);
}
function freeBuffers(defs) {
for (var i = 0; i < defs.length; i++) {
var def = defs[i];
if (buffers[def.dst]) {
gl.deleteBuffer(buffers[def.dst]);
buffers[def.dst] = null;
}
}
}
// free all the buffers
freeBuffers(strokeBuffers);
freeBuffers(fillBuffers);
};
p5.RendererGL.prototype._prepareBuffers = function(buffers, shader, defs) {
var model = buffers.model;
var attributes = shader.attributes;
var gl = this.GL;
// loop through each of the buffer definitions
for (var i = 0; i < defs.length; i++) {
var def = defs[i];
var attr = attributes[def.attr];
if (!attr) continue;
var buffer = buffers[def.dst];
// check if the model has the appropriate source array
var src = model[def.src];
if (src) {
// check if we need to create the GL buffer
var createBuffer = !buffer;
if (createBuffer) {
// create and remember the buffer
buffers[def.dst] = buffer = gl.createBuffer();
}
// bind the buffer
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
// check if we need to fill the buffer with data
if (createBuffer || model.dirtyFlags[def.src] !== false) {
var map = def.map;
// get the values from the model, possibly transformed
var values = map ? map(src) : src;
// fill the buffer with the values
this._bindBuffer(buffer, gl.ARRAY_BUFFER, values);
// mark the model's source array as clean
model.dirtyFlags[def.src] = false;
}
// enable the attribute
shader.enableAttrib(attr, def.size);
} else {
if (buffer) {
// remove the unused buffer
gl.deleteBuffer(buffer);
buffers[def.dst] = null;
}
// disable the vertex
gl.disableVertexAttribArray(attr.index);
}
}
};
/**
* creates a buffers object that holds the WebGL render buffers
* for a geometry.
* @private
* @param {String} gId key of the geometry object
* @param {p5.Geometry} model contains geometry data
*/
p5.RendererGL.prototype.createBuffers = function(gId, model) {
var gl = this.GL;
//initialize the gl buffers for our geom groups
var buffers = this._initBufferDefaults(gId);
buffers.model = model;
var indexBuffer = buffers.indexBuffer;
if (model.faces.length) {
// allocate space for faces
if (!indexBuffer) indexBuffer = buffers.indexBuffer = gl.createBuffer();
var vals = p5.RendererGL.prototype._flatten(model.faces);
this._bindBuffer(indexBuffer, gl.ELEMENT_ARRAY_BUFFER, vals, Uint16Array);
// the vertex count is based on the number of faces
buffers.vertexCount = model.faces.length * 3;
} else {
// the index buffer is unused, remove it
if (indexBuffer) {
gl.deleteBuffer(indexBuffer);
buffers.indexBuffer = null;
}
// the vertex count comes directly from the model
buffers.vertexCount = model.vertices ? model.vertices.length : 0;
}
buffers.lineVertexCount = model.lineVertices ? model.lineVertices.length : 0;
return buffers;
};
/**
* Draws buffers given a geometry key ID
* @private
* @param {String} gId ID in our geom hash
* @chainable
*/
p5.RendererGL.prototype.drawBuffers = function(gId) {
var gl = this.GL;
var buffers = this.gHash[gId];
if (this._doStroke && buffers.lineVertexCount > 0) {
var strokeShader = this._getRetainedStrokeShader();
this._setStrokeUniforms(strokeShader);
this._prepareBuffers(buffers, strokeShader, strokeBuffers);
this._applyColorBlend(this.curStrokeColor);
this._drawArrays(gl.TRIANGLES, gId);
strokeShader.unbindShader();
}
if (this._doFill) {
var fillShader = this._getRetainedFillShader();
this._setFillUniforms(fillShader);
this._prepareBuffers(buffers, fillShader, fillBuffers);
if (buffers.indexBuffer) {
//vertex index buffer
this._bindBuffer(buffers.indexBuffer, gl.ELEMENT_ARRAY_BUFFER);
}
this._applyColorBlend(this.curFillColor);
this._drawElements(gl.TRIANGLES, gId);
fillShader.unbindShader();
}
return this;
};
/**
* Calls drawBuffers() with a scaled model/view matrix.
*
* This is used by various 3d primitive methods (in primitives.js, eg. plane,
* box, torus, etc...) to allow caching of un-scaled geometries. Those
* geometries are generally created with unit-length dimensions, cached as
* such, and then scaled appropriately in this method prior to rendering.
*
* @private
* @method drawBuffersScaled
* @param {String} gId ID in our geom hash
* @param {Number} scaleX the amount to scale in the X direction
* @param {Number} scaleY the amount to scale in the Y direction
* @param {Number} scaleZ the amount to scale in the Z direction
*/
p5.RendererGL.prototype.drawBuffersScaled = function(
gId,
scaleX,
scaleY,
scaleZ
) {
var uMVMatrix = this.uMVMatrix.copy();
try {
this.uMVMatrix.scale(scaleX, scaleY, scaleZ);
this.drawBuffers(gId);
} finally {
this.uMVMatrix = uMVMatrix;
}
};
p5.RendererGL.prototype._drawArrays = function(drawMode, gId) {
this.GL.drawArrays(drawMode, 0, this.gHash[gId].lineVertexCount);
this._pixelsState._pixelsDirty = true;
return this;
};
p5.RendererGL.prototype._drawElements = function(drawMode, gId) {
var buffers = this.gHash[gId];
var gl = this.GL;
// render the fill
if (buffers.indexBuffer) {
// we're drawing faces
gl.drawElements(gl.TRIANGLES, buffers.vertexCount, gl.UNSIGNED_SHORT, 0);
} else {
// drawing vertices
gl.drawArrays(drawMode || gl.TRIANGLES, 0, buffers.vertexCount);
}
this._pixelsState._pixelsDirty = true;
};
p5.RendererGL.prototype._drawPoints = function(vertices, vertexBuffer) {
var gl = this.GL;
var pointShader = this._getImmediatePointShader();
this._setPointUniforms(pointShader);
this._bindBuffer(
vertexBuffer,
gl.ARRAY_BUFFER,
this._vToNArray(vertices),
Float32Array,
gl.STATIC_DRAW
);
pointShader.enableAttrib(pointShader.attributes.aPosition, 3);
gl.drawArrays(gl.Points, 0, vertices.length);
pointShader.unbindShader();
this._pixelsState._pixelsDirty = true;
};
module.exports = p5.RendererGL;
},
{ '../core/main': 24, './p5.RendererGL': 75 }
],
75: [
function(_dereq_, module, exports) {
'use strict';
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
var libtess = _dereq_('libtess');
_dereq_('./p5.Shader');
_dereq_('./p5.Camera');
_dereq_('../core/p5.Renderer');
_dereq_('./p5.Matrix');
var lightingShader =
'precision mediump float;\n\nuniform mat4 uViewMatrix;\n\nuniform bool uUseLighting;\n\nuniform int uAmbientLightCount;\nuniform vec3 uAmbientColor[8];\n\nuniform int uDirectionalLightCount;\nuniform vec3 uLightingDirection[8];\nuniform vec3 uDirectionalColor[8];\n\nuniform int uPointLightCount;\nuniform vec3 uPointLightLocation[8];\nuniform vec3 uPointLightColor[8];\n\nuniform bool uSpecular;\nuniform float uShininess;\n\nuniform float uConstantAttenuation;\nuniform float uLinearAttenuation;\nuniform float uQuadraticAttenuation;\n\nconst float specularFactor = 2.0;\nconst float diffuseFactor = 0.73;\n\nstruct LightResult {\n float specular;\n float diffuse;\n};\n\nfloat _phongSpecular(\n vec3 lightDirection,\n vec3 viewDirection,\n vec3 surfaceNormal,\n float shininess) {\n\n vec3 R = reflect(lightDirection, surfaceNormal);\n return pow(max(0.0, dot(R, viewDirection)), shininess);\n}\n\nfloat _lambertDiffuse(vec3 lightDirection, vec3 surfaceNormal) {\n return max(0.0, dot(-lightDirection, surfaceNormal));\n}\n\nLightResult _light(vec3 viewDirection, vec3 normal, vec3 lightVector) {\n\n vec3 lightDir = normalize(lightVector);\n\n //compute our diffuse & specular terms\n LightResult lr;\n if (uSpecular)\n lr.specular = _phongSpecular(lightDir, viewDirection, normal, uShininess);\n lr.diffuse = _lambertDiffuse(lightDir, normal);\n return lr;\n}\n\nvoid totalLight(\n vec3 modelPosition,\n vec3 normal,\n out vec3 totalDiffuse,\n out vec3 totalSpecular\n) {\n\n totalSpecular = vec3(0.0);\n\n if (!uUseLighting) {\n totalDiffuse = vec3(1.0);\n return;\n }\n\n totalDiffuse = vec3(0.0);\n\n vec3 viewDirection = normalize(-modelPosition);\n\n for (int j = 0; j < 8; j++) {\n if (j < uDirectionalLightCount) {\n vec3 lightVector = (uViewMatrix * vec4(uLightingDirection[j], 0.0)).xyz;\n vec3 lightColor = uDirectionalColor[j];\n LightResult result = _light(viewDirection, normal, lightVector);\n totalDiffuse += result.diffuse * lightColor;\n totalSpecular += result.specular * lightColor;\n }\n\n if (j < uPointLightCount) {\n vec3 lightPosition = (uViewMatrix * vec4(uPointLightLocation[j], 1.0)).xyz;\n vec3 lightVector = modelPosition - lightPosition;\n \n //calculate attenuation\n float lightDistance = length(lightVector);\n float lightFalloff = 1.0 / (uConstantAttenuation + lightDistance * uLinearAttenuation + (lightDistance * lightDistance) * uQuadraticAttenuation);\n vec3 lightColor = lightFalloff * uPointLightColor[j];\n\n LightResult result = _light(viewDirection, normal, lightVector);\n totalDiffuse += result.diffuse * lightColor;\n totalSpecular += result.specular * lightColor;\n }\n }\n\n totalDiffuse *= diffuseFactor;\n totalSpecular *= specularFactor;\n}\n';
var defaultShaders = {
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, 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, 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, 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vVertexNormal = normalize(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;\nuniform vec4 uMaterialColor;\nvoid main(void) {\n gl_FragColor = uMaterialColor;\n}',
lightVert:
lightingShader +
'// include lighting.glgl\n\nattribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\n\nvarying highp vec2 vVertTexCoord;\nvarying vec3 vDiffuseColor;\nvarying vec3 vSpecularColor;\n\nvoid main(void) {\n\n vec4 viewModelPosition = uModelViewMatrix * vec4(aPosition, 1.0);\n gl_Position = uProjectionMatrix * viewModelPosition;\n\n vec3 vertexNormal = normalize(uNormalMatrix * aNormal);\n vVertTexCoord = aTexCoord;\n\n totalLight(viewModelPosition.xyz, vertexNormal, vDiffuseColor, vSpecularColor);\n\n for (int i = 0; i < 8; i++) {\n if (i < uAmbientLightCount) {\n vDiffuseColor += uAmbientColor[i];\n }\n }\n}\n',
lightTextureFrag:
'precision mediump float;\n\nuniform vec4 uMaterialColor;\nuniform vec4 uTint;\nuniform sampler2D uSampler;\nuniform bool isTexture;\n\nvarying highp vec2 vVertTexCoord;\nvarying vec3 vDiffuseColor;\nvarying vec3 vSpecularColor;\n\nvoid main(void) {\n gl_FragColor = isTexture ? texture2D(uSampler, vVertTexCoord) * (uTint / vec4(255, 255, 255, 255)) : uMaterialColor;\n gl_FragColor.rgb = gl_FragColor.rgb * vDiffuseColor + vSpecularColor;\n}',
phongVert:
'precision mediump float;\nprecision mediump int;\n\nattribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform vec3 uAmbientColor[8];\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\nuniform int uAmbientLightCount;\n\nvarying vec3 vNormal;\nvarying vec2 vTexCoord;\nvarying vec3 vViewPosition;\nvarying vec3 vAmbientColor;\n\nvoid main(void) {\n\n vec4 viewModelPosition = uModelViewMatrix * vec4(aPosition, 1.0);\n\n // Pass varyings to fragment shader\n vViewPosition = viewModelPosition.xyz;\n gl_Position = uProjectionMatrix * viewModelPosition; \n\n vNormal = uNormalMatrix * aNormal;\n vTexCoord = aTexCoord;\n\n // TODO: this should be a uniform\n vAmbientColor = vec3(0.0);\n for (int i = 0; i < 8; i++) {\n if (i < uAmbientLightCount) {\n vAmbientColor += uAmbientColor[i];\n }\n }\n}\n',
phongFrag:
lightingShader +
'// include lighting.glgl\n\nuniform vec4 uMaterialColor;\nuniform sampler2D uSampler;\nuniform bool isTexture;\n\nvarying vec3 vNormal;\nvarying vec2 vTexCoord;\nvarying vec3 vViewPosition;\nvarying vec3 vAmbientColor;\n\nvoid main(void) {\n\n vec3 diffuse;\n vec3 specular;\n totalLight(vViewPosition, normalize(vNormal), diffuse, specular);\n\n gl_FragColor = isTexture ? texture2D(uSampler, vTexCoord) : uMaterialColor;\n gl_FragColor.rgb = gl_FragColor.rgb * (diffuse + vAmbientColor) + specular;\n}',
fontVert:
"precision mediump float;\n\nattribute vec3 aPosition;\nattribute vec2 aTexCoord;\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\n\nuniform vec4 uGlyphRect;\nuniform float uGlyphOffset;\n\nvarying vec2 vTexCoord;\nvarying float w;\n\nvoid main() {\n vec4 positionVec4 = vec4(aPosition, 1.0);\n\n // scale by the size of the glyph's rectangle\n positionVec4.xy *= uGlyphRect.zw - uGlyphRect.xy;\n\n // move to the corner of the glyph\n positionVec4.xy += uGlyphRect.xy;\n\n // move to the letter's line offset\n positionVec4.x += uGlyphOffset;\n \n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vTexCoord = aTexCoord;\n w = gl_Position.w;\n}\n",
fontFrag:
"#extension GL_OES_standard_derivatives : enable\nprecision mediump float;\n\n#if 0\n // simulate integer math using floats\n\t#define int float\n\t#define ivec2 vec2\n\t#define INT(x) float(x)\n\n\tint ifloor(float v) { return floor(v); }\n\tivec2 ifloor(vec2 v) { return floor(v); }\n\n#else\n // use native integer math\n\tprecision highp int;\n\t#define INT(x) x\n\n\tint ifloor(float v) { return int(v); }\n\tint ifloor(int v) { return v; }\n\tivec2 ifloor(vec2 v) { return ivec2(v); }\n\n#endif\n\nuniform sampler2D uSamplerStrokes;\nuniform sampler2D uSamplerRowStrokes;\nuniform sampler2D uSamplerRows;\nuniform sampler2D uSamplerColStrokes;\nuniform sampler2D uSamplerCols;\n\nuniform ivec2 uStrokeImageSize;\nuniform ivec2 uCellsImageSize;\nuniform ivec2 uGridImageSize;\n\nuniform ivec2 uGridOffset;\nuniform ivec2 uGridSize;\nuniform vec4 uMaterialColor;\n\nvarying vec2 vTexCoord;\n\n// some helper functions\nint round(float v) { return ifloor(v + 0.5); }\nivec2 round(vec2 v) { return ifloor(v + 0.5); }\nfloat saturate(float v) { return clamp(v, 0.0, 1.0); }\nvec2 saturate(vec2 v) { return clamp(v, 0.0, 1.0); }\n\nint mul(float v1, int v2) {\n return ifloor(v1 * float(v2));\n}\n\nivec2 mul(vec2 v1, ivec2 v2) {\n return ifloor(v1 * vec2(v2) + 0.5);\n}\n\n// unpack a 16-bit integer from a float vec2\nint getInt16(vec2 v) {\n ivec2 iv = round(v * 255.0);\n return iv.x * INT(128) + iv.y;\n}\n\nvec2 pixelScale;\nvec2 coverage = vec2(0.0);\nvec2 weight = vec2(0.5);\nconst float minDistance = 1.0/8192.0;\nconst float hardness = 1.05; // amount of antialias\n\n// the maximum number of curves in a glyph\nconst int N = INT(250);\n\n// retrieves an indexed pixel from a sampler\nvec4 getTexel(sampler2D sampler, int pos, ivec2 size) {\n int width = size.x;\n int y = ifloor(pos / width);\n int x = pos - y * width; // pos % width\n\n return texture2D(sampler, (vec2(x, y) + 0.5) / vec2(size));\n}\n\nvoid calulateCrossings(vec2 p0, vec2 p1, vec2 p2, out vec2 C1, out vec2 C2) {\n\n // get the coefficients of the quadratic in t\n vec2 a = p0 - p1 * 2.0 + p2;\n vec2 b = p0 - p1;\n vec2 c = p0 - vTexCoord;\n\n // found out which values of 't' it crosses the axes\n vec2 surd = sqrt(max(vec2(0.0), b * b - a * c));\n vec2 t1 = ((b - surd) / a).yx;\n vec2 t2 = ((b + surd) / a).yx;\n\n // approximate straight lines to avoid rounding errors\n if (abs(a.y) < 0.001)\n t1.x = t2.x = c.y / (2.0 * b.y);\n\n if (abs(a.x) < 0.001)\n t1.y = t2.y = c.x / (2.0 * b.x);\n\n // plug into quadratic formula to find the corrdinates of the crossings\n C1 = ((a * t1 - b * 2.0) * t1 + c) * pixelScale;\n C2 = ((a * t2 - b * 2.0) * t2 + c) * pixelScale;\n}\n\nvoid coverageX(vec2 p0, vec2 p1, vec2 p2) {\n\n vec2 C1, C2;\n calulateCrossings(p0, p1, p2, C1, C2);\n\n // determine on which side of the x-axis the points lie\n bool y0 = p0.y > vTexCoord.y;\n bool y1 = p1.y > vTexCoord.y;\n bool y2 = p2.y > vTexCoord.y;\n\n // could web be under the curve (after t1)?\n if (y1 ? !y2 : y0) {\n // add the coverage for t1\n coverage.x += saturate(C1.x + 0.5);\n // calculate the anti-aliasing for t1\n weight.x = min(weight.x, abs(C1.x));\n }\n\n // are we outside the curve (after t2)?\n if (y1 ? !y0 : y2) {\n // subtract the coverage for t2\n coverage.x -= saturate(C2.x + 0.5);\n // calculate the anti-aliasing for t2\n weight.x = min(weight.x, abs(C2.x));\n }\n}\n\n// this is essentially the same as coverageX, but with the axes swapped\nvoid coverageY(vec2 p0, vec2 p1, vec2 p2) {\n\n vec2 C1, C2;\n calulateCrossings(p0, p1, p2, C1, C2);\n\n bool x0 = p0.x > vTexCoord.x;\n bool x1 = p1.x > vTexCoord.x;\n bool x2 = p2.x > vTexCoord.x;\n\n if (x1 ? !x2 : x0) {\n coverage.y -= saturate(C1.y + 0.5);\n weight.y = min(weight.y, abs(C1.y));\n }\n\n if (x1 ? !x0 : x2) {\n coverage.y += saturate(C2.y + 0.5);\n weight.y = min(weight.y, abs(C2.y));\n }\n}\n\nvoid main() {\n\n // calculate the pixel scale based on screen-coordinates\n pixelScale = hardness / fwidth(vTexCoord);\n\n // which grid cell is this pixel in?\n ivec2 gridCoord = ifloor(vTexCoord * vec2(uGridSize));\n\n // intersect curves in this row\n {\n // the index into the row info bitmap\n int rowIndex = gridCoord.y + uGridOffset.y;\n // fetch the info texel\n vec4 rowInfo = getTexel(uSamplerRows, rowIndex, uGridImageSize);\n // unpack the rowInfo\n int rowStrokeIndex = getInt16(rowInfo.xy);\n int rowStrokeCount = getInt16(rowInfo.zw);\n\n for (int iRowStroke = INT(0); iRowStroke < N; iRowStroke++) {\n if (iRowStroke >= rowStrokeCount)\n break;\n\n // each stroke is made up of 3 points: the start and control point\n // and the start of the next curve.\n // fetch the indices of this pair of strokes:\n vec4 strokeIndices = getTexel(uSamplerRowStrokes, rowStrokeIndex++, uCellsImageSize);\n\n // unpack the stroke index\n int strokePos = getInt16(strokeIndices.xy);\n\n // fetch the two strokes\n vec4 stroke0 = getTexel(uSamplerStrokes, strokePos + INT(0), uStrokeImageSize);\n vec4 stroke1 = getTexel(uSamplerStrokes, strokePos + INT(1), uStrokeImageSize);\n\n // calculate the coverage\n coverageX(stroke0.xy, stroke0.zw, stroke1.xy);\n }\n }\n\n // intersect curves in this column\n {\n int colIndex = gridCoord.x + uGridOffset.x;\n vec4 colInfo = getTexel(uSamplerCols, colIndex, uGridImageSize);\n int colStrokeIndex = getInt16(colInfo.xy);\n int colStrokeCount = getInt16(colInfo.zw);\n \n for (int iColStroke = INT(0); iColStroke < N; iColStroke++) {\n if (iColStroke >= colStrokeCount)\n break;\n\n vec4 strokeIndices = getTexel(uSamplerColStrokes, colStrokeIndex++, uCellsImageSize);\n\n int strokePos = getInt16(strokeIndices.xy);\n vec4 stroke0 = getTexel(uSamplerStrokes, strokePos + INT(0), uStrokeImageSize);\n vec4 stroke1 = getTexel(uSamplerStrokes, strokePos + INT(1), uStrokeImageSize);\n coverageY(stroke0.xy, stroke0.zw, stroke1.xy);\n }\n }\n\n weight = saturate(1.0 - weight * 2.0);\n float distance = max(weight.x + weight.y, minDistance); // manhattan approx.\n float antialias = abs(dot(coverage, weight) / distance);\n float cover = min(abs(coverage.x), abs(coverage.y));\n gl_FragColor = uMaterialColor;\n gl_FragColor.a *= saturate(max(antialias, cover));\n}",
lineVert:
"/*\n Part of the Processing project - http://processing.org\n Copyright (c) 2012-15 The Processing Foundation\n Copyright (c) 2004-12 Ben Fry and Casey Reas\n Copyright (c) 2001-04 Massachusetts Institute of Technology\n This library is free software; you can redistribute it and/or\n modify it under the terms of the GNU Lesser General Public\n License as published by the Free Software Foundation, version 2.1.\n This library is distributed in the hope that it will be useful,\n but WITHOUT ANY WARRANTY; without even the implied warranty of\n MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\n Lesser General Public License for more details.\n You should have received a copy of the GNU Lesser General\n Public License along with this library; if not, write to the\n Free Software Foundation, Inc., 59 Temple Place, Suite 330,\n Boston, MA 02111-1307 USA\n*/\n\n#define PROCESSING_LINE_SHADER\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uStrokeWeight;\n\nuniform vec4 uViewport;\n\nattribute vec4 aPosition;\nattribute vec4 aDirection;\n \nvoid main() {\n // using a scale <1 moves the lines towards the camera\n // in order to prevent popping effects due to half of\n // the line disappearing behind the geometry faces.\n vec3 scale = vec3(0.9995);\n\n vec4 posp = uModelViewMatrix * aPosition;\n vec4 posq = uModelViewMatrix * (aPosition + vec4(aDirection.xyz, 0));\n\n // Moving vertices slightly toward the camera\n // to avoid depth-fighting with the fill triangles.\n // Discussed here:\n // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848 \n posp.xyz = posp.xyz * scale;\n posq.xyz = posq.xyz * scale;\n\n vec4 p = uProjectionMatrix * posp;\n vec4 q = uProjectionMatrix * posq;\n\n // formula to convert from clip space (range -1..1) to screen space (range 0..[width or height])\n // screen_p = (p.xy/p.w + <1,1>) * 0.5 * uViewport.zw\n\n // prevent division by W by transforming the tangent formula (div by 0 causes\n // the line to disappear, see https://github.com/processing/processing/issues/5183)\n // t = screen_q - screen_p\n //\n // tangent is normalized and we don't care which aDirection it points to (+-)\n // t = +- normalize( screen_q - screen_p )\n // t = +- normalize( (q.xy/q.w+<1,1>)*0.5*uViewport.zw - (p.xy/p.w+<1,1>)*0.5*uViewport.zw )\n //\n // extract common factor, <1,1> - <1,1> cancels out\n // t = +- normalize( (q.xy/q.w - p.xy/p.w) * 0.5 * uViewport.zw )\n //\n // convert to common divisor\n // t = +- normalize( ((q.xy*p.w - p.xy*q.w) / (p.w*q.w)) * 0.5 * uViewport.zw )\n //\n // remove the common scalar divisor/factor, not needed due to normalize and +-\n // (keep uViewport - can't remove because it has different components for x and y\n // and corrects for aspect ratio, see https://github.com/processing/processing/issues/5181)\n // t = +- normalize( (q.xy*p.w - p.xy*q.w) * uViewport.zw )\n\n vec2 tangent = normalize((q.xy*p.w - p.xy*q.w) * uViewport.zw);\n\n // flip tangent to normal (it's already normalized)\n vec2 normal = vec2(-tangent.y, tangent.x);\n\n float thickness = aDirection.w * uStrokeWeight;\n vec2 offset = normal * thickness / 2.0;\n\n // Perspective ---\n // convert from world to clip by multiplying with projection scaling factor\n // to get the right thickness (see https://github.com/processing/processing/issues/5182)\n // invert Y, projections in Processing invert Y\n vec2 perspScale = (uProjectionMatrix * vec4(1, -1, 0, 0)).xy;\n\n // No Perspective ---\n // multiply by W (to cancel out division by W later in the pipeline) and\n // convert from screen to clip (derived from clip to screen above)\n vec2 noPerspScale = p.w / (0.5 * uViewport.zw);\n\n //gl_Position.xy = p.xy + offset.xy * mix(noPerspScale, perspScale, float(perspective > 0));\n gl_Position.xy = p.xy + offset.xy * perspScale;\n gl_Position.zw = p.zw;\n}\n",
lineFrag:
'precision mediump float;\nprecision mediump int;\n\nuniform vec4 uMaterialColor;\n\nvoid main() {\n gl_FragColor = uMaterialColor;\n}',
pointVert:
'attribute vec3 aPosition;\nuniform float uPointSize;\nvarying float vStrokeWeight;\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nvoid main() {\n\tvec4 positionVec4 = vec4(aPosition, 1.0);\n\tgl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n\tgl_PointSize = uPointSize;\n\tvStrokeWeight = uPointSize;\n}',
pointFrag:
'precision mediump float;\nprecision mediump int;\nuniform vec4 uMaterialColor;\nvarying float vStrokeWeight;\n\nvoid main(){\n\tfloat mask = 0.0;\n\n\t// make a circular mask using the gl_PointCoord (goes from 0 - 1 on a point)\n // might be able to get a nicer edge on big strokeweights with smoothstep but slightly less performant\n\n\tmask = step(0.98, length(gl_PointCoord * 2.0 - 1.0));\n\n\t// if strokeWeight is 1 or less lets just draw a square\n\t// this prevents weird artifacting from carving circles when our points are really small\n\t// if strokeWeight is larger than 1, we just use it as is\n\n\tmask = mix(0.0, mask, clamp(floor(vStrokeWeight - 0.5),0.0,1.0));\n\n\t// throw away the borders of the mask\n // otherwise we get weird alpha blending issues\n\n\tif(mask > 0.98){\n discard;\n \t}\n\n \tgl_FragColor = vec4(uMaterialColor.rgb * (1.0 - mask), uMaterialColor.a) ;\n}'
};
/**
* 3D graphics class
* @private
* @class p5.RendererGL
* @constructor
* @extends p5.Renderer
* @todo extend class to include public method for offscreen
* rendering (FBO).
*
*/
p5.RendererGL = function(elt, pInst, isMainCanvas, attr) {
p5.Renderer.call(this, elt, pInst, isMainCanvas);
this._setAttributeDefaults(pInst);
this._initContext();
this.isP3D = true; //lets us know we're in 3d mode
this.GL = this.drawingContext;
// lights
this._enableLighting = false;
this.ambientLightColors = [];
this.directionalLightDirections = [];
this.directionalLightColors = [];
this.pointLightPositions = [];
this.pointLightColors = [];
this.drawMode = constants.FILL;
this.curFillColor = [1, 1, 1, 1];
this.curStrokeColor = [0, 0, 0, 1];
this.curBlendMode = constants.BLEND;
this.blendExt = this.GL.getExtension('EXT_blend_minmax');
this._useSpecularMaterial = false;
this._useNormalMaterial = false;
this._useShininess = 1;
this._tint = [255, 255, 255, 255];
// lightFalloff variables
this.constantAttenuation = 1;
this.linearAttenuation = 0;
this.quadraticAttenuation = 0;
/**
* model view, projection, & normal
* matrices
*/
this.uMVMatrix = new p5.Matrix();
this.uPMatrix = new p5.Matrix();
this.uNMatrix = new p5.Matrix('mat3');
// Camera
this._curCamera = new p5.Camera(this);
this._curCamera._computeCameraDefaultSettings();
this._curCamera._setDefaultCamera();
//Geometry & Material hashes
this.gHash = {};
this._defaultLightShader = undefined;
this._defaultImmediateModeShader = undefined;
this._defaultNormalShader = undefined;
this._defaultColorShader = undefined;
this._defaultPointShader = undefined;
this._pointVertexBuffer = this.GL.createBuffer();
this.userFillShader = undefined;
this.userStrokeShader = undefined;
this.userPointShader = undefined;
//Imediate Mode
//default drawing is done in Retained Mode
this.isImmediateDrawing = false;
this.immediateMode = {};
this.pointSize = 5.0; //default point size
this.curStrokeWeight = 1;
// array of textures created in this gl context via this.getTexture(src)
this.textures = [];
this.textureMode = constants.IMAGE;
// default wrap settings
this.textureWrapX = constants.CLAMP;
this.textureWrapY = constants.CLAMP;
this._tex = null;
this._curveTightness = 6;
// lookUpTable for coefficients needed to be calculated for bezierVertex, same are used for curveVertex
this._lookUpTableBezier = [];
// lookUpTable for coefficients needed to be calculated for quadraticVertex
this._lookUpTableQuadratic = [];
// current curveDetail in the Bezier lookUpTable
this._lutBezierDetail = 0;
// current curveDetail in the Quadratic lookUpTable
this._lutQuadraticDetail = 0;
this._tessy = this._initTessy();
this.fontInfos = {};
return this;
};
p5.RendererGL.prototype = Object.create(p5.Renderer.prototype);
//////////////////////////////////////////////
// Setting
//////////////////////////////////////////////
p5.RendererGL.prototype._setAttributeDefaults = function(pInst) {
var defaults = {
alpha: true,
depth: true,
stencil: true,
antialias: false,
premultipliedAlpha: false,
preserveDrawingBuffer: true,
perPixelLighting: false
};
if (pInst._glAttributes === null) {
pInst._glAttributes = defaults;
} else {
pInst._glAttributes = Object.assign(defaults, pInst._glAttributes);
}
return;
};
p5.RendererGL.prototype._initContext = function() {
try {
this.drawingContext =
this.canvas.getContext('webgl', this._pInst._glAttributes) ||
this.canvas.getContext('experimental-webgl', this._pInst._glAttributes);
if (this.drawingContext === null) {
throw new Error('Error creating webgl context');
} else {
var gl = this.drawingContext;
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
this._viewport = this.drawingContext.getParameter(
this.drawingContext.VIEWPORT
);
}
} catch (er) {
throw er;
}
};
//This is helper function to reset the context anytime the attributes
//are changed with setAttributes()
p5.RendererGL.prototype._resetContext = function(options, callback) {
var w = this.width;
var h = this.height;
var defaultId = this.canvas.id;
var isPGraphics = this._pInst instanceof p5.Graphics;
if (isPGraphics) {
var pg = this._pInst;
pg.canvas.parentNode.removeChild(pg.canvas);
pg.canvas = document.createElement('canvas');
var node = pg._pInst._userNode || document.body;
node.appendChild(pg.canvas);
p5.Element.call(pg, pg.canvas, pg._pInst);
pg.width = w;
pg.height = h;
} else {
var c = this.canvas;
if (c) {
c.parentNode.removeChild(c);
}
c = document.createElement('canvas');
c.id = defaultId;
if (this._pInst._userNode) {
this._pInst._userNode.appendChild(c);
} else {
document.body.appendChild(c);
}
this._pInst.canvas = c;
}
var renderer = new p5.RendererGL(this._pInst.canvas, this._pInst, !isPGraphics);
this._pInst._setProperty('_renderer', renderer);
renderer.resize(w, h);
renderer._applyDefaults();
if (!isPGraphics) {
this._pInst._elements.push(renderer);
}
if (typeof callback === 'function') {
//setTimeout with 0 forces the task to the back of the queue, this ensures that
//we finish switching out the renderer
setTimeout(function() {
callback.apply(window._renderer, options);
}, 0);
}
};
/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
/**
* Set attributes for the WebGL Drawing context.
* This is a way of adjusting how the WebGL
* renderer works to fine-tune the display and performance.
*
* Note that this will reinitialize the drawing context
* if called after the WebGL canvas is made.
*
* If an object is passed as the parameter, all attributes
* not declared in the object will be set to defaults.
*
* The available attributes are:
*
* alpha - indicates if the canvas contains an alpha buffer
* default is true
*
* depth - indicates whether the drawing buffer has a depth buffer
* of at least 16 bits - default is true
*
* stencil - indicates whether the drawing buffer has a stencil buffer
* of at least 8 bits
*
* antialias - indicates whether or not to perform anti-aliasing
* default is false
*
* premultipliedAlpha - indicates that the page compositor will assume
* the drawing buffer contains colors with pre-multiplied alpha
* default is false
*
* preserveDrawingBuffer - if true the buffers will not be cleared and
* and will preserve their values until cleared or overwritten by author
* (note that p5 clears automatically on draw loop)
* default is true
*
* perPixelLighting - if true, per-pixel lighting will be used in the
* lighting shader.
* default is false
*
* @method setAttributes
* @for p5
* @param {String} key Name of attribute
* @param {Boolean} value New value of named attribute
* @example
*
*
* @alt a rotating cube with smoother edges
*/
/**
* @method setAttributes
* @for p5
* @param {Object} obj object with key-value pairs
*/
p5.prototype.setAttributes = function(key, value) {
if (typeof this._glAttributes === 'undefined') {
console.log(
'You are trying to use setAttributes on a p5.Graphics object ' +
'that does not use a WEBGL renderer.'
);
return;
}
var unchanged = true;
if (typeof value !== 'undefined') {
//first time modifying the attributes
if (this._glAttributes === null) {
this._glAttributes = {};
}
if (this._glAttributes[key] !== value) {
//changing value of previously altered attribute
this._glAttributes[key] = value;
unchanged = false;
}
//setting all attributes with some change
} else if (key instanceof Object) {
if (this._glAttributes !== key) {
this._glAttributes = key;
unchanged = false;
}
}
//@todo_FES
if (!this._renderer.isP3D || unchanged) {
return;
}
if (!this._setupDone) {
for (var x in this._renderer.gHash) {
if (this._renderer.gHash.hasOwnProperty(x)) {
console.error(
'Sorry, Could not set the attributes, you need to call setAttributes() ' +
'before calling the other drawing methods in setup()'
);
return;
}
}
}
this.push();
this._renderer._resetContext();
this.pop();
if (this._renderer._curCamera) {
this._renderer._curCamera._renderer = this._renderer;
}
};
/**
* @class p5.RendererGL
*/
p5.RendererGL.prototype._update = function() {
// reset model view and apply initial camera transform
// (containing only look at info; no projection).
this.uMVMatrix.set(
this._curCamera.cameraMatrix.mat4[0],
this._curCamera.cameraMatrix.mat4[1],
this._curCamera.cameraMatrix.mat4[2],
this._curCamera.cameraMatrix.mat4[3],
this._curCamera.cameraMatrix.mat4[4],
this._curCamera.cameraMatrix.mat4[5],
this._curCamera.cameraMatrix.mat4[6],
this._curCamera.cameraMatrix.mat4[7],
this._curCamera.cameraMatrix.mat4[8],
this._curCamera.cameraMatrix.mat4[9],
this._curCamera.cameraMatrix.mat4[10],
this._curCamera.cameraMatrix.mat4[11],
this._curCamera.cameraMatrix.mat4[12],
this._curCamera.cameraMatrix.mat4[13],
this._curCamera.cameraMatrix.mat4[14],
this._curCamera.cameraMatrix.mat4[15]
);
// reset light data for new frame.
this.ambientLightColors.length = 0;
this.directionalLightDirections.length = 0;
this.directionalLightColors.length = 0;
this.pointLightPositions.length = 0;
this.pointLightColors.length = 0;
this._enableLighting = false;
//reset tint value for new frame
this._tint = [255, 255, 255, 255];
};
/**
* [background description]
*/
p5.RendererGL.prototype.background = function() {
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;
this.GL.clearColor(_r, _g, _b, _a);
this.GL.depthMask(true);
this.GL.clear(this.GL.COLOR_BUFFER_BIT | this.GL.DEPTH_BUFFER_BIT);
this._pixelsState._pixelsDirty = true;
};
//////////////////////////////////////////////
// COLOR
//////////////////////////////////////////////
/**
* Basic fill material for geometry with a given color
* @method fill
* @class p5.RendererGL
* @param {Number|Number[]|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
* @param {Number} [v3] blue or brightness value
* @param {Number} [a] opacity
* @chainable
* @example
*
*
* @alt
* black canvas with purple cube spinning
*
*/
p5.RendererGL.prototype.fill = function(v1, v2, v3, a) {
//see material.js for more info on color blending in webgl
var color = p5.prototype.color.apply(this._pInst, arguments);
this.curFillColor = color._array;
this.drawMode = constants.FILL;
this._useNormalMaterial = false;
this._tex = null;
};
/**
* Basic stroke material for geometry with a given color
* @method stroke
* @param {Number|Number[]|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
* @param {Number} [v3] blue or brightness value
* @param {Number} [a] opacity
* @example
*
*
* @alt
* black canvas with two purple rotating spheres with pink
* outlines the sphere on top has much heavier outlines,
*
*/
p5.RendererGL.prototype.strokeWeight = function(w) {
if (this.curStrokeWeight !== w) {
this.pointSize = w;
this.curStrokeWeight = w;
}
};
// x,y are canvas-relative (pre-scaled by _pixelDensity)
p5.RendererGL.prototype._getPixel = function(x, y) {
var pixelsState = this._pixelsState;
var imageData, index;
if (pixelsState._pixelsDirty) {
imageData = new Uint8Array(4);
// prettier-ignore
this.drawingContext.readPixels(
x, y, 1, 1,
this.drawingContext.RGBA, this.drawingContext.UNSIGNED_BYTE,
imageData);
index = 0;
} else {
imageData = pixelsState.pixels;
index = (Math.floor(x) + Math.floor(y) * this.canvas.width) * 4;
}
return [
imageData[index + 0],
imageData[index + 1],
imageData[index + 2],
imageData[index + 3]
];
};
/**
* Loads the pixels data for this canvas into the pixels[] attribute.
* Note that updatePixels() and set() do not work.
* Any pixel manipulation must be done directly to the pixels[] array.
*
* @private
* @method loadPixels
*
*/
p5.RendererGL.prototype.loadPixels = function() {
var pixelsState = this._pixelsState;
if (!pixelsState._pixelsDirty) return;
pixelsState._pixelsDirty = false;
//@todo_FES
if (this._pInst._glAttributes.preserveDrawingBuffer !== true) {
console.log(
'loadPixels only works in WebGL when preserveDrawingBuffer ' + 'is true.'
);
return;
}
//if there isn't a renderer-level temporary pixels buffer
//make a new one
var pixels = pixelsState.pixels;
var len = this.GL.drawingBufferWidth * this.GL.drawingBufferHeight * 4;
if (!(pixels instanceof Uint8Array) || pixels.length !== len) {
pixels = new Uint8Array(len);
this._pixelsState._setProperty('pixels', pixels);
}
var pd = this._pInst._pixelDensity;
// prettier-ignore
this.GL.readPixels(
0, 0, this.width * pd, this.height * pd,
this.GL.RGBA, this.GL.UNSIGNED_BYTE,
pixels);
};
//////////////////////////////////////////////
// HASH | for geometry
//////////////////////////////////////////////
p5.RendererGL.prototype.geometryInHash = function(gId) {
return this.gHash[gId] !== undefined;
};
/**
* [resize description]
* @private
* @param {Number} w [description]
* @param {Number} h [description]
*/
p5.RendererGL.prototype.resize = function(w, h) {
p5.Renderer.prototype.resize.call(this, w, h);
this.GL.viewport(0, 0, this.GL.drawingBufferWidth, this.GL.drawingBufferHeight);
this._viewport = this.GL.getParameter(this.GL.VIEWPORT);
this._curCamera._resize();
//resize pixels buffer
var pixelsState = this._pixelsState;
pixelsState._pixelsDirty = true;
if (typeof pixelsState.pixels !== 'undefined') {
pixelsState._setProperty(
'pixels',
new Uint8Array(this.GL.drawingBufferWidth * this.GL.drawingBufferHeight * 4)
);
}
};
/**
* clears color and depth buffers
* with r,g,b,a
* @private
* @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 _r = arguments[0] || 0;
var _g = arguments[1] || 0;
var _b = arguments[2] || 0;
var _a = arguments[3] || 0;
this.GL.clearColor(_r, _g, _b, _a);
this.GL.clear(this.GL.COLOR_BUFFER_BIT | this.GL.DEPTH_BUFFER_BIT);
this._pixelsState._pixelsDirty = true;
};
p5.RendererGL.prototype.applyMatrix = function(a, b, c, d, e, f) {
if (arguments.length === 16) {
p5.Matrix.prototype.apply.apply(this.uMVMatrix, arguments);
} else {
// prettier-ignore
this.uMVMatrix.apply([
a, b, 0, 0,
c, d, 0, 0,
0, 0, 1, 0,
e, f, 0, 1]);
}
};
/**
* [translate description]
* @private
* @param {Number} x [description]
* @param {Number} y [description]
* @param {Number} z [description]
* @chainable
* @todo implement handle for components or vector as args
*/
p5.RendererGL.prototype.translate = function(x, y, z) {
if (x instanceof p5.Vector) {
z = x.z;
y = x.y;
x = x.x;
}
this.uMVMatrix.translate([x, y, z]);
return this;
};
/**
* Scales the Model View Matrix by a vector
* @private
* @param {Number | p5.Vector | Array} x [description]
* @param {Number} [y] y-axis scalar
* @param {Number} [z] z-axis scalar
* @chainable
*/
p5.RendererGL.prototype.scale = function(x, y, z) {
this.uMVMatrix.scale(x, y, z);
return this;
};
p5.RendererGL.prototype.rotate = function(rad, axis) {
if (typeof axis === 'undefined') {
return this.rotateZ(rad);
}
p5.Matrix.prototype.rotate.apply(this.uMVMatrix, arguments);
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;
};
p5.RendererGL.prototype.push = function() {
// get the base renderer style
var style = p5.Renderer.prototype.push.apply(this);
// add webgl-specific style properties
var properties = style.properties;
properties.uMVMatrix = this.uMVMatrix.copy();
properties.uPMatrix = this.uPMatrix.copy();
properties._curCamera = this._curCamera;
// make a copy of the current camera for the push state
// this preserves any references stored using 'createCamera'
this._curCamera = this._curCamera.copy();
properties.ambientLightColors = this.ambientLightColors.slice();
properties.directionalLightDirections = this.directionalLightDirections.slice();
properties.directionalLightColors = this.directionalLightColors.slice();
properties.pointLightPositions = this.pointLightPositions.slice();
properties.pointLightColors = this.pointLightColors.slice();
properties.userFillShader = this.userFillShader;
properties.userStrokeShader = this.userStrokeShader;
properties.userPointShader = this.userPointShader;
properties.pointSize = this.pointSize;
properties.curStrokeWeight = this.curStrokeWeight;
properties.curStrokeColor = this.curStrokeColor;
properties.curFillColor = this.curFillColor;
properties._useSpecularMaterial = this._useSpecularMaterial;
properties._useShininess = this._useShininess;
properties.constantAttenuation = this.constantAttenuation;
properties.linearAttenuation = this.linearAttenuation;
properties.quadraticAttenuation = this.quadraticAttenuation;
properties._enableLighting = this._enableLighting;
properties._useNormalMaterial = this._useNormalMaterial;
properties._tex = this._tex;
properties.drawMode = this.drawMode;
return style;
};
p5.RendererGL.prototype.resetMatrix = function() {
this.uMVMatrix = p5.Matrix.identity(this._pInst);
return this;
};
//////////////////////////////////////////////
// SHADER
//////////////////////////////////////////////
/*
* shaders are created and cached on a per-renderer basis,
* on the grounds that each renderer will have its own gl context
* and the shader must be valid in that context.
*/
p5.RendererGL.prototype._getImmediateStrokeShader = function() {
// select the stroke shader to use
var stroke = this.userStrokeShader;
if (!stroke || !stroke.isStrokeShader()) {
return this._getLineShader();
}
return stroke;
};
p5.RendererGL.prototype._getRetainedStrokeShader =
p5.RendererGL.prototype._getImmediateStrokeShader;
/*
* selects which fill shader should be used based on renderer state,
* for use with begin/endShape and immediate vertex mode.
*/
p5.RendererGL.prototype._getImmediateFillShader = function() {
if (this._useNormalMaterial) {
console.log(
'Sorry, normalMaterial() does not currently work with custom WebGL geometry' +
' created with beginShape(). Falling back to standard fill material.'
);
return this._getImmediateModeShader();
}
var fill = this.userFillShader;
if (this._enableLighting) {
if (!fill || !fill.isLightShader()) {
return this._getLightShader();
}
} else if (this._tex) {
if (!fill || !fill.isTextureShader()) {
return this._getLightShader();
}
} else if (!fill /*|| !fill.isColorShader()*/) {
return this._getImmediateModeShader();
}
return fill;
};
/*
* selects which fill shader should be used based on renderer state
* for retained mode.
*/
p5.RendererGL.prototype._getRetainedFillShader = function() {
if (this._useNormalMaterial) {
return this._getNormalShader();
}
var fill = this.userFillShader;
if (this._enableLighting) {
if (!fill || !fill.isLightShader()) {
return this._getLightShader();
}
} else if (this._tex) {
if (!fill || !fill.isTextureShader()) {
return this._getLightShader();
}
} else if (!fill /* || !fill.isColorShader()*/) {
return this._getColorShader();
}
return fill;
};
p5.RendererGL.prototype._getImmediatePointShader = function() {
// select the point shader to use
var point = this.userPointShader;
if (!point || !point.isPointShader()) {
return this._getPointShader();
}
return point;
};
p5.RendererGL.prototype._getRetainedLineShader =
p5.RendererGL.prototype._getImmediateLineShader;
p5.RendererGL.prototype._getLightShader = function() {
if (!this._defaultLightShader) {
if (this._pInst._glAttributes.perPixelLighting) {
this._defaultLightShader = new p5.Shader(
this,
defaultShaders.phongVert,
defaultShaders.phongFrag
);
} else {
this._defaultLightShader = new p5.Shader(
this,
defaultShaders.lightVert,
defaultShaders.lightTextureFrag
);
}
}
return this._defaultLightShader;
};
p5.RendererGL.prototype._getImmediateModeShader = function() {
if (!this._defaultImmediateModeShader) {
this._defaultImmediateModeShader = new p5.Shader(
this,
defaultShaders.immediateVert,
defaultShaders.vertexColorFrag
);
}
return this._defaultImmediateModeShader;
};
p5.RendererGL.prototype._getNormalShader = function() {
if (!this._defaultNormalShader) {
this._defaultNormalShader = new p5.Shader(
this,
defaultShaders.normalVert,
defaultShaders.normalFrag
);
}
return this._defaultNormalShader;
};
p5.RendererGL.prototype._getColorShader = function() {
if (!this._defaultColorShader) {
this._defaultColorShader = new p5.Shader(
this,
defaultShaders.normalVert,
defaultShaders.basicFrag
);
}
return this._defaultColorShader;
};
p5.RendererGL.prototype._getPointShader = function() {
if (!this._defaultPointShader) {
this._defaultPointShader = new p5.Shader(
this,
defaultShaders.pointVert,
defaultShaders.pointFrag
);
}
return this._defaultPointShader;
};
p5.RendererGL.prototype._getLineShader = function() {
if (!this._defaultLineShader) {
this._defaultLineShader = new p5.Shader(
this,
defaultShaders.lineVert,
defaultShaders.lineFrag
);
}
return this._defaultLineShader;
};
p5.RendererGL.prototype._getFontShader = function() {
if (!this._defaultFontShader) {
this.GL.getExtension('OES_standard_derivatives');
this._defaultFontShader = new p5.Shader(
this,
defaultShaders.fontVert,
defaultShaders.fontFrag
);
}
return this._defaultFontShader;
};
p5.RendererGL.prototype._getEmptyTexture = function() {
if (!this._emptyTexture) {
// a plain white texture RGBA, full alpha, single pixel.
var im = new p5.Image(1, 1);
im.set(0, 0, 255);
this._emptyTexture = new p5.Texture(this, im);
}
return this._emptyTexture;
};
p5.RendererGL.prototype.getTexture = function(img) {
var textures = this.textures;
for (var it = 0; it < textures.length; ++it) {
var texture = textures[it];
if (texture.src === img) return texture;
}
var tex = new p5.Texture(this, img);
textures.push(tex);
return tex;
};
p5.RendererGL.prototype._setStrokeUniforms = function(strokeShader) {
strokeShader.bindShader();
// set the uniform values
strokeShader.setUniform('uMaterialColor', this.curStrokeColor);
strokeShader.setUniform('uStrokeWeight', this.curStrokeWeight);
};
p5.RendererGL.prototype._setFillUniforms = function(fillShader) {
fillShader.bindShader();
// TODO: optimize
fillShader.setUniform('uMaterialColor', this.curFillColor);
fillShader.setUniform('isTexture', !!this._tex);
if (this._tex) {
fillShader.setUniform('uSampler', this._tex);
}
fillShader.setUniform('uTint', this._tint);
fillShader.setUniform('uSpecular', this._useSpecularMaterial);
fillShader.setUniform('uShininess', this._useShininess);
fillShader.setUniform('uUseLighting', this._enableLighting);
var pointLightCount = this.pointLightColors.length / 3;
fillShader.setUniform('uPointLightCount', pointLightCount);
fillShader.setUniform('uPointLightLocation', this.pointLightPositions);
fillShader.setUniform('uPointLightColor', this.pointLightColors);
var directionalLightCount = this.directionalLightColors.length / 3;
fillShader.setUniform('uDirectionalLightCount', directionalLightCount);
fillShader.setUniform('uLightingDirection', this.directionalLightDirections);
fillShader.setUniform('uDirectionalColor', this.directionalLightColors);
// TODO: sum these here...
var ambientLightCount = this.ambientLightColors.length / 3;
fillShader.setUniform('uAmbientLightCount', ambientLightCount);
fillShader.setUniform('uAmbientColor', this.ambientLightColors);
fillShader.setUniform('uConstantAttenuation', this.constantAttenuation);
fillShader.setUniform('uLinearAttenuation', this.linearAttenuation);
fillShader.setUniform('uQuadraticAttenuation', this.quadraticAttenuation);
fillShader.bindTextures();
};
p5.RendererGL.prototype._setPointUniforms = function(pointShader) {
pointShader.bindShader();
// set the uniform values
pointShader.setUniform('uMaterialColor', this.curStrokeColor);
// @todo is there an instance where this isn't stroke weight?
// should be they be same var?
pointShader.setUniform('uPointSize', this.pointSize);
};
/* Binds a buffer to the drawing context
* when passed more than two arguments it also updates or initializes
* the data associated with the buffer
*/
p5.RendererGL.prototype._bindBuffer = function(
buffer,
target,
values,
type,
usage
) {
if (!target) target = this.GL.ARRAY_BUFFER;
this.GL.bindBuffer(target, buffer);
if (values !== undefined) {
var data = new (type || Float32Array)(values);
this.GL.bufferData(target, data, usage || this.GL.STATIC_DRAW);
}
};
///////////////////////////////
//// UTILITY FUNCTIONS
//////////////////////////////
/**
* turn a two dimensional array into one dimensional array
* @private
* @param {Array} arr 2-dimensional array
* @return {Array} 1-dimensional array
* [[1, 2, 3],[4, 5, 6]] -> [1, 2, 3, 4, 5, 6]
*/
p5.RendererGL.prototype._flatten = function(arr) {
//when empty, return empty
if (arr.length === 0) {
return [];
} else if (arr.length > 20000) {
//big models , load slower to avoid stack overflow
//faster non-recursive flatten via axelduch
//stackoverflow.com/questions/27266550/how-to-flatten-nested-array-in-javascript
var toString = Object.prototype.toString;
var arrayTypeStr = '[object Array]';
var result = [];
var nodes = arr.slice();
var node;
node = nodes.pop();
do {
if (toString.call(node) === arrayTypeStr) {
nodes.push.apply(nodes, node);
} else {
result.push(node);
}
} while (nodes.length && (node = nodes.pop()) !== undefined);
result.reverse(); // we reverse result to restore the original order
return result;
} else {
//otherwise if model within limits for browser
//use faster recursive loading
return [].concat.apply([], arr);
}
};
/**
* turn a p5.Vector Array into a one dimensional number array
* @private
* @param {p5.Vector[]} arr an array of p5.Vector
* @return {Number[]} a one dimensional array of numbers
* [p5.Vector(1, 2, 3), p5.Vector(4, 5, 6)] ->
* [1, 2, 3, 4, 5, 6]
*/
p5.RendererGL.prototype._vToNArray = function(arr) {
var ret = [];
for (var i = 0; i < arr.length; i++) {
var item = arr[i];
ret.push(item.x, item.y, item.z);
}
return ret;
};
/**
* ensures that p5 is using a 3d renderer. throws an error if not.
*/
p5.prototype._assert3d = function(name) {
if (!this._renderer.isP3D)
throw new Error(
name +
"() is only supported in WEBGL mode. If you'd like to use 3D graphics" +
' and WebGL, see https://p5js.org/examples/form-3d-primitives.html' +
' for more information.'
);
};
// function to initialize GLU Tesselator
p5.RendererGL.prototype._initTessy = function initTesselator() {
// function called for each vertex of tesselator output
function vertexCallback(data, polyVertArray) {
polyVertArray[polyVertArray.length] = data[0];
polyVertArray[polyVertArray.length] = data[1];
polyVertArray[polyVertArray.length] = data[2];
}
function begincallback(type) {
if (type !== libtess.primitiveType.GL_TRIANGLES) {
console.log('expected TRIANGLES but got type: ' + type);
}
}
function errorcallback(errno) {
console.log('error callback');
console.log('error number: ' + errno);
}
// callback for when segments intersect and must be split
function combinecallback(coords, data, weight) {
return [coords[0], coords[1], coords[2]];
}
function edgeCallback(flag) {
// don't really care about the flag, but need no-strip/no-fan behavior
}
var tessy = new libtess.GluTesselator();
tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_VERTEX_DATA, vertexCallback);
tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_BEGIN, begincallback);
tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_ERROR, errorcallback);
tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_COMBINE, combinecallback);
tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_EDGE_FLAG, edgeCallback);
return tessy;
};
p5.RendererGL.prototype._triangulate = function(contours) {
// libtess will take 3d verts and flatten to a plane for tesselation
// since only doing 2d tesselation here, provide z=1 normal to skip
// iterating over verts only to get the same answer.
// comment out to test normal-generation code
this._tessy.gluTessNormal(0, 0, 1);
var triangleVerts = [];
this._tessy.gluTessBeginPolygon(triangleVerts);
for (var i = 0; i < contours.length; i++) {
this._tessy.gluTessBeginContour();
var contour = contours[i];
for (var j = 0; j < contour.length; j += 3) {
var coords = [contour[j], contour[j + 1], contour[j + 2]];
this._tessy.gluTessVertex(coords, coords);
}
this._tessy.gluTessEndContour();
}
// finish polygon
this._tessy.gluTessEndPolygon();
return triangleVerts;
};
// function to calculate BezierVertex Coefficients
p5.RendererGL.prototype._bezierCoefficients = function(t) {
var t2 = t * t;
var t3 = t2 * t;
var mt = 1 - t;
var mt2 = mt * mt;
var mt3 = mt2 * mt;
return [mt3, 3 * mt2 * t, 3 * mt * t2, t3];
};
// function to calculate QuadraticVertex Coefficients
p5.RendererGL.prototype._quadraticCoefficients = function(t) {
var t2 = t * t;
var mt = 1 - t;
var mt2 = mt * mt;
return [mt2, 2 * mt * t, t2];
};
// function to convert Bezier coordinates to Catmull Rom Splines
p5.RendererGL.prototype._bezierToCatmull = function(w) {
var p1 = w[1];
var p2 = w[1] + (w[2] - w[0]) / this._curveTightness;
var p3 = w[2] - (w[3] - w[1]) / this._curveTightness;
var p4 = w[2];
var p = [p1, p2, p3, p4];
return p;
};
module.exports = p5.RendererGL;
},
{
'../core/constants': 18,
'../core/main': 24,
'../core/p5.Renderer': 27,
'./p5.Camera': 70,
'./p5.Matrix': 72,
'./p5.Shader': 76,
libtess: 9
}
],
76: [
function(_dereq_, module, exports) {
/**
* This module defines the p5.Shader class
* @module Lights, Camera
* @submodule Shaders
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
/**
* Shader class for WEBGL Mode
* @class p5.Shader
* @param {p5.RendererGL} renderer an instance of p5.RendererGL that
* will provide the GL context for this new p5.Shader
* @param {String} vertSrc source code for the vertex shader (as a string)
* @param {String} fragSrc source code for the fragment shader (as a string)
*/
p5.Shader = function(renderer, vertSrc, fragSrc) {
// TODO: adapt this to not take ids, but rather,
// to take the source for a vertex and fragment shader
// to enable custom shaders at some later date
this._renderer = renderer;
this._vertSrc = vertSrc;
this._fragSrc = fragSrc;
this._vertShader = -1;
this._fragShader = -1;
this._glProgram = 0;
this._loadedAttributes = false;
this.attributes = {};
this._loadedUniforms = false;
this.uniforms = {};
this._bound = false;
this.samplers = [];
};
/**
* Creates, compiles, and links the shader based on its
* sources for the vertex and fragment shaders (provided
* to the constructor). Populates known attributes and
* uniforms from the shader.
* @method init
* @chainable
* @private
*/
p5.Shader.prototype.init = function() {
if (this._glProgram === 0 /* or context is stale? */) {
var gl = this._renderer.GL;
// @todo: once custom shading is allowed,
// friendly error messages should be used here to share
// compiler and linker errors.
//set up the shader by
// 1. creating and getting a gl id for the shader program,
// 2. compliling its vertex & fragment sources,
// 3. linking the vertex and fragment shaders
this._vertShader = gl.createShader(gl.VERTEX_SHADER);
//load in our default vertex shader
gl.shaderSource(this._vertShader, this._vertSrc);
gl.compileShader(this._vertShader);
// if our vertex shader failed compilation?
if (!gl.getShaderParameter(this._vertShader, gl.COMPILE_STATUS)) {
console.error(
'Yikes! An error occurred compiling the vertex shader:' +
gl.getShaderInfoLog(this._vertShader)
);
return null;
}
this._fragShader = gl.createShader(gl.FRAGMENT_SHADER);
//load in our material frag shader
gl.shaderSource(this._fragShader, this._fragSrc);
gl.compileShader(this._fragShader);
// if our frag shader failed compilation?
if (!gl.getShaderParameter(this._fragShader, gl.COMPILE_STATUS)) {
console.error(
'Darn! An error occurred compiling the fragment shader:' +
gl.getShaderInfoLog(this._fragShader)
);
return null;
}
this._glProgram = gl.createProgram();
gl.attachShader(this._glProgram, this._vertShader);
gl.attachShader(this._glProgram, this._fragShader);
gl.linkProgram(this._glProgram);
if (!gl.getProgramParameter(this._glProgram, gl.LINK_STATUS)) {
console.error(
'Snap! Error linking shader program: ' +
gl.getProgramInfoLog(this._glProgram)
);
}
this._loadAttributes();
this._loadUniforms();
}
return this;
};
/**
* Queries the active attributes for this shader and loads
* their names and locations into the attributes array.
* @method _loadAttributes
* @private
*/
p5.Shader.prototype._loadAttributes = function() {
if (this._loadedAttributes) {
return;
}
this.attributes = {};
var gl = this._renderer.GL;
var numAttributes = gl.getProgramParameter(
this._glProgram,
gl.ACTIVE_ATTRIBUTES
);
for (var i = 0; i < numAttributes; ++i) {
var attributeInfo = gl.getActiveAttrib(this._glProgram, i);
var name = attributeInfo.name;
var location = gl.getAttribLocation(this._glProgram, name);
var attribute = {};
attribute.name = name;
attribute.location = location;
attribute.index = i;
attribute.type = attributeInfo.type;
attribute.size = attributeInfo.size;
this.attributes[name] = attribute;
}
this._loadedAttributes = true;
};
/**
* Queries the active uniforms for this shader and loads
* their names and locations into the uniforms array.
* @method _loadUniforms
* @private
*/
p5.Shader.prototype._loadUniforms = function() {
if (this._loadedUniforms) {
return;
}
var gl = this._renderer.GL;
// Inspect shader and cache uniform info
var numUniforms = gl.getProgramParameter(this._glProgram, gl.ACTIVE_UNIFORMS);
var samplerIndex = 0;
for (var i = 0; i < numUniforms; ++i) {
var uniformInfo = gl.getActiveUniform(this._glProgram, i);
var uniform = {};
uniform.location = gl.getUniformLocation(this._glProgram, uniformInfo.name);
uniform.size = uniformInfo.size;
var uniformName = uniformInfo.name;
//uniforms thats are arrays have their name returned as
//someUniform[0] which is a bit silly so we trim it
//off here. The size property tells us that its an array
//so we dont lose any information by doing this
if (uniformInfo.size > 1) {
uniformName = uniformName.substring(0, uniformName.indexOf('[0]'));
}
uniform.name = uniformName;
uniform.type = uniformInfo.type;
if (uniform.type === gl.SAMPLER_2D) {
uniform.samplerIndex = samplerIndex;
samplerIndex++;
this.samplers.push(uniform);
}
this.uniforms[uniformName] = uniform;
}
this._loadedUniforms = true;
};
p5.Shader.prototype.compile = function() {
// TODO
};
/**
* initializes (if needed) and binds the shader program.
* @method bindShader
* @private
*/
p5.Shader.prototype.bindShader = function() {
this.init();
if (!this._bound) {
this.useProgram();
this._bound = true;
this._setMatrixUniforms();
this.setUniform('uViewport', this._renderer._viewport);
}
};
/**
* @method unbindShader
* @chainable
* @private
*/
p5.Shader.prototype.unbindShader = function() {
if (this._bound) {
this.unbindTextures();
//this._renderer.GL.useProgram(0); ??
this._bound = false;
}
return this;
};
p5.Shader.prototype.bindTextures = function() {
var gl = this._renderer.GL;
for (var i = 0; i < this.samplers.length; i++) {
var uniform = this.samplers[i];
var tex = uniform.texture;
if (tex === undefined) {
// user hasn't yet supplied a texture for this slot.
// (or there may not be one--maybe just lighting),
// so we supply a default texture instead.
tex = this._renderer._getEmptyTexture();
}
gl.activeTexture(gl.TEXTURE0 + uniform.samplerIndex);
tex.bindTexture();
tex.update();
gl.uniform1i(uniform.location, uniform.samplerIndex);
}
};
p5.Shader.prototype.updateTextures = function() {
for (var i = 0; i < this.samplers.length; i++) {
var uniform = this.samplers[i];
var tex = uniform.texture;
if (tex) {
tex.update();
}
}
};
p5.Shader.prototype.unbindTextures = function() {
// TODO: migrate stuff from material.js here
// - OR - have material.js define this function
};
p5.Shader.prototype._setMatrixUniforms = function() {
this.setUniform('uProjectionMatrix', this._renderer.uPMatrix.mat4);
this.setUniform('uModelViewMatrix', this._renderer.uMVMatrix.mat4);
this.setUniform('uViewMatrix', this._renderer._curCamera.cameraMatrix.mat4);
if (this.uniforms.uNormalMatrix) {
this._renderer.uNMatrix.inverseTranspose(this._renderer.uMVMatrix);
this.setUniform('uNormalMatrix', this._renderer.uNMatrix.mat3);
}
};
/**
* @method useProgram
* @chainable
* @private
*/
p5.Shader.prototype.useProgram = function() {
var gl = this._renderer.GL;
gl.useProgram(this._glProgram);
return this;
};
/**
* Wrapper around gl.uniform functions.
* As we store uniform info in the shader we can use that
* to do type checking on the supplied data and call
* the appropriate function.
* @method setUniform
* @chainable
* @param {String} uniformName the name of the uniform in the
* shader program
* @param {Object|Number|Boolean|Number[]} data the data to be associated
* with that uniform; type varies (could be a single numerical value, array,
* matrix, or texture / sampler reference)
*
* @example
*
*
* // Click within the image to toggle the value of uniforms
* // Note: for an alternative approach to the same example,
* // involving toggling between shaders please refer to:
* // https://p5js.org/reference/#/p5/shader
*
* let grad;
* let showRedGreen = false;
*
* function preload() {
* // note that we are using two instances
* // of the same vertex and fragment shaders
* grad = loadShader('assets/shader.vert', 'assets/shader-gradient.frag');
* }
*
* function setup() {
* createCanvas(100, 100, WEBGL);
* shader(grad);
* noStroke();
* }
*
* function draw() {
* // update the offset values for each scenario,
* // moving the "grad" shader in either vertical or
* // horizontal direction each with differing colors
*
* if (showRedGreen === true) {
* grad.setUniform('colorCenter', [1, 0, 0]);
* grad.setUniform('colorBackground', [0, 1, 0]);
* grad.setUniform('offset', [sin(millis() / 2000), 1]);
* } else {
* grad.setUniform('colorCenter', [1, 0.5, 0]);
* grad.setUniform('colorBackground', [0.226, 0, 0.615]);
* grad.setUniform('offset', [0, sin(millis() / 2000) + 1]);
* }
* quad(-1, -1, 1, -1, 1, 1, -1, 1);
* }
*
* function mouseClicked() {
* showRedGreen = !showRedGreen;
* }
*
*
*
* @alt
* canvas toggles between a circular gradient of orange and blue vertically. and a circular gradient of red and green moving horizontally when mouse is clicked/pressed.
*/
p5.Shader.prototype.setUniform = function(uniformName, data) {
//@todo update all current gl.uniformXX calls
var uniform = this.uniforms[uniformName];
if (!uniform) {
return;
}
var location = uniform.location;
var gl = this._renderer.GL;
this.useProgram();
switch (uniform.type) {
case gl.BOOL:
if (data === true) {
gl.uniform1i(location, 1);
} else {
gl.uniform1i(location, 0);
}
break;
case gl.INT:
if (uniform.size > 1) {
data.length && gl.uniform1iv(location, data);
} else {
gl.uniform1i(location, data);
}
break;
case gl.FLOAT:
if (uniform.size > 1) {
data.length && gl.uniform1fv(location, data);
} else {
gl.uniform1f(location, data);
}
break;
case gl.FLOAT_MAT3:
gl.uniformMatrix3fv(location, false, data);
break;
case gl.FLOAT_MAT4:
gl.uniformMatrix4fv(location, false, data);
break;
case gl.FLOAT_VEC2:
if (uniform.size > 1) {
data.length && gl.uniform2fv(location, data);
} else {
gl.uniform2f(location, data[0], data[1]);
}
break;
case gl.FLOAT_VEC3:
if (uniform.size > 1) {
data.length && gl.uniform3fv(location, data);
} else {
gl.uniform3f(location, data[0], data[1], data[2]);
}
break;
case gl.FLOAT_VEC4:
if (uniform.size > 1) {
data.length && gl.uniform4fv(location, data);
} else {
gl.uniform4f(location, data[0], data[1], data[2], data[3]);
}
break;
case gl.INT_VEC2:
if (uniform.size > 1) {
data.length && gl.uniform2iv(location, data);
} else {
gl.uniform2i(location, data[0], data[1]);
}
break;
case gl.INT_VEC3:
if (uniform.size > 1) {
data.length && gl.uniform3iv(location, data);
} else {
gl.uniform3i(location, data[0], data[1], data[2]);
}
break;
case gl.INT_VEC4:
if (uniform.size > 1) {
data.length && gl.uniform4iv(location, data);
} else {
gl.uniform4i(location, data[0], data[1], data[2], data[3]);
}
break;
case gl.SAMPLER_2D:
gl.activeTexture(gl.TEXTURE0 + uniform.samplerIndex);
uniform.texture = this._renderer.getTexture(data);
gl.uniform1i(uniform.location, uniform.samplerIndex);
break;
//@todo complete all types
}
return this;
};
/* NONE OF THIS IS FAST OR EFFICIENT BUT BEAR WITH ME
*
* these shader "type" query methods are used by various
* facilities of the renderer to determine if changing
* the shader type for the required action (for example,
* do we need to load the default lighting shader if the
* current shader cannot handle lighting?)
*
**/
p5.Shader.prototype.isLightShader = function() {
return (
this.attributes.aNormal !== undefined ||
this.uniforms.uUseLighting !== undefined ||
this.uniforms.uAmbientLightCount !== undefined ||
this.uniforms.uDirectionalLightCount !== undefined ||
this.uniforms.uPointLightCount !== undefined ||
this.uniforms.uAmbientColor !== undefined ||
this.uniforms.uDirectionalColor !== undefined ||
this.uniforms.uPointLightLocation !== undefined ||
this.uniforms.uPointLightColor !== undefined ||
this.uniforms.uLightingDirection !== undefined ||
this.uniforms.uSpecular !== undefined
);
};
p5.Shader.prototype.isTextureShader = function() {
return this.samplerIndex > 0;
};
p5.Shader.prototype.isColorShader = function() {
return (
this.attributes.aVertexColor !== undefined ||
this.uniforms.uMaterialColor !== undefined
);
};
p5.Shader.prototype.isTexLightShader = function() {
return this.isLightShader() && this.isTextureShader();
};
p5.Shader.prototype.isStrokeShader = function() {
return this.uniforms.uStrokeWeight !== undefined;
};
/**
* @method enableAttrib
* @chainable
* @private
*/
p5.Shader.prototype.enableAttrib = function(
attr,
size,
type,
normalized,
stride,
offset
) {
if (attr) {
if (
typeof IS_MINIFIED === 'undefined' &&
this.attributes[attr.name] !== attr
) {
console.warn(
'The attribute "' +
attr.name +
'"passed to enableAttrib does not belong to this shader.'
);
}
var loc = attr.location;
if (loc !== -1) {
var gl = this._renderer.GL;
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(
loc,
size,
type || gl.FLOAT,
normalized || false,
stride || 0,
offset || 0
);
}
}
return this;
};
module.exports = p5.Shader;
},
{ '../core/main': 24 }
],
77: [
function(_dereq_, module, exports) {
/**
* This module defines the p5.Texture class
* @module Lights, Camera
* @submodule Material
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
/**
* Texture class for WEBGL Mode
* @private
* @class p5.Texture
* @param {p5.RendererGL} renderer an instance of p5.RendererGL that
* will provide the GL context for this new p5.Texture
* @param {p5.Image|p5.Graphics|p5.Element|p5.MediaElement|ImageData} [obj] the
* object containing the image data to store in the texture.
*/
p5.Texture = function(renderer, obj) {
this._renderer = renderer;
var gl = this._renderer.GL;
this.src = obj;
this.glTex = undefined;
this.glTarget = gl.TEXTURE_2D;
this.glFormat = gl.RGBA;
this.mipmaps = false;
this.glMinFilter = gl.LINEAR;
this.glMagFilter = gl.LINEAR;
this.glWrapS = gl.CLAMP_TO_EDGE;
this.glWrapT = gl.CLAMP_TO_EDGE;
// used to determine if this texture might need constant updating
// because it is a video or gif.
this.isSrcMediaElement =
typeof p5.MediaElement !== 'undefined' && obj instanceof p5.MediaElement;
this._videoPrevUpdateTime = 0;
this.isSrcHTMLElement =
typeof p5.Element !== 'undefined' &&
obj instanceof p5.Element &&
!(obj instanceof p5.Graphics);
this.isSrcP5Image = obj instanceof p5.Image;
this.isSrcP5Graphics = obj instanceof p5.Graphics;
this.isImageData = typeof ImageData !== 'undefined' && obj instanceof ImageData;
var textureData = this._getTextureDataFromSource();
this.width = textureData.width;
this.height = textureData.height;
this.init(textureData);
return this;
};
p5.Texture.prototype._getTextureDataFromSource = function() {
var textureData;
if (this.isSrcP5Image) {
// param is a p5.Image
textureData = this.src.canvas;
} else if (
this.isSrcMediaElement ||
this.isSrcP5Graphics ||
this.isSrcHTMLElement
) {
// if param is a video HTML element
textureData = this.src.elt;
} else if (this.isImageData) {
textureData = this.src;
}
return textureData;
};
/**
* Initializes common texture parameters, creates a gl texture,
* tries to upload the texture for the first time if data is
* already available.
* @private
* @method init
*/
p5.Texture.prototype.init = function(data) {
var gl = this._renderer.GL;
this.glTex = gl.createTexture();
this.glWrapS = this._renderer.textureWrapX;
this.glWrapT = this._renderer.textureWrapY;
this.setWrapMode(this.glWrapS, this.glWrapT);
this.bindTexture();
//gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, this.glMagFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, this.glMinFilter);
if (
this.width === 0 ||
this.height === 0 ||
(this.isSrcMediaElement && !this.src.loadedmetadata)
) {
// assign a 1x1 empty texture initially, because data is not yet ready,
// so that no errors occur in gl console!
var tmpdata = new Uint8Array([1, 1, 1, 1]);
gl.texImage2D(
this.glTarget,
0,
gl.RGBA,
1,
1,
0,
this.glFormat,
gl.UNSIGNED_BYTE,
tmpdata
);
} else {
// data is ready: just push the texture!
gl.texImage2D(
this.glTarget,
0,
this.glFormat,
this.glFormat,
gl.UNSIGNED_BYTE,
data
);
}
};
/**
* Checks if the source data for this texture has changed (if it's
* easy to do so) and reuploads the texture if necessary. If it's not
* possible or to expensive to do a calculation to determine wheter or
* not the data has occurred, this method simply re-uploads the texture.
* @method update
*/
p5.Texture.prototype.update = function() {
var data = this.src;
if (data.width === 0 || data.height === 0) {
return false; // nothing to do!
}
var textureData = this._getTextureDataFromSource();
var updated = false;
var gl = this._renderer.GL;
// pull texture from data, make sure width & height are appropriate
if (textureData.width !== this.width || textureData.height !== this.height) {
updated = true;
// make sure that if the width and height of this.src have changed
// for some reason, we update our metadata and upload the texture again
this.width = textureData.width;
this.height = textureData.height;
if (this.isSrcP5Image) {
data.setModified(false);
} else if (this.isSrcMediaElement || this.isSrcHTMLElement) {
// on the first frame the metadata comes in, the size will be changed
// from 0 to actual size, but pixels may not be available.
// flag for update in a future frame.
// if we don't do this, a paused video, for example, may not
// send the first frame to texture memory.
data.setModified(true);
}
} else if (this.isSrcP5Image) {
// for an image, we only update if the modified field has been set,
// for example, by a call to p5.Image.set
if (data.isModified()) {
updated = true;
data.setModified(false);
}
} else if (this.isSrcMediaElement) {
// for a media element (video), we'll check if the current time in
// the video frame matches the last time. if it doesn't match, the
// video has advanced or otherwise been taken to a new frame,
// and we need to upload it.
if (data.isModified()) {
// p5.MediaElement may have also had set/updatePixels, etc. called
// on it and should be updated, or may have been set for the first
// time!
updated = true;
data.setModified(false);
} else if (data.loadedmetadata) {
// if the meta data has been loaded, we can ask the video
// what it's current position (in time) is.
if (this._videoPrevUpdateTime !== data.time()) {
// update the texture in gpu mem only if the current
// video timestamp does not match the timestamp of the last
// time we uploaded this texture (and update the time we
// last uploaded, too)
this._videoPrevUpdateTime = data.time();
updated = true;
}
}
} else if (this.isImageData) {
if (data._dirty) {
data._dirty = false;
updated = true;
}
} else {
/* data instanceof p5.Graphics, probably */
// there is not enough information to tell if the texture can be
// conditionally updated; so to be safe, we just go ahead and upload it.
updated = true;
}
if (updated) {
this.bindTexture();
gl.texImage2D(
this.glTarget,
0,
this.glFormat,
this.glFormat,
gl.UNSIGNED_BYTE,
textureData
);
}
return updated;
};
/**
* Binds the texture to the appropriate GL target.
* @method bindTexture
*/
p5.Texture.prototype.bindTexture = function() {
// bind texture using gl context + glTarget and
// generated gl texture object
var gl = this._renderer.GL;
gl.bindTexture(this.glTarget, this.glTex);
return this;
};
/**
* Unbinds the texture from the appropriate GL target.
* @method unbindTexture
*/
p5.Texture.prototype.unbindTexture = function() {
// unbind per above, disable texturing on glTarget
var gl = this._renderer.GL;
gl.bindTexture(this.glTarget, null);
};
/**
* Sets how a texture is be interpolated when upscaled or downscaled.
* Nearest filtering uses nearest neighbor scaling when interpolating
* Linear filtering uses WebGL's linear scaling when interpolating
* @method setInterpolation
* @param {String} downScale Specifies the texture filtering when
* textures are shrunk. Options are LINEAR or NEAREST
* @param {String} upScale Specifies the texture filtering when
* textures are magnified. Options are LINEAR or NEAREST
* @todo implement mipmapping filters
*/
p5.Texture.prototype.setInterpolation = function(downScale, upScale) {
var gl = this._renderer.GL;
if (downScale === constants.NEAREST) {
this.glMinFilter = gl.NEAREST;
} else {
this.glMinFilter = gl.LINEAR;
}
if (upScale === constants.NEAREST) {
this.glMagFilter = gl.NEAREST;
} else {
this.glMagFilter = gl.LINEAR;
}
this.bindTexture();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, this.glMinFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, this.glMagFilter);
this.unbindTexture();
};
/**
* Sets the texture wrapping mode. This controls how textures behave
* when their uv's go outside of the 0 - 1 range. There are three options:
* CLAMP, REPEAT, and MIRROR. REPEAT & MIRROR are only available if the texture
* is a power of two size (128, 256, 512, 1024, etc.).
* @method setWrapMode
* @param {String} wrapX Controls the horizontal texture wrapping behavior
* @param {String} wrapY Controls the vertical texture wrapping behavior
*/
p5.Texture.prototype.setWrapMode = function(wrapX, wrapY) {
var gl = this._renderer.GL;
// for webgl 1 we need to check if the texture is power of two
// if it isn't we will set the wrap mode to CLAMP
// webgl2 will support npot REPEAT and MIRROR but we don't check for it yet
var isPowerOfTwo = function isPowerOfTwo(x) {
return (x & (x - 1)) === 0;
};
var widthPowerOfTwo = isPowerOfTwo(this.width);
var heightPowerOfTwo = isPowerOfTwo(this.height);
if (wrapX === constants.REPEAT) {
if (widthPowerOfTwo && heightPowerOfTwo) {
this.glWrapS = gl.REPEAT;
} else {
console.warn(
'You tried to set the wrap mode to REPEAT but the texture size is not a power of two. Setting to CLAMP instead'
);
this.glWrapS = gl.CLAMP_TO_EDGE;
}
} else if (wrapX === constants.MIRROR) {
if (widthPowerOfTwo && heightPowerOfTwo) {
this.glWrapS = gl.MIRRORED_REPEAT;
} else {
console.warn(
'You tried to set the wrap mode to MIRROR but the texture size is not a power of two. Setting to CLAMP instead'
);
this.glWrapS = gl.CLAMP_TO_EDGE;
}
} else {
// falling back to default if didn't get a proper mode
this.glWrapS = gl.CLAMP_TO_EDGE;
}
if (wrapY === constants.REPEAT) {
if (widthPowerOfTwo && heightPowerOfTwo) {
this.glWrapT = gl.REPEAT;
} else {
console.warn(
'You tried to set the wrap mode to REPEAT but the texture size is not a power of two. Setting to CLAMP instead'
);
this.glWrapT = gl.CLAMP_TO_EDGE;
}
} else if (wrapY === constants.MIRROR) {
if (widthPowerOfTwo && heightPowerOfTwo) {
this.glWrapT = gl.MIRRORED_REPEAT;
} else {
console.warn(
'You tried to set the wrap mode to MIRROR but the texture size is not a power of two. Setting to CLAMP instead'
);
this.glWrapT = gl.CLAMP_TO_EDGE;
}
} else {
// falling back to default if didn't get a proper mode
this.glWrapT = gl.CLAMP_TO_EDGE;
}
this.bindTexture();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, this.glWrapS);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, this.glWrapT);
this.unbindTexture();
};
module.exports = p5.Texture;
},
{ '../core/constants': 18, '../core/main': 24 }
],
78: [
function(_dereq_, module, exports) {
'use strict';
var p5 = _dereq_('../core/main');
var constants = _dereq_('../core/constants');
_dereq_('./p5.Shader');
_dereq_('./p5.RendererGL.Retained');
// Text/Typography
// @TODO:
p5.RendererGL.prototype._applyTextProperties = function() {
//@TODO finish implementation
//console.error('text commands not yet implemented in webgl');
};
p5.RendererGL.prototype.textWidth = function(s) {
if (this._isOpenType()) {
return this._textFont._textWidth(s, this._textSize);
}
return 0; // TODO: error
};
// rendering constants
// the number of rows/columns dividing each glyph
var charGridWidth = 9;
var charGridHeight = charGridWidth;
// size of the image holding the bezier stroke info
var strokeImageWidth = 64;
var strokeImageHeight = 64;
// size of the image holding the stroke indices for each row/col
var gridImageWidth = 64;
var gridImageHeight = 64;
// size of the image holding the offset/length of each row/col stripe
var cellImageWidth = 64;
var cellImageHeight = 64;
/**
* @private
* @class ImageInfos
* @param {Integer} width
* @param {Integer} height
*
* the ImageInfos class holds a list of ImageDatas of a given size.
*/
function ImageInfos(width, height) {
this.width = width;
this.height = height;
this.infos = []; // the list of images
/**
*
* @method findImage
* @param {Integer} space
* @return {Object} contains the ImageData, and pixel index into that
* ImageData where the free space was allocated.
*
* finds free space of a given size in the ImageData list
*/
this.findImage = function(space) {
var imageSize = this.width * this.height;
if (space > imageSize) throw new Error('font is too complex to render in 3D');
// search through the list of images, looking for one with
// anough unused space.
var imageInfo, imageData;
for (var ii = this.infos.length - 1; ii >= 0; --ii) {
var imageInfoTest = this.infos[ii];
if (imageInfoTest.index + space < imageSize) {
// found one
imageInfo = imageInfoTest;
imageData = imageInfoTest.imageData;
break;
}
}
if (!imageInfo) {
try {
// create a new image
imageData = new ImageData(this.width, this.height);
} catch (err) {
// for browsers that don't support ImageData constructors (ie IE11)
// create an ImageData using the old method
var canvas = document.getElementsByTagName('canvas')[0];
var created = !canvas;
if (!canvas) {
// create a temporary canvas
canvas = document.createElement('canvas');
canvas.style.display = 'none';
document.body.appendChild(canvas);
}
var ctx = canvas.getContext('2d');
if (ctx) {
imageData = ctx.createImageData(this.width, this.height);
}
if (created) {
// distroy the temporary canvas, if necessary
document.body.removeChild(canvas);
}
}
// construct & dd the new image info
imageInfo = { index: 0, imageData: imageData };
this.infos.push(imageInfo);
}
var index = imageInfo.index;
imageInfo.index += space; // move to the start of the next image
imageData._dirty = true;
return { imageData: imageData, index: index };
};
}
/**
* @function setPixel
* @param {Object} imageInfo
* @param {Number} r
* @param {Number} g
* @param {Number} b
* @param {Number} a
*
* writes the next pixel into an indexed ImageData
*/
function setPixel(imageInfo, r, g, b, a) {
var imageData = imageInfo.imageData;
var pixels = imageData.data;
var index = imageInfo.index++ * 4;
pixels[index++] = r;
pixels[index++] = g;
pixels[index++] = b;
pixels[index++] = a;
}
var SQRT3 = Math.sqrt(3);
/**
* @private
* @class FontInfo
* @param {Object} font an opentype.js font object
*
* contains cached images and glyph information for an opentype font
*/
var FontInfo = function FontInfo(font) {
this.font = font;
// the bezier curve coordinates
this.strokeImageInfos = new ImageInfos(strokeImageWidth, strokeImageHeight);
// lists of curve indices for each row/column slice
this.colDimImageInfos = new ImageInfos(gridImageWidth, gridImageHeight);
this.rowDimImageInfos = new ImageInfos(gridImageWidth, gridImageHeight);
// the offset & length of each row/col slice in the glyph
this.colCellImageInfos = new ImageInfos(cellImageWidth, cellImageHeight);
this.rowCellImageInfos = new ImageInfos(cellImageWidth, cellImageHeight);
// the cached information for each glyph
this.glyphInfos = {};
/**
* @method getGlyphInfo
* @param {Glyph} glyph the x positions of points in the curve
* @returns {Object} the glyphInfo for that glyph
*
* calculates rendering info for a glyph, including the curve information,
* row & column stripes compiled into textures.
*/
this.getGlyphInfo = function(glyph) {
// check the cache
var gi = this.glyphInfos[glyph.index];
if (gi) return gi;
// get the bounding box of the glyph from opentype.js
var bb = glyph.getBoundingBox();
var xMin = bb.x1;
var yMin = bb.y1;
var gWidth = bb.x2 - xMin;
var gHeight = bb.y2 - yMin;
var cmds = glyph.path.commands;
// don't bother rendering invisible glyphs
if (gWidth === 0 || gHeight === 0 || !cmds.length) {
return (this.glyphInfos[glyph.index] = {});
}
var i;
var strokes = []; // the strokes in this glyph
var rows = []; // the indices of strokes in each row
var cols = []; // the indices of strokes in each column
for (i = charGridWidth - 1; i >= 0; --i) {
cols.push([]);
}
for (i = charGridHeight - 1; i >= 0; --i) {
rows.push([]);
}
/**
* @function push
* @param {Number[]} xs the x positions of points in the curve
* @param {Number[]} ys the y positions of points in the curve
* @param {Object} v the curve information
*
* adds a curve to the rows & columns that it intersects with
*/
function push(xs, ys, v) {
var index = strokes.length; // the index of this stroke
strokes.push(v); // add this stroke to the list
/**
* @function minMax
* @param {Number[]} rg the list of values to compare
* @param {Number} min the initial minimum value
* @param {Number} max the initial maximum value
*
* find the minimum & maximum value in a list of values
*/
function minMax(rg, min, max) {
for (var i = rg.length; i-- > 0; ) {
var v = rg[i];
if (min > v) min = v;
if (max < v) max = v;
}
return { min: min, max: max };
}
// loop through the rows & columns that the curve intersects
// adding the curve to those slices
var mmX = minMax(xs, 1, 0);
var ixMin = Math.max(Math.floor(mmX.min * charGridWidth), 0);
var ixMax = Math.min(Math.ceil(mmX.max * charGridWidth), charGridWidth);
for (var iCol = ixMin; iCol < ixMax; ++iCol) {
cols[iCol].push(index);
}
var mmY = minMax(ys, 1, 0);
var iyMin = Math.max(Math.floor(mmY.min * charGridHeight), 0);
var iyMax = Math.min(Math.ceil(mmY.max * charGridHeight), charGridHeight);
for (var iRow = iyMin; iRow < iyMax; ++iRow) {
rows[iRow].push(index);
}
}
/**
* @function clamp
* @param {Number} v the value to clamp
* @param {Number} min the minimum value
* @param {Number} max the maxmimum value
*
* clamps a value between a minimum & maximum value
*/
function clamp(v, min, max) {
if (v < min) return min;
if (v > max) return max;
return v;
}
/**
* @function byte
* @param {Number} v the value to scale
*
* converts a floating-point number in the range 0-1 to a byte 0-255
*/
function byte(v) {
return clamp(255 * v, 0, 255);
}
/**
* @private
* @class Cubic
* @param {Number} p0 the start point of the curve
* @param {Number} c0 the first control point
* @param {Number} c1 the second control point
* @param {Number} p1 the end point
*
* a cubic curve
*/
function Cubic(p0, c0, c1, p1) {
this.p0 = p0;
this.c0 = c0;
this.c1 = c1;
this.p1 = p1;
/**
* @method toQuadratic
* @return {Object} the quadratic approximation
*
* converts the cubic to a quadtratic approximation by
* picking an appropriate quadratic control point
*/
this.toQuadratic = function() {
return {
x: this.p0.x,
y: this.p0.y,
x1: this.p1.x,
y1: this.p1.y,
cx: ((this.c0.x + this.c1.x) * 3 - (this.p0.x + this.p1.x)) / 4,
cy: ((this.c0.y + this.c1.y) * 3 - (this.p0.y + this.p1.y)) / 4
};
};
/**
* @method quadError
* @return {Number} the error
*
* calculates the magnitude of error of this curve's
* quadratic approximation.
*/
this.quadError = function() {
return (
p5.Vector.sub(
p5.Vector.sub(this.p1, this.p0),
p5.Vector.mult(p5.Vector.sub(this.c1, this.c0), 3)
).mag() / 2
);
};
/**
* @method split
* @param {Number} t the value (0-1) at which to split
* @return {Cubic} the second part of the curve
*
* splits the cubic into two parts at a point 't' along the curve.
* this cubic keeps its start point and its end point becomes the
* point at 't'. the 'end half is returned.
*/
this.split = function(t) {
var m1 = p5.Vector.lerp(this.p0, this.c0, t);
var m2 = p5.Vector.lerp(this.c0, this.c1, t);
var mm1 = p5.Vector.lerp(m1, m2, t);
this.c1 = p5.Vector.lerp(this.c1, this.p1, t);
this.c0 = p5.Vector.lerp(m2, this.c1, t);
var pt = p5.Vector.lerp(mm1, this.c0, t);
var part1 = new Cubic(this.p0, m1, mm1, pt);
this.p0 = pt;
return part1;
};
/**
* @method splitInflections
* @return {Cubic[]} the non-inflecting pieces of this cubic
*
* returns an array containing 0, 1 or 2 cubics split resulting
* from splitting this cubic at its inflection points.
* this cubic is (potentially) altered and returned in the list.
*/
this.splitInflections = function() {
var a = p5.Vector.sub(this.c0, this.p0);
var b = p5.Vector.sub(p5.Vector.sub(this.c1, this.c0), a);
var c = p5.Vector.sub(
p5.Vector.sub(p5.Vector.sub(this.p1, this.c1), a),
p5.Vector.mult(b, 2)
);
var cubics = [];
// find the derivative coefficients
var A = b.x * c.y - b.y * c.x;
if (A !== 0) {
var B = a.x * c.y - a.y * c.x;
var C = a.x * b.y - a.y * b.x;
var disc = B * B - 4 * A * C;
if (disc >= 0) {
if (A < 0) {
A = -A;
B = -B;
C = -C;
}
var Q = Math.sqrt(disc);
var t0 = (-B - Q) / (2 * A); // the first inflection point
var t1 = (-B + Q) / (2 * A); // the second inflection point
// test if the first inflection point lies on the curve
if (t0 > 0 && t0 < 1) {
// split at the first inflection point
cubics.push(this.split(t0));
// scale t2 into the second part
t1 = 1 - (1 - t1) / (1 - t0);
}
// test if the second inflection point lies on the curve
if (t1 > 0 && t1 < 1) {
// split at the second inflection point
cubics.push(this.split(t1));
}
}
}
cubics.push(this);
return cubics;
};
}
/**
* @function cubicToQuadratics
* @param {Number} x0
* @param {Number} y0
* @param {Number} cx0
* @param {Number} cy0
* @param {Number} cx1
* @param {Number} cy1
* @param {Number} x1
* @param {Number} y1
* @returns {Cubic[]} an array of cubics whose quadratic approximations
* closely match the civen cubic.
*
* converts a cubic curve to a list of quadratics.
*/
function cubicToQuadratics(x0, y0, cx0, cy0, cx1, cy1, x1, y1) {
// create the Cubic object and split it at its inflections
var cubics = new Cubic(
new p5.Vector(x0, y0),
new p5.Vector(cx0, cy0),
new p5.Vector(cx1, cy1),
new p5.Vector(x1, y1)
).splitInflections();
var qs = []; // the final list of quadratics
var precision = 30 / SQRT3;
// for each of the non-inflected pieces of the original cubic
for (var i = 0; i < cubics.length; i++) {
var cubic = cubics[i];
// the cubic is iteratively split in 3 pieces:
// the first piece is accumulated in 'qs', the result.
// the last piece is accumulated in 'tail', temporarily.
// the middle piece is repeatedly split again, while necessary.
var tail = [];
var t3;
for (;;) {
// calculate this cubic's precision
t3 = precision / cubic.quadError();
if (t3 >= 0.5 * 0.5 * 0.5) {
break; // not too bad, we're done
}
// find a split point based on the error
var t = Math.pow(t3, 1.0 / 3.0);
// split the cubic in 3
var start = cubic.split(t);
var middle = cubic.split(1 - t / (1 - t));
qs.push(start); // the first part
tail.push(cubic); // the last part
cubic = middle; // iterate on the middle piece
}
if (t3 < 1) {
// a little excess error, split the middle in two
qs.push(cubic.split(0.5));
}
// add the middle piece to the result
qs.push(cubic);
// finally add the tail, reversed, onto the result
Array.prototype.push.apply(qs, tail.reverse());
}
return qs;
}
/**
* @function pushLine
* @param {Number} x0
* @param {Number} y0
* @param {Number} x1
* @param {Number} y1
*
* add a straight line to the row/col grid of a glyph
*/
function pushLine(x0, y0, x1, y1) {
var mx = (x0 + x1) / 2;
var my = (y0 + y1) / 2;
push([x0, x1], [y0, y1], { x: x0, y: y0, cx: mx, cy: my });
}
/**
* @function samePoint
* @param {Number} x0
* @param {Number} y0
* @param {Number} x1
* @param {Number} y1
* @return {Boolean} true if the two points are sufficiently close
*
* tests if two points are close enough to be considered the same
*/
function samePoint(x0, y0, x1, y1) {
return Math.abs(x1 - x0) < 0.00001 && Math.abs(y1 - y0) < 0.00001;
}
var x0, y0, xs, ys;
for (var iCmd = 0; iCmd < cmds.length; ++iCmd) {
var cmd = cmds[iCmd];
// scale the coordinates to the range 0-1
var x1 = (cmd.x - xMin) / gWidth;
var y1 = (cmd.y - yMin) / gHeight;
// don't bother if this point is the same as the last
if (samePoint(x0, y0, x1, y1)) continue;
switch (cmd.type) {
case 'M': // move
xs = x1;
ys = y1;
break;
case 'L': // line
pushLine(x0, y0, x1, y1);
break;
case 'Q': // quadratic
var cx = (cmd.x1 - xMin) / gWidth;
var cy = (cmd.y1 - yMin) / gHeight;
push([x0, x1, cx], [y0, y1, cy], { x: x0, y: y0, cx: cx, cy: cy });
break;
case 'Z': // end
if (!samePoint(x0, y0, xs, ys)) {
// add an extra line closing the loop, if necessary
pushLine(x0, y0, xs, ys);
strokes.push({ x: xs, y: ys });
} else {
strokes.push({ x: x0, y: y0 });
}
break;
case 'C': // cubic
var cx1 = (cmd.x1 - xMin) / gWidth;
var cy1 = (cmd.y1 - yMin) / gHeight;
var cx2 = (cmd.x2 - xMin) / gWidth;
var cy2 = (cmd.y2 - yMin) / gHeight;
var qs = cubicToQuadratics(x0, y0, cx1, cy1, cx2, cy2, x1, y1);
for (var iq = 0; iq < qs.length; iq++) {
var q = qs[iq].toQuadratic();
push([q.x, q.x1, q.cx], [q.y, q.y1, q.cy], q);
}
break;
default:
throw new Error('unknown command type: ' + cmd.type);
}
x0 = x1;
y0 = y1;
}
// allocate space for the strokes
var strokeCount = strokes.length;
var strokeImageInfo = this.strokeImageInfos.findImage(strokeCount);
var strokeOffset = strokeImageInfo.index;
// fill the stroke image
for (var il = 0; il < strokeCount; ++il) {
var s = strokes[il];
setPixel(strokeImageInfo, byte(s.x), byte(s.y), byte(s.cx), byte(s.cy));
}
/**
* @function layout
* @param {Number[][]} dim
* @param {ImageInfo[]} dimImageInfos
* @param {ImageInfo[]} cellImageInfos
* @return {Object}
*
* lays out the curves in a dimension (row or col) into two
* images, one for the indices of the curves themselves, and
* one containing the offset and length of those index spans.
*/
function layout(dim, dimImageInfos, cellImageInfos) {
var dimLength = dim.length; // the number of slices in this dimension
var dimImageInfo = dimImageInfos.findImage(dimLength);
var dimOffset = dimImageInfo.index;
// calculate the total number of stroke indices in this dimension
var totalStrokes = 0;
for (var id = 0; id < dimLength; ++id) {
totalStrokes += dim[id].length;
}
// allocate space for the stroke indices
var cellImageInfo = cellImageInfos.findImage(totalStrokes);
// for each slice in the glyph
for (var i = 0; i < dimLength; ++i) {
var strokeIndices = dim[i];
var strokeCount = strokeIndices.length;
var cellLineIndex = cellImageInfo.index;
// write the offset and count into the glyph slice image
setPixel(
dimImageInfo,
cellLineIndex >> 7,
cellLineIndex & 0x7f,
strokeCount >> 7,
strokeCount & 0x7f
);
// for each stroke index in that slice
for (var iil = 0; iil < strokeCount; ++iil) {
// write the stroke index into the slice's image
var strokeIndex = strokeIndices[iil] + strokeOffset;
setPixel(cellImageInfo, strokeIndex >> 7, strokeIndex & 0x7f, 0, 0);
}
}
return {
cellImageInfo: cellImageInfo,
dimOffset: dimOffset,
dimImageInfo: dimImageInfo
};
}
// initialize the info for this glyph
gi = this.glyphInfos[glyph.index] = {
glyph: glyph,
uGlyphRect: [bb.x1, -bb.y1, bb.x2, -bb.y2],
strokeImageInfo: strokeImageInfo,
strokes: strokes,
colInfo: layout(cols, this.colDimImageInfos, this.colCellImageInfos),
rowInfo: layout(rows, this.rowDimImageInfos, this.rowCellImageInfos)
};
gi.uGridOffset = [gi.colInfo.dimOffset, gi.rowInfo.dimOffset];
return gi;
};
};
p5.RendererGL.prototype._renderText = function(p, line, x, y, maxY) {
if (!this._textFont || typeof this._textFont === 'string') {
console.log(
'WEBGL: you must load and set a font before drawing text. See `loadFont` and `textFont` for more details.'
);
return;
}
if (y >= maxY || !this._doFill) {
return; // don't render lines beyond our maxY position
}
if (!this._isOpenType()) {
console.log('WEBGL: only opentype fonts are supported');
return p;
}
p.push(); // fix to #803
// remember this state, so it can be restored later
var doStroke = this._doStroke;
var drawMode = this.drawMode;
this._doStroke = false;
this.drawMode = constants.TEXTURE;
// get the cached FontInfo object
var font = this._textFont.font;
var fontInfo = this._textFont._fontInfo;
if (!fontInfo) {
fontInfo = this._textFont._fontInfo = new FontInfo(font);
}
// calculate the alignment and move/scale the view accordingly
var pos = this._textFont._handleAlignment(this, line, x, y);
var fontSize = this._textSize;
var scale = fontSize / font.unitsPerEm;
this.translate(pos.x, pos.y, 0);
this.scale(scale, scale, 1);
// initialize the font shader
var gl = this.GL;
var initializeShader = !this._defaultFontShader;
var sh = this._getFontShader();
sh.init();
sh.bindShader(); // first time around, bind the shader fully
if (initializeShader) {
// these are constants, really. just initialize them one-time.
sh.setUniform('uGridImageSize', [gridImageWidth, gridImageHeight]);
sh.setUniform('uCellsImageSize', [cellImageWidth, cellImageHeight]);
sh.setUniform('uStrokeImageSize', [strokeImageWidth, strokeImageHeight]);
sh.setUniform('uGridSize', [charGridWidth, charGridHeight]);
}
this._applyColorBlend(this.curFillColor);
var g = this.gHash['glyph'];
if (!g) {
// create the geometry for rendering a quad
var geom = (this._textGeom = new p5.Geometry(1, 1, function() {
for (var i = 0; i <= 1; i++) {
for (var j = 0; j <= 1; j++) {
this.vertices.push(new p5.Vector(j, i, 0));
this.uvs.push(j, i);
}
}
}));
geom.computeFaces().computeNormals();
g = this.createBuffers('glyph', geom);
}
// bind the shader buffers
this._prepareBuffers(g, sh, p5.RendererGL._textBuffers);
this._bindBuffer(g.indexBuffer, gl.ELEMENT_ARRAY_BUFFER);
// this will have to do for now...
sh.setUniform('uMaterialColor', this.curFillColor);
try {
var dx = 0; // the x position in the line
var glyphPrev = null; // the previous glyph, used for kerning
// fetch the glyphs in the line of text
var glyphs = font.stringToGlyphs(line);
for (var ig = 0; ig < glyphs.length; ++ig) {
var glyph = glyphs[ig];
// kern
if (glyphPrev) dx += font.getKerningValue(glyphPrev, glyph);
var gi = fontInfo.getGlyphInfo(glyph);
if (gi.uGlyphRect) {
var rowInfo = gi.rowInfo;
var colInfo = gi.colInfo;
sh.setUniform('uSamplerStrokes', gi.strokeImageInfo.imageData);
sh.setUniform('uSamplerRowStrokes', rowInfo.cellImageInfo.imageData);
sh.setUniform('uSamplerRows', rowInfo.dimImageInfo.imageData);
sh.setUniform('uSamplerColStrokes', colInfo.cellImageInfo.imageData);
sh.setUniform('uSamplerCols', colInfo.dimImageInfo.imageData);
sh.setUniform('uGridOffset', gi.uGridOffset);
sh.setUniform('uGlyphRect', gi.uGlyphRect);
sh.setUniform('uGlyphOffset', dx);
sh.bindTextures(); // afterwards, only textures need updating
// draw it
gl.drawElements(gl.TRIANGLES, 6, this.GL.UNSIGNED_SHORT, 0);
}
dx += glyph.advanceWidth;
glyphPrev = glyph;
}
} finally {
// clean up
sh.unbindShader();
this._doStroke = doStroke;
this.drawMode = drawMode;
p.pop();
}
this._pixelsState._pixelsDirty = true;
return p;
};
},
{
'../core/constants': 18,
'../core/main': 24,
'./p5.RendererGL.Retained': 74,
'./p5.Shader': 76
}
]
},
{},
[13]
)(13);
});