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(* Js_of_ocaml example
* http://www.ocsigen.org/js_of_ocaml/
* Copyright (C) 2010 Jérôme Vouillon
* Laboratoire PPS - CNRS Université Paris Diderot
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*)
open Js_of_ocaml
open Js_of_ocaml_lwt
let n = 12
let h = 20.
let w = floor ((h *. sqrt 3. /. 2.) +. 0.5)
(****)
let _ = Random.self_init ()
let create_cubes v = Array.init n (fun _ -> Array.init n (fun _ -> Array.make n v))
let get a i j k = i < 0 || j < 0 || k < 0 || (i < n && j < n && k < n && a.(i).(j).(k))
let update a =
let i = Random.int n in
let j = Random.int n in
let k = Random.int n in
if a.(i).(j).(k)
then
if not (get a (i + 1) j k || get a i (j + 1) k || get a i j (k + 1))
then (
a.(i).(j).(k) <- false;
true)
else false
else if get a (i - 1) j k && get a i (j - 1) k && get a i j (k - 1)
then (
a.(i).(j).(k) <- true;
true)
else false
(****)
module Html = Dom_html
let top = Js.string "#a8a8f6"
let left = Js.string "#d9d9d9"
let right = Js.string "#767676"
let on_cube c i j k f =
let x = float (i - k + n - 1) *. w in
let y = (float (n - 1 - j) *. h) +. (float (i + k) *. h /. 2.) in
c##save;
c##translate (Js.float x) (Js.float y);
f c;
c##restore
let draw_top c =
c##.fillStyle := top;
c##beginPath;
c##moveTo (Js.float w) (Js.float 0.);
c##lineTo (Js.float (2. *. w)) (Js.float (h /. 2.));
c##lineTo (Js.float w) (Js.float h);
c##lineTo (Js.float 0.) (Js.float (h /. 2.));
c##fill
let top_edges c =
c##beginPath;
c##moveTo (Js.float 0.) (Js.float (h /. 2.));
c##lineTo (Js.float w) (Js.float 0.);
c##lineTo (Js.float (2. *. w)) (Js.float (h /. 2.));
c##stroke
let draw_right c =
c##.fillStyle := right;
c##beginPath;
c##moveTo (Js.float w) (Js.float h);
c##lineTo (Js.float w) (Js.float (2. *. h));
c##lineTo (Js.float (2. *. w)) (Js.float (1.5 *. h));
c##lineTo (Js.float (2. *. w)) (Js.float (h /. 2.));
c##fill
let right_edges c =
c##beginPath;
c##moveTo (Js.float w) (Js.float (2. *. h));
c##lineTo (Js.float w) (Js.float h);
c##lineTo (Js.float (2. *. w)) (Js.float (h /. 2.));
c##stroke
let draw_left c =
c##.fillStyle := left;
c##beginPath;
c##moveTo (Js.float w) (Js.float h);
c##lineTo (Js.float w) (Js.float (2. *. h));
c##lineTo (Js.float 0.) (Js.float (1.5 *. h));
c##lineTo (Js.float 0.) (Js.float (h /. 2.));
c##fill
let left_edges c =
c##beginPath;
c##moveTo (Js.float w) (Js.float h);
c##lineTo (Js.float 0.) (Js.float (h /. 2.));
c##lineTo (Js.float 0.) (Js.float (1.5 *. h));
c##stroke
let remaining_edges c =
c##beginPath;
c##moveTo (Js.float 0.) (Js.float (float n *. 1.5 *. h));
c##lineTo (Js.float (float n *. w)) (Js.float (float n *. 2. *. h));
c##lineTo (Js.float (float n *. 2. *. w)) (Js.float (float n *. 1.5 *. h));
c##lineTo (Js.float (float n *. 2. *. w)) (Js.float (float n *. 0.5 *. h));
c##stroke
let tile c a (top, right, left) =
for i = 0 to n - 1 do
let j = ref (n - 1) in
for k = 0 to n - 1 do
while !j >= 0 && not a.(i).(!j).(k) do
decr j
done;
on_cube c i !j k top
done
done;
for j = 0 to n - 1 do
let i = ref (n - 1) in
for k = 0 to n - 1 do
while !i >= 0 && not a.(!i).(j).(k) do
decr i
done;
on_cube c !i j k right
done
done;
for i = 0 to n - 1 do
let k = ref (n - 1) in
for j = 0 to n - 1 do
while !k >= 0 && not a.(i).(j).(!k) do
decr k
done;
on_cube c i j !k left
done
done
let create_canvas () =
let d = Html.window##.document in
let c = Html.createCanvas d in
c##.width := (n * 2 * truncate w) + 1;
c##.height := (n * 2 * truncate h) + 1;
c
let redraw ctx canvas a =
let c = canvas##getContext Html._2d_ in
c##setTransform
(Js.float 1.)
(Js.float 0.)
(Js.float 0.)
(Js.float 1.)
(Js.float 0.)
(Js.float 0.);
c##clearRect
(Js.float 0.)
(Js.float 0.)
(Js.float (float canvas##.width))
(Js.float (float canvas##.height));
c##setTransform
(Js.float 1.)
(Js.float 0.)
(Js.float 0.)
(Js.float 1.)
(Js.float 0.5)
(Js.float 0.5);
c##.globalCompositeOperation := Js.string "lighter";
tile c a (draw_top, draw_right, draw_left);
c##.globalCompositeOperation := Js.string "source-over";
tile c a (top_edges, right_edges, left_edges);
remaining_edges c;
ctx##drawImage_fromCanvas canvas (Js.float 0.) (Js.float 0.)
let ( >>= ) = Lwt.bind
let rec loop c c' a =
Lwt_js.sleep 0.2
>>= fun () ->
let need_redraw = ref false in
for _i = 0 to 99 do
need_redraw := update a || !need_redraw
done;
if !need_redraw then redraw c c' a;
loop c c' a
let start _ =
let c = create_canvas () in
let c' = create_canvas () in
Dom.appendChild Html.window##.document##.body c;
let c = c##getContext Html._2d_ in
c##.globalCompositeOperation := Js.string "copy";
let a = create_cubes true in
redraw c c' a;
ignore (loop c c' a);
Js._false
let _ = Html.window##.onload := Html.handler start
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