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/*
Q Light Controller Plus
balls.js
Copyright (c) Rob Nieuwenhuizen, Tim Cullingworth
Licensed under the Apache License, Version 2.0 (the 'License');
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0.txt
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an 'AS IS' BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
// Development tool access
var testAlgo;
(
function () {
var algo = new Object;
algo.apiVersion = 3;
algo.name = "Balls";
algo.author = "Rob Nieuwenhuizen, Tim Cullingworth";
algo.acceptColors = 5;
algo.properties = new Array();
algo.presetSize = 1;
algo.properties.push(
"name:presetSize|type:range|display:Size|" +
"values:1,20|write:setSize|read:getSize");
algo.presetNumber = 5;
algo.properties.push(
"name:presetNumber|type:range|display:Number|" +
"values:1,15|write:setNumber|read:getNumber");
algo.presetCollision = 0;
algo.properties.push(
"name:presetCollision|type:list|display:Self Collision|" +
"values:No,Yes|write:setCollision|read:getCollision");
algo.presetSize = 5;
algo.properties.push(
"name:presetIndex|type:list|display:Preset|" +
"values:User Defined,Random|" +
"write:setPreset|read:getPreset");
algo.presetIndex = 0;
algo.initialized = false;
var util = new Object;
util.colorArray = new Array(algo.acceptColors);
algo.setSize = function (_size) {
algo.presetSize = _size;
};
algo.getSize = function () {
return algo.presetSize;
};
algo.setNumber = function (_step) {
algo.presetNumber = _step;
algo.initialized = false;
};
algo.getNumber = function () {
return algo.presetNumber;
};
algo.setCollision = function (_colision) {
if (_colision === "Yes") { algo.presetCollision = 0; }
else if (_colision === "No") { algo.presetCollision = 1; }
};
algo.getCollision = function () {
if (algo.presetCollision === 0) { return "Yes"; }
else if (algo.presetCollision === 1) { return "No"; }
};
util.getRawColor = function (idx) {
idx = idx % util.colorArray.length;
var color = util.colorArray[idx];
return color;
}
algo.setPreset = function(_preset)
{
algo.acceptColors = 0;
if (_preset === "User Defined")
{
algo.presetIndex = 0;
algo.acceptColors = 5;
util.colorArray = [ 0x00FF00, 0xFFAA00, 0x0000FF, 0xFFFF00, 0x00AAFF ];
}
else if (_preset === "Random")
{
algo.presetIndex = 1;
util.colorArray = new Array();
for (var i = 0; i < algo.presetNumber; i++)
{
do
{
var ballR = Math.round(Math.random() * 255); // Chose random
var ballG = Math.round(Math.random() * 255); // colour for
var ballB = Math.round(Math.random() * 255); // each Ball
} while ((ballR + ballG + ballB) < 356); // if it it to dim try again
util.colorArray[i] = (ballR << 16) + (ballG << 8) + ballB;
}
}
else { algo.presetIndex = 0; }
util.initialized = false;
};
algo.getPreset = function()
{
if (algo.presetIndex === 0) { return "User Defined"; }
else if (algo.presetIndex === 1) { return "Random"; }
else { return "Rainbow"; }
};
algo.rgbMapSetColors = function(rawColors)
{
if (! Array.isArray(rawColors))
return;
if (algo.acceptColors > 0)
util.colorArray = Array();
for (var i = 0; i < algo.acceptColors; i++) {
var isNumber = (rawColors[i] === rawColors[i]);
var color = rawColors[i];
if (i < rawColors.length && isNumber)
{
util.colorArray.push(color);
}
}
}
algo.rgbMapGetColors = function()
{
return util.colorArray;
}
util.initialize = function (width, height) {
algo.ball = new Array(algo.presetNumber);
algo.direction = new Array(algo.presetNumber);
for (var i = 0; i < algo.presetNumber; i++) {
var x = Math.random() * (width - 1); // set random start
var y = Math.random() * (height - 1); // locations for balls
algo.ball[i] = [y, x];
var yDirection = (Math.random() * 2) - 1; // and random directions
var xDirection = (Math.random() * 2) - 1;
algo.direction[i] = [yDirection, xDirection];
}
algo.initialized = true;
return;
};
algo.rgbMap = function (width, height, rgb, progstep) {
if (algo.initialized === false) {
util.initialize(width, height);
}
var map = new Array(height); // Clear map data
for (var y = 0; y < height; y++) {
map[y] = new Array();
for (var x = 0; x < width; x++) {
map[y][x] = 0;
}
}
for (var i = 0; i < algo.presetNumber; i++) { // for each ball displayed
rgb = util.getRawColor(i); // use RGB for ball random colour
var r = (rgb >> 16) & 0x00FF; // split colour in to
var g = (rgb >> 8) & 0x00FF; // separate parts
var b = rgb & 0x00FF;
var yx = algo.ball[i]; // ball's location, as float
var step = algo.direction[i]; // ball's direction / speed, as float
var my = Math.floor(yx[0]); // workout closest map location for ball
var mx = Math.floor(yx[1]);
var boxSize = Math.round(algo.presetSize / 2); // area size to draw ball
for (var ry = my - boxSize; ry < my + boxSize + 2; ry++) { // area for faded edges
for (var rx = mx - boxSize; rx < mx + boxSize + 2; rx++) { // to display ball
if (rx < width && rx > -1 && ry < height && ry > -1) { // if edges are off the map dont draw
var pointRGB = map[ry][rx]; // get curent colour on the map
var pointr = (pointRGB >> 16) & 0x00FF;// so that colours mix and don't over
var pointg = (pointRGB >> 8) & 0x00FF; // write.
var pointb = pointRGB & 0x00FF; // splt rgb in to components
var ballr = r;
var ballg = g;
var ballb = b;
var offx = rx - yx[1]; // calculate the off set differance of map location
var offy = ry - yx[0]; // to the float location of the ball, using the hypotenuse
var hyp = 1 - (Math.sqrt((offx * offx) + (offy * offy)) / ((algo.presetSize / 2) + 1));
if (hyp < 0) { hyp = 0; } // if the distance multiplyed by ball size is negative = 0
pointr += Math.round(ballr * hyp); // dim mapped ball colours by the distance from
pointg += Math.round(ballg * hyp); // the ball center ( hyp = 1, full colour / 0, off)
pointb += Math.round(ballb * hyp); // add the ball colour to the mapped location
if (pointr > 255) { pointr = 255; } // if addind the colours over saturates
if (pointg > 255) { pointg = 255; } // reduce it to the maximum
if (pointb > 255) { pointb = 255; }
pointRGB = (pointr << 16) + (pointg << 8) + pointb; // combine colours
map[ry][rx] = pointRGB; // set mapped point
}
}
}
if (algo.presetCollision === 0) { // if colision detection is on
// Ball collision detection
for (var ti = 0; ti < algo.presetNumber; ti++) { // check all balls
if (ti !== i) { // but not the current one
var disy = (yx[0] + step[0]) - algo.ball[ti][0]; // calculate distance
var disx = (yx[1] + step[1]) - algo.ball[ti][1]; // to current ball
var dish = Math.sqrt((disx * disx) + (disy * disy));
if (dish < (1.414) * (algo.presetSize / 2)) { // if to close
var stepy = step[0]; // swap speed / direction of current ball
var stepx = step[1]; // with ball that is to close
algo.direction[i][0] = algo.direction[ti][0];
algo.direction[i][1] = algo.direction[ti][1];
algo.direction[ti][0] = stepy;
algo.direction[ti][1] = stepx;
}
}
}
}
// edge collision detection
if (yx[0] <= 0 && step[0] < 0) { step[0] *= -1; } // top edge and moving up
else if (yx[0] >= height - 1 && step[0] > 0) { step[0] *= -1; } // bottom edge and moving down
if (yx[1] <= 0 && step[1] < 0) { step[1] *= -1; } // left edge and moving left
else if (yx[1] >= width - 1 && step[1] > 0) { step[1] *= -1; } // right edge and moving right
yx[0] += step[0]; // set ball's next location
yx[1] += step[1];
algo.ball[i] = yx; // update location
algo.direction[i] = step; // and direction / speed
}
return map;
};
algo.rgbMapStepCount = function (width, height) {
// This make no difference to the script ;-)
return 2;
};
// Development tool access
testAlgo = algo;
return algo;
}
)();
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