Files
JMuseum/public/js/p5/modules/p5.IO.js
2018-02-26 14:09:18 +08:00

15242 lines
408 KiB
JavaScript

/*! p5.p5.IO.js v0.5.11 July 21, 2017 */
(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.p5 = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){
(function (process,global){
/*!
* @overview es6-promise - a tiny implementation of Promises/A+.
* @copyright Copyright (c) 2014 Yehuda Katz, Tom Dale, Stefan Penner and contributors (Conversion to ES6 API by Jake Archibald)
* @license Licensed under MIT license
* See https://raw.githubusercontent.com/stefanpenner/es6-promise/master/LICENSE
* @version 4.0.5
*/
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
typeof define === 'function' && define.amd ? define(factory) :
(global.ES6Promise = factory());
}(this, (function () { 'use strict';
function objectOrFunction(x) {
return typeof x === 'function' || typeof x === 'object' && x !== null;
}
function isFunction(x) {
return typeof x === 'function';
}
var _isArray = undefined;
if (!Array.isArray) {
_isArray = function (x) {
return Object.prototype.toString.call(x) === '[object Array]';
};
} else {
_isArray = Array.isArray;
}
var isArray = _isArray;
var len = 0;
var vertxNext = undefined;
var customSchedulerFn = undefined;
var asap = function asap(callback, arg) {
queue[len] = callback;
queue[len + 1] = arg;
len += 2;
if (len === 2) {
// If len is 2, that means that we need to schedule an async flush.
// If additional callbacks are queued before the queue is flushed, they
// will be processed by this flush that we are scheduling.
if (customSchedulerFn) {
customSchedulerFn(flush);
} else {
scheduleFlush();
}
}
};
function setScheduler(scheduleFn) {
customSchedulerFn = scheduleFn;
}
function setAsap(asapFn) {
asap = asapFn;
}
var browserWindow = typeof window !== 'undefined' ? window : undefined;
var browserGlobal = browserWindow || {};
var BrowserMutationObserver = browserGlobal.MutationObserver || browserGlobal.WebKitMutationObserver;
var isNode = typeof self === 'undefined' && typeof process !== 'undefined' && ({}).toString.call(process) === '[object process]';
// test for web worker but not in IE10
var isWorker = typeof Uint8ClampedArray !== 'undefined' && typeof importScripts !== 'undefined' && typeof MessageChannel !== 'undefined';
// node
function useNextTick() {
// node version 0.10.x displays a deprecation warning when nextTick is used recursively
// see https://github.com/cujojs/when/issues/410 for details
return function () {
return process.nextTick(flush);
};
}
// vertx
function useVertxTimer() {
if (typeof vertxNext !== 'undefined') {
return function () {
vertxNext(flush);
};
}
return useSetTimeout();
}
function useMutationObserver() {
var iterations = 0;
var observer = new BrowserMutationObserver(flush);
var node = document.createTextNode('');
observer.observe(node, { characterData: true });
return function () {
node.data = iterations = ++iterations % 2;
};
}
// web worker
function useMessageChannel() {
var channel = new MessageChannel();
channel.port1.onmessage = flush;
return function () {
return channel.port2.postMessage(0);
};
}
function useSetTimeout() {
// Store setTimeout reference so es6-promise will be unaffected by
// other code modifying setTimeout (like sinon.useFakeTimers())
var globalSetTimeout = setTimeout;
return function () {
return globalSetTimeout(flush, 1);
};
}
var queue = new Array(1000);
function flush() {
for (var i = 0; i < len; i += 2) {
var callback = queue[i];
var arg = queue[i + 1];
callback(arg);
queue[i] = undefined;
queue[i + 1] = undefined;
}
len = 0;
}
function attemptVertx() {
try {
var r = _dereq_;
var vertx = r('vertx');
vertxNext = vertx.runOnLoop || vertx.runOnContext;
return useVertxTimer();
} catch (e) {
return useSetTimeout();
}
}
var scheduleFlush = undefined;
// Decide what async method to use to triggering processing of queued callbacks:
if (isNode) {
scheduleFlush = useNextTick();
} else if (BrowserMutationObserver) {
scheduleFlush = useMutationObserver();
} else if (isWorker) {
scheduleFlush = useMessageChannel();
} else if (browserWindow === undefined && typeof _dereq_ === 'function') {
scheduleFlush = attemptVertx();
} else {
scheduleFlush = useSetTimeout();
}
function then(onFulfillment, onRejection) {
var _arguments = arguments;
var parent = this;
var child = new this.constructor(noop);
if (child[PROMISE_ID] === undefined) {
makePromise(child);
}
var _state = parent._state;
if (_state) {
(function () {
var callback = _arguments[_state - 1];
asap(function () {
return invokeCallback(_state, child, callback, parent._result);
});
})();
} else {
subscribe(parent, child, onFulfillment, onRejection);
}
return child;
}
/**
`Promise.resolve` returns a promise that will become resolved with the
passed `value`. It is shorthand for the following:
```javascript
let promise = new Promise(function(resolve, reject){
resolve(1);
});
promise.then(function(value){
// value === 1
});
```
Instead of writing the above, your code now simply becomes the following:
```javascript
let promise = Promise.resolve(1);
promise.then(function(value){
// value === 1
});
```
@method resolve
@static
@param {Any} value value that the returned promise will be resolved with
Useful for tooling.
@return {Promise} a promise that will become fulfilled with the given
`value`
*/
function resolve(object) {
/*jshint validthis:true */
var Constructor = this;
if (object && typeof object === 'object' && object.constructor === Constructor) {
return object;
}
var promise = new Constructor(noop);
_resolve(promise, object);
return promise;
}
var PROMISE_ID = Math.random().toString(36).substring(16);
function noop() {}
var PENDING = void 0;
var FULFILLED = 1;
var REJECTED = 2;
var GET_THEN_ERROR = new ErrorObject();
function selfFulfillment() {
return new TypeError("You cannot resolve a promise with itself");
}
function cannotReturnOwn() {
return new TypeError('A promises callback cannot return that same promise.');
}
function getThen(promise) {
try {
return promise.then;
} catch (error) {
GET_THEN_ERROR.error = error;
return GET_THEN_ERROR;
}
}
function tryThen(then, value, fulfillmentHandler, rejectionHandler) {
try {
then.call(value, fulfillmentHandler, rejectionHandler);
} catch (e) {
return e;
}
}
function handleForeignThenable(promise, thenable, then) {
asap(function (promise) {
var sealed = false;
var error = tryThen(then, thenable, function (value) {
if (sealed) {
return;
}
sealed = true;
if (thenable !== value) {
_resolve(promise, value);
} else {
fulfill(promise, value);
}
}, function (reason) {
if (sealed) {
return;
}
sealed = true;
_reject(promise, reason);
}, 'Settle: ' + (promise._label || ' unknown promise'));
if (!sealed && error) {
sealed = true;
_reject(promise, error);
}
}, promise);
}
function handleOwnThenable(promise, thenable) {
if (thenable._state === FULFILLED) {
fulfill(promise, thenable._result);
} else if (thenable._state === REJECTED) {
_reject(promise, thenable._result);
} else {
subscribe(thenable, undefined, function (value) {
return _resolve(promise, value);
}, function (reason) {
return _reject(promise, reason);
});
}
}
function handleMaybeThenable(promise, maybeThenable, then$$) {
if (maybeThenable.constructor === promise.constructor && then$$ === then && maybeThenable.constructor.resolve === resolve) {
handleOwnThenable(promise, maybeThenable);
} else {
if (then$$ === GET_THEN_ERROR) {
_reject(promise, GET_THEN_ERROR.error);
} else if (then$$ === undefined) {
fulfill(promise, maybeThenable);
} else if (isFunction(then$$)) {
handleForeignThenable(promise, maybeThenable, then$$);
} else {
fulfill(promise, maybeThenable);
}
}
}
function _resolve(promise, value) {
if (promise === value) {
_reject(promise, selfFulfillment());
} else if (objectOrFunction(value)) {
handleMaybeThenable(promise, value, getThen(value));
} else {
fulfill(promise, value);
}
}
function publishRejection(promise) {
if (promise._onerror) {
promise._onerror(promise._result);
}
publish(promise);
}
function fulfill(promise, value) {
if (promise._state !== PENDING) {
return;
}
promise._result = value;
promise._state = FULFILLED;
if (promise._subscribers.length !== 0) {
asap(publish, promise);
}
}
function _reject(promise, reason) {
if (promise._state !== PENDING) {
return;
}
promise._state = REJECTED;
promise._result = reason;
asap(publishRejection, promise);
}
function subscribe(parent, child, onFulfillment, onRejection) {
var _subscribers = parent._subscribers;
var length = _subscribers.length;
parent._onerror = null;
_subscribers[length] = child;
_subscribers[length + FULFILLED] = onFulfillment;
_subscribers[length + REJECTED] = onRejection;
if (length === 0 && parent._state) {
asap(publish, parent);
}
}
function publish(promise) {
var subscribers = promise._subscribers;
var settled = promise._state;
if (subscribers.length === 0) {
return;
}
var child = undefined,
callback = undefined,
detail = promise._result;
for (var i = 0; i < subscribers.length; i += 3) {
child = subscribers[i];
callback = subscribers[i + settled];
if (child) {
invokeCallback(settled, child, callback, detail);
} else {
callback(detail);
}
}
promise._subscribers.length = 0;
}
function ErrorObject() {
this.error = null;
}
var TRY_CATCH_ERROR = new ErrorObject();
function tryCatch(callback, detail) {
try {
return callback(detail);
} catch (e) {
TRY_CATCH_ERROR.error = e;
return TRY_CATCH_ERROR;
}
}
function invokeCallback(settled, promise, callback, detail) {
var hasCallback = isFunction(callback),
value = undefined,
error = undefined,
succeeded = undefined,
failed = undefined;
if (hasCallback) {
value = tryCatch(callback, detail);
if (value === TRY_CATCH_ERROR) {
failed = true;
error = value.error;
value = null;
} else {
succeeded = true;
}
if (promise === value) {
_reject(promise, cannotReturnOwn());
return;
}
} else {
value = detail;
succeeded = true;
}
if (promise._state !== PENDING) {
// noop
} else if (hasCallback && succeeded) {
_resolve(promise, value);
} else if (failed) {
_reject(promise, error);
} else if (settled === FULFILLED) {
fulfill(promise, value);
} else if (settled === REJECTED) {
_reject(promise, value);
}
}
function initializePromise(promise, resolver) {
try {
resolver(function resolvePromise(value) {
_resolve(promise, value);
}, function rejectPromise(reason) {
_reject(promise, reason);
});
} catch (e) {
_reject(promise, e);
}
}
var id = 0;
function nextId() {
return id++;
}
function makePromise(promise) {
promise[PROMISE_ID] = id++;
promise._state = undefined;
promise._result = undefined;
promise._subscribers = [];
}
function Enumerator(Constructor, input) {
this._instanceConstructor = Constructor;
this.promise = new Constructor(noop);
if (!this.promise[PROMISE_ID]) {
makePromise(this.promise);
}
if (isArray(input)) {
this._input = input;
this.length = input.length;
this._remaining = input.length;
this._result = new Array(this.length);
if (this.length === 0) {
fulfill(this.promise, this._result);
} else {
this.length = this.length || 0;
this._enumerate();
if (this._remaining === 0) {
fulfill(this.promise, this._result);
}
}
} else {
_reject(this.promise, validationError());
}
}
function validationError() {
return new Error('Array Methods must be provided an Array');
};
Enumerator.prototype._enumerate = function () {
var length = this.length;
var _input = this._input;
for (var i = 0; this._state === PENDING && i < length; i++) {
this._eachEntry(_input[i], i);
}
};
Enumerator.prototype._eachEntry = function (entry, i) {
var c = this._instanceConstructor;
var resolve$$ = c.resolve;
if (resolve$$ === resolve) {
var _then = getThen(entry);
if (_then === then && entry._state !== PENDING) {
this._settledAt(entry._state, i, entry._result);
} else if (typeof _then !== 'function') {
this._remaining--;
this._result[i] = entry;
} else if (c === Promise) {
var promise = new c(noop);
handleMaybeThenable(promise, entry, _then);
this._willSettleAt(promise, i);
} else {
this._willSettleAt(new c(function (resolve$$) {
return resolve$$(entry);
}), i);
}
} else {
this._willSettleAt(resolve$$(entry), i);
}
};
Enumerator.prototype._settledAt = function (state, i, value) {
var promise = this.promise;
if (promise._state === PENDING) {
this._remaining--;
if (state === REJECTED) {
_reject(promise, value);
} else {
this._result[i] = value;
}
}
if (this._remaining === 0) {
fulfill(promise, this._result);
}
};
Enumerator.prototype._willSettleAt = function (promise, i) {
var enumerator = this;
subscribe(promise, undefined, function (value) {
return enumerator._settledAt(FULFILLED, i, value);
}, function (reason) {
return enumerator._settledAt(REJECTED, i, reason);
});
};
/**
`Promise.all` accepts an array of promises, and returns a new promise which
is fulfilled with an array of fulfillment values for the passed promises, or
rejected with the reason of the first passed promise to be rejected. It casts all
elements of the passed iterable to promises as it runs this algorithm.
Example:
```javascript
let promise1 = resolve(1);
let promise2 = resolve(2);
let promise3 = resolve(3);
let promises = [ promise1, promise2, promise3 ];
Promise.all(promises).then(function(array){
// The array here would be [ 1, 2, 3 ];
});
```
If any of the `promises` given to `all` are rejected, the first promise
that is rejected will be given as an argument to the returned promises's
rejection handler. For example:
Example:
```javascript
let promise1 = resolve(1);
let promise2 = reject(new Error("2"));
let promise3 = reject(new Error("3"));
let promises = [ promise1, promise2, promise3 ];
Promise.all(promises).then(function(array){
// Code here never runs because there are rejected promises!
}, function(error) {
// error.message === "2"
});
```
@method all
@static
@param {Array} entries array of promises
@param {String} label optional string for labeling the promise.
Useful for tooling.
@return {Promise} promise that is fulfilled when all `promises` have been
fulfilled, or rejected if any of them become rejected.
@static
*/
function all(entries) {
return new Enumerator(this, entries).promise;
}
/**
`Promise.race` returns a new promise which is settled in the same way as the
first passed promise to settle.
Example:
```javascript
let promise1 = new Promise(function(resolve, reject){
setTimeout(function(){
resolve('promise 1');
}, 200);
});
let promise2 = new Promise(function(resolve, reject){
setTimeout(function(){
resolve('promise 2');
}, 100);
});
Promise.race([promise1, promise2]).then(function(result){
// result === 'promise 2' because it was resolved before promise1
// was resolved.
});
```
`Promise.race` is deterministic in that only the state of the first
settled promise matters. For example, even if other promises given to the
`promises` array argument are resolved, but the first settled promise has
become rejected before the other promises became fulfilled, the returned
promise will become rejected:
```javascript
let promise1 = new Promise(function(resolve, reject){
setTimeout(function(){
resolve('promise 1');
}, 200);
});
let promise2 = new Promise(function(resolve, reject){
setTimeout(function(){
reject(new Error('promise 2'));
}, 100);
});
Promise.race([promise1, promise2]).then(function(result){
// Code here never runs
}, function(reason){
// reason.message === 'promise 2' because promise 2 became rejected before
// promise 1 became fulfilled
});
```
An example real-world use case is implementing timeouts:
```javascript
Promise.race([ajax('foo.json'), timeout(5000)])
```
@method race
@static
@param {Array} promises array of promises to observe
Useful for tooling.
@return {Promise} a promise which settles in the same way as the first passed
promise to settle.
*/
function race(entries) {
/*jshint validthis:true */
var Constructor = this;
if (!isArray(entries)) {
return new Constructor(function (_, reject) {
return reject(new TypeError('You must pass an array to race.'));
});
} else {
return new Constructor(function (resolve, reject) {
var length = entries.length;
for (var i = 0; i < length; i++) {
Constructor.resolve(entries[i]).then(resolve, reject);
}
});
}
}
/**
`Promise.reject` returns a promise rejected with the passed `reason`.
It is shorthand for the following:
```javascript
let promise = new Promise(function(resolve, reject){
reject(new Error('WHOOPS'));
});
promise.then(function(value){
// Code here doesn't run because the promise is rejected!
}, function(reason){
// reason.message === 'WHOOPS'
});
```
Instead of writing the above, your code now simply becomes the following:
```javascript
let promise = Promise.reject(new Error('WHOOPS'));
promise.then(function(value){
// Code here doesn't run because the promise is rejected!
}, function(reason){
// reason.message === 'WHOOPS'
});
```
@method reject
@static
@param {Any} reason value that the returned promise will be rejected with.
Useful for tooling.
@return {Promise} a promise rejected with the given `reason`.
*/
function reject(reason) {
/*jshint validthis:true */
var Constructor = this;
var promise = new Constructor(noop);
_reject(promise, reason);
return promise;
}
function needsResolver() {
throw new TypeError('You must pass a resolver function as the first argument to the promise constructor');
}
function needsNew() {
throw new TypeError("Failed to construct 'Promise': Please use the 'new' operator, this object constructor cannot be called as a function.");
}
/**
Promise objects represent the eventual result of an asynchronous operation. The
primary way of interacting with a promise is through its `then` method, which
registers callbacks to receive either a promise's eventual value or the reason
why the promise cannot be fulfilled.
Terminology
-----------
- `promise` is an object or function with a `then` method whose behavior conforms to this specification.
- `thenable` is an object or function that defines a `then` method.
- `value` is any legal JavaScript value (including undefined, a thenable, or a promise).
- `exception` is a value that is thrown using the throw statement.
- `reason` is a value that indicates why a promise was rejected.
- `settled` the final resting state of a promise, fulfilled or rejected.
A promise can be in one of three states: pending, fulfilled, or rejected.
Promises that are fulfilled have a fulfillment value and are in the fulfilled
state. Promises that are rejected have a rejection reason and are in the
rejected state. A fulfillment value is never a thenable.
Promises can also be said to *resolve* a value. If this value is also a
promise, then the original promise's settled state will match the value's
settled state. So a promise that *resolves* a promise that rejects will
itself reject, and a promise that *resolves* a promise that fulfills will
itself fulfill.
Basic Usage:
------------
```js
let promise = new Promise(function(resolve, reject) {
// on success
resolve(value);
// on failure
reject(reason);
});
promise.then(function(value) {
// on fulfillment
}, function(reason) {
// on rejection
});
```
Advanced Usage:
---------------
Promises shine when abstracting away asynchronous interactions such as
`XMLHttpRequest`s.
```js
function getJSON(url) {
return new Promise(function(resolve, reject){
let xhr = new XMLHttpRequest();
xhr.open('GET', url);
xhr.onreadystatechange = handler;
xhr.responseType = 'json';
xhr.setRequestHeader('Accept', 'application/json');
xhr.send();
function handler() {
if (this.readyState === this.DONE) {
if (this.status === 200) {
resolve(this.response);
} else {
reject(new Error('getJSON: `' + url + '` failed with status: [' + this.status + ']'));
}
}
};
});
}
getJSON('/posts.json').then(function(json) {
// on fulfillment
}, function(reason) {
// on rejection
});
```
Unlike callbacks, promises are great composable primitives.
```js
Promise.all([
getJSON('/posts'),
getJSON('/comments')
]).then(function(values){
values[0] // => postsJSON
values[1] // => commentsJSON
return values;
});
```
@class Promise
@param {function} resolver
Useful for tooling.
@constructor
*/
function Promise(resolver) {
this[PROMISE_ID] = nextId();
this._result = this._state = undefined;
this._subscribers = [];
if (noop !== resolver) {
typeof resolver !== 'function' && needsResolver();
this instanceof Promise ? initializePromise(this, resolver) : needsNew();
}
}
Promise.all = all;
Promise.race = race;
Promise.resolve = resolve;
Promise.reject = reject;
Promise._setScheduler = setScheduler;
Promise._setAsap = setAsap;
Promise._asap = asap;
Promise.prototype = {
constructor: Promise,
/**
The primary way of interacting with a promise is through its `then` method,
which registers callbacks to receive either a promise's eventual value or the
reason why the promise cannot be fulfilled.
```js
findUser().then(function(user){
// user is available
}, function(reason){
// user is unavailable, and you are given the reason why
});
```
Chaining
--------
The return value of `then` is itself a promise. This second, 'downstream'
promise is resolved with the return value of the first promise's fulfillment
or rejection handler, or rejected if the handler throws an exception.
```js
findUser().then(function (user) {
return user.name;
}, function (reason) {
return 'default name';
}).then(function (userName) {
// If `findUser` fulfilled, `userName` will be the user's name, otherwise it
// will be `'default name'`
});
findUser().then(function (user) {
throw new Error('Found user, but still unhappy');
}, function (reason) {
throw new Error('`findUser` rejected and we're unhappy');
}).then(function (value) {
// never reached
}, function (reason) {
// if `findUser` fulfilled, `reason` will be 'Found user, but still unhappy'.
// If `findUser` rejected, `reason` will be '`findUser` rejected and we're unhappy'.
});
```
If the downstream promise does not specify a rejection handler, rejection reasons will be propagated further downstream.
```js
findUser().then(function (user) {
throw new PedagogicalException('Upstream error');
}).then(function (value) {
// never reached
}).then(function (value) {
// never reached
}, function (reason) {
// The `PedgagocialException` is propagated all the way down to here
});
```
Assimilation
------------
Sometimes the value you want to propagate to a downstream promise can only be
retrieved asynchronously. This can be achieved by returning a promise in the
fulfillment or rejection handler. The downstream promise will then be pending
until the returned promise is settled. This is called *assimilation*.
```js
findUser().then(function (user) {
return findCommentsByAuthor(user);
}).then(function (comments) {
// The user's comments are now available
});
```
If the assimliated promise rejects, then the downstream promise will also reject.
```js
findUser().then(function (user) {
return findCommentsByAuthor(user);
}).then(function (comments) {
// If `findCommentsByAuthor` fulfills, we'll have the value here
}, function (reason) {
// If `findCommentsByAuthor` rejects, we'll have the reason here
});
```
Simple Example
--------------
Synchronous Example
```javascript
let result;
try {
result = findResult();
// success
} catch(reason) {
// failure
}
```
Errback Example
```js
findResult(function(result, err){
if (err) {
// failure
} else {
// success
}
});
```
Promise Example;
```javascript
findResult().then(function(result){
// success
}, function(reason){
// failure
});
```
Advanced Example
--------------
Synchronous Example
```javascript
let author, books;
try {
author = findAuthor();
books = findBooksByAuthor(author);
// success
} catch(reason) {
// failure
}
```
Errback Example
```js
function foundBooks(books) {
}
function failure(reason) {
}
findAuthor(function(author, err){
if (err) {
failure(err);
// failure
} else {
try {
findBoooksByAuthor(author, function(books, err) {
if (err) {
failure(err);
} else {
try {
foundBooks(books);
} catch(reason) {
failure(reason);
}
}
});
} catch(error) {
failure(err);
}
// success
}
});
```
Promise Example;
```javascript
findAuthor().
then(findBooksByAuthor).
then(function(books){
// found books
}).catch(function(reason){
// something went wrong
});
```
@method then
@param {Function} onFulfilled
@param {Function} onRejected
Useful for tooling.
@return {Promise}
*/
then: then,
/**
`catch` is simply sugar for `then(undefined, onRejection)` which makes it the same
as the catch block of a try/catch statement.
```js
function findAuthor(){
throw new Error('couldn't find that author');
}
// synchronous
try {
findAuthor();
} catch(reason) {
// something went wrong
}
// async with promises
findAuthor().catch(function(reason){
// something went wrong
});
```
@method catch
@param {Function} onRejection
Useful for tooling.
@return {Promise}
*/
'catch': function _catch(onRejection) {
return this.then(null, onRejection);
}
};
function polyfill() {
var local = undefined;
if (typeof global !== 'undefined') {
local = global;
} else if (typeof self !== 'undefined') {
local = self;
} else {
try {
local = Function('return this')();
} catch (e) {
throw new Error('polyfill failed because global object is unavailable in this environment');
}
}
var P = local.Promise;
if (P) {
var promiseToString = null;
try {
promiseToString = Object.prototype.toString.call(P.resolve());
} catch (e) {
// silently ignored
}
if (promiseToString === '[object Promise]' && !P.cast) {
return;
}
}
local.Promise = Promise;
}
// Strange compat..
Promise.polyfill = polyfill;
Promise.Promise = Promise;
return Promise;
})));
}).call(this,_dereq_('_process'),typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})
},{"_process":3}],2:[function(_dereq_,module,exports){
(function (global, factory) {
if (typeof define === 'function' && define.amd) {
define(['exports', 'module'], factory);
} else if (typeof exports !== 'undefined' && typeof module !== 'undefined') {
factory(exports, module);
} else {
var mod = {
exports: {}
};
factory(mod.exports, mod);
global.fetchJsonp = mod.exports;
}
})(this, function (exports, module) {
'use strict';
var defaultOptions = {
timeout: 5000,
jsonpCallback: 'callback',
jsonpCallbackFunction: null
};
function generateCallbackFunction() {
return 'jsonp_' + Date.now() + '_' + Math.ceil(Math.random() * 100000);
}
// Known issue: Will throw 'Uncaught ReferenceError: callback_*** is not defined'
// error if request timeout
function clearFunction(functionName) {
// IE8 throws an exception when you try to delete a property on window
// http://stackoverflow.com/a/1824228/751089
try {
delete window[functionName];
} catch (e) {
window[functionName] = undefined;
}
}
function removeScript(scriptId) {
var script = document.getElementById(scriptId);
document.getElementsByTagName('head')[0].removeChild(script);
}
function fetchJsonp(_url) {
var options = arguments.length <= 1 || arguments[1] === undefined ? {} : arguments[1];
// to avoid param reassign
var url = _url;
var timeout = options.timeout || defaultOptions.timeout;
var jsonpCallback = options.jsonpCallback || defaultOptions.jsonpCallback;
var timeoutId = undefined;
return new Promise(function (resolve, reject) {
var callbackFunction = options.jsonpCallbackFunction || generateCallbackFunction();
var scriptId = jsonpCallback + '_' + callbackFunction;
window[callbackFunction] = function (response) {
resolve({
ok: true,
// keep consistent with fetch API
json: function json() {
return Promise.resolve(response);
}
});
if (timeoutId) clearTimeout(timeoutId);
removeScript(scriptId);
clearFunction(callbackFunction);
};
// Check if the user set their own params, and if not add a ? to start a list of params
url += url.indexOf('?') === -1 ? '?' : '&';
var jsonpScript = document.createElement('script');
jsonpScript.setAttribute('src', '' + url + jsonpCallback + '=' + callbackFunction);
jsonpScript.id = scriptId;
document.getElementsByTagName('head')[0].appendChild(jsonpScript);
timeoutId = setTimeout(function () {
reject(new Error('JSONP request to ' + _url + ' timed out'));
clearFunction(callbackFunction);
removeScript(scriptId);
}, timeout);
});
}
// export as global function
/*
let local;
if (typeof global !== 'undefined') {
local = global;
} else if (typeof self !== 'undefined') {
local = self;
} else {
try {
local = Function('return this')();
} catch (e) {
throw new Error('polyfill failed because global object is unavailable in this environment');
}
}
local.fetchJsonp = fetchJsonp;
*/
module.exports = fetchJsonp;
});
},{}],3:[function(_dereq_,module,exports){
// shim for using process in browser
var process = module.exports = {};
// cached from whatever global is present so that test runners that stub it
// don't break things. But we need to wrap it in a try catch in case it is
// wrapped in strict mode code which doesn't define any globals. It's inside a
// function because try/catches deoptimize in certain engines.
var cachedSetTimeout;
var cachedClearTimeout;
function defaultSetTimout() {
throw new Error('setTimeout has not been defined');
}
function defaultClearTimeout () {
throw new Error('clearTimeout has not been defined');
}
(function () {
try {
if (typeof setTimeout === 'function') {
cachedSetTimeout = setTimeout;
} else {
cachedSetTimeout = defaultSetTimout;
}
} catch (e) {
cachedSetTimeout = defaultSetTimout;
}
try {
if (typeof clearTimeout === 'function') {
cachedClearTimeout = clearTimeout;
} else {
cachedClearTimeout = defaultClearTimeout;
}
} catch (e) {
cachedClearTimeout = defaultClearTimeout;
}
} ())
function runTimeout(fun) {
if (cachedSetTimeout === setTimeout) {
//normal enviroments in sane situations
return setTimeout(fun, 0);
}
// if setTimeout wasn't available but was latter defined
if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {
cachedSetTimeout = setTimeout;
return setTimeout(fun, 0);
}
try {
// when when somebody has screwed with setTimeout but no I.E. maddness
return cachedSetTimeout(fun, 0);
} catch(e){
try {
// When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally
return cachedSetTimeout.call(null, fun, 0);
} catch(e){
// same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error
return cachedSetTimeout.call(this, fun, 0);
}
}
}
function runClearTimeout(marker) {
if (cachedClearTimeout === clearTimeout) {
//normal enviroments in sane situations
return clearTimeout(marker);
}
// if clearTimeout wasn't available but was latter defined
if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {
cachedClearTimeout = clearTimeout;
return clearTimeout(marker);
}
try {
// when when somebody has screwed with setTimeout but no I.E. maddness
return cachedClearTimeout(marker);
} catch (e){
try {
// When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally
return cachedClearTimeout.call(null, marker);
} catch (e){
// same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.
// Some versions of I.E. have different rules for clearTimeout vs setTimeout
return cachedClearTimeout.call(this, marker);
}
}
}
var queue = [];
var draining = false;
var currentQueue;
var queueIndex = -1;
function cleanUpNextTick() {
if (!draining || !currentQueue) {
return;
}
draining = false;
if (currentQueue.length) {
queue = currentQueue.concat(queue);
} else {
queueIndex = -1;
}
if (queue.length) {
drainQueue();
}
}
function drainQueue() {
if (draining) {
return;
}
var timeout = runTimeout(cleanUpNextTick);
draining = true;
var len = queue.length;
while(len) {
currentQueue = queue;
queue = [];
while (++queueIndex < len) {
if (currentQueue) {
currentQueue[queueIndex].run();
}
}
queueIndex = -1;
len = queue.length;
}
currentQueue = null;
draining = false;
runClearTimeout(timeout);
}
process.nextTick = function (fun) {
var args = new Array(arguments.length - 1);
if (arguments.length > 1) {
for (var i = 1; i < arguments.length; i++) {
args[i - 1] = arguments[i];
}
}
queue.push(new Item(fun, args));
if (queue.length === 1 && !draining) {
runTimeout(drainQueue);
}
};
// v8 likes predictible objects
function Item(fun, array) {
this.fun = fun;
this.array = array;
}
Item.prototype.run = function () {
this.fun.apply(null, this.array);
};
process.title = 'browser';
process.browser = true;
process.env = {};
process.argv = [];
process.version = ''; // empty string to avoid regexp issues
process.versions = {};
function noop() {}
process.on = noop;
process.addListener = noop;
process.once = noop;
process.off = noop;
process.removeListener = noop;
process.removeAllListeners = noop;
process.emit = noop;
process.binding = function (name) {
throw new Error('process.binding is not supported');
};
process.cwd = function () { return '/' };
process.chdir = function (dir) {
throw new Error('process.chdir is not supported');
};
process.umask = function() { return 0; };
},{}],4:[function(_dereq_,module,exports){
(function(self) {
'use strict';
if (self.fetch) {
return
}
var support = {
searchParams: 'URLSearchParams' in self,
iterable: 'Symbol' in self && 'iterator' in Symbol,
blob: 'FileReader' in self && 'Blob' in self && (function() {
try {
new Blob()
return true
} catch(e) {
return false
}
})(),
formData: 'FormData' in self,
arrayBuffer: 'ArrayBuffer' in self
}
if (support.arrayBuffer) {
var viewClasses = [
'[object Int8Array]',
'[object Uint8Array]',
'[object Uint8ClampedArray]',
'[object Int16Array]',
'[object Uint16Array]',
'[object Int32Array]',
'[object Uint32Array]',
'[object Float32Array]',
'[object Float64Array]'
]
var isDataView = function(obj) {
return obj && DataView.prototype.isPrototypeOf(obj)
}
var isArrayBufferView = ArrayBuffer.isView || function(obj) {
return obj && viewClasses.indexOf(Object.prototype.toString.call(obj)) > -1
}
}
function normalizeName(name) {
if (typeof name !== 'string') {
name = String(name)
}
if (/[^a-z0-9\-#$%&'*+.\^_`|~]/i.test(name)) {
throw new TypeError('Invalid character in header field name')
}
return name.toLowerCase()
}
function normalizeValue(value) {
if (typeof value !== 'string') {
value = String(value)
}
return value
}
// Build a destructive iterator for the value list
function iteratorFor(items) {
var iterator = {
next: function() {
var value = items.shift()
return {done: value === undefined, value: value}
}
}
if (support.iterable) {
iterator[Symbol.iterator] = function() {
return iterator
}
}
return iterator
}
function Headers(headers) {
this.map = {}
if (headers instanceof Headers) {
headers.forEach(function(value, name) {
this.append(name, value)
}, this)
} else if (Array.isArray(headers)) {
headers.forEach(function(header) {
this.append(header[0], header[1])
}, this)
} else if (headers) {
Object.getOwnPropertyNames(headers).forEach(function(name) {
this.append(name, headers[name])
}, this)
}
}
Headers.prototype.append = function(name, value) {
name = normalizeName(name)
value = normalizeValue(value)
var oldValue = this.map[name]
this.map[name] = oldValue ? oldValue+','+value : value
}
Headers.prototype['delete'] = function(name) {
delete this.map[normalizeName(name)]
}
Headers.prototype.get = function(name) {
name = normalizeName(name)
return this.has(name) ? this.map[name] : null
}
Headers.prototype.has = function(name) {
return this.map.hasOwnProperty(normalizeName(name))
}
Headers.prototype.set = function(name, value) {
this.map[normalizeName(name)] = normalizeValue(value)
}
Headers.prototype.forEach = function(callback, thisArg) {
for (var name in this.map) {
if (this.map.hasOwnProperty(name)) {
callback.call(thisArg, this.map[name], name, this)
}
}
}
Headers.prototype.keys = function() {
var items = []
this.forEach(function(value, name) { items.push(name) })
return iteratorFor(items)
}
Headers.prototype.values = function() {
var items = []
this.forEach(function(value) { items.push(value) })
return iteratorFor(items)
}
Headers.prototype.entries = function() {
var items = []
this.forEach(function(value, name) { items.push([name, value]) })
return iteratorFor(items)
}
if (support.iterable) {
Headers.prototype[Symbol.iterator] = Headers.prototype.entries
}
function consumed(body) {
if (body.bodyUsed) {
return Promise.reject(new TypeError('Already read'))
}
body.bodyUsed = true
}
function fileReaderReady(reader) {
return new Promise(function(resolve, reject) {
reader.onload = function() {
resolve(reader.result)
}
reader.onerror = function() {
reject(reader.error)
}
})
}
function readBlobAsArrayBuffer(blob) {
var reader = new FileReader()
var promise = fileReaderReady(reader)
reader.readAsArrayBuffer(blob)
return promise
}
function readBlobAsText(blob) {
var reader = new FileReader()
var promise = fileReaderReady(reader)
reader.readAsText(blob)
return promise
}
function readArrayBufferAsText(buf) {
var view = new Uint8Array(buf)
var chars = new Array(view.length)
for (var i = 0; i < view.length; i++) {
chars[i] = String.fromCharCode(view[i])
}
return chars.join('')
}
function bufferClone(buf) {
if (buf.slice) {
return buf.slice(0)
} else {
var view = new Uint8Array(buf.byteLength)
view.set(new Uint8Array(buf))
return view.buffer
}
}
function Body() {
this.bodyUsed = false
this._initBody = function(body) {
this._bodyInit = body
if (!body) {
this._bodyText = ''
} else if (typeof body === 'string') {
this._bodyText = body
} else if (support.blob && Blob.prototype.isPrototypeOf(body)) {
this._bodyBlob = body
} else if (support.formData && FormData.prototype.isPrototypeOf(body)) {
this._bodyFormData = body
} else if (support.searchParams && URLSearchParams.prototype.isPrototypeOf(body)) {
this._bodyText = body.toString()
} else if (support.arrayBuffer && support.blob && isDataView(body)) {
this._bodyArrayBuffer = bufferClone(body.buffer)
// IE 10-11 can't handle a DataView body.
this._bodyInit = new Blob([this._bodyArrayBuffer])
} else if (support.arrayBuffer && (ArrayBuffer.prototype.isPrototypeOf(body) || isArrayBufferView(body))) {
this._bodyArrayBuffer = bufferClone(body)
} else {
throw new Error('unsupported BodyInit type')
}
if (!this.headers.get('content-type')) {
if (typeof body === 'string') {
this.headers.set('content-type', 'text/plain;charset=UTF-8')
} else if (this._bodyBlob && this._bodyBlob.type) {
this.headers.set('content-type', this._bodyBlob.type)
} else if (support.searchParams && URLSearchParams.prototype.isPrototypeOf(body)) {
this.headers.set('content-type', 'application/x-www-form-urlencoded;charset=UTF-8')
}
}
}
if (support.blob) {
this.blob = function() {
var rejected = consumed(this)
if (rejected) {
return rejected
}
if (this._bodyBlob) {
return Promise.resolve(this._bodyBlob)
} else if (this._bodyArrayBuffer) {
return Promise.resolve(new Blob([this._bodyArrayBuffer]))
} else if (this._bodyFormData) {
throw new Error('could not read FormData body as blob')
} else {
return Promise.resolve(new Blob([this._bodyText]))
}
}
this.arrayBuffer = function() {
if (this._bodyArrayBuffer) {
return consumed(this) || Promise.resolve(this._bodyArrayBuffer)
} else {
return this.blob().then(readBlobAsArrayBuffer)
}
}
}
this.text = function() {
var rejected = consumed(this)
if (rejected) {
return rejected
}
if (this._bodyBlob) {
return readBlobAsText(this._bodyBlob)
} else if (this._bodyArrayBuffer) {
return Promise.resolve(readArrayBufferAsText(this._bodyArrayBuffer))
} else if (this._bodyFormData) {
throw new Error('could not read FormData body as text')
} else {
return Promise.resolve(this._bodyText)
}
}
if (support.formData) {
this.formData = function() {
return this.text().then(decode)
}
}
this.json = function() {
return this.text().then(JSON.parse)
}
return this
}
// HTTP methods whose capitalization should be normalized
var methods = ['DELETE', 'GET', 'HEAD', 'OPTIONS', 'POST', 'PUT']
function normalizeMethod(method) {
var upcased = method.toUpperCase()
return (methods.indexOf(upcased) > -1) ? upcased : method
}
function Request(input, options) {
options = options || {}
var body = options.body
if (input instanceof Request) {
if (input.bodyUsed) {
throw new TypeError('Already read')
}
this.url = input.url
this.credentials = input.credentials
if (!options.headers) {
this.headers = new Headers(input.headers)
}
this.method = input.method
this.mode = input.mode
if (!body && input._bodyInit != null) {
body = input._bodyInit
input.bodyUsed = true
}
} else {
this.url = String(input)
}
this.credentials = options.credentials || this.credentials || 'omit'
if (options.headers || !this.headers) {
this.headers = new Headers(options.headers)
}
this.method = normalizeMethod(options.method || this.method || 'GET')
this.mode = options.mode || this.mode || null
this.referrer = null
if ((this.method === 'GET' || this.method === 'HEAD') && body) {
throw new TypeError('Body not allowed for GET or HEAD requests')
}
this._initBody(body)
}
Request.prototype.clone = function() {
return new Request(this, { body: this._bodyInit })
}
function decode(body) {
var form = new FormData()
body.trim().split('&').forEach(function(bytes) {
if (bytes) {
var split = bytes.split('=')
var name = split.shift().replace(/\+/g, ' ')
var value = split.join('=').replace(/\+/g, ' ')
form.append(decodeURIComponent(name), decodeURIComponent(value))
}
})
return form
}
function parseHeaders(rawHeaders) {
var headers = new Headers()
rawHeaders.split(/\r?\n/).forEach(function(line) {
var parts = line.split(':')
var key = parts.shift().trim()
if (key) {
var value = parts.join(':').trim()
headers.append(key, value)
}
})
return headers
}
Body.call(Request.prototype)
function Response(bodyInit, options) {
if (!options) {
options = {}
}
this.type = 'default'
this.status = 'status' in options ? options.status : 200
this.ok = this.status >= 200 && this.status < 300
this.statusText = 'statusText' in options ? options.statusText : 'OK'
this.headers = new Headers(options.headers)
this.url = options.url || ''
this._initBody(bodyInit)
}
Body.call(Response.prototype)
Response.prototype.clone = function() {
return new Response(this._bodyInit, {
status: this.status,
statusText: this.statusText,
headers: new Headers(this.headers),
url: this.url
})
}
Response.error = function() {
var response = new Response(null, {status: 0, statusText: ''})
response.type = 'error'
return response
}
var redirectStatuses = [301, 302, 303, 307, 308]
Response.redirect = function(url, status) {
if (redirectStatuses.indexOf(status) === -1) {
throw new RangeError('Invalid status code')
}
return new Response(null, {status: status, headers: {location: url}})
}
self.Headers = Headers
self.Request = Request
self.Response = Response
self.fetch = function(input, init) {
return new Promise(function(resolve, reject) {
var request = new Request(input, init)
var xhr = new XMLHttpRequest()
xhr.onload = function() {
var options = {
status: xhr.status,
statusText: xhr.statusText,
headers: parseHeaders(xhr.getAllResponseHeaders() || '')
}
options.url = 'responseURL' in xhr ? xhr.responseURL : options.headers.get('X-Request-URL')
var body = 'response' in xhr ? xhr.response : xhr.responseText
resolve(new Response(body, options))
}
xhr.onerror = function() {
reject(new TypeError('Network request failed'))
}
xhr.ontimeout = function() {
reject(new TypeError('Network request failed'))
}
xhr.open(request.method, request.url, true)
if (request.credentials === 'include') {
xhr.withCredentials = true
}
if ('responseType' in xhr && support.blob) {
xhr.responseType = 'blob'
}
request.headers.forEach(function(value, name) {
xhr.setRequestHeader(name, value)
})
xhr.send(typeof request._bodyInit === 'undefined' ? null : request._bodyInit)
})
}
self.fetch.polyfill = true
})(typeof self !== 'undefined' ? self : this);
},{}],5:[function(_dereq_,module,exports){
/**
* @module Shape
* @submodule 2D Primitives
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('./core');
var constants = _dereq_('./constants');
var canvas = _dereq_('./canvas');
_dereq_('./error_helpers');
/**
* Draw an arc to the screen. If called with only a, b, c, d, start, and
* stop, the arc will be drawn as an open pie. If mode is provided, the arc
* will be drawn either open, as a chord, or as a pie as specified. The
* origin may be changed with the ellipseMode() function.<br><br>
* Note that drawing a full circle (ex: 0 to TWO_PI) will appear blank
* because 0 and TWO_PI are the same position on the unit circle. The
* best way to handle this is by using the ellipse() function instead
* to create a closed ellipse, and to use the arc() function
* only to draw parts of an ellipse.
*
* @method arc
* @param {Number} a x-coordinate of the arc's ellipse
* @param {Number} b y-coordinate of the arc's ellipse
* @param {Number} c width of the arc's ellipse by default
* @param {Number} d height of the arc's ellipse by default
* @param {Number} start angle to start the arc, specified in radians
* @param {Number} stop angle to stop the arc, specified in radians
* @param {Constant} [mode] optional parameter to determine the way of drawing
* the arc. either CHORD or PIE
* @chainable
* @example
* <div>
* <code>
* arc(50, 55, 50, 50, 0, HALF_PI);
* noFill();
* arc(50, 55, 60, 60, HALF_PI, PI);
* arc(50, 55, 70, 70, PI, PI+QUARTER_PI);
* arc(50, 55, 80, 80, PI+QUARTER_PI, TWO_PI);
* </code>
* </div>
*
* <div>
* <code>
* arc(50, 50, 80, 80, 0, PI+QUARTER_PI, OPEN);
* </code>
* </div>
*
* <div>
* <code>
* arc(50, 50, 80, 80, 0, PI+QUARTER_PI, CHORD);
* </code>
* </div>
*
* <div>
* <code>
* arc(50, 50, 80, 80, 0, PI+QUARTER_PI, PIE);
* </code>
* </div>
*
* @alt
*shattered outline of an ellipse with a quarter of a white circle bottom-right.
*white ellipse with black outline with top right missing.
*white ellipse with top right missing with black outline around shape.
*white ellipse with top right quarter missing with black outline around the shape.
*
*/
p5.prototype.arc = function(x, y, w, h, start, stop, mode) {
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
if (this._angleMode === constants.DEGREES) {
start = this.radians(start);
stop = this.radians(stop);
}
// Make all angles positive...
while (start < 0) {
start += constants.TWO_PI;
}
while (stop < 0) {
stop += constants.TWO_PI;
}
// ...and confine them to the interval [0,TWO_PI).
start %= constants.TWO_PI;
stop %= constants.TWO_PI;
// account for full circle
if (stop === start) {
stop += constants.TWO_PI;
}
// Adjust angles to counter linear scaling.
if (start <= constants.HALF_PI) {
start = Math.atan(w / h * Math.tan(start));
} else if (start > constants.HALF_PI && start <= 3 * constants.HALF_PI) {
start = Math.atan(w / h * Math.tan(start)) + constants.PI;
} else {
start = Math.atan(w / h * Math.tan(start)) + constants.TWO_PI;
}
if (stop <= constants.HALF_PI) {
stop = Math.atan(w / h * Math.tan(stop));
} else if (stop > constants.HALF_PI && stop <= 3 * constants.HALF_PI) {
stop = Math.atan(w / h * Math.tan(stop)) + constants.PI;
} else {
stop = Math.atan(w / h * Math.tan(stop)) + constants.TWO_PI;
}
// Exceed the interval if necessary in order to preserve the size and
// orientation of the arc.
if (start > stop) {
stop += constants.TWO_PI;
}
// p5 supports negative width and heights for ellipses
w = Math.abs(w);
h = Math.abs(h);
this._renderer.arc(x, y, w, h, start, stop, mode);
return this;
};
/**
* Draws an ellipse (oval) to the screen. An ellipse with equal width and
* height is a circle. By default, the first two parameters set the location,
* and the third and fourth parameters set the shape's width and height. If
* no height is specified, the value of width is used for both the width and
* height. If a negative height or width is specified, the absolute value is taken.
* The origin may be changed with the ellipseMode() function.
*
* @method ellipse
* @param {Number} x x-coordinate of the ellipse.
* @param {Number} y y-coordinate of the ellipse.
* @param {Number} w width of the ellipse.
* @param {Number} [h] height of the ellipse.
* @chainable
* @example
* <div>
* <code>
* ellipse(56, 46, 55, 55);
* </code>
* </div>
*
* @alt
*white ellipse with black outline in middle-right of canvas that is 55x55.
*
*/
p5.prototype.ellipse = function() {
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
// Duplicate 3rd argument if only 3 given.
if (args.length === 3) {
args.push(args[2]);
}
// p5 supports negative width and heights for rects
if (args[2] < 0){args[2] = Math.abs(args[2]);}
if (args[3] < 0){args[3] = Math.abs(args[3]);}
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
var vals = canvas.modeAdjust(
args[0],
args[1],
args[2],
args[3],
this._renderer._ellipseMode);
args[0] = vals.x;
args[1] = vals.y;
args[2] = vals.w;
args[3] = vals.h;
this._renderer.ellipse(args);
return this;
};
/**
* Draws a line (a direct path between two points) to the screen. The version
* of line() with four parameters draws the line in 2D. To color a line, use
* the stroke() function. A line cannot be filled, therefore the fill()
* function will not affect the color of a line. 2D lines are drawn with a
* width of one pixel by default, but this can be changed with the
* strokeWeight() function.
*
* @method line
* @param {Number} x1 the x-coordinate of the first point
* @param {Number} y1 the y-coordinate of the first point
* @param {Number} x2 the x-coordinate of the second point
* @param {Number} y2 the y-coordinate of the second point
* @chainable
* @example
* <div>
* <code>
* line(30, 20, 85, 75);
* </code>
* </div>
*
* <div>
* <code>
* line(30, 20, 85, 20);
* stroke(126);
* line(85, 20, 85, 75);
* stroke(255);
* line(85, 75, 30, 75);
* </code>
* </div>
*
* @alt
*line 78 pixels long running from mid-top to bottom-right of canvas.
*3 lines of various stroke sizes. Form top, bottom and right sides of a square.
*
*/
////commented out original
// p5.prototype.line = function(x1, y1, x2, y2) {
// if (!this._renderer._doStroke) {
// return this;
// }
// if(this._renderer.isP3D){
// } else {
// this._renderer.line(x1, y1, x2, y2);
// }
// };
p5.prototype.line = function() {
if (!this._renderer._doStroke) {
return this;
}
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
//check whether we should draw a 3d line or 2d
if(this._renderer.isP3D){
this._renderer.line(
args[0],
args[1],
args[2],
args[3],
args[4],
args[5]);
} else {
this._renderer.line(
args[0],
args[1],
args[2],
args[3]);
}
return this;
};
/**
* Draws a point, a coordinate in space at the dimension of one pixel.
* The first parameter is the horizontal value for the point, the second
* value is the vertical value for the point. The color of the point is
* determined by the current stroke.
*
* @method point
* @param {Number} x the x-coordinate
* @param {Number} y the y-coordinate
* @chainable
* @example
* <div>
* <code>
* point(30, 20);
* point(85, 20);
* point(85, 75);
* point(30, 75);
* </code>
* </div>
*
* @alt
*4 points centered in the middle-right of the canvas.
*
*/
p5.prototype.point = function() {
if (!this._renderer._doStroke) {
return this;
}
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
//check whether we should draw a 3d line or 2d
if(this._renderer.isP3D){
this._renderer.point(
args[0],
args[1],
args[2]
);
} else {
this._renderer.point(
args[0],
args[1]
);
}
return this;
};
/**
* Draw a quad. A quad is a quadrilateral, a four sided polygon. It is
* similar to a rectangle, but the angles between its edges are not
* constrained to ninety degrees. The first pair of parameters (x1,y1)
* sets the first vertex and the subsequent pairs should proceed
* clockwise or counter-clockwise around the defined shape.
*
* @method quad
* @param {Number} x1 the x-coordinate of the first point
* @param {Number} y1 the y-coordinate of the first point
* @param {Number} x2 the x-coordinate of the second point
* @param {Number} y2 the y-coordinate of the second point
* @param {Number} x3 the x-coordinate of the third point
* @param {Number} y3 the y-coordinate of the third point
* @param {Number} x4 the x-coordinate of the fourth point
* @param {Number} y4 the y-coordinate of the fourth point
* @chainable
* @example
* <div>
* <code>
* quad(38, 31, 86, 20, 69, 63, 30, 76);
* </code>
* </div>
*
* @alt
*irregular white quadrilateral shape with black outline mid-right of canvas.
*
*/
/**
* @method quad
* @param {Number} x1
* @param {Number} y1
* @param {Number} x2
* @param {Number} y2
* @param {Number} x3
* @param {Number} y3
* @param {Number} x4
* @param {Number} y4
* @chainable
*/
p5.prototype.quad = function() {
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
if(this._renderer.isP3D){
this._renderer.quad(
args[0],
args[1],
args[2],
args[3],
args[4],
args[5],
args[6],
args[7],
args[8],
args[9],
args[10],
args[11]
);
} else {
this._renderer.quad(
args[0],
args[1],
args[2],
args[3],
args[4],
args[5],
args[6],
args[7]
);
}
return this;
};
/**
* Draws a rectangle to the screen. A rectangle is a four-sided shape with
* every angle at ninety degrees. By default, the first two parameters set
* the location of the upper-left corner, the third sets the width, and the
* fourth sets the height. The way these parameters are interpreted, however,
* may be changed with the rectMode() function.
* <br><br>
* The fifth, sixth, seventh and eighth parameters, if specified,
* determine corner radius for the top-right, top-left, lower-right and
* lower-left corners, respectively. An omitted corner radius parameter is set
* to the value of the previously specified radius value in the parameter list.
*
* @method rect
* @param {Number} x x-coordinate of the rectangle.
* @param {Number} y y-coordinate of the rectangle.
* @param {Number} w width of the rectangle.
* @param {Number} h height of the rectangle.
* @param {Number} [tl] optional radius of top-left corner.
* @param {Number} [tr] optional radius of top-right corner.
* @param {Number} [br] optional radius of bottom-right corner.
* @param {Number} [bl] optional radius of bottom-left corner.
* @return {p5} the p5 object.
* @example
* <div>
* <code>
* // Draw a rectangle at location (30, 20) with a width and height of 55.
* rect(30, 20, 55, 55);
* </code>
* </div>
*
* <div>
* <code>
* // Draw a rectangle with rounded corners, each having a radius of 20.
* rect(30, 20, 55, 55, 20);
* </code>
* </div>
*
* <div>
* <code>
* // 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);
* </code>
* </div>
*
* @alt
* 55x55 white rect with black outline in mid-right of canvas.
* 55x55 white rect with black outline and rounded edges in mid-right of canvas.
* 55x55 white rect with black outline and rounded edges of different radii.
*/
/**
* @method rect
* @param {Number} x
* @param {Number} y
* @param {Number} w
* @param {Number} h
* @param {Number} [detailX]
* @param {Number} [detailY]
* @chainable
*/
p5.prototype.rect = function () {
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
var vals = canvas.modeAdjust(
args[0],
args[1],
args[2],
args[3],
this._renderer._rectMode);
args[0] = vals.x;
args[1] = vals.y;
args[2] = vals.w;
args[3] = vals.h;
this._renderer.rect(args);
return this;
};
/**
* A triangle is a plane created by connecting three points. The first two
* arguments specify the first point, the middle two arguments specify the
* second point, and the last two arguments specify the third point.
*
* @method triangle
* @param {Number} x1 x-coordinate of the first point
* @param {Number} y1 y-coordinate of the first point
* @param {Number} x2 x-coordinate of the second point
* @param {Number} y2 y-coordinate of the second point
* @param {Number} x3 x-coordinate of the third point
* @param {Number} y3 y-coordinate of the third point
* @chainable
* @example
* <div>
* <code>
* triangle(30, 75, 58, 20, 86, 75);
* </code>
* </div>
*
*@alt
* white triangle with black outline in mid-right of canvas.
*
*/
p5.prototype.triangle = function() {
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
this._renderer.triangle(args);
return this;
};
module.exports = p5;
},{"./canvas":7,"./constants":8,"./core":9,"./error_helpers":12}],6:[function(_dereq_,module,exports){
/**
* @module Shape
* @submodule Attributes
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('./core');
var constants = _dereq_('./constants');
/**
* Modifies the location from which ellipses are drawn by changing the way
* in which parameters given to ellipse() are interpreted.
* <br><br>
* 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.
* <br><br>
* 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.
* <br><br>
* 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.
* <br><br>
* 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.
* <br><br>
* 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
* <div>
* <code>
* 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
* </code>
* </div>
*
* <div>
* <code>
* 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
* </code>
* </div>
*
* @alt
* 60x60 white ellipse and 30x30 grey ellipse with black outlines at center.
* 60x60 white ellipse @center and 30x30 grey ellipse top-right, black outlines.
*
*/
p5.prototype.ellipseMode = function(m) {
if (m === constants.CORNER ||
m === constants.CORNERS ||
m === constants.RADIUS ||
m === constants.CENTER) {
this._renderer._ellipseMode = m;
}
return this;
};
/**
* Draws all geometry with jagged (aliased) edges. Note that smooth() is
* active by default, so it is necessary to call noSmooth() to disable
* smoothing of geometry, images, and fonts.
*
* @method noSmooth
* @chainable
* @example
* <div>
* <code>
* background(0);
* noStroke();
* smooth();
* ellipse(30, 48, 36, 36);
* noSmooth();
* ellipse(70, 48, 36, 36);
* </code>
* </div>
*
* @alt
* 2 pixelated 36x36 white ellipses to left & right of center, black background
*
*/
p5.prototype.noSmooth = function() {
this._renderer.noSmooth();
return this;
};
/**
* Modifies the location from which rectangles are drawn by changing the way
* in which parameters given to rect() are interpreted.
* <br><br>
* 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.
* <br><br>
* 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.
* <br><br>
* 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.
* <br><br>
* 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.
* <br><br>
* 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
* <div>
* <code>
* 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
* </code>
* </div>
*
* <div>
* <code>
* 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
* </code>
* </div>
*
* @alt
* 50x50 white rect at center and 25x25 grey rect in the top left of the other.
* 50x50 white rect at center and 25x25 grey rect in the center of the other.
*
*/
p5.prototype.rectMode = function(m) {
if (m === constants.CORNER ||
m === constants.CORNERS ||
m === constants.RADIUS ||
m === constants.CENTER) {
this._renderer._rectMode = m;
}
return this;
};
/**
* Draws all geometry with smooth (anti-aliased) edges. smooth() will also
* improve image quality of resized images. Note that smooth() is active by
* default; noSmooth() can be used to disable smoothing of geometry,
* images, and fonts.
*
* @method smooth
* @chainable
* @example
* <div>
* <code>
* background(0);
* noStroke();
* smooth();
* ellipse(30, 48, 36, 36);
* noSmooth();
* ellipse(70, 48, 36, 36);
* </code>
* </div>
*
* @alt
* 2 pixelated 36x36 white ellipses one left one right of center. On black.
*
*/
p5.prototype.smooth = function() {
this._renderer.smooth();
return this;
};
/**
* Sets the style for rendering line endings. These ends are either squared,
* extended, or rounded, each of which specified with the corresponding
* parameters: SQUARE, PROJECT, and ROUND. The default cap is ROUND.
*
* @method strokeCap
* @param {Constant} cap either SQUARE, PROJECT, or ROUND
* @chainable
* @example
* <div>
* <code>
* strokeWeight(12.0);
* strokeCap(ROUND);
* line(20, 30, 80, 30);
* strokeCap(SQUARE);
* line(20, 50, 80, 50);
* strokeCap(PROJECT);
* line(20, 70, 80, 70);
* </code>
* </div>
*
* @alt
* 3 lines. Top line: rounded ends, mid: squared, bottom:longer squared ends.
*
*/
p5.prototype.strokeCap = function(cap) {
if (cap === constants.ROUND ||
cap === constants.SQUARE ||
cap === constants.PROJECT) {
this._renderer.strokeCap(cap);
}
return this;
};
/**
* Sets the style of the joints which connect line segments. These joints
* are either mitered, beveled, or rounded and specified with the
* corresponding parameters MITER, BEVEL, and ROUND. The default joint is
* MITER.
*
* @method strokeJoin
* @param {Constant} join either MITER, BEVEL, ROUND
* @chainable
* @example
* <div>
* <code>
* noFill();
* strokeWeight(10.0);
* strokeJoin(MITER);
* beginShape();
* vertex(35, 20);
* vertex(65, 50);
* vertex(35, 80);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* noFill();
* strokeWeight(10.0);
* strokeJoin(BEVEL);
* beginShape();
* vertex(35, 20);
* vertex(65, 50);
* vertex(35, 80);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* noFill();
* strokeWeight(10.0);
* strokeJoin(ROUND);
* beginShape();
* vertex(35, 20);
* vertex(65, 50);
* vertex(35, 80);
* endShape();
* </code>
* </div>
*
* @alt
* Right-facing arrowhead shape with pointed tip in center of canvas.
* Right-facing arrowhead shape with flat tip in center of canvas.
* Right-facing arrowhead shape with rounded tip in center of canvas.
*
*/
p5.prototype.strokeJoin = function(join) {
if (join === constants.ROUND ||
join === constants.BEVEL ||
join === constants.MITER) {
this._renderer.strokeJoin(join);
}
return this;
};
/**
* Sets the width of the stroke used for lines, points, and the border
* around shapes. All widths are set in units of pixels.
*
* @method strokeWeight
* @param {Number} weight the weight (in pixels) of the stroke
* @return {p5} the p5 object
* @example
* <div>
* <code>
* strokeWeight(1); // Default
* line(20, 20, 80, 20);
* strokeWeight(4); // Thicker
* line(20, 40, 80, 40);
* strokeWeight(10); // Beastly
* line(20, 70, 80, 70);
* </code>
* </div>
*
* @alt
* 3 horizontal black lines. Top line: thin, mid: medium, bottom:thick.
*
*/
p5.prototype.strokeWeight = function(w) {
this._renderer.strokeWeight(w);
return this;
};
module.exports = p5;
},{"./constants":8,"./core":9}],7:[function(_dereq_,module,exports){
/**
* @requires constants
*/
var constants = _dereq_('./constants');
module.exports = {
modeAdjust: function(a, b, c, d, mode) {
if (mode === constants.CORNER) {
return { x: a, y: b, w: c, h: d };
} else if (mode === constants.CORNERS) {
return { x: a, y: b, w: c-a, h: d-b };
} else if (mode === constants.RADIUS) {
return { x: a-c, y: b-d, w: 2*c, h: 2*d };
} else if (mode === constants.CENTER) {
return { x: a-c*0.5, y: b-d*0.5, w: c, h: d };
}
},
arcModeAdjust: function(a, b, c, d, mode) {
if (mode === constants.CORNER) {
return { x: a+c*0.5, y: b+d*0.5, w: c, h: d };
} else if (mode === constants.CORNERS) {
return { x: a, y: b, w: c+a, h: d+b };
} else if (mode === constants.RADIUS) {
return { x: a, y: b, w: 2*c, h: 2*d };
} else if (mode === constants.CENTER) {
return { x: a, y: b, w: c, h: d };
}
}
};
},{"./constants":8}],8:[function(_dereq_,module,exports){
/**
* @module Constants
* @submodule Constants
* @for p5
*/
var PI = Math.PI;
module.exports = {
// GRAPHICS RENDERER
/**
* @property {String} P2D
* @final
*/
P2D: 'p2d',
/**
* @property {String} WEBGL
* @final
*/
WEBGL: 'webgl',
// ENVIRONMENT
ARROW: 'default',
CROSS: 'crosshair',
HAND: 'pointer',
MOVE: 'move',
TEXT: 'text',
WAIT: 'wait',
// TRIGONOMETRY
/**
* HALF_PI is a mathematical constant with the value
* 1.57079632679489661923. It is half the ratio of the
* circumference of a circle to its diameter. It is useful in
* combination with the trigonometric functions sin() and cos().
*
* @property {Number} HALF_PI
* @final
*
* @example
* <div><code>
* arc(50, 50, 80, 80, 0, HALF_PI);
* </code></div>
*
* @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
* <div><code>
* arc(50, 50, 80, 80, 0, PI);
* </code></div>
*
* @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
* <div><code>
* arc(50, 50, 80, 80, 0, QUARTER_PI);
* </code></div>
*
* @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
* <div><code>
* arc(50, 50, 80, 80, 0, TAU);
* </code></div>
*
* @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
* <div><code>
* arc(50, 50, 80, 80, 0, TWO_PI);
* </code></div>
*
* @alt
* 80x80 white ellipse shape in center of canvas.
*
*/
TWO_PI: PI * 2,
/**
* @property {String} DEGREES
* @final
*/
DEGREES: 'degrees',
/**
* @property {String} RADIANS
* @final
*/
RADIANS: 'radians',
DEG_TO_RAD: PI / 180.0,
RAD_TO_DEG: 180.0 / PI,
// SHAPE
/**
* @property {String} CORNER
* @final
*/
CORNER: 'corner',
/**
* @property {String} CORNERS
* @final
*/
CORNERS: 'corners',
/**
* @property {String} RADIUS
* @final
*/
RADIUS: 'radius',
/**
* @property {String} RIGHT
* @final
*/
RIGHT: 'right',
/**
* @property {String} LEFT
* @final
*/
LEFT: 'left',
/**
* @property {String} CENTER
* @final
*/
CENTER: 'center',
/**
* @property {String} TOP
* @final
*/
TOP: 'top',
/**
* @property {String} BOTTOM
* @final
*/
BOTTOM: 'bottom',
/**
* @property {String} BASELINE
* @final
* @default alphabetic
*/
BASELINE: 'alphabetic',
/**
* @property {Number} POINTS
* @final
* @default 0x0000
*/
POINTS: 0x0000,
/**
* @property {Number} LINES
* @final
* @default 0x0001
*/
LINES: 0x0001,
/**
* @property {Number} LINE_STRIP
* @final
* @default 0x0003
*/
LINE_STRIP: 0x0003,
/**
* @property {Number} LINE_LOOP
* @final
* @default 0x0002
*/
LINE_LOOP: 0x0002,
/**
* @property {Number} TRIANGLES
* @final
* @default 0x0004
*/
TRIANGLES: 0x0004,
/**
* @property {Number} TRIANGLE_FAN
* @final
* @default 0x0006
*/
TRIANGLE_FAN: 0x0006,
/**
* @property {Number} TRIANGLE_STRIP
* @final
* @default 0x0005
*/
TRIANGLE_STRIP: 0x0005,
/**
* @property {String} QUADS
* @final
*/
QUADS: 'quads',
/**
* @property {String} QUAD_STRIP
* @final
* @default quad_strip
*/
QUAD_STRIP: 'quad_strip',
/**
* @property {String} CLOSE
* @final
*/
CLOSE: 'close',
/**
* @property {String} OPEN
* @final
*/
OPEN: 'open',
/**
* @property {String} CHORD
* @final
*/
CHORD: 'chord',
/**
* @property {String} PIE
* @final
*/
PIE: 'pie',
/**
* @property {String} PROJECT
* @final
* @default square
*/
PROJECT: 'square', // PEND: careful this is counterintuitive
/**
* @property {String} SQUARE
* @final
* @default butt
*/
SQUARE: 'butt',
/**
* @property {String} ROUND
* @final
*/
ROUND: 'round',
/**
* @property {String} BEVEL
* @final
*/
BEVEL: 'bevel',
/**
* @property {String} MITER
* @final
*/
MITER: 'miter',
// COLOR
/**
* @property {String} RGB
* @final
*/
RGB: 'rgb',
/**
* @property {String} HSB
* @final
*/
HSB: 'hsb',
/**
* @property {String} HSL
* @final
*/
HSL: 'hsl',
// DOM EXTENSION
AUTO: 'auto',
// INPUT
ALT: 18,
BACKSPACE: 8,
CONTROL: 17,
DELETE: 46,
DOWN_ARROW: 40,
ENTER: 13,
ESCAPE: 27,
LEFT_ARROW: 37,
OPTION: 18,
RETURN: 13,
RIGHT_ARROW: 39,
SHIFT: 16,
TAB: 9,
UP_ARROW: 38,
// RENDERING
/**
* @property {String} BLEND
* @final
* @default source-over
*/
BLEND: 'source-over',
/**
* @property {String} ADD
* @final
* @default lighter
*/
ADD: 'lighter',
//ADD: 'add', //
//SUBTRACT: 'subtract', //
/**
* @property {String} DARKEST
* @final
*/
DARKEST: 'darken',
/**
* @property {String} LIGHTEST
* @final
* @default lighten
*/
LIGHTEST: 'lighten',
/**
* @property {String} DIFFERENCE
* @final
*/
DIFFERENCE: 'difference',
/**
* @property {String} EXCLUSION
* @final
*/
EXCLUSION: 'exclusion',
/**
* @property {String} MULTIPLY
* @final
*/
MULTIPLY: 'multiply',
/**
* @property {String} SCREEN
* @final
*/
SCREEN: 'screen',
/**
* @property {String} REPLACE
* @final
* @default copy
*/
REPLACE: 'copy',
/**
* @property {String} OVERLAY
* @final
*/
OVERLAY: 'overlay',
/**
* @property {String} HARD_LIGHT
* @final
*/
HARD_LIGHT: 'hard-light',
/**
* @property {String} SOFT_LIGHT
* @final
*/
SOFT_LIGHT: 'soft-light',
/**
* @property {String} DODGE
* @final
* @default color-dodge
*/
DODGE: 'color-dodge',
/**
* @property {String} BURN
* @final
* @default color-burn
*/
BURN: 'color-burn',
// FILTERS
/**
* @property {String} THRESHOLD
* @final
*/
THRESHOLD: 'threshold',
/**
* @property {String} GRAY
* @final
*/
GRAY: 'gray',
/**
* @property {String} OPAQUE
* @final
*/
OPAQUE: 'opaque',
/**
* @property {String} INVERT
* @final
*/
INVERT: 'invert',
/**
* @property {String} POSTERIZE
* @final
*/
POSTERIZE: 'posterize',
/**
* @property {String} DILATE
* @final
*/
DILATE: 'dilate',
/**
* @property {String} ERODE
* @final
*/
ERODE: 'erode',
/**
* @property {String} BLUR
* @final
*/
BLUR: 'blur',
// TYPOGRAPHY
/**
* @property {String} NORMAL
* @final
*/
NORMAL: 'normal',
/**
* @property {String} ITALIC
* @final
*/
ITALIC: 'italic',
/**
* @property {String} BOLD
* @final
*/
BOLD: 'bold',
// TYPOGRAPHY-INTERNAL
_DEFAULT_TEXT_FILL: '#000000',
_DEFAULT_LEADMULT: 1.25,
_CTX_MIDDLE: 'middle',
// VERTICES
LINEAR: 'linear',
QUADRATIC: 'quadratic',
BEZIER: 'bezier',
CURVE: 'curve',
// DEVICE-ORIENTATION
/**
* @property {String} LANDSCAPE
* @final
*/
LANDSCAPE: 'landscape',
/**
* @property {String} PORTRAIT
* @final
*/
PORTRAIT: 'portrait',
// DEFAULTS
_DEFAULT_STROKE: '#000000',
_DEFAULT_FILL: '#FFFFFF'
};
},{}],9:[function(_dereq_,module,exports){
/**
* @module Structure
* @submodule Structure
* @for p5
* @requires constants
*/
'use strict';
_dereq_('./shim');
// Core needs the PVariables object
var constants = _dereq_('./constants');
/**
* This is the p5 instance constructor.
*
* A p5 instance holds all the properties and methods related to
* a p5 sketch. It expects an incoming sketch closure and it can also
* take an optional node parameter for attaching the generated p5 canvas
* to a node. The sketch closure takes the newly created p5 instance as
* its sole argument and may optionally set preload(), setup(), and/or
* draw() properties on it for running a sketch.
*
* A p5 sketch can run in "global" or "instance" mode:
* "global" - all properties and methods are attached to the window
* "instance" - all properties and methods are bound to this p5 object
*
* @param {function} sketch a closure that can set optional preload(),
* setup(), and/or draw() properties on the
* given p5 instance
* @param {HTMLElement|boolean} [node] element to attach canvas to, if a
* boolean is passed in use it as sync
* @param {boolean} [sync] start synchronously (optional)
* @return {p5} a p5 instance
*/
var p5 = function(sketch, node, sync) {
if (arguments.length === 2 && typeof node === 'boolean') {
sync = node;
node = undefined;
}
//////////////////////////////////////////////
// PUBLIC p5 PROPERTIES AND METHODS
//////////////////////////////////////////////
/**
* Called directly before setup(), the preload() function is used to handle
* asynchronous loading of external files. If a preload function is
* defined, setup() will wait until any load calls within have finished.
* Nothing besides load calls should be inside preload (loadImage,
* loadJSON, loadFont, loadStrings, etc).<br><br>
* 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 <a href="http://bit.ly/2kQ6Nio">here</a>.
*
* @method preload
* @example
* <div><code>
* var img;
* var c;
* function preload() { // preload() runs once
* img = loadImage('assets/laDefense.jpg');
* }
*
* function setup() { // setup() waits until preload() is done
* img.loadPixels();
* // get color of middle pixel
* c = img.get(img.width/2, img.height/2);
* }
*
* function draw() {
* background(c);
* image(img, 25, 25, 50, 50);
* }
* </code></div>
*
* @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.
* <br><br>
* Note: Variables declared within setup() are not accessible within other
* functions, including draw().
*
* @method setup
* @example
* <div><code>
* var a = 0;
*
* function setup() {
* background(0);
* noStroke();
* fill(102);
* }
*
* function draw() {
* rect(a++%width, 10, 2, 80);
* }
* </code></div>
*
* @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.
* <br><br>
* 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.
* <br><br>
* The number of times draw() executes in each second may be controlled with
* the frameRate() function.
* <br><br>
* 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.
* <br><br>
* 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
* <div><code>
* var yPos = 0;
* function setup() { // setup() runs once
* frameRate(30);
* }
* function draw() { // draw() loops forever, until stopped
* background(204);
* yPos = yPos - 1;
* if (yPos < 0) {
* yPos = height;
* }
* line(0, yPos, width, yPos);
* }
* </code></div>
*
* @alt
* nothing displayed
*
*/
//////////////////////////////////////////////
// PRIVATE p5 PROPERTIES AND METHODS
//////////////////////////////////////////////
this._setupDone = false;
// for handling hidpi
this._pixelDensity = Math.ceil(window.devicePixelRatio) || 1;
this._userNode = node;
this._curElement = null;
this._elements = [];
this._requestAnimId = 0;
this._preloadCount = 0;
this._isGlobal = false;
this._loop = true;
this._styles = [];
this._defaultCanvasSize = {
width: 100,
height: 100
};
this._events = { // keep track of user-events for unregistering later
'mousemove': null,
'mousedown': null,
'mouseup': null,
'dragend': null,
'dragover': null,
'click': null,
'mouseover': null,
'mouseout': null,
'keydown': null,
'keyup': null,
'keypress': null,
'touchstart': null,
'touchmove': null,
'touchend': null,
'resize': null,
'blur': null
};
this._events.wheel = null;
this._loadingScreenId = 'p5_loading';
if (window.DeviceOrientationEvent) {
this._events.deviceorientation = null;
}
if (window.DeviceMotionEvent && !window._isNodeWebkit) {
this._events.devicemotion = null;
}
this._start = function () {
// Find node if id given
if (this._userNode) {
if (typeof this._userNode === 'string') {
this._userNode = document.getElementById(this._userNode);
}
}
var userPreload = this.preload || window.preload; // look for "preload"
if (userPreload) {
// Setup loading screen
// Set loading scfeen into dom if not present
// Otherwise displays and removes user provided loading screen
var loadingScreen = document.getElementById(this._loadingScreenId);
if(!loadingScreen){
loadingScreen = document.createElement('div');
loadingScreen.innerHTML = 'Loading...';
loadingScreen.style.position = 'absolute';
loadingScreen.id = this._loadingScreenId;
var node = this._userNode || document.body;
node.appendChild(loadingScreen);
}
// var methods = this._preloadMethods;
for (var method in this._preloadMethods){
// default to p5 if no object defined
this._preloadMethods[method] = this._preloadMethods[method] || p5;
var obj = this._preloadMethods[method];
//it's p5, check if it's global or instance
if (obj === p5.prototype || obj === p5){
obj = this._isGlobal ? window : this;
}
this._registeredPreloadMethods[method] = obj[method];
obj[method] = this._wrapPreload(obj, method);
}
userPreload();
this._runIfPreloadsAreDone();
} else {
this._setup();
this._runFrames();
this._draw();
}
}.bind(this);
this._runIfPreloadsAreDone = function(){
var context = this._isGlobal ? window : this;
if (context._preloadCount === 0) {
var loadingScreen = document.getElementById(context._loadingScreenId);
if (loadingScreen) {
loadingScreen.parentNode.removeChild(loadingScreen);
}
context._setup();
context._runFrames();
context._draw();
}
};
this._decrementPreload = function(){
var context = this._isGlobal ? window : this;
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
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
// args.push(this._decrementPreload.bind(this));
return this._registeredPreloadMethods[fnName].apply(obj, args);
}.bind(this);
};
this._incrementPreload = function(){
var context = this._isGlobal ? window : this;
context._setProperty('_preloadCount', context._preloadCount + 1);
};
this._setup = function() {
// Always create a default canvas.
// Later on if the user calls createCanvas, this default one
// will be replaced
this.createCanvas(
this._defaultCanvasSize.width,
this._defaultCanvasSize.height,
'p2d',
true
);
// return preload functions to their normal vals if switched by preload
var context = this._isGlobal ? window : this;
if (typeof context.preload === 'function') {
for (var f in this._preloadMethods) {
context[f] = this._preloadMethods[f][f];
if (context[f] && this) {
context[f] = context[f].bind(this);
}
}
}
// Short-circuit on this, in case someone used the library in "global"
// mode earlier
if (typeof context.setup === 'function') {
context.setup();
}
// unhide any hidden canvases that were created
var canvases = document.getElementsByTagName('canvas');
for (var i = 0; i < canvases.length; i++) {
var k = canvases[i];
if (k.dataset.hidden === 'true') {
k.style.visibility = '';
delete(k.dataset.hidden);
}
}
this._setupDone = true;
}.bind(this);
this._draw = function () {
var now = window.performance.now();
var time_since_last = now - this._lastFrameTime;
var target_time_between_frames = 1000 / this._targetFrameRate;
// only draw if we really need to; don't overextend the browser.
// draw if we're within 5ms of when our next frame should paint
// (this will prevent us from giving up opportunities to draw
// again when it's really about time for us to do so). fixes an
// issue where the frameRate is too low if our refresh loop isn't
// in sync with the browser. note that we have to draw once even
// if looping is off, so we bypass the time delay if that
// is the case.
var epsilon = 5;
if (!this._loop ||
time_since_last >= target_time_between_frames - epsilon) {
//mandatory update values(matrixs and stack)
this._setProperty('frameCount', this.frameCount + 1);
this.redraw();
this._frameRate = 1000.0/(now - this._lastFrameTime);
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._runFrames = function() {
if (this._updateInterval) {
clearInterval(this._updateInterval);
}
}.bind(this);
this._setProperty = function(prop, value) {
this[prop] = value;
if (this._isGlobal) {
window[prop] = value;
}
}.bind(this);
/**
* Removes the entire p5 sketch. This will remove the canvas and any
* elements created by p5.js. It will also stop the draw loop and unbind
* any properties or methods from the window global scope. It will
* leave a variable p5 in case you wanted to create a new p5 sketch.
* If you like, you can set p5 = null to erase it.
* @method remove
* @example
* <div class='norender'><code>
* function draw() {
* ellipse(50, 50, 10, 10);
* }
*
* function mousePressed() {
* remove(); // remove whole sketch on mouse press
* }
* </code></div>
*
* @alt
* nothing displayed
*
*/
this.remove = function() {
if (this._curElement) {
// stop draw
this._loop = false;
if (this._requestAnimId) {
window.cancelAnimationFrame(this._requestAnimId);
}
// unregister events sketch-wide
for (var ev in this._events) {
window.removeEventListener(ev, this._events[ev]);
}
// remove DOM elements created by p5, and listeners
for (var i=0; i<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;
}
}
}
}
}
// window.p5 = undefined;
}.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 (sync) {
this._start();
} else {
if (document.readyState === 'complete') {
this._start();
} else {
window.addEventListener('load', this._start.bind(this), false);
}
}
};
// 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 to be turned off when creating a sketch,
// which can give a significant boost to performance when needed.
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,
loadShape: p5.prototype,
loadTable: p5.prototype,
loadFont: p5.prototype,
loadModel: 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) {
if (!p5.prototype._registeredMethods.hasOwnProperty(name)) {
p5.prototype._registeredMethods[name] = [];
}
p5.prototype._registeredMethods[name].push(m);
};
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() {
return value;
},
set: function(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":8,"./shim":19}],10:[function(_dereq_,module,exports){
/**
* @module Shape
* @submodule Curves
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('./core');
_dereq_('./error_helpers');
var bezierDetail = 20;
var curveDetail = 20;
/**
* 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.<br /><br />Bezier curves were developed by French
* automotive engineer Pierre Bezier, and are commonly used in computer
* graphics to define gently sloping curves. See also curve().
*
* @method bezier
* @param {Number} x1 x-coordinate for the first anchor point
* @param {Number} y1 y-coordinate for the first anchor point
* @param {Number} x2 x-coordinate for the first control point
* @param {Number} y2 y-coordinate for the first control point
* @param {Number} x3 x-coordinate for the second control point
* @param {Number} y3 y-coordinate for the second control point
* @param {Number} x4 x-coordinate for the second anchor point
* @param {Number} y4 y-coordinate for the second anchor point
* @return {p5} the p5 object
* @example
* <div>
* <code>
* noFill();
* stroke(255, 102, 0);
* line(85, 20, 10, 10);
* line(90, 90, 15, 80);
* stroke(0, 0, 0);
* bezier(85, 20, 10, 10, 90, 90, 15, 80);
* </code>
* </div>
* @alt
* stretched black s-shape in center with orange lines extending from end points.
* stretched black s-shape with 10 5x5 white ellipses along the shape.
* stretched black s-shape with 7 5x5 ellipses and orange lines along the shape.
* stretched black s-shape with 17 small orange lines extending from under shape.
* horseshoe shape with orange ends facing left and black curved center.
* horseshoe shape with orange ends facing left and black curved center.
* Line shaped like right-facing arrow,points move with mouse-x and warp shape.
* horizontal line that hooks downward on the right and 13 5x5 ellipses along it.
* right curving line mid-right of canvas with 7 short lines radiating from it.
*/
/**
* @method bezier
* @param {Number} z1 z-coordinate for the first anchor point
* @param {Number} z2 z-coordinate for the first control point
* @param {Number} z3 z-coordinate for the first anchor point
* @param {Number} z4 z-coordinate for the first control point
* @chainable
* @example
* <div>
* <code>
*background(0, 0, 0);
*noFill();
*stroke(255);
*bezier(250,250,0, 100,100,0, 100,0,0, 0,100,0);
* </code>
* </div>
*/
p5.prototype.bezier = function() {
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
if (!this._renderer._doStroke && !this._renderer._doFill) {
return this;
}
if (this._renderer.isP3D){
args.push(bezierDetail);//adding value of bezier detail to the args array
this._renderer.bezier(args);
} else{
this._renderer.bezier(args[0],args[1],
args[2],args[3],
args[4],args[5],
args[6],args[7]);
}
return this;
};
/**
* Sets the resolution at which Beziers display.
*
* The default value is 20.
*
* @param {Number} detail resolution of the curves
* @chainable
* @example
* <div>
* <code>
* background(204);
* bezierDetail(50);
* bezier(85, 20, 10, 10, 90, 90, 15, 80);
* </code>
* </div>
*
* @alt
* stretched black s-shape with 7 5x5 ellipses and orange lines along the shape.
*
*/
p5.prototype.bezierDetail = function(d) {
bezierDetail = d;
return this;
};
/**
* Evaluates the Bezier at position t for points a, b, c, d.
* The parameters a and d are the first and last points
* on the curve, and b and c are the control points.
* The final parameter t varies between 0 and 1.
* This can be done once with the x coordinates and a second time
* with the y coordinates to get the location of a bezier curve at t.
*
* @method bezierPoint
* @param {Number} a coordinate of first point on the curve
* @param {Number} b coordinate of first control point
* @param {Number} c coordinate of second control point
* @param {Number} d coordinate of second point on the curve
* @param {Number} t value between 0 and 1
* @return {Number} the value of the Bezier at position t
* @example
* <div>
* <code>
* noFill();
* x1 = 85, x2 = 10, x3 = 90, x4 = 15;
* y1 = 20, y2 = 10, y3 = 90, y4 = 80;
* bezier(x1, y1, x2, y2, x3, y3, x4, y4);
* fill(255);
* steps = 10;
* for (i = 0; i <= steps; i++) {
* t = i / steps;
* x = bezierPoint(x1, x2, x3, x4, t);
* y = bezierPoint(y1, y2, y3, y4, t);
* ellipse(x, y, 5, 5);
* }
* </code>
* </div>
*
* @alt
* stretched black s-shape with 17 small orange lines extending from under shape.
*
*/
p5.prototype.bezierPoint = function(a, b, c, d, t) {
var adjustedT = 1-t;
return Math.pow(adjustedT,3)*a +
3*(Math.pow(adjustedT,2))*t*b +
3*adjustedT*Math.pow(t,2)*c +
Math.pow(t,3)*d;
};
/**
* Evaluates the tangent to the Bezier at position t for points a, b, c, d.
* The parameters a and d are the first and last points
* on the curve, and b and c are the control points.
* The final parameter t varies between 0 and 1.
*
* @method bezierTangent
* @param {Number} a coordinate of first point on the curve
* @param {Number} b coordinate of first control point
* @param {Number} c coordinate of second control point
* @param {Number} d coordinate of second point on the curve
* @param {Number} t value between 0 and 1
* @return {Number} the tangent at position t
* @example
* <div>
* <code>
* noFill();
* bezier(85, 20, 10, 10, 90, 90, 15, 80);
* steps = 6;
* fill(255);
* for (i = 0; i <= steps; i++) {
* t = i / steps;
* // Get the location of the point
* x = bezierPoint(85, 10, 90, 15, t);
* y = bezierPoint(20, 10, 90, 80, t);
* // Get the tangent points
* tx = bezierTangent(85, 10, 90, 15, t);
* ty = bezierTangent(20, 10, 90, 80, t);
* // Calculate an angle from the tangent points
* a = atan2(ty, tx);
* a += PI;
* stroke(255, 102, 0);
* line(x, y, cos(a)*30 + x, sin(a)*30 + y);
* // The following line of code makes a line
* // inverse of the above line
* //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);
* stroke(0);
* ellipse(x, y, 5, 5);
* }
* </code>
* </div>
*
* <div>
* <code>
* noFill();
* bezier(85, 20, 10, 10, 90, 90, 15, 80);
* stroke(255, 102, 0);
* steps = 16;
* for (i = 0; i <= steps; i++) {
* t = i / steps;
* x = bezierPoint(85, 10, 90, 15, t);
* y = bezierPoint(20, 10, 90, 80, t);
* tx = bezierTangent(85, 10, 90, 15, t);
* ty = bezierTangent(20, 10, 90, 80, t);
* a = atan2(ty, tx);
* a -= HALF_PI;
* line(x, y, cos(a)*8 + x, sin(a)*8 + y);
* }
* </code>
* </div>
*
* @alt
* s-shaped line with 17 short orange lines extending from underside of shape
*
*/
p5.prototype.bezierTangent = function(a, b, c, d, t) {
var adjustedT = 1-t;
return 3*d*Math.pow(t,2) -
3*c*Math.pow(t,2) +
6*c*adjustedT*t -
6*b*adjustedT*t +
3*b*Math.pow(adjustedT,2) -
3*a*Math.pow(adjustedT,2);
};
/**
* Draws a curved line on the screen between two points, given as the
* middle four parameters. The first two parameters are a control point, as
* if the curve came from this point even though it's not drawn. The last
* two parameters similarly describe the other control point. <br /><br />
* Longer curves can be created by putting a series of curve() functions
* together or using curveVertex(). An additional function called
* curveTightness() provides control for the visual quality of the curve.
* The curve() function is an implementation of Catmull-Rom splines.
*
* @method curve
* @param {Number} x1 x-coordinate for the beginning control point
* @param {Number} y1 y-coordinate for the beginning control point
* @param {Number} x2 x-coordinate for the first point
* @param {Number} y2 y-coordinate for the first point
* @param {Number} x3 x-coordinate for the second point
* @param {Number} y3 y-coordinate for the second point
* @param {Number} x4 x-coordinate for the ending control point
* @param {Number} y4 y-coordinate for the ending control point
* @return {p5} the p5 object
* @example
* <div>
* <code>
* noFill();
* stroke(255, 102, 0);
* curve(5, 26, 5, 26, 73, 24, 73, 61);
* stroke(0);
* curve(5, 26, 73, 24, 73, 61, 15, 65);
* stroke(255, 102, 0);
* curve(73, 24, 73, 61, 15, 65, 15, 65);
* </code>
* </div>
* <div>
* <code>
* // Define the curve points as JavaScript objects
* p1 = {x: 5, y: 26}, p2 = {x: 73, y: 24}
* p3 = {x: 73, y: 61}, p4 = {x: 15, y: 65}
* noFill();
* stroke(255, 102, 0);
* curve(p1.x, p1.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y)
* stroke(0);
* curve(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y)
* stroke(255, 102, 0);
* curve(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, p4.x, p4.y)
* </code>
* </div>
*
* @alt
* horseshoe shape with orange ends facing left and black curved center.
* horseshoe shape with orange ends facing left and black curved center.
*
*/
/**
* @method curve
* @param {Number} z1 z-coordinate for the beginning control point
* @param {Number} z2 z-coordinate for the first point
* @param {Number} z3 z-coordinate for the second point
* @param {Number} z4 z-coordinate for the ending control point
* @chainable
* @example
* <div>
* <code>
* noFill();
* stroke(255, 102, 0);
* curve(5,26,0, 5,26,0, 73,24,0, 73,61,0);
* stroke(0);
* curve(5,26,0, 73,24,0, 73,61,0, 15,65,0);
* stroke(255, 102, 0);
* curve(73,24,0, 73,61,0, 15,65,0, 15,65,0);
* </code>
* </div>
*
* @alt
* curving black and orange lines.
*/
p5.prototype.curve = function() {
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
if (!this._renderer._doStroke) {
return this;
}
if (this._renderer.isP3D){
args.push(curveDetail);
this._renderer.curve(args);
} else{
this._renderer.curve(args[0],args[1],
args[2],args[3],
args[4],args[5],
args[6],args[7]);
}
return this;
};
/**
* Sets the resolution at which curves display.
*
* The default value is 20.
*
* @param {Number} resolution of the curves
* @chainable
* @example
* <div>
* <code>
* background(204);
* curveDetail(20);
* curve(5, 26, 5, 26, 73, 24, 73, 61);
* </code>
* </div>
*
* @alt
* white arch shape in top-mid canvas.
*
*/
p5.prototype.curveDetail = function(d) {
curveDetail = d;
return this;
};
/**
* Modifies the quality of forms created with curve() and curveVertex().
* The parameter tightness determines how the curve fits to the vertex
* points. The value 0.0 is the default value for tightness (this value
* defines the curves to be Catmull-Rom splines) and the value 1.0 connects
* all the points with straight lines. Values within the range -5.0 and 5.0
* will deform the curves but will leave them recognizable and as values
* increase in magnitude, they will continue to deform.
*
* @method curveTightness
* @param {Number} amount of deformation from the original vertices
* @chainable
* @example
* <div>
* <code>
* // Move the mouse left and right to see the curve change
*
* function setup() {
* createCanvas(100, 100);
* noFill();
* }
*
* function draw() {
* background(204);
* var t = map(mouseX, 0, width, -5, 5);
* curveTightness(t);
* beginShape();
* curveVertex(10, 26);
* curveVertex(10, 26);
* curveVertex(83, 24);
* curveVertex(83, 61);
* curveVertex(25, 65);
* curveVertex(25, 65);
* endShape();
* }
* </code>
* </div>
*
* @alt
* Line shaped like right-facing arrow,points move with mouse-x and warp shape.
*/
p5.prototype.curveTightness = function (t) {
this._renderer._curveTightness = t;
};
/**
* Evaluates the curve at position t for points a, b, c, d.
* The parameter t varies between 0 and 1, a and d are points
* on the curve, and b and c are the control points.
* This can be done once with the x coordinates and a second time
* with the y coordinates to get the location of a curve at t.
*
* @method curvePoint
* @param {Number} a coordinate of first point on the curve
* @param {Number} b coordinate of first control point
* @param {Number} c coordinate of second control point
* @param {Number} d coordinate of second point on the curve
* @param {Number} t value between 0 and 1
* @return {Number} bezier value at position t
* @example
* <div>
* <code>
* noFill();
* curve(5, 26, 5, 26, 73, 24, 73, 61);
* curve(5, 26, 73, 24, 73, 61, 15, 65);
* fill(255);
* ellipseMode(CENTER);
* steps = 6;
* for (i = 0; i <= steps; i++) {
* t = i / steps;
* x = curvePoint(5, 5, 73, 73, t);
* y = curvePoint(26, 26, 24, 61, t);
* ellipse(x, y, 5, 5);
* x = curvePoint(5, 73, 73, 15, t);
* y = curvePoint(26, 24, 61, 65, t);
* ellipse(x, y, 5, 5);
* }
* </code>
* </div>
*
*line hooking down to right-bottom with 13 5x5 white ellipse points
*/
p5.prototype.curvePoint = function(a, b, c, d, t) {
var t3 = t*t*t,
t2 = t*t,
f1 = -0.5 * t3 + t2 - 0.5 * t,
f2 = 1.5 * t3 - 2.5 * t2 + 1.0,
f3 = -1.5 * t3 + 2.0 * t2 + 0.5 * t,
f4 = 0.5 * t3 - 0.5 * t2;
return a*f1 + b*f2 + c*f3 + d*f4;
};
/**
* Evaluates the tangent to the curve at position t for points a, b, c, d.
* The parameter t varies between 0 and 1, a and d are points on the curve,
* and b and c are the control points.
*
* @method curveTangent
* @param {Number} a coordinate of first point on the curve
* @param {Number} b coordinate of first control point
* @param {Number} c coordinate of second control point
* @param {Number} d coordinate of second point on the curve
* @param {Number} t value between 0 and 1
* @return {Number} the tangent at position t
* @example
* <div>
* <code>
* noFill();
* curve(5, 26, 73, 24, 73, 61, 15, 65);
* steps = 6;
* for (i = 0; i <= steps; i++) {
* t = i / steps;
* x = curvePoint(5, 73, 73, 15, t);
* y = curvePoint(26, 24, 61, 65, t);
* //ellipse(x, y, 5, 5);
* tx = curveTangent(5, 73, 73, 15, t);
* ty = curveTangent(26, 24, 61, 65, t);
* a = atan2(ty, tx);
* a -= PI/2.0;
* line(x, y, cos(a)*8 + x, sin(a)*8 + y);
* }
* </code>
* </div>
*
* @alt
*right curving line mid-right of canvas with 7 short lines radiating from it.
*/
p5.prototype.curveTangent = function(a, b,c, d, t) {
var t2 = t*t,
f1 = (-3*t2)/2 + 2*t - 0.5,
f2 = (9*t2)/2 - 5*t,
f3 = (-9*t2)/2 + 4*t + 0.5,
f4 = (3*t2)/2 - t;
return a*f1 + b*f2 + c*f3 + d*f4;
};
module.exports = p5;
},{"./core":9,"./error_helpers":12}],11:[function(_dereq_,module,exports){
/**
* @module Environment
* @submodule Environment
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('./core');
var C = _dereq_('./constants');
var standardCursors = [C.ARROW, C.CROSS, C.HAND, C.MOVE, C.TEXT, C.WAIT];
p5.prototype._frameRate = 0;
p5.prototype._lastFrameTime = window.performance.now();
p5.prototype._targetFrameRate = 60;
var _windowPrint = window.print;
if (window.console && console.log) {
/**
* The print() function writes to the console area of your browser.
* This function is often helpful for looking at the data a program is
* producing. This function creates a new line of text for each call to
* the function. Individual elements can be
* separated with quotes ("") and joined with the addition operator (+).
* <br><br>
* While print() is similar to console.log(), it does not directly map to
* it in order to simulate easier to understand behavior than
* console.log(). Due to this, it is slower. For fastest results, use
* console.log().
*
* @method print
* @param {Any} contents any combination of Number, String, Object, Boolean,
* Array to print
* @example
* <div><code class='norender'>
* var x = 10;
* print("The value of x is " + x);
* // prints "The value of x is 10"
* </code></div>
* @alt
* default grey canvas
*/
// Converts passed args into a string and then parses that string to
// simulate synchronous behavior. This is a hack and is gross.
// Since this will not work on all objects, particularly circular
// structures, simply console.log() on error.
p5.prototype.print = function(args) {
try {
if (arguments.length === 0) {
_windowPrint();
}
else if (arguments.length > 1) {
console.log.apply(console, arguments);
} else {
var newArgs = JSON.parse(JSON.stringify(args));
if (JSON.stringify(newArgs)==='{}'){
console.log(args);
} else {
console.log(newArgs);
}
}
} catch(err) {
console.log(args);
}
};
} else {
p5.prototype.print = function() {};
}
/**
* The system variable frameCount contains the number of frames that have
* been displayed since the program started. Inside setup() the value is 0,
* after the first iteration of draw it is 1, etc.
*
* @property {Number} frameCount
* @readOnly
* @example
* <div><code>
* function setup() {
* frameRate(30);
* textSize(20);
* textSize(30);
* textAlign(CENTER);
* }
*
* function draw() {
* background(200);
* text(frameCount, width/2, height/2);
* }
* </code></div>
*
* @alt
* numbers rapidly counting upward with frame count set to 30.
*
*/
p5.prototype.frameCount = 0;
/**
* Confirms if the window a p5.js program is in is "focused," meaning that
* the sketch will accept mouse or keyboard input. This variable is
* "true" if the window is focused and "false" if not.
*
* @property {Boolean} focused
* @readOnly
* @example
* <div><code>
* // 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);
* }
* }
* </code></div>
*
* @alt
* green 50x50 ellipse at top left. Red X covers canvas when page focus changes
*
*/
p5.prototype.focused = (document.hasFocus());
/**
* Sets the cursor to a predefined symbol or an image, or makes it visible
* if already hidden. If you are trying to set an image as the cursor, the
* recommended size is 16x16 or 32x32 pixels. It is not possible to load an
* image as the cursor if you are exporting your program for the Web, and not
* all MODES work with all browsers. The values for parameters x and y must
* be less than the dimensions of the image.
*
* @method cursor
* @param {String|Constant} type either ARROW, CROSS, HAND, MOVE, TEXT, or
* WAIT, or path for image
* @param {Number} [x] the horizontal active spot of the cursor
* @param {Number} [y] the vertical active spot of the cursor
* @example
* <div><code>
* // Move the mouse left and right across the image
* // to see the cursor change from a cross to a hand
* function draw() {
* line(width/2, 0, width/2, height);
* if (mouseX < 50) {
* cursor(CROSS);
* } else {
* cursor(HAND);
* }
* }
* </code></div>
*
* @alt
* horizontal line divides canvas. cursor on left is a cross, right is hand.
*
*/
p5.prototype.cursor = function(type, x, y) {
var cursor = 'auto';
var canvas = this._curElement.elt;
if (standardCursors.indexOf(type) > -1) {
// Standard css cursor
cursor = type;
} else if (typeof type === 'string') {
var coords = '';
if (x && y && (typeof x === 'number' && typeof y === 'number')) {
// Note that x and y values must be unit-less positive integers < 32
// https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
coords = x + ' ' + y;
}
if ((type.substring(0, 7) === 'http://') ||
(type.substring(0, 8) === 'https://')) {
// Image (absolute url)
cursor = 'url(' + type + ') ' + coords + ', auto';
} else if (/\.(cur|jpg|jpeg|gif|png|CUR|JPG|JPEG|GIF|PNG)$/.test(type)) {
// Image file (relative path) - Separated for performance reasons
cursor = 'url(' + type + ') ' + coords + ', auto';
} else {
// Any valid string for the css cursor property
cursor = type;
}
}
canvas.style.cursor = cursor;
};
/**
* Specifies the number of frames to be displayed every second. For example,
* the function call frameRate(30) will attempt to refresh 30 times a second.
* If the processor is not fast enough to maintain the specified rate, the
* frame rate will not be achieved. Setting the frame rate within setup() is
* recommended. The default rate is 60 frames per second. This is the same as
* setFrameRate(val).
* <br><br>
* 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().
* <br><br>
* 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
*/
/**
* @method frameRate
* @return {Number} current frameRate
* @example
*
* <div><code>
* var rectX = 0;
* var fr = 30; //starting FPS
* var clr;
*
* function setup() {
* background(200);
* frameRate(fr); // Attempt to refresh at starting FPS
* clr = color(255,0,0);
* }
*
* function draw() {
* background(200);
* rectX = rectX += 1; // Move Rectangle
*
* if (rectX >= width) { // If you go off screen.
* if (fr == 30) {
* clr = color(0,0,255);
* fr = 10;
* frameRate(fr); // make frameRate 10 FPS
* } else {
* clr = color(255,0,0);
* fr = 30;
* frameRate(fr); // make frameRate 30 FPS
* }
* rectX = 0;
* }
* fill(clr);
* rect(rectX, 40, 20,20);
* }
* </div></code>
*
* @alt
* blue rect moves left to right, followed by red rect moving faster. Loops.
*
*/
p5.prototype.frameRate = function(fps) {
if (typeof fps !== 'number' || fps < 0) {
return this._frameRate;
} else {
this._setProperty('_targetFrameRate', fps);
this._runFrames();
return this;
}
};
/**
* Returns the current framerate.
*
* @return {Number} current frameRate
*/
p5.prototype.getFrameRate = function() {
return this.frameRate();
};
/**
* Specifies the number of frames to be displayed every second. For example,
* the function call frameRate(30) will attempt to refresh 30 times a second.
* If the processor is not fast enough to maintain the specified rate, the
* frame rate will not be achieved. Setting the frame rate within setup() is
* recommended. The default rate is 60 frames per second.
*
* Calling frameRate() with no arguments returns the current framerate.
*
* @param {Number} [fps] number of frames to be displayed every second
*/
p5.prototype.setFrameRate = function(fps) {
return this.frameRate(fps);
};
/**
* Hides the cursor from view.
*
* @method noCursor
* @example
* <div><code>
* function setup() {
* noCursor();
* }
*
* function draw() {
* background(200);
* ellipse(mouseX, mouseY, 10, 10);
* }
* </code></div>
*
*
* @alt
* cursor becomes 10x 10 white ellipse the moves with mouse x and y.
*
*/
p5.prototype.noCursor = function() {
this._curElement.elt.style.cursor = 'none';
};
/**
* System variable that stores the width of the entire screen display. This
* is used to run a full-screen program on any display size.
*
* @property {Number} displayWidth
* @readOnly
* @example
* <div class="norender"><code>
* createCanvas(displayWidth, displayHeight);
* </code></div>
*
* @alt
* cursor becomes 10x 10 white ellipse the moves with mouse x and y.
*
*/
p5.prototype.displayWidth = screen.width;
/**
* System variable that stores the height of the entire screen display. This
* is used to run a full-screen program on any display size.
*
* @property {Number} displayHeight
* @readOnly
* @example
* <div class="norender"><code>
* createCanvas(displayWidth, displayHeight);
* </code></div>
*
* @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
* <div class="norender"><code>
* createCanvas(windowWidth, windowHeight);
* </code></div>
*
* @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
* <div class="norender"><code>
* createCanvas(windowWidth, windowHeight);
* </code></div>
*@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
* <div class="norender"><code>
* function setup() {
* createCanvas(windowWidth, windowHeight);
* }
*
* function draw() {
* background(0, 100, 200);
* }
*
* function windowResized() {
* resizeCanvas(windowWidth, windowHeight);
* }
* </code></div>
* @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
* <div>
* <code>
* // Clicking in the box toggles fullscreen on and off.
* function setup() {
* background(200);
* }
* function mousePressed() {
* if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {
* var fs = fullscreen();
* fullscreen(!fs);
* }
* }
* </code>
* </div>
*
* @alt
* no display.
*
*/
p5.prototype.fullscreen = function(val) {
// no arguments, return fullscreen or not
if (typeof val === 'undefined') {
return document.fullscreenElement ||
document.webkitFullscreenElement ||
document.mozFullScreenElement ||
document.msFullscreenElement;
} else { // otherwise set to fullscreen or not
if (val) {
launchFullscreen(document.documentElement);
} else {
exitFullscreen();
}
}
};
/**
* Sets the pixel scaling for high pixel density displays. By default
* pixel density is set to match display density, call pixelDensity(1)
* to turn this off. Calling pixelDensity() with no arguments returns
* the current pixel density of the sketch.
*
*
* @method pixelDensity
* @param {Number} [val] whether or how much the sketch should scale
* @returns {Number} current pixel density of the sketch
* @example
* <div>
* <code>
* function setup() {
* pixelDensity(1);
* createCanvas(100, 100);
* background(200);
* ellipse(width/2, height/2, 50, 50);
* }
* </code>
* </div>
* <div>
* <code>
* function setup() {
* pixelDensity(3.0);
* createCanvas(100, 100);
* background(200);
* ellipse(width/2, height/2, 50, 50);
* }
* </code>
* </div>
*
* @alt
* fuzzy 50x50 white ellipse with black outline in center of canvas.
* sharp 50x50 white ellipse with black outline in center of canvas.
*/
p5.prototype.pixelDensity = function(val) {
if (typeof val === 'number') {
this._pixelDensity = val;
} else {
return this._pixelDensity;
}
this.resizeCanvas(this.width, this.height, true);
};
/**
* Returns the pixel density of the current display the sketch is running on.
*
* @method displayDensity
* @returns {Number} current pixel density of the display
* @example
* <div>
* <code>
* function setup() {
* var density = displayDensity();
* pixelDensity(density);
* createCanvas(100, 100);
* background(200);
* ellipse(width/2, height/2, 50, 50);
* }
* </code>
* </div>
*
* @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
* <div>
* <code>
* var url;
* var x = 100;
*
* function setup() {
* fill(0);
* noStroke();
* url = getURL();
* }
*
* function draw() {
* background(200);
* text(url, x, height/2);
* x--;
* }
* </code>
* </div>
*
* @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
* <div class='norender'><code>
* function setup() {
* var urlPath = getURLPath();
* for (var i=0; i&lt;urlPath.length; i++) {
* text(urlPath[i], 10, i*20+20);
* }
* }
* </code></div>
*
* @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
* <div class='norender'>
* <code>
* // Example: http://p5js.org?year=2014&month=May&day=15
*
* function setup() {
* var params = getURLParams();
* text(params.day, 10, 20);
* text(params.month, 10, 40);
* text(params.year, 10, 60);
* }
* </code>
* </div>
* @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":8,"./core":9}],12:[function(_dereq_,module,exports){
/**
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('./core');
var doFriendlyWelcome = false; // TEMP until we get it all working LM
// -- Borrowed from jQuery 1.11.3 --
var class2type = {};
var toString = class2type.toString;
var names = ['Boolean', 'Number', 'String', 'Function',
'Array', 'Date', 'RegExp', 'Object', 'Error'];
for (var n=0; n<names.length; n++) {
class2type[ '[object ' + names[n] + ']' ] = names[n].toLowerCase();
}
var getType = function( obj ) {
if ( obj == null ) {
return obj + '';
}
return typeof obj === 'object' || typeof obj === 'function' ?
class2type[ toString.call(obj) ] || 'object' :
typeof obj;
};
// -- End borrow --
/**
* Prints out a fancy, colorful message to the console log
*
* @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
*/
// Wrong number of params, undefined param, wrong type
var FILE_LOAD = 3;
// 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'];
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];
}
// LM TEMP commenting this out until we get the whole system working
// if (func.substring(0,4) === 'load'){
// console.log(
// '%c> p5.js says: '+message+'%c'+
// '[https://github.com/processing/p5.js/wiki/Local-server]',
// 'background-color:' + color + ';color:#FFF;',
// 'background-color:transparent;color:' + color +';',
// 'background-color:' + color + ';color:#FFF;',
// 'background-color:transparent;color:' + color +';'
// );
// }
// else{
// console.log(
// '%c> p5.js says: '+message+'%c [http://p5js.org/reference/#p5/'+func+
// ']', 'background-color:' + color + ';color:#FFF;',
// 'background-color:transparent;color:' + color +';'
// );
// }
}
var errorCases = {
'0': {
fileType: 'image',
method: 'loadImage',
message: ' hosting the image online,'
},
'1': {
fileType: 'XML file',
method: 'loadXML'
},
'2': {
fileType: 'table file',
method: 'loadTable'
},
'3': {
fileType: 'text file',
method: 'loadStrings'
},
'4': {
fileType: 'font',
method: 'loadFont',
message: ' hosting the font online,'
},
};
p5._friendlyFileLoadError = function (errorType, filePath) {
var errorInfo = errorCases[ errorType ];
var message = 'It looks like there was a problem' +
' loading your ' + errorInfo.fileType + '.' +
' Try checking if the file path%c [' + filePath + '] %cis correct,' +
(errorInfo.message || '') + ' or running a local server.';
report(message, errorInfo.method, FILE_LOAD);
};
function friendlyWelcome() {
// p5.js brand - magenta: #ED225D
var astrixBgColor = 'transparent';
var astrixTxtColor = '#ED225D';
var welcomeBgColor = '#ED225D';
var welcomeTextColor = 'white';
console.log(
'%c _ \n'+
' /\\| |/\\ \n'+
' \\ ` \' / \n'+
' / , . \\ \n'+
' \\/|_|\\/ '+
'\n\n%c> p5.js says: Welcome! '+
'This is your friendly debugger. ' +
'To turn me off switch to using “p5.min.js”.',
'background-color:'+astrixBgColor+';color:' + astrixTxtColor +';',
'background-color:'+welcomeBgColor+';color:' + welcomeTextColor +';'
);
}
/**
* Prints out all the colors in the color pallete with white text.
* For color blindness testing.
*/
/* function testColors() {
var str = 'A box of biscuits, a box of mixed biscuits and a biscuit mixer';
report(str, 'print', '#ED225D'); // p5.js magenta
report(str, 'print', '#2D7BB6'); // p5.js blue
report(str, 'print', '#EE9900'); // p5.js orange
report(str, 'print', '#A67F59'); // p5.js light brown
report(str, 'print', '#704F21'); // p5.js gold
report(str, 'print', '#1CC581'); // auto cyan
report(str, 'print', '#FF6625'); // auto orange
report(str, 'print', '#79EB22'); // auto green
report(str, 'print', '#B40033'); // p5.js darkened magenta
report(str, 'print', '#084B7F'); // p5.js darkened blue
report(str, 'print', '#945F00'); // p5.js darkened orange
report(str, 'print', '#6B441D'); // p5.js darkened brown
report(str, 'print', '#2E1B00'); // p5.js darkened gold
report(str, 'print', '#008851'); // auto dark cyan
report(str, 'print', '#C83C00'); // auto dark orange
report(str, 'print', '#4DB200'); // auto dark green
} */
// This is a lazily-defined list of p5 symbols that may be
// misused by beginners at top-level code, outside of setup/draw. We'd like
// to detect these errors and help the user by suggesting they move them
// into setup/draw.
//
// For more details, see https://github.com/processing/p5.js/issues/1121.
var misusedAtTopLevelCode = null;
var FAQ_URL = 'https://github.com/processing/p5.js/wiki/' +
'Frequently-Asked-Questions' +
'#why-cant-i-assign-variables-using-p5-functions-and-' +
'variables-before-setup';
function defineMisusedAtTopLevelCode() {
var uniqueNamesFound = {};
var getSymbols = function(obj) {
return Object.getOwnPropertyNames(obj).filter(function(name) {
if (name[0] === '_') {
return false;
}
if (name in uniqueNamesFound) {
return false;
}
uniqueNamesFound[name] = true;
return true;
}).map(function(name) {
var type;
if (typeof(obj[name]) === 'function') {
type = 'function';
} else if (name === name.toUpperCase()) {
type = 'constant';
} else {
type = 'variable';
}
return {name: name, type: type};
});
};
misusedAtTopLevelCode = [].concat(
getSymbols(p5.prototype),
// At present, p5 only adds its constants to p5.prototype during
// construction, which may not have happened at the time a
// ReferenceError is thrown, so we'll manually add them to our list.
getSymbols(_dereq_('./constants'))
);
// This will ultimately ensure that we report the most specific error
// possible to the user, e.g. advising them about HALF_PI instead of PI
// when their code misuses the former.
misusedAtTopLevelCode.sort(function(a, b) {
return b.name.length - a.name.length;
});
}
function helpForMisusedAtTopLevelCode(e, log) {
if (!log) {
log = console.log.bind(console);
}
if (!misusedAtTopLevelCode) {
defineMisusedAtTopLevelCode();
}
// If we find that we're logging lots of false positives, we can
// uncomment the following code to avoid displaying anything if the
// user's code isn't likely to be using p5's global mode. (Note that
// setup/draw are more likely to be defined due to JS function hoisting.)
//
//if (!('setup' in window || 'draw' in window)) {
// return;
//}
misusedAtTopLevelCode.some(function(symbol) {
// Note that while just checking for the occurrence of the
// symbol name in the error message could result in false positives,
// a more rigorous test is difficult because different browsers
// log different messages, and the format of those messages may
// change over time.
//
// For example, if the user uses 'PI' in their code, it may result
// in any one of the following messages:
//
// * 'PI' is undefined (Microsoft Edge)
// * ReferenceError: PI is undefined (Firefox)
// * Uncaught ReferenceError: PI is not defined (Chrome)
if (e.message && e.message.match('\\W?'+symbol.name+'\\W') !== null) {
log('%cDid you just try to use p5.js\'s ' + symbol.name +
(symbol.type === 'function' ? '() ' : ' ') + symbol.type +
'? If so, you may want to ' +
'move it into your sketch\'s setup() function.\n\n' +
'For more details, see: ' + FAQ_URL,
'color: #B40033' /* Dark magenta */);
return true;
}
});
}
// Exposing this primarily for unit testing.
p5.prototype._helpForMisusedAtTopLevelCode = helpForMisusedAtTopLevelCode;
if (document.readyState !== 'complete') {
window.addEventListener('error', helpForMisusedAtTopLevelCode, false);
// Our job is only to catch ReferenceErrors that are thrown when
// global (non-instance mode) p5 APIs are used at the top-level
// scope of a file, so we'll unbind our error listener now to make
// sure we don't log false positives later.
window.addEventListener('load', function() {
window.removeEventListener('error', helpForMisusedAtTopLevelCode, false);
});
}
module.exports = p5;
},{"./constants":8,"./core":9}],13:[function(_dereq_,module,exports){
var p5 = _dereq_('../core/core');
/**
* _globalInit
*
* TODO: ???
* if sketch is on window
* assume "global" mode
* and instantiate p5 automatically
* otherwise do nothing
*
* @return {Undefined}
*/
var _globalInit = function() {
if (!window.PHANTOMJS && !window.mocha) {
// If there is a setup or draw function on the window
// then instantiate p5 in "global" mode
if(((window.setup && typeof window.setup === 'function') ||
(window.draw && typeof window.draw === 'function')) &&
!p5.instance) {
new p5();
}
}
};
// TODO: ???
if (document.readyState === 'complete') {
_globalInit();
} else {
window.addEventListener('load', _globalInit , false);
}
},{"../core/core":9}],14:[function(_dereq_,module,exports){
/**
* @module DOM
* @submodule DOM
* @for p5.Element
*/
var p5 = _dereq_('./core');
/**
* Base class for all elements added to a sketch, including canvas,
* graphics buffers, and other HTML elements. Methods in blue are
* included in the core functionality, methods in brown are added
* with the <a href="http://p5js.org/reference/#/libraries/p5.dom">p5.dom
* library</a>.
* It is not called directly, but p5.Element
* objects are created by calling createCanvas, createGraphics,
* or in the p5.dom library, createDiv, createImg, createInput, etc.
*
* @class p5.Element
* @constructor
* @param {String} elt DOM node that is wrapped
* @param {p5} [pInst] pointer to p5 instance
*/
p5.Element = function(elt, pInst) {
/**
* Underlying HTML element. All normal HTML methods can be called on this.
*
* @property elt
* @readOnly
*/
this.elt = elt;
this._pInst = pInst;
this._events = {};
this.width = this.elt.offsetWidth;
this.height = this.elt.offsetHeight;
};
/**
*
* Attaches the element to the parent specified. A way of setting
* the container for the element. Accepts either a string ID, DOM
* node, or p5.Element. If no arguments given, parent node is returned.
* For more ways to position the canvas, see the
* <a href='https://github.com/processing/p5.js/wiki/Positioning-your-canvas'>
* positioning the canvas</a> wiki page.
*
* @method parent
* @param {String|p5.Element|Object} parent the ID, DOM node, or p5.Element
* of desired parent element
* @chainable
*/
/**
* @method parent
* @return {p5.Element}
*
* @example
* <div class="norender"><code>
* // in the html file:
* &lt;div id="myContainer">&lt;/div>
* // in the js file:
* var cnv = createCanvas(100, 100);
* cnv.parent("myContainer");
* </code></div>
* <div class='norender'><code>
* var div0 = createDiv('this is the parent');
* var div1 = createDiv('this is the child');
* div1.parent(div0); // use p5.Element
* </code></div>
* <div class='norender'><code>
* var div0 = createDiv('this is the parent');
* div0.id('apples');
* var div1 = createDiv('this is the child');
* div1.parent('apples'); // use id
* </code></div>
* <div class='norender'><code>
* var elt = document.getElementById('myParentDiv');
* var div1 = createDiv('this is the child');
* div1.parent(elt); // use element from page
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.parent = function(p) {
if (arguments.length === 0){
return this.elt.parentNode;
} else {
if (typeof p === 'string') {
if (p[0] === '#') {
p = p.substring(1);
}
p = document.getElementById(p);
} else if (p instanceof p5.Element) {
p = p.elt;
}
p.appendChild(this.elt);
return this;
}
};
/**
*
* Sets the ID of the element. If no ID argument is passed in, it instead
* returns the current ID of the element.
*
* @method id
* @param {String} id ID of the element
* @chainable
*/
/**
* @method id
* @return {String} the id of the element
*
* @example
* <div class='norender'><code>
* function setup() {
* var cnv = createCanvas(100, 100);
* // Assigns a CSS selector ID to
* // the canvas element.
* cnv.id("mycanvas");
* }
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.id = function(id) {
if (arguments.length === 0) {
return this.elt.id;
} else {
this.elt.id = id;
this.width = this.elt.offsetWidth;
this.height = this.elt.offsetHeight;
return this;
}
};
/**
*
* Adds given class to the element. If no class argument is passed in, it
* instead returns a string containing the current class(es) of the element.
*
* @method class
* @param {String} class class to add
* @chainable
*/
/**
* @method class
* @return {String} the class of the element
*/
p5.Element.prototype.class = function(c) {
if (arguments.length === 0) {
return this.elt.className;
} else {
this.elt.className = c;
return this;
}
};
/**
* The .mousePressed() function is called once after every time a
* mouse button is pressed over the element. This can be used to
* attach element specific event listeners.
*
* @method mousePressed
* @param {function} fxn function to be fired when mouse is
* pressed over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.mousePressed(changeGray); // attach listener for
* // canvas click only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* ellipse(width/2, height/2, d, d);
* }
*
* // this function fires with any click anywhere
* function mousePressed() {
* d = d + 10;
* }
*
* // this function fires only when cnv is clicked
* function changeGray() {
* g = random(0, 255);
* }
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.mousePressed = function (fxn) {
attachListener('mousedown', fxn, this);
attachListener('touchstart', fxn, 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} fxn function to be fired when mouse is
* pressed over the element.
* @return {p5.Element}
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.doubleClicked(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 double click anywhere
* function doubleClicked() {
* d = d + 10;
* }
*
* // this function fires only when cnv is clicked
* function changeGray() {
* g = random(0, 255);
* }
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.doubleClicked = function (fxn) {
attachListener('doubleClicked', 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.
* <br><br>
* 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.
* <br><br>
* On OS X with "natural" scrolling enabled, the `event.deltaY` values are
* reversed.
*
* @method mouseWheel
* @param {function} fxn function to be fired when mouse wheel is
* scrolled over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.mouseWheel(changeSize); // attach listener for
* // activity on canvas only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* ellipse(width/2, height/2, d, d);
* }
*
* // this function fires with mousewheel movement
* // anywhere on screen
* function mouseWheel() {
* g = g + 10;
* }
*
* // this function fires with mousewheel movement
* // over canvas only
* function changeSize(event) {
* if (event.deltaY > 0) {
* d = d + 10;
* } else {
* d = d - 10;
* }
* }
* </code></div>
*
*
* @alt
* no display.
*
*/
p5.Element.prototype.mouseWheel = function (fxn) {
attachListener('wheel', fxn, this);
return this;
};
/**
* The .mouseReleased() function is called once after every time a
* mouse button is released over the element. This can be used to
* attach element specific event listeners.
*
* @method mouseReleased
* @param {function} fxn function to be fired when mouse is
* released over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.mouseReleased(changeGray); // attach listener for
* // activity on canvas only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* ellipse(width/2, height/2, d, d);
* }
*
* // this function fires after the mouse has been
* // released
* function mouseReleased() {
* d = d + 10;
* }
*
* // this function fires after the mouse has been
* // released while on canvas
* function changeGray() {
* g = random(0, 255);
* }
* </code></div>
*
*
* @alt
* no display.
*
*/
p5.Element.prototype.mouseReleased = function (fxn) {
attachListener('mouseup', fxn, this);
attachListener('touchend', fxn, this);
return this;
};
/**
* The .mouseClicked() function is called once after a mouse button is
* pressed and released over the element. This can be used to
* attach element specific event listeners.
*
* @method mouseClicked
* @param {function} fxn function to be fired when mouse is
* clicked over the element.
* @chainable
* @example
* <div class="norender">
* <code>
* var cnv;
* var d;
* var g;
*
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.mouseClicked(changeGray); // attach listener for
* // activity on canvas only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* ellipse(width/2, height/2, d, d);
* }
*
* // this function fires after the mouse has been
* // clicked anywhere
* function mouseClicked() {
* d = d + 10;
* }
*
* // this function fires after the mouse has been
* // clicked on canvas
* function changeGray() {
* g = random(0, 255);
* }
* </code>
* </div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.mouseClicked = function (fxn) {
attachListener('click', fxn, this);
return this;
};
/**
* The .mouseMoved() function is called once every time a
* mouse moves over the element. This can be used to attach an
* element specific event listener.
*
* @method mouseMoved
* @param {function} fxn function to be fired when mouse is
* moved over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d = 30;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.mouseMoved(changeSize); // attach listener for
* // activity on canvas only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* fill(200);
* ellipse(width/2, height/2, d, d);
* }
*
* // this function fires when mouse moves anywhere on
* // page
* function mouseMoved() {
* g = g + 5;
* if (g > 255) {
* g = 0;
* }
* }
*
* // this function fires when mouse moves over canvas
* function changeSize() {
* d = d + 2;
* if (d > 100) {
* d = 0;
* }
* }
* </code></div>
*
*
* @alt
* no display.
*
*/
p5.Element.prototype.mouseMoved = function (fxn) {
attachListener('mousemove', fxn, this);
attachListener('touchmove', fxn, this);
return this;
};
/**
* The .mouseOver() function is called once after every time a
* mouse moves onto the element. This can be used to attach an
* element specific event listener.
*
* @method mouseOver
* @param {function} fxn function to be fired when mouse is
* moved over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.mouseOver(changeGray);
* d = 10;
* }
*
* function draw() {
* ellipse(width/2, height/2, d, d);
* }
*
* function changeGray() {
* d = d + 10;
* if (d > 100) {
* d = 0;
* }
* }
* </code></div>
*
*
* @alt
* no display.
*
*/
p5.Element.prototype.mouseOver = function (fxn) {
attachListener('mouseover', fxn, this);
return this;
};
/**
* The .changed() function is called when the value of an
* element is changed.
* This can be used to attach an element specific event listener.
*
* @method changed
* @param {function} fxn function to be fired when the value of an
* element changes.
* @chainable
* @example
* <div><code>
* var sel;
*
* function setup() {
* textAlign(CENTER);
* background(200);
* sel = createSelect();
* sel.position(10, 10);
* sel.option('pear');
* sel.option('kiwi');
* sel.option('grape');
* sel.changed(mySelectEvent);
* }
*
* function mySelectEvent() {
* var item = sel.value();
* background(200);
* text("it's a "+item+"!", 50, 50);
* }
* </code></div>
* <div><code>
* var checkbox;
* var cnv;
*
* function setup() {
* checkbox = createCheckbox(" fill");
* checkbox.changed(changeFill);
* cnv = createCanvas(100, 100);
* cnv.position(0, 30);
* noFill();
* }
*
* function draw() {
* background(200);
* ellipse(50, 50, 50, 50);
* }
*
* function changeFill() {
* if (checkbox.checked()) {
* fill(0);
* } else {
* noFill();
* }
* }
* </code></div>
*
* @alt
* dropdown: pear, kiwi, grape. When selected text "its a" + selection shown.
*
*/
p5.Element.prototype.changed = function (fxn) {
attachListener('change', fxn, this);
return this;
};
/**
* The .input() function is called when any user input is
* detected with an element. The input event is often used
* to detect keystrokes in a input element, or changes on a
* slider element. This can be used to attach an element specific
* event listener.
*
* @method input
* @param {function} fxn function to be fired on user input.
* @chainable
* @example
* <div class='norender'><code>
* // Open your console to see the output
* function setup() {
* var inp = createInput('');
* inp.input(myInputEvent);
* }
*
* function myInputEvent() {
* console.log('you are typing: ', this.value());
* }
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.input = function (fxn) {
attachListener('input', fxn, this);
return this;
};
/**
* The .mouseOut() function is called once after every time a
* mouse moves off the element. This can be used to attach an
* element specific event listener.
*
* @method mouseOut
* @param {function} fxn function to be fired when mouse is
* moved off the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.mouseOut(changeGray);
* d = 10;
* }
*
* function draw() {
* ellipse(width/2, height/2, d, d);
* }
*
* function changeGray() {
* d = d + 10;
* if (d > 100) {
* d = 0;
* }
* }
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.mouseOut = function (fxn) {
attachListener('mouseout', fxn, this);
return this;
};
/**
* The .touchStarted() function is called once after every time a touch is
* registered. This can be used to attach element specific event listeners.
*
* @method touchStarted
* @param {function} fxn function to be fired when touch is
* started over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.touchStarted(changeGray); // attach listener for
* // canvas click only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* ellipse(width/2, height/2, d, d);
* }
*
* // this function fires with any touch anywhere
* function touchStarted() {
* d = d + 10;
* }
*
* // this function fires only when cnv is clicked
* function changeGray() {
* g = random(0, 255);
* }
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.touchStarted = function (fxn) {
attachListener('touchstart', fxn, this);
attachListener('mousedown', fxn, this);
return this;
};
/**
* The .touchMoved() function is called once after every time a touch move is
* registered. This can be used to attach element specific event listeners.
*
* @method touchMoved
* @param {function} fxn function to be fired when touch is moved
* over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.touchMoved(changeGray); // attach listener for
* // canvas click only
* g = 100;
* }
*
* function draw() {
* background(g);
* }
*
* // this function fires only when cnv is clicked
* function changeGray() {
* g = random(0, 255);
* }
* </code></div>
*
* @alt
* no display.
*
*/
p5.Element.prototype.touchMoved = function (fxn) {
attachListener('touchmove', fxn, this);
attachListener('mousemove', fxn, this);
return this;
};
/**
* The .touchEnded() function is called once after every time a touch is
* registered. This can be used to attach element specific event listeners.
*
* @method touchEnded
* @param {function} fxn function to be fired when touch is
* ended over the element.
* @chainable
* @example
* <div class='norender'><code>
* var cnv;
* var d;
* var g;
* function setup() {
* cnv = createCanvas(100, 100);
* cnv.touchEnded(changeGray); // attach listener for
* // canvas click only
* d = 10;
* g = 100;
* }
*
* function draw() {
* background(g);
* ellipse(width/2, height/2, d, d);
* }
*
* // this function fires with any touch anywhere
* function touchEnded() {
* d = d + 10;
* }
*
* // this function fires only when cnv is clicked
* function changeGray() {
* g = random(0, 255);
* }
* </code></div>
*
*
* @alt
* no display.
*
*/
p5.Element.prototype.touchEnded = function (fxn) {
attachListener('touchend', fxn, this);
attachListener('mouseup', fxn, this);
return this;
};
/**
* The .dragOver() function is called once after every time a
* file is dragged over the element. This can be used to attach an
* element specific event listener.
*
* @method dragOver
* @param {function} fxn function to be fired when mouse is
* dragged over the element.
* @chainable
* @example
* <div><code>
* // To test this sketch, simply drag a
* // file over the canvas
* function setup() {
* var 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);
* }
* </code></div>
* @alt
* nothing displayed
*/
p5.Element.prototype.dragOver = function (fxn) {
attachListener('dragover', fxn, this);
return this;
};
/**
* The .dragLeave() function is called once after every time a
* dragged file leaves the element area. This can be used to attach an
* element specific event listener.
*
* @method dragLeave
* @param {function} fxn function to be fired when mouse is
* dragged over the element.
* @chainable
* @example
* <div><code>
* // To test this sketch, simply drag a file
* // over and then out of the canvas area
* function setup() {
* var 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);
* }
* </code></div>
* @alt
* nothing displayed
*/
p5.Element.prototype.dragLeave = function (fxn) {
attachListener('dragleave', fxn, this);
return this;
};
/**
* The .drop() function is called for each file dropped on the element.
* It requires a callback that is passed a p5.File object. You can
* optionally pass two callbacks, the first one (required) is triggered
* for each file dropped when the file is loaded. The second (optional)
* is triggered just once when a file (or files) are dropped.
*
* @method drop
* @param {function} callback callback triggered when files are dropped.
* @param {function} fxn callback to receive loaded file.
* @chainable
* @example
* <div><code>
* function setup() {
* var c = createCanvas(100, 100);
* background(200);
* textAlign(CENTER);
* text('drop image', width/2, height/2);
* c.drop(gotFile);
* }
*
* function gotFile(file) {
* var img = createImg(file.data).hide();
* // Draw the image onto the canvas
* image(img, 0, 0, width, height);
* }
* </code></div>
*
* @alt
* Canvas turns into whatever image is dragged/dropped onto it.
*
*/
p5.Element.prototype.drop = function (callback, fxn) {
// Make a file loader callback and trigger user's callback
function makeLoader(theFile) {
// Making a p5.File object
var p5file = new p5.File(theFile);
return function(e) {
p5file.data = e.target.result;
callback(p5file);
};
}
// Is the file stuff supported?
if (window.File && window.FileReader && window.FileList && window.Blob) {
// If you want to be able to drop you've got to turn off
// a lot of default behavior
attachListener('dragover',function(evt) {
evt.stopPropagation();
evt.preventDefault();
},this);
// If this is a drag area we need to turn off the default behavior
attachListener('dragleave',function(evt) {
evt.stopPropagation();
evt.preventDefault();
},this);
// If just one argument it's the callback for the files
if (arguments.length > 1) {
attachListener('drop', fxn, this);
}
// Deal with the files
attachListener('drop', function(evt) {
evt.stopPropagation();
evt.preventDefault();
// A FileList
var files = evt.dataTransfer.files;
// Load each one and trigger the callback
for (var i = 0; i < files.length; i++) {
var f = files[i];
var reader = new FileReader();
reader.onload = makeLoader(f);
// Text or data?
// This should likely be improved
if (f.type.indexOf('text') > -1) {
reader.readAsText(f);
} else {
reader.readAsDataURL(f);
}
}
}, this);
} else {
console.log('The File APIs are not fully supported in this browser.');
}
return this;
};
function attachListener(ev, fxn, ctx) {
// LM removing, not sure why we had this?
// var _this = ctx;
// var f = function (e) { fxn(e, _this); };
var f = fxn.bind(ctx);
ctx.elt.addEventListener(ev, f, false);
ctx._events[ev] = f;
}
/**
* Helper fxn for sharing pixel methods
*
*/
p5.Element.prototype._setProperty = function (prop, value) {
this[prop] = value;
};
module.exports = p5.Element;
},{"./core":9}],15:[function(_dereq_,module,exports){
/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
var p5 = _dereq_('./core');
var constants = _dereq_('./constants');
/**
* Thin wrapper around a renderer, to be used for creating a
* graphics buffer object. Use this class if you need
* to draw into an off-screen graphics buffer. The two parameters define the
* width and height in pixels. The fields and methods for this class are
* extensive, but mirror the normal drawing API for p5.
*
* @class p5.Graphics
* @constructor
* @extends p5.Element
* @param {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 = this._userNode || document.body;
node.appendChild(this.canvas);
p5.Element.call(this, this.canvas, pInst, false);
this._styles = [];
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);
}
this._renderer.resize(w, h);
this._renderer._applyDefaults();
pInst._elements.push(this);
// bind methods and props of p5 to the new object
for (var p in p5.prototype) {
if (!this[p]) {
if (typeof p5.prototype[p] === 'function') {
this[p] = p5.prototype[p].bind(this);
} else {
this[p] = p5.prototype[p];
}
}
}
return this;
};
p5.Graphics.prototype = Object.create(p5.Element.prototype);
p5.Graphics.prototype.remove = function() {
if (this.elt.parentNode) {
this.elt.parentNode.removeChild(this.elt);
}
for (var elt_ev in this._events) {
this.elt.removeEventListener(elt_ev, this._events[elt_ev]);
}
};
module.exports = p5.Graphics;
},{"./constants":8,"./core":9}],16:[function(_dereq_,module,exports){
/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
var p5 = _dereq_('./core');
var constants = _dereq_('../core/constants');
/**
* Main graphics and rendering context, as well as the base API
* implementation for p5.js "core". To be used as the superclass for
* Renderer2D and Renderer3D classes, respecitvely.
*
* @class p5.Renderer
* @constructor
* @extends p5.Element
* @param {String} elt DOM node that is wrapped
* @param {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._pInst = pInst;
if (isMainCanvas) {
this._isMainCanvas = true;
// for pixel method sharing with pimage
this._pInst._setProperty('_curElement', this);
this._pInst._setProperty('canvas', this.canvas);
this._pInst._setProperty('width', this.width);
this._pInst._setProperty('height', this.height);
} else { // hide if offscreen buffer by default
this.canvas.style.display = 'none';
this._styles = []; // non-main elt styles stored in p5.Renderer
}
this._textSize = 12;
this._textLeading = 15;
this._textFont = 'sans-serif';
this._textStyle = constants.NORMAL;
this._textAscent = null;
this._textDescent = null;
this._rectMode = constants.CORNER;
this._ellipseMode = constants.CENTER;
this._curveTightness = 0;
this._imageMode = constants.CORNER;
this._tint = null;
this._doStroke = true;
this._doFill = true;
this._strokeSet = false;
this._fillSet = false;
this._colorMode = constants.RGB;
this._colorMaxes = {
rgb: [255, 255, 255, 255],
hsb: [360, 100, 100, 1],
hsl: [360, 100, 100, 1]
};
};
p5.Renderer.prototype = Object.create(p5.Element.prototype);
/**
* Resize our canvas element.
*/
p5.Renderer.prototype.resize = function(w, h) {
this.width = w;
this.height = h;
this.elt.width = w * this._pInst._pixelDensity;
this.elt.height = h * this._pInst._pixelDensity;
this.elt.style.width = w +'px';
this.elt.style.height = h + 'px';
if (this._isMainCanvas) {
this._pInst._setProperty('width', this.width);
this._pInst._setProperty('height', this.height);
}
};
p5.Renderer.prototype.textLeading = function(l) {
if (arguments.length && arguments[0]) {
this._setProperty('_textLeading', l);
return this;
}
return this._textLeading;
};
p5.Renderer.prototype.textSize = function(s) {
if (arguments.length && arguments[0]) {
this._setProperty('_textSize', s);
this._setProperty('_textLeading', s * constants._DEFAULT_LEADMULT);
return this._applyTextProperties();
}
return this._textSize;
};
p5.Renderer.prototype.textStyle = function(s) {
if (arguments.length && arguments[0]) {
if (s === constants.NORMAL ||
s === constants.ITALIC ||
s === constants.BOLD) {
this._setProperty('_textStyle', s);
}
return this._applyTextProperties();
}
return this._textStyle;
};
p5.Renderer.prototype.textAscent = function() {
if (this._textAscent === null) {
this._updateTextMetrics();
}
return this._textAscent;
};
p5.Renderer.prototype.textDescent = function() {
if (this._textDescent === null) {
this._updateTextMetrics();
}
return this._textDescent;
};
p5.Renderer.prototype._applyDefaults = function(){
return this;
};
/**
* Helper fxn to check font type (system or otf)
*/
p5.Renderer.prototype._isOpenType = function(f) {
f = f || this._textFont;
return (typeof f === 'object' && f.font && f.font.supported);
};
p5.Renderer.prototype._updateTextMetrics = function() {
if (this._isOpenType()) {
this._setProperty('_textAscent', this._textFont._textAscent());
this._setProperty('_textDescent', this._textFont._textDescent());
return this;
}
// Adapted from http://stackoverflow.com/a/25355178
var text = document.createElement('span');
text.style.fontFamily = this._textFont;
text.style.fontSize = this._textSize + 'px';
text.innerHTML = 'ABCjgq|';
var block = document.createElement('div');
block.style.display = 'inline-block';
block.style.width = '1px';
block.style.height = '0px';
var container = document.createElement('div');
container.appendChild(text);
container.appendChild(block);
container.style.height = '0px';
container.style.overflow = 'hidden';
document.body.appendChild(container);
block.style.verticalAlign = 'baseline';
var blockOffset = calculateOffset(block);
var textOffset = calculateOffset(text);
var ascent = blockOffset[1] - textOffset[1];
block.style.verticalAlign = 'bottom';
blockOffset = calculateOffset(block);
textOffset = calculateOffset(text);
var height = blockOffset[1] - textOffset[1];
var descent = height - ascent;
document.body.removeChild(container);
this._setProperty('_textAscent', ascent);
this._setProperty('_textDescent', descent);
return this;
};
/**
* Helper fxn to measure ascent and descent.
* Adapted from http://stackoverflow.com/a/25355178
*/
function calculateOffset(object) {
var currentLeft = 0,
currentTop = 0;
if (object.offsetParent) {
do {
currentLeft += object.offsetLeft;
currentTop += object.offsetTop;
} while (object = object.offsetParent);
} else {
currentLeft += object.offsetLeft;
currentTop += object.offsetTop;
}
return [currentLeft, currentTop];
}
module.exports = p5.Renderer;
},{"../core/constants":8,"./core":9}],17:[function(_dereq_,module,exports){
var p5 = _dereq_('./core');
var canvas = _dereq_('./canvas');
var constants = _dereq_('./constants');
var filters = _dereq_('../image/filters');
_dereq_('./p5.Renderer');
/**
* p5.Renderer2D
* The 2D graphics canvas renderer class.
* extends p5.Renderer
*/
var styleEmpty = 'rgba(0,0,0,0)';
// var alphaThreshold = 0.00125; // minimum visible
p5.Renderer2D = function(elt, pInst, isMainCanvas){
p5.Renderer.call(this, elt, pInst, isMainCanvas);
this.drawingContext = this.canvas.getContext('2d');
this._pInst._setProperty('drawingContext', this.drawingContext);
return this;
};
p5.Renderer2D.prototype = Object.create(p5.Renderer.prototype);
p5.Renderer2D.prototype._applyDefaults = function() {
this._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.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
this.drawingContext.scale(this._pInst._pixelDensity,
this._pInst._pixelDensity);
if (arguments[0] instanceof p5.Image) {
this._pInst.image(arguments[0], 0, 0, this.width, this.height);
} else {
var curFill = this._getFill();
// create background rect
var color = this._pInst.color.apply(this, 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();
};
p5.Renderer2D.prototype.clear = function() {
this.drawingContext.clearRect(0, 0, this.width, this.height);
};
p5.Renderer2D.prototype.fill = function() {
var color = this._pInst.color.apply(this, arguments);
this._setFill(color.toString());
};
p5.Renderer2D.prototype.stroke = function() {
var color = this._pInst.color.apply(this, 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;
}
this.drawingContext.drawImage(cnv, sx, sy, sWidth, sHeight, dx, dy,
dWidth, dHeight);
} catch (e) {
if (e.name !== 'NS_ERROR_NOT_AVAILABLE') {
throw e;
}
}
};
p5.Renderer2D.prototype._getTintedImageCanvas = function (img) {
if (!img.canvas) {
return img;
}
var pixels = filters._toPixels(img.canvas);
var tmpCanvas = document.createElement('canvas');
tmpCanvas.width = img.canvas.width;
tmpCanvas.height = img.canvas.height;
var tmpCtx = tmpCanvas.getContext('2d');
var id = tmpCtx.createImageData(img.canvas.width, img.canvas.height);
var newPixels = id.data;
for (var i = 0; i < pixels.length; i += 4) {
var r = pixels[i];
var g = pixels[i + 1];
var b = pixels[i + 2];
var a = pixels[i + 3];
newPixels[i] = r * this._tint[0] / 255;
newPixels[i + 1] = g * this._tint[1] / 255;
newPixels[i + 2] = b * this._tint[2] / 255;
newPixels[i + 3] = a * this._tint[3] / 255;
}
tmpCtx.putImageData(id, 0, 0);
return tmpCanvas;
};
//////////////////////////////////////////////
// IMAGE | Pixels
//////////////////////////////////////////////
p5.Renderer2D.prototype.blendMode = function(mode) {
this.drawingContext.globalCompositeOperation = mode;
};
p5.Renderer2D.prototype.blend = function() {
var currBlend = this.drawingContext.globalCompositeOperation;
var blendMode = arguments[arguments.length - 1];
var copyArgs = Array.prototype.slice.call(
arguments,
0,
arguments.length - 1
);
this.drawingContext.globalCompositeOperation = blendMode;
if (this._pInst) {
this._pInst.copy.apply(this._pInst, copyArgs);
} else {
this.copy.apply(this, copyArgs);
}
this.drawingContext.globalCompositeOperation = currBlend;
};
p5.Renderer2D.prototype.copy = function () {
var srcImage, sx, sy, sw, sh, dx, dy, dw, dh;
if (arguments.length === 9) {
srcImage = arguments[0];
sx = arguments[1];
sy = arguments[2];
sw = arguments[3];
sh = arguments[4];
dx = arguments[5];
dy = arguments[6];
dw = arguments[7];
dh = arguments[8];
} else if (arguments.length === 8) {
srcImage = this._pInst;
sx = arguments[0];
sy = arguments[1];
sw = arguments[2];
sh = arguments[3];
dx = arguments[4];
dy = arguments[5];
dw = arguments[6];
dh = arguments[7];
} else {
throw new Error('Signature not supported');
}
p5.Renderer2D._copyHelper(srcImage, sx, sy, sw, sh, dx, dy, dw, dh);
};
p5.Renderer2D._copyHelper =
function (srcImage, sx, sy, sw, sh, dx, dy, dw, dh) {
srcImage.loadPixels();
var s = srcImage.canvas.width / srcImage.width;
this.drawingContext.drawImage(srcImage.canvas,
s * sx, s * sy, s * sw, s * sh, dx, dy, dw, dh);
};
p5.Renderer2D.prototype.get = function(x, y, w, h) {
if (x === undefined && y === undefined &&
w === undefined && h === undefined){
x = 0;
y = 0;
w = this.width;
h = this.height;
} else if (w === undefined && h === undefined) {
w = 1;
h = 1;
}
// if the section does not overlap the canvas
if(x + w < 0 || y + h < 0 || x > this.width || y > this.height){
return [0, 0, 0, 255];
}
var ctx = this._pInst || this;
ctx.loadPixels();
var pd = ctx._pixelDensity;
// round down to get integer numbers
x = Math.floor(x);
y = Math.floor(y);
w = Math.floor(w);
h = Math.floor(h);
var sx = x * pd;
var sy = y * pd;
if (w === 1 && h === 1){
var imageData = this.drawingContext.getImageData(sx, sy, 1, 1).data;
//imageData = [0,0,0,0];
return [
imageData[0],
imageData[1],
imageData[2],
imageData[3]
];
} else {
//auto constrain the width and height to
//dimensions of the source image
var dw = Math.min(w, ctx.width);
var dh = Math.min(h, ctx.height);
var sw = dw * pd;
var sh = dh * pd;
var region = new p5.Image(dw, dh);
region.canvas.getContext('2d').drawImage(this.canvas, sx, sy, sw, sh,
0, 0, dw, dh);
return region;
}
};
p5.Renderer2D.prototype.loadPixels = function () {
var pd = this._pixelDensity || this._pInst._pixelDensity;
var w = this.width * pd;
var h = this.height * pd;
var imageData = this.drawingContext.getImageData(0, 0, w, h);
// @todo this should actually set pixels per object, so diff buffers can
// have diff pixel arrays.
if (this._pInst) {
this._pInst._setProperty('imageData', imageData);
this._pInst._setProperty('pixels', imageData.data);
} else { // if called by p5.Image
this._setProperty('imageData', imageData);
this._setProperty('pixels', imageData.data);
}
};
p5.Renderer2D.prototype.set = function (x, y, imgOrCol) {
// round down to get integer numbers
x = Math.floor(x);
y = Math.floor(y);
if (imgOrCol instanceof p5.Image) {
this.drawingContext.save();
this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
this.drawingContext.scale(this._pInst._pixelDensity,
this._pInst._pixelDensity);
this.drawingContext.drawImage(imgOrCol.canvas, x, y);
this.loadPixels.call(this._pInst);
this.drawingContext.restore();
} else {
var ctx = this._pInst || this;
var r = 0, g = 0, b = 0, a = 0;
var idx = 4*((y * ctx._pixelDensity) *
(this.width * ctx._pixelDensity) + (x * ctx._pixelDensity));
if (!ctx.imageData) {
ctx.loadPixels.call(ctx);
}
if (typeof imgOrCol === 'number') {
if (idx < ctx.pixels.length) {
r = imgOrCol;
g = imgOrCol;
b = imgOrCol;
a = 255;
//this.updatePixels.call(this);
}
}
else if (imgOrCol instanceof Array) {
if (imgOrCol.length < 4) {
throw new Error('pixel array must be of the form [R, G, B, A]');
}
if (idx < ctx.pixels.length) {
r = imgOrCol[0];
g = imgOrCol[1];
b = imgOrCol[2];
a = imgOrCol[3];
//this.updatePixels.call(this);
}
} else if (imgOrCol instanceof p5.Color) {
if (idx < ctx.pixels.length) {
r = imgOrCol.levels[0];
g = imgOrCol.levels[1];
b = imgOrCol.levels[2];
a = imgOrCol.levels[3];
//this.updatePixels.call(this);
}
}
// loop over pixelDensity * pixelDensity
for (var i = 0; i < ctx._pixelDensity; i++) {
for (var j = 0; j < ctx._pixelDensity; j++) {
// loop over
idx = 4*((y * ctx._pixelDensity + j) * this.width *
ctx._pixelDensity + (x * ctx._pixelDensity + i));
ctx.pixels[idx] = r;
ctx.pixels[idx+1] = g;
ctx.pixels[idx+2] = b;
ctx.pixels[idx+3] = a;
}
}
}
};
p5.Renderer2D.prototype.updatePixels = function (x, y, w, h) {
var pd = this._pixelDensity || this._pInst._pixelDensity;
if (x === undefined &&
y === undefined &&
w === undefined &&
h === undefined) {
x = 0;
y = 0;
w = this.width;
h = this.height;
}
w *= pd;
h *= pd;
if (this._pInst) {
this.drawingContext.putImageData(this._pInst.imageData, x, y, 0, 0, w, h);
} else {
this.drawingContext.putImageData(this.imageData, x, y, 0, 0, w, h);
}
};
//////////////////////////////////////////////
// SHAPE | 2D Primitives
//////////////////////////////////////////////
/**
* Generate a cubic Bezier representing an arc on the unit circle of total
* angle `size` radians, beginning `start` radians above the x-axis. Up to
* four of these curves are combined to make a full arc.
*
* See www.joecridge.me/bezier.pdf for an explanation of the method.
*/
p5.Renderer2D.prototype._acuteArcToBezier =
function _acuteArcToBezier(start, size) {
// Evauate constants.
var alpha = size / 2.0,
cos_alpha = Math.cos(alpha),
sin_alpha = Math.sin(alpha),
cot_alpha = 1.0 / Math.tan(alpha),
phi = start + alpha, // This is how far the arc needs to be rotated.
cos_phi = Math.cos(phi),
sin_phi = Math.sin(phi),
lambda = (4.0 - cos_alpha) / 3.0,
mu = sin_alpha + (cos_alpha - lambda) * cot_alpha;
// Return rotated waypoints.
return {
ax: Math.cos(start),
ay: Math.sin(start),
bx: lambda * cos_phi + mu * sin_phi,
by: lambda * sin_phi - mu * cos_phi,
cx: lambda * cos_phi - mu * sin_phi,
cy: lambda * sin_phi + mu * cos_phi,
dx: Math.cos(start + size),
dy: Math.sin(start + size)
};
};
p5.Renderer2D.prototype.arc =
function(x, y, w, h, start, stop, mode) {
var ctx = this.drawingContext;
var vals = canvas.arcModeAdjust(x, y, w, h, this._ellipseMode);
var rx = vals.w / 2.0;
var ry = vals.h / 2.0;
var epsilon = 0.00001; // Smallest visible angle on displays up to 4K.
var arcToDraw = 0;
var curves = [];
// Create curves
while(stop - start > epsilon) {
arcToDraw = Math.min(stop - start, constants.HALF_PI);
curves.push(this._acuteArcToBezier(start, arcToDraw));
start += arcToDraw;
}
// Fill curves
if (this._doFill) {
ctx.beginPath();
curves.forEach(function (curve, index) {
if (index === 0) {
ctx.moveTo(vals.x + curve.ax * rx, vals.y + curve.ay * ry);
}
ctx.bezierCurveTo(vals.x + curve.bx * rx, vals.y + curve.by * ry,
vals.x + curve.cx * rx, vals.y + curve.cy * ry,
vals.x + curve.dx * rx, vals.y + curve.dy * ry);
});
if (mode === constants.PIE || mode == null) {
ctx.lineTo(vals.x, vals.y);
}
ctx.closePath();
ctx.fill();
}
// Stroke curves
if (this._doStroke) {
ctx.beginPath();
curves.forEach(function (curve, index) {
if (index === 0) {
ctx.moveTo(vals.x + curve.ax * rx, vals.y + curve.ay * ry);
}
ctx.bezierCurveTo(vals.x + curve.bx * rx, vals.y + curve.by * ry,
vals.x + curve.cx * rx, vals.y + curve.cy * ry,
vals.x + curve.dx * rx, vals.y + curve.dy * ry);
});
if (mode === constants.PIE) {
ctx.lineTo(vals.x, vals.y);
ctx.closePath();
} else if (mode === constants.CHORD) {
ctx.closePath();
}
ctx.stroke();
}
return this;
};
p5.Renderer2D.prototype.ellipse = function(args) {
var ctx = this.drawingContext;
var doFill = this._doFill, doStroke = this._doStroke;
var x = args[0],
y = args[1],
w = args[2],
h = args[3];
if (doFill && !doStroke) {
if(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();
}
if (doStroke) {
ctx.stroke();
}
};
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;
}
// Translate the line by (0.5, 0.5) to draw it crisp
if (ctx.lineWidth % 2 === 1) {
ctx.translate(0.5, 0.5);
}
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
if (ctx.lineWidth % 2 === 1) {
ctx.translate(-0.5, -0.5);
}
return this;
};
p5.Renderer2D.prototype.point = function(x, y) {
var ctx = this.drawingContext;
if (!this._doStroke) {
return this;
} else if(this._getStroke() === styleEmpty){
return this;
}
x = Math.round(x);
y = Math.round(y);
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);
}
};
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();
}
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;
}
}
// Translate the line by (0.5, 0.5) to draw a crisp rectangle border
if (this._doStroke && ctx.lineWidth % 2 === 1) {
ctx.translate(0.5, 0.5);
}
ctx.beginPath();
if (typeof tl === 'undefined') {
// No rounded corners
ctx.rect(x, y, w, h);
} else {
// At least one rounded corner
// Set defaults when not specified
if (typeof tr === 'undefined') { tr = tl; }
if (typeof br === 'undefined') { br = tr; }
if (typeof bl === 'undefined') { bl = br; }
var hw = w / 2;
var hh = h / 2;
// Clip radii
if (w < 2 * tl) { tl = hw; }
if (h < 2 * tl) { tl = hh; }
if (w < 2 * tr) { tr = hw; }
if (h < 2 * tr) { tr = hh; }
if (w < 2 * br) { br = hw; }
if (h < 2 * br) { br = hh; }
if (w < 2 * bl) { bl = hw; }
if (h < 2 * bl) { bl = hh; }
// Draw shape
ctx.beginPath();
ctx.moveTo(x + tl, y);
ctx.arcTo(x + w, y, x + w, y + h, tr);
ctx.arcTo(x + w, y + h, x, y + h, br);
ctx.arcTo(x, y + h, x, y, bl);
ctx.arcTo(x, y, x + w, y, tl);
ctx.closePath();
}
if (this._doFill) {
ctx.fill();
}
if (this._doStroke) {
ctx.stroke();
}
if (this._doStroke && ctx.lineWidth % 2 === 1) {
ctx.translate(-0.5, -0.5);
}
return this;
};
p5.Renderer2D.prototype.triangle = function(args) {
var ctx = this.drawingContext;
var doFill = this._doFill, doStroke = this._doStroke;
var x1=args[0], y1=args[1];
var x2=args[2], y2=args[3];
var x3=args[4], y3=args[5];
if (doFill && !doStroke) {
if(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();
}
if (doStroke) {
ctx.stroke();
}
};
p5.Renderer2D.prototype.endShape =
function (mode, vertices, isCurve, isBezier,
isQuadratic, isContour, shapeKind) {
if (vertices.length === 0) {
return this;
}
if (!this._doStroke && !this._doFill) {
return this;
}
var closeShape = mode === constants.CLOSE;
var v;
if (closeShape && !isContour) {
vertices.push(vertices[0]);
}
var i, j;
var numVerts = vertices.length;
if (isCurve && (shapeKind === constants.POLYGON || shapeKind === null)) {
if (numVerts > 3) {
var b = [], s = 1 - this._curveTightness;
this.drawingContext.beginPath();
this.drawingContext.moveTo(vertices[1][0], vertices[1][1]);
for (i = 1; i + 2 < numVerts; i++) {
v = vertices[i];
b[0] = [
v[0],
v[1]
];
b[1] = [
v[0] + (s * vertices[i + 1][0] - s * vertices[i - 1][0]) / 6,
v[1] + (s * vertices[i + 1][1] - s * vertices[i - 1][1]) / 6
];
b[2] = [
vertices[i + 1][0] +
(s * vertices[i][0]-s * vertices[i + 2][0]) / 6,
vertices[i + 1][1]+(s * vertices[i][1] - s*vertices[i + 2][1]) / 6
];
b[3] = [
vertices[i + 1][0],
vertices[i + 1][1]
];
this.drawingContext.bezierCurveTo(b[1][0],b[1][1],
b[2][0],b[2][1],b[3][0],b[3][1]);
}
if (closeShape) {
this.drawingContext.lineTo(vertices[i + 1][0], vertices[i + 1][1]);
}
this._doFillStrokeClose();
}
} else if (isBezier&&(shapeKind===constants.POLYGON ||shapeKind === null)) {
this.drawingContext.beginPath();
for (i = 0; i < numVerts; i++) {
if (vertices[i].isVert) {
if (vertices[i].moveTo) {
this.drawingContext.moveTo(vertices[i][0], vertices[i][1]);
} else {
this.drawingContext.lineTo(vertices[i][0], vertices[i][1]);
}
} else {
this.drawingContext.bezierCurveTo(vertices[i][0], vertices[i][1],
vertices[i][2], vertices[i][3], vertices[i][4], vertices[i][5]);
}
}
this._doFillStrokeClose();
} else if (isQuadratic &&
(shapeKind === constants.POLYGON || shapeKind === null)) {
this.drawingContext.beginPath();
for (i = 0; i < numVerts; i++) {
if (vertices[i].isVert) {
if (vertices[i].moveTo) {
this.drawingContext.moveTo([0], vertices[i][1]);
} else {
this.drawingContext.lineTo(vertices[i][0], vertices[i][1]);
}
} else {
this.drawingContext.quadraticCurveTo(vertices[i][0], vertices[i][1],
vertices[i][2], vertices[i][3]);
}
}
this._doFillStrokeClose();
} else {
if (shapeKind === constants.POINTS) {
for (i = 0; i < numVerts; i++) {
v = vertices[i];
if (this._doStroke) {
this._pInst.stroke(v[6]);
}
this._pInst.point(v[0], v[1]);
}
} else if (shapeKind === constants.LINES) {
for (i = 0; i + 1 < numVerts; i += 2) {
v = vertices[i];
if (this._doStroke) {
this._pInst.stroke(vertices[i + 1][6]);
}
this._pInst.line(v[0], v[1], vertices[i + 1][0], vertices[i + 1][1]);
}
} else if (shapeKind === constants.TRIANGLES) {
for (i = 0; i + 2 < numVerts; i += 3) {
v = vertices[i];
this.drawingContext.beginPath();
this.drawingContext.moveTo(v[0], v[1]);
this.drawingContext.lineTo(vertices[i + 1][0], vertices[i + 1][1]);
this.drawingContext.lineTo(vertices[i + 2][0], vertices[i + 2][1]);
this.drawingContext.lineTo(v[0], v[1]);
if (this._doFill) {
this._pInst.fill(vertices[i + 2][5]);
this.drawingContext.fill();
}
if (this._doStroke) {
this._pInst.stroke(vertices[i + 2][6]);
this.drawingContext.stroke();
}
this.drawingContext.closePath();
}
} else if (shapeKind === constants.TRIANGLE_STRIP) {
for (i = 0; i + 1 < numVerts; i++) {
v = vertices[i];
this.drawingContext.beginPath();
this.drawingContext.moveTo(vertices[i + 1][0], vertices[i + 1][1]);
this.drawingContext.lineTo(v[0], v[1]);
if (this._doStroke) {
this._pInst.stroke(vertices[i + 1][6]);
}
if (this._doFill) {
this._pInst.fill(vertices[i + 1][5]);
}
if (i + 2 < numVerts) {
this.drawingContext.lineTo(vertices[i + 2][0], vertices[i + 2][1]);
if (this._doStroke) {
this._pInst.stroke(vertices[i + 2][6]);
}
if (this._doFill) {
this._pInst.fill(vertices[i + 2][5]);
}
}
this._doFillStrokeClose();
}
} else if (shapeKind === constants.TRIANGLE_FAN) {
if (numVerts > 2) {
// 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();
}
} else if (shapeKind === constants.QUADS) {
for (i = 0; i + 3 < numVerts; i += 4) {
v = vertices[i];
this.drawingContext.beginPath();
this.drawingContext.moveTo(v[0], v[1]);
for (j = 1; j < 4; j++) {
this.drawingContext.lineTo(vertices[i + j][0], vertices[i + j][1]);
}
this.drawingContext.lineTo(v[0], v[1]);
if (this._doFill) {
this._pInst.fill(vertices[i + 3][5]);
}
if (this._doStroke) {
this._pInst.stroke(vertices[i + 3][6]);
}
this._doFillStrokeClose();
}
} else if (shapeKind === constants.QUAD_STRIP) {
if (numVerts > 3) {
for (i = 0; i + 1 < numVerts; i += 2) {
v = vertices[i];
this.drawingContext.beginPath();
if (i + 3 < numVerts) {
this.drawingContext.moveTo(vertices[i + 2][0], vertices[i+2][1]);
this.drawingContext.lineTo(v[0], v[1]);
this.drawingContext.lineTo(vertices[i + 1][0], vertices[i+1][1]);
this.drawingContext.lineTo(vertices[i + 3][0], vertices[i+3][1]);
if (this._doFill) {
this._pInst.fill(vertices[i + 3][5]);
}
if (this._doStroke) {
this._pInst.stroke(vertices[i + 3][6]);
}
} else {
this.drawingContext.moveTo(v[0], v[1]);
this.drawingContext.lineTo(vertices[i + 1][0], vertices[i+1][1]);
}
this._doFillStrokeClose();
}
}
} else {
this.drawingContext.beginPath();
this.drawingContext.moveTo(vertices[0][0], vertices[0][1]);
for (i = 1; i < numVerts; i++) {
v = vertices[i];
if (v.isVert) {
if (v.moveTo) {
this.drawingContext.moveTo(v[0], v[1]);
} else {
this.drawingContext.lineTo(v[0], v[1]);
}
}
}
this._doFillStrokeClose();
}
}
isCurve = false;
isBezier = false;
isQuadratic = false;
isContour = false;
if (closeShape) {
vertices.pop();
}
return this;
};
//////////////////////////////////////////////
// SHAPE | Attributes
//////////////////////////////////////////////
p5.Renderer2D.prototype.noSmooth = function() {
if ('imageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.imageSmoothingEnabled = false;
}
else if ('mozImageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.mozImageSmoothingEnabled = false;
}
else if ('webkitImageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.webkitImageSmoothingEnabled = false;
}
else if ('msImageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.msImageSmoothingEnabled = false;
}
return this;
};
p5.Renderer2D.prototype.smooth = function() {
if ('imageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.imageSmoothingEnabled = true;
}
else if ('mozImageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.mozImageSmoothingEnabled = true;
}
else if ('webkitImageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.webkitImageSmoothingEnabled = true;
}
else if ('msImageSmoothingEnabled' in this.drawingContext) {
this.drawingContext.msImageSmoothingEnabled = true;
}
return this;
};
p5.Renderer2D.prototype.strokeCap = function(cap) {
if (cap === constants.ROUND ||
cap === constants.SQUARE ||
cap === constants.PROJECT) {
this.drawingContext.lineCap = cap;
}
return this;
};
p5.Renderer2D.prototype.strokeJoin = function(join) {
if (join === constants.ROUND ||
join === constants.BEVEL ||
join === constants.MITER) {
this.drawingContext.lineJoin = join;
}
return this;
};
p5.Renderer2D.prototype.strokeWeight = function(w) {
if (typeof w === 'undefined' || w === 0) {
// hack because lineWidth 0 doesn't work
this.drawingContext.lineWidth = 0.0001;
} else {
this.drawingContext.lineWidth = w;
}
return this;
};
p5.Renderer2D.prototype._getFill = function(){
return this._cachedFillStyle;
};
p5.Renderer2D.prototype._setFill = function(fillStyle){
if (fillStyle !== this._cachedFillStyle) {
this.drawingContext.fillStyle = fillStyle;
this._cachedFillStyle = fillStyle;
}
};
p5.Renderer2D.prototype._getStroke = function(){
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 () {
if (this._doFill) {
this.drawingContext.fill();
}
if (this._doStroke) {
this.drawingContext.stroke();
}
this.drawingContext.closePath();
};
//////////////////////////////////////////////
// TRANSFORM
//////////////////////////////////////////////
p5.Renderer2D.prototype.applyMatrix =
function(n00, n01, n02, n10, n11, n12) {
this.drawingContext.transform(n00, n01, n02, n10, n11, n12);
};
p5.Renderer2D.prototype.resetMatrix = function() {
this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
this.drawingContext.scale(this._pInst._pixelDensity,
this._pInst._pixelDensity);
return this;
};
p5.Renderer2D.prototype.rotate = function(r) {
this.drawingContext.rotate(r);
};
p5.Renderer2D.prototype.scale = function(x,y) {
this.drawingContext.scale(x, y);
return this;
};
p5.Renderer2D.prototype.shearX = function(angle) {
if (this._pInst._angleMode === constants.DEGREES) {
// undoing here, because it gets redone in tan()
angle = this._pInst.degrees(angle);
}
this.drawingContext.transform(1, 0, this._pInst.tan(angle), 1, 0, 0);
return this;
};
p5.Renderer2D.prototype.shearY = function(angle) {
if (this._pInst._angleMode === constants.DEGREES) {
// undoing here, because it gets redone in tan()
angle = this._pInst.degrees(angle);
}
this.drawingContext.transform(1, this._pInst.tan(angle), 0, 1, 0, 0);
return this;
};
p5.Renderer2D.prototype.translate = function(x, y) {
this.drawingContext.translate(x, y);
return this;
};
//////////////////////////////////////////////
// TYPOGRAPHY
//
//////////////////////////////////////////////
p5.Renderer2D.prototype.text = function (str, x, y, maxWidth, maxHeight) {
var p = this._pInst, cars, n, ii, jj, line, testLine,
testWidth, words, totalHeight, baselineHacked,
finalMaxHeight = Number.MAX_VALUE;
// baselineHacked: (HACK)
// A temporary fix to conform to Processing's implementation
// of BASELINE vertical alignment in a bounding box
if (!(this._doFill || this._doStroke)) {
return;
}
if (typeof str !== 'string') {
str = str.toString();
}
str = str.replace(/(\t)/g, ' ');
cars = str.split('\n');
if (typeof maxWidth !== 'undefined') {
totalHeight = 0;
for (ii = 0; ii < cars.length; ii++) {
line = '';
words = cars[ii].split(' ');
for (n = 0; n < words.length; n++) {
testLine = line + words[n] + ' ';
testWidth = this.textWidth(testLine);
if (testWidth > maxWidth) {
line = words[n] + ' ';
totalHeight += p.textLeading();
} else {
line = testLine;
}
}
}
if (this._rectMode === constants.CENTER) {
x -= maxWidth / 2;
y -= maxHeight / 2;
}
switch (this.drawingContext.textAlign) {
case constants.CENTER:
x += maxWidth / 2;
break;
case constants.RIGHT:
x += maxWidth;
break;
}
if (typeof maxHeight !== 'undefined') {
switch (this.drawingContext.textBaseline) {
case constants.BOTTOM:
y += (maxHeight - totalHeight);
break;
case constants._CTX_MIDDLE: // CENTER?
y += (maxHeight - totalHeight) / 2;
break;
case constants.BASELINE:
baselineHacked = true;
this.drawingContext.textBaseline = constants.TOP;
break;
}
// remember the max-allowed y-position for any line (fix to #928)
finalMaxHeight = (y + maxHeight) - p.textAscent();
}
for (ii = 0; ii < cars.length; ii++) {
line = '';
words = cars[ii].split(' ');
for (n = 0; n < words.length; n++) {
testLine = line + words[n] + ' ';
testWidth = this.textWidth(testLine);
if (testWidth > maxWidth && line.length > 0) {
this._renderText(p, line, x, y, finalMaxHeight);
line = words[n] + ' ';
y += p.textLeading();
} else {
line = testLine;
}
}
this._renderText(p, line, x, y, finalMaxHeight);
y += p.textLeading();
}
}
else {
// Offset to account for vertically centering multiple lines of text - no
// need to adjust anything for vertical align top or baseline
var offset = 0,
vAlign = p.textAlign().vertical;
if (vAlign === constants.CENTER) {
offset = ((cars.length - 1) * p.textLeading()) / 2;
} else if (vAlign === constants.BOTTOM) {
offset = (cars.length - 1) * p.textLeading();
}
for (jj = 0; jj < cars.length; jj++) {
this._renderText(p, cars[jj], x, y-offset, finalMaxHeight);
y += p.textLeading();
}
}
if (baselineHacked) {
this.drawingContext.textBaseline = constants.BASELINE;
}
return p;
};
p5.Renderer2D.prototype._renderText = function(p, line, x, y, maxY) {
if (y >= maxY) {
return; // don't render lines beyond our maxY position
}
p.push(); // fix to #803
if (!this._isOpenType()) { // a system/browser font
// no stroke unless specified by user
if (this._doStroke && this._strokeSet) {
this.drawingContext.strokeText(line, x, y);
}
if (this._doFill) {
// if fill hasn't been set by user, use default text fill
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();
return p;
};
p5.Renderer2D.prototype.textWidth = function(s) {
if (this._isOpenType()) {
return this._textFont._textWidth(s, this._textSize);
}
return this.drawingContext.measureText(s).width;
};
p5.Renderer2D.prototype.textAlign = function(h, v) {
if (arguments.length) {
if (h === constants.LEFT ||
h === constants.RIGHT ||
h === constants.CENTER) {
this.drawingContext.textAlign = h;
}
if (v === constants.TOP ||
v === constants.BOTTOM ||
v === constants.CENTER ||
v === constants.BASELINE) {
if (v === constants.CENTER) {
this.drawingContext.textBaseline = constants._CTX_MIDDLE;
} else {
this.drawingContext.textBaseline = v;
}
}
return this._pInst;
} else {
var valign = this.drawingContext.textBaseline;
if (valign === constants._CTX_MIDDLE) {
valign = constants.CENTER;
}
return {
horizontal: this.drawingContext.textAlign,
vertical: valign
};
}
};
p5.Renderer2D.prototype._applyTextProperties = function() {
var font, p = this._pInst;
this._setProperty('_textAscent', null);
this._setProperty('_textDescent', null);
font = this._textFont;
if (this._isOpenType()) {
font = this._textFont.font.familyName;
this._setProperty('_textStyle', this._textFont.font.styleName);
}
this.drawingContext.font = this._textStyle + ' ' +
this._textSize + 'px ' + font;
return p;
};
//////////////////////////////////////////////
// STRUCTURE
//////////////////////////////////////////////
p5.Renderer2D.prototype.push = function() {
this.drawingContext.save();
};
p5.Renderer2D.prototype.pop = function() {
this.drawingContext.restore();
// Re-cache the fill / stroke state
this._cachedFillStyle = this.drawingContext.fillStyle;
this._cachedStrokeStyle = this.drawingContext.strokeStyle;
};
module.exports = p5.Renderer2D;
},{"../image/filters":23,"./canvas":7,"./constants":8,"./core":9,"./p5.Renderer":16}],18:[function(_dereq_,module,exports){
/**
* @module Rendering
* @submodule Rendering
* @for p5
*/
var p5 = _dereq_('./core');
var constants = _dereq_('./constants');
_dereq_('./p5.Graphics');
_dereq_('./p5.Renderer2D');
_dereq_('../webgl/p5.RendererGL');
var defaultId = 'defaultCanvas0'; // this gets set again in createCanvas
/**
* Creates a canvas element in the document, and sets the dimensions of it
* in pixels. This method should be called only once at the start of setup.
* Calling createCanvas more than once in a sketch will result in very
* unpredicable behavior. If you want more than one drawing canvas
* you could use createGraphics (hidden by default but it can be shown).
* <br><br>
* 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.
* <br><br>
* For more ways to position the canvas, see the
* <a href='https://github.com/processing/p5.js/wiki/Positioning-your-canvas'>
* positioning the canvas</a> 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 {HTMLCanvasElement} canvas generated
* @example
* <div>
* <code>
* function setup() {
* createCanvas(100, 50);
* background(153);
* line(0, 0, width, height);
* }
* </code>
* </div>
*
* @alt
* Black line extending from top-left of canvas to bottom right.
*
*/
p5.prototype.createCanvas = function(w, h, renderer) {
//optional: renderer, otherwise defaults to p2d
var r = renderer || constants.P2D;
var isDefault, c;
//4th arg (isDefault) used when called onLoad,
//otherwise hidden to the public api
if(arguments[3]){
isDefault =
(typeof arguments[3] === 'boolean') ? arguments[3] : false;
}
if(r === constants.WEBGL){
c = document.getElementById(defaultId);
if(c){ //if defaultCanvas already exists
c.parentNode.removeChild(c); //replace the existing defaultCanvas
}
c = document.createElement('canvas');
c.id = defaultId;
}
else {
if (isDefault) {
c = document.createElement('canvas');
var i = 0;
while (document.getElementById('defaultCanvas'+i)) {
i++;
}
defaultId = 'defaultCanvas'+i;
c.id = defaultId;
} else { // resize the default canvas if new one is created
c = this.canvas;
}
}
// set to invisible if still in setup (to prevent flashing with manipulate)
if (!this._setupDone) {
c.dataset.hidden = true; // tag to show later
c.style.visibility='hidden';
}
if (this._userNode) { // user input node case
this._userNode.appendChild(c);
} else {
document.body.appendChild(c);
}
// Init our graphics renderer
//webgl mode
if (r === constants.WEBGL) {
this._setProperty('_renderer', new p5.RendererGL(c, this, true));
this._isdefaultGraphics = true;
}
//P2D mode
else {
if (!this._isdefaultGraphics) {
this._setProperty('_renderer', new p5.Renderer2D(c, this, true));
this._isdefaultGraphics = true;
}
}
this._renderer.resize(w, h);
this._renderer._applyDefaults();
if (isDefault) { // only push once
this._elements.push(this._renderer);
}
return this._renderer;
};
/**
* Resizes the canvas to given width and height. The canvas will be cleared
* and draw will be called immediately, allowing the sketch to re-render itself
* in the resized canvas.
* @method resizeCanvas
* @param {Number} w width of the canvas
* @param {Number} h height of the canvas
* @param {Boolean} noRedraw don't redraw the canvas immediately
* @example
* <div class="norender"><code>
* function setup() {
* createCanvas(windowWidth, windowHeight);
* }
*
* function draw() {
* background(0, 100, 200);
* }
*
* function windowResized() {
* resizeCanvas(windowWidth, windowHeight);
* }
* </code></div>
*
* @alt
* No image displayed.
*
*/
p5.prototype.resizeCanvas = function (w, h, noRedraw) {
if (this._renderer) {
// save canvas properties
var props = {};
for (var key in this.drawingContext) {
var val = this.drawingContext[key];
if (typeof val !== 'object' && typeof val !== 'function') {
props[key] = val;
}
}
this._renderer.resize(w, h);
// reset canvas properties
for (var savedKey in props) {
this.drawingContext[savedKey] = props[savedKey];
}
if (!noRedraw) {
this.redraw();
}
}
};
/**
* Removes the default canvas for a p5 sketch that doesn't
* require a canvas
* @method noCanvas
* @example
* <div>
* <code>
* function setup() {
* noCanvas();
* }
* </code>
* </div>
*
* @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
* <div>
* <code>
* var pg;
* function setup() {
* createCanvas(100, 100);
* pg = createGraphics(100, 100);
* }
* function draw() {
* background(200);
* pg.background(100);
* pg.noStroke();
* pg.ellipse(pg.width/2, pg.height/2, 50, 50);
* image(pg, 50, 50);
* image(pg, 0, 0, 50, 50);
* }
* </code>
* </div>
*
* @alt
* 4 grey squares alternating light and dark grey. White quarter circle mid-left.
*
*/
p5.prototype.createGraphics = function(w, h, renderer){
return new p5.Graphics(w, h, renderer, this);
};
/**
* Blends the pixels in the display window according to the defined mode.
* There is a choice of the following modes to blend the source pixels (A)
* with the ones of pixels already in the display window (B):
* <ul>
* <li><code>BLEND</code> - linear interpolation of colours: C =
* A*factor + B. This is the default blending mode.</li>
* <li><code>ADD</code> - sum of A and B</li>
* <li><code>DARKEST</code> - only the darkest colour succeeds: C =
* min(A*factor, B).</li>
* <li><code>LIGHTEST</code> - only the lightest colour succeeds: C =
* max(A*factor, B).</li>
* <li><code>DIFFERENCE</code> - subtract colors from underlying image.</li>
* <li><code>EXCLUSION</code> - similar to <code>DIFFERENCE</code>, but less
* extreme.</li>
* <li><code>MULTIPLY</code> - multiply the colors, result will always be
* darker.</li>
* <li><code>SCREEN</code> - opposite multiply, uses inverse values of the
* colors.</li>
* <li><code>REPLACE</code> - the pixels entirely replace the others and
* don't utilize alpha (transparency) values.</li>
* <li><code>OVERLAY</code> - mix of <code>MULTIPLY</code> and <code>SCREEN
* </code>. Multiplies dark values, and screens light values.</li>
* <li><code>HARD_LIGHT</code> - <code>SCREEN</code> when greater than 50%
* gray, <code>MULTIPLY</code> when lower.</li>
* <li><code>SOFT_LIGHT</code> - mix of <code>DARKEST</code> and
* <code>LIGHTEST</code>. Works like <code>OVERLAY</code>, but not as harsh.
* </li>
* <li><code>DODGE</code> - lightens light tones and increases contrast,
* ignores darks.</li>
* <li><code>BURN</code> - darker areas are applied, increasing contrast,
* ignores lights.</li>
* </ul>
*
* @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 NORMAL
* @example
* <div>
* <code>
* blendMode(LIGHTEST);
* strokeWeight(30);
* stroke(80, 150, 255);
* line(25, 25, 75, 75);
* stroke(255, 50, 50);
* line(75, 25, 25, 75);
* </code>
* </div>
* <div>
* <code>
* blendMode(MULTIPLY);
* strokeWeight(30);
* stroke(80, 150, 255);
* line(25, 25, 75, 75);
* stroke(255, 50, 50);
* line(75, 25, 25, 75);
* </code>
* </div>
* @alt
* translucent image thick red & blue diagonal rounded lines intersecting center
* Thick red & blue diagonal rounded lines intersecting center. dark at overlap
*
*/
p5.prototype.blendMode = function(mode) {
if (mode === constants.BLEND || mode === constants.DARKEST ||
mode === constants.LIGHTEST || mode === constants.DIFFERENCE ||
mode === constants.MULTIPLY || mode === constants.EXCLUSION ||
mode === constants.SCREEN || mode === constants.REPLACE ||
mode === constants.OVERLAY || mode === constants.HARD_LIGHT ||
mode === constants.SOFT_LIGHT || mode === constants.DODGE ||
mode === constants.BURN || mode === constants.ADD ||
mode === constants.NORMAL) {
this._renderer.blendMode(mode);
} else {
throw new Error('Mode '+mode+' not recognized.');
}
};
module.exports = p5;
},{"../webgl/p5.RendererGL":30,"./constants":8,"./core":9,"./p5.Graphics":15,"./p5.Renderer2D":17}],19:[function(_dereq_,module,exports){
// requestAnim shim layer by Paul Irish
window.requestAnimationFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback, element){
// should '60' here be framerate?
window.setTimeout(callback, 1000 / 60);
};
})();
// use window.performance() to get max fast and accurate time in milliseconds
window.performance = window.performance || {};
window.performance.now = (function(){
var load_date = Date.now();
return window.performance.now ||
window.performance.mozNow ||
window.performance.msNow ||
window.performance.oNow ||
window.performance.webkitNow ||
function () {
return Date.now() - load_date;
};
})();
/*
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
// http://my.opera.com/emoller/blog/2011/12/20/
// requestanimationframe-for-smart-er-animating
// requestAnimationFrame polyfill by Erik Möller
// fixes from Paul Irish and Tino Zijdel
(function() {
var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o'];
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame =
window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] ||
window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function()
{ callback(currTime + timeToCall); }, timeToCall);
lastTime = currTime + timeToCall;
return id;
};
}
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}
}());
*/
/**
* shim for Uint8ClampedArray.slice
* (allows arrayCopy to work with pixels[])
* with thanks to http://halfpapstudios.com/blog/tag/html5-canvas/
* Enumerable set to false to protect for...in from
* Uint8ClampedArray.prototype pollution.
*/
(function () {
'use strict';
if (typeof Uint8ClampedArray !== 'undefined' &&
!Uint8ClampedArray.prototype.slice) {
Object.defineProperty(Uint8ClampedArray.prototype, 'slice', {
value: Array.prototype.slice,
writable: true, configurable: true, enumerable: false
});
}
}());
},{}],20:[function(_dereq_,module,exports){
/**
* @module Structure
* @submodule Structure
* @for p5
* @requires core
*/
'use strict';
var p5 = _dereq_('./core');
p5.prototype.exit = function() {
throw 'exit() not implemented, see remove()';
};
/**
* Stops p5.js from continuously executing the code within draw().
* If loop() is called, the code in draw() begins to run continuously again.
* If using noLoop() in setup(), it should be the last line inside the block.
* <br><br>
* 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.
* <br><br>
* 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
* <div><code>
* function setup() {
* createCanvas(100, 100);
* background(200);
* noLoop();
* }
* function draw() {
* line(10, 10, 90, 90);
* }
* </code></div>
*
* <div><code>
* var x = 0;
* function setup() {
* createCanvas(100, 100);
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* noLoop();
* }
*
* function mouseReleased() {
* loop();
* }
* </code></div>
*
* @alt
* 113 pixel long line extending from top-left to bottom right of canvas.
* horizontal line moves slowly from left. Loops but stops on mouse press.
*
*/
p5.prototype.noLoop = function() {
this._loop = false;
};
/**
* By default, p5.js loops through draw() continuously, executing the code
* within it. However, the draw() loop may be stopped by calling noLoop().
* In that case, the draw() loop can be resumed with loop().
*
* @method loop
* @example
* <div><code>
* var x = 0;
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* loop();
* }
*
* function mouseReleased() {
* noLoop();
* }
* </code></div>
*
* @alt
* horizontal line moves slowly from left. Loops but stops on mouse press.
*
*/
p5.prototype.loop = function() {
this._loop = true;
this._draw();
};
/**
* The push() function saves the current drawing style settings and
* transformations, while pop() restores these settings. Note that these
* functions are always used together. They allow you to change the style
* and transformation settings and later return to what you had. When a new
* state is started with push(), it builds on the current style and transform
* information. The push() and pop() functions can be embedded to provide
* more control. (See the second example for a demonstration.)
* <br><br>
* push() stores information related to the current transformation state
* and style settings controlled by the following functions: fill(),
* stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
* imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
* textFont(), textMode(), textSize(), textLeading().
*
* @method push
* @example
* <div>
* <code>
* 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
* </code>
* </div>
* <div>
* <code>
* 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
* </code>
* </div>
*
* @alt
* Gold ellipse + thick black outline @center 2 white ellipses on left and right.
* 2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.
*
*/
p5.prototype.push = function () {
this._renderer.push();
this._styles.push({
_doStroke: this._renderer._doStroke,
_strokeSet: this._renderer._strokeSet,
_doFill: this._renderer._doFill,
_fillSet: this._renderer._fillSet,
_tint: this._renderer._tint,
_imageMode: this._renderer._imageMode,
_rectMode: this._renderer._rectMode,
_ellipseMode: this._renderer._ellipseMode,
_colorMode: this._renderer._colorMode,
_textFont: this._renderer._textFont,
_textLeading: this._renderer._textLeading,
_textSize: this._renderer._textSize,
_textStyle: this._renderer._textStyle
});
};
/**
* The push() function saves the current drawing style settings and
* transformations, while pop() restores these settings. Note that these
* functions are always used together. They allow you to change the style
* and transformation settings and later return to what you had. When a new
* state is started with push(), it builds on the current style and transform
* information. The push() and pop() functions can be embedded to provide
* more control. (See the second example for a demonstration.)
* <br><br>
* push() stores information related to the current transformation state
* and style settings controlled by the following functions: fill(),
* stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
* imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
* textFont(), textMode(), textSize(), textLeading().
*
* @method pop
* @example
* <div>
* <code>
* 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
* </code>
* </div>
* <div>
* <code>
* 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
* </code>
* </div>
*
* @alt
* Gold ellipse + thick black outline @center 2 white ellipses on left and right.
* 2 Gold ellipses left black right blue stroke. 2 white ellipses on left+right.
*
*/
p5.prototype.pop = function () {
this._renderer.pop();
var lastS = this._styles.pop();
for(var prop in lastS){
this._renderer[prop] = lastS[prop];
}
};
p5.prototype.pushStyle = function() {
throw new Error('pushStyle() not used, see push()');
};
p5.prototype.popStyle = function() {
throw new Error('popStyle() not used, see pop()');
};
/**
*
* Executes the code within draw() one time. This functions allows the
* program to update the display window only when necessary, for example
* when an event registered by mousePressed() or keyPressed() occurs.
* <br><br>
* 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).
* <br><br>
* The redraw() function does not work properly when called inside draw().
* To enable/disable animations, use loop() and noLoop().
* <br><br>
* 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
* <div><code>
* var x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* x += 1;
* redraw();
* }
* </code></div>
*
* <div class='norender'><code>
* var x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x += 1;
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* redraw(5);
* }
* </code></div>
*
* @alt
* black line on far left of canvas
* black line on far left of canvas
*
*/
p5.prototype.redraw = function () {
this.resetMatrix();
if(this._renderer.isP3D){
this._renderer._update();
}
var numberOfRedraws = 1;
if (arguments.length === 1) {
try {
if (parseInt(arguments[0]) > 1) {
numberOfRedraws = parseInt(arguments[0]);
}
} catch (error) {
// Do nothing, because the default value didn't be changed.
}
}
var userSetup = this.setup || window.setup;
var userDraw = this.draw || window.draw;
if (typeof userDraw === 'function') {
if (typeof userSetup === 'undefined') {
this.scale(this._pixelDensity, this._pixelDensity);
}
var self = this;
var callMethod = function (f) {
f.call(self);
};
for (var idxRedraw = 0; idxRedraw < numberOfRedraws; idxRedraw++) {
this._registeredMethods.pre.forEach(callMethod);
userDraw();
this._registeredMethods.post.forEach(callMethod);
}
}
};
p5.prototype.size = function() {
var s = 'size() is not a valid p5 function, to set the size of the ';
s += 'drawing canvas, please use createCanvas() instead';
throw s;
};
module.exports = p5;
},{"./core":9}],21:[function(_dereq_,module,exports){
/**
* @module Transform
* @submodule Transform
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('./core');
var constants = _dereq_('./constants');
/**
* Multiplies the current matrix by the one specified through the parameters.
* This is very slow because it will try to calculate the inverse of the
* transform, so avoid it whenever possible.
*
* @method applyMatrix
* @param {Number} n00 numbers which define the 3x2 matrix to be multiplied
* @param {Number} n01 numbers which define the 3x2 matrix to be multiplied
* @param {Number} n02 numbers which define the 3x2 matrix to be multiplied
* @param {Number} n10 numbers which define the 3x2 matrix to be multiplied
* @param {Number} n11 numbers which define the 3x2 matrix to be multiplied
* @param {Number} n12 numbers which define the 3x2 matrix to be multiplied
* @chainable
* @example
* <div>
* <code>
* // Example in the works.
* </code>
* </div>
*
* @alt
* no image diplayed
*
*/
p5.prototype.applyMatrix = function(n00, n01, n02, n10, n11, n12) {
this._renderer.applyMatrix(n00, n01, n02, n10, n11, n12);
return this;
};
p5.prototype.popMatrix = function() {
throw new Error('popMatrix() not used, see pop()');
};
p5.prototype.printMatrix = function() {
throw new Error('printMatrix() not implemented');
};
p5.prototype.pushMatrix = function() {
throw new Error('pushMatrix() not used, see push()');
};
/**
* Replaces the current matrix with the identity matrix.
*
* @method resetMatrix
* @chainable
* @example
* <div>
* <code>
* // Example in the works.
* </code>
* </div>
*
* @alt
* no image diplayed
*
*/
p5.prototype.resetMatrix = function() {
this._renderer.resetMatrix();
return this;
};
/**
* Rotates a shape the amount specified by the angle parameter. This
* function accounts for angleMode, so angles can be entered in either
* RADIANS or DEGREES.
* <br><br>
* 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.
* <br><br>
* 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|Array} [axis] (in 3d) the axis to rotate around
* @chainable
* @example
* <div>
* <code>
* translate(width/2, height/2);
* rotate(PI/3.0);
* rect(-26, -26, 52, 52);
* </code>
* </div>
*
* @alt
* white 52x52 rect with black outline at center rotated counter 45 degrees
*
*/
p5.prototype.rotate = function(angle, axis) {
var args = new Array(arguments.length);
var r;
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
if (this._angleMode === constants.DEGREES) {
r = this.radians(args[0]);
} else if (this._angleMode === constants.RADIANS){
r = args[0];
}
//in webgl mode
if(args.length > 1){
this._renderer.rotate(r, args[1]);
}
else {
this._renderer.rotate(r);
}
return this;
};
/**
* Rotates around X axis.
* @method rotateX
* @param {Number} rad angles in radians
* @chainable
*/
p5.prototype.rotateX = function(rad) {
if (this._renderer.isP3D) {
this._renderer.rotateX(rad);
} else {
throw 'not supported in p2d. Please use webgl mode';
}
return this;
};
/**
* Rotates around Y axis.
* @method rotateY
* @param {Number} rad angles in radians
* @chainable
*/
p5.prototype.rotateY = function(rad) {
if (this._renderer.isP3D) {
this._renderer.rotateY(rad);
} else {
throw 'not supported in p2d. Please use webgl mode';
}
return this;
};
/**
* Rotates around Z axis. Webgl mode only.
* @method rotateZ
* @param {Number} rad angles in radians
* @chainable
*/
p5.prototype.rotateZ = function(rad) {
if (this._renderer.isP3D) {
this._renderer.rotateZ(rad);
} else {
throw 'not supported in p2d. Please use webgl mode';
}
return this;
};
/**
* Increases or decreases the size of a shape by expanding and contracting
* vertices. Objects always scale from their relative origin to the
* coordinate system. Scale values are specified as decimal percentages.
* For example, the function call scale(2.0) increases the dimension of a
* shape by 200%.
* <br><br>
* 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.
* <br><br>
* Using this function with the z parameter is only available in WEBGL mode.
* This function can be further controlled with push() and pop().
*
* @method scale
* @param {Number|p5.Vector|Array} s
* percent to scale the object, or percentage to
* scale the object in the x-axis if multiple arguments
* are given
* @param {Number} [y] percent to scale the object in the y-axis
* @param {Number} [z] percent to scale the object in the z-axis (webgl only)
* @chainable
* @example
* <div>
* <code>
* translate(width/2, height/2);
* rotate(PI/3.0);
* rect(-26, -26, 52, 52);
* </code>
* </div>
*
* <div>
* <code>
* rect(30, 20, 50, 50);
* scale(0.5, 1.3);
* rect(30, 20, 50, 50);
* </code>
* </div>
*
* @alt
* white 52x52 rect with black outline at center rotated counter 45 degrees
* 2 white rects with black outline- 1 50x50 at center. other 25x65 bottom left
*
*/
p5.prototype.scale = function() {
var x,y,z;
var args = new Array(arguments.length);
for(var i = 0; i < args.length; i++) {
args[i] = arguments[i];
}
// Only check for Vector argument type if Vector is available
if (typeof p5.Vector !== 'undefined') {
if(args[0] instanceof p5.Vector){
x = args[0].x;
y = args[0].y;
z = args[0].z;
}
}
else if(args[0] instanceof Array){
x = args[0][0];
y = args[0][1];
z = args[0][2] || 1;
}
else {
if(args.length === 1){
x = y = z = args[0];
}
else {
x = args[0];
y = args[1];
z = args[2] || 1;
}
}
if(this._renderer.isP3D){
this._renderer.scale.call(this._renderer, x,y,z);
}
else {
this._renderer.scale.call(this._renderer, x,y);
}
return this;
};
/**
* Shears a shape around the x-axis the amount specified by the angle
* parameter. Angles should be specified in the current angleMode.
* Objects are always sheared around their relative position to the origin
* and positive numbers shear objects in a clockwise direction.
* <br><br>
* 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.
* <br><br>
* 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
* <div>
* <code>
* translate(width/4, height/4);
* shearX(PI/4.0);
* rect(0, 0, 30, 30);
* </code>
* </div>
*
* @alt
* white irregular quadrilateral with black outline at top middle.
*
*/
p5.prototype.shearX = function(angle) {
if (this._angleMode === constants.DEGREES) {
angle = this.radians(angle);
}
this._renderer.shearX(angle);
return this;
};
/**
* Shears a shape around the y-axis the amount specified by the angle
* parameter. Angles should be specified in the current angleMode. Objects
* are always sheared around their relative position to the origin and
* positive numbers shear objects in a clockwise direction.
* <br><br>
* 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.
* <br><br>
* 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
* <div>
* <code>
* translate(width/4, height/4);
* shearY(PI/4.0);
* rect(0, 0, 30, 30);
* </code>
* </div>
*
* @alt
* white irregular quadrilateral with black outline at middle bottom.
*
*/
p5.prototype.shearY = function(angle) {
if (this._angleMode === constants.DEGREES) {
angle = this.radians(angle);
}
this._renderer.shearY(angle);
return this;
};
/**
* Specifies an amount to displace objects within the display window.
* The x parameter specifies left/right translation, the y parameter
* specifies up/down translation.
* <br><br>
* 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
* <div>
* <code>
* translate(30, 20);
* rect(0, 0, 55, 55);
* </code>
* </div>
*
* <div>
* <code>
* 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
* </code>
* </div>
*
* @alt
* white 55x55 rect with black outline at center right.
* 3 white 55x55 rects with black outlines at top-l, center-r and bottom-r.
*
*/
p5.prototype.translate = function(x, y, z) {
if (this._renderer.isP3D) {
this._renderer.translate(x, y, z);
} else {
this._renderer.translate(x, y);
}
return this;
};
module.exports = p5;
},{"./constants":8,"./core":9}],22:[function(_dereq_,module,exports){
/**
* @module Shape
* @submodule Vertex
* @for p5
* @requires core
* @requires constants
*/
'use strict';
var p5 = _dereq_('./core');
var constants = _dereq_('./constants');
var shapeKind = null;
var vertices = [];
var contourVertices = [];
var isBezier = false;
var isCurve = false;
var isQuadratic = false;
var isContour = false;
var isFirstContour = true;
/**
* Use the beginContour() and endContour() functions to create negative
* shapes within shapes such as the center of the letter 'O'. beginContour()
* begins recording vertices for the shape and endContour() stops recording.
* The vertices that define a negative shape must "wind" in the opposite
* direction from the exterior shape. First draw vertices for the exterior
* clockwise order, then for internal shapes, draw vertices
* shape in counter-clockwise.
* <br><br>
* These functions can only be used within a beginShape()/endShape() pair and
* transformations such as translate(), rotate(), and scale() do not work
* within a beginContour()/endContour() pair. It is also not possible to use
* other shapes, such as ellipse() or rect() within.
*
* @method beginContour
* @chainable
* @example
* <div>
* <code>
* translate(50, 50);
* stroke(255, 0, 0);
* beginShape();
* // Exterior part of shape, clockwise winding
* vertex(-40, -40);
* vertex(40, -40);
* vertex(40, 40);
* vertex(-40, 40);
* // Interior part of shape, counter-clockwise winding
* beginContour();
* vertex(-20, -20);
* vertex(-20, 20);
* vertex(20, 20);
* vertex(20, -20);
* endContour();
* endShape(CLOSE);
* </code>
* </div>
*
* @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.
* <br><br>
* 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.
* <br><br>
* 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
* <div>
* <code>
* beginShape();
* vertex(30, 20);
* vertex(85, 20);
* vertex(85, 75);
* vertex(30, 75);
* endShape(CLOSE);
* </code>
* </div>
*
* <div>
* <code>
* // currently not working
* beginShape(POINTS);
* vertex(30, 20);
* vertex(85, 20);
* vertex(85, 75);
* vertex(30, 75);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* beginShape(LINES);
* vertex(30, 20);
* vertex(85, 20);
* vertex(85, 75);
* vertex(30, 75);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* noFill();
* beginShape();
* vertex(30, 20);
* vertex(85, 20);
* vertex(85, 75);
* vertex(30, 75);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* noFill();
* beginShape();
* vertex(30, 20);
* vertex(85, 20);
* vertex(85, 75);
* vertex(30, 75);
* endShape(CLOSE);
* </code>
* </div>
*
* <div>
* <code>
* beginShape(TRIANGLES);
* vertex(30, 75);
* vertex(40, 20);
* vertex(50, 75);
* vertex(60, 20);
* vertex(70, 75);
* vertex(80, 20);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* beginShape(TRIANGLE_STRIP);
* vertex(30, 75);
* vertex(40, 20);
* vertex(50, 75);
* vertex(60, 20);
* vertex(70, 75);
* vertex(80, 20);
* vertex(90, 75);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* beginShape(TRIANGLE_FAN);
* vertex(57.5, 50);
* vertex(57.5, 15);
* vertex(92, 50);
* vertex(57.5, 85);
* vertex(22, 50);
* vertex(57.5, 15);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* beginShape(QUADS);
* vertex(30, 20);
* vertex(30, 75);
* vertex(50, 75);
* vertex(50, 20);
* vertex(65, 20);
* vertex(65, 75);
* vertex(85, 75);
* vertex(85, 20);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* beginShape(QUAD_STRIP);
* vertex(30, 20);
* vertex(30, 75);
* vertex(50, 20);
* vertex(50, 75);
* vertex(65, 20);
* vertex(65, 75);
* vertex(85, 20);
* vertex(85, 75);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* beginShape();
* vertex(20, 20);
* vertex(40, 20);
* vertex(40, 40);
* vertex(60, 40);
* vertex(60, 60);
* vertex(20, 60);
* endShape(CLOSE);
* </code>
* </div>
* @alt
* white square-shape with black outline in middle-right of canvas.
* 4 black points in a square shape in middle-right of canvas.
* 2 horizontal black lines. In the top-right and bottom-right of canvas.
* 3 line shape with horizontal on top, vertical in middle and horizontal bottom.
* square line shape in middle-right of canvas.
* 2 white triangle shapes mid-right canvas. left one pointing up and right down.
* 5 horizontal interlocking and alternating white triangles in mid-right canvas.
* 4 interlocking white triangles in 45 degree rotated square-shape.
* 2 white rectangle shapes in mid-right canvas. Both 20x55.
* 3 side-by-side white rectangles center rect is smaller in mid-right canvas.
* Thick white l-shape with black outline mid-top-left of canvas.
*
*/
p5.prototype.beginShape = function(kind) {
if (kind === constants.POINTS ||
kind === constants.LINES ||
kind === constants.TRIANGLES ||
kind === constants.TRIANGLE_FAN ||
kind === constants.TRIANGLE_STRIP ||
kind === constants.QUADS ||
kind === constants.QUAD_STRIP) {
shapeKind = kind;
} else {
shapeKind = null;
}
if(this._renderer.isP3D){
this._renderer.beginShape(kind);
} else {
vertices = [];
contourVertices = [];
}
return this;
};
/**
* Specifies vertex coordinates for Bezier curves. Each call to
* bezierVertex() defines the position of two control points and
* one anchor point of a Bezier curve, adding a new segment to a
* line or shape.
* <br><br>
* The first time bezierVertex() is used within a
* beginShape() call, it must be prefaced with a call to vertex()
* to set the first anchor point. This function must be used between
* beginShape() and endShape() and only when there is no MODE
* parameter specified to beginShape().
*
* @method bezierVertex
* @param {Number} x2 x-coordinate for the first control point
* @param {Number} y2 y-coordinate for the first control point
* @param {Number} x3 x-coordinate for the second control point
* @param {Number} y3 y-coordinate for the second control point
* @param {Number} x4 x-coordinate for the anchor point
* @param {Number} y4 y-coordinate for the anchor point
* @chainable
* @example
* <div>
* <code>
* noFill();
* beginShape();
* vertex(30, 20);
* bezierVertex(80, 0, 80, 75, 30, 75);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* beginShape();
* vertex(30, 20);
* bezierVertex(80, 0, 80, 75, 30, 75);
* bezierVertex(50, 80, 60, 25, 30, 20);
* endShape();
* </code>
* </div>
*
* @alt
* crescent-shaped line in middle of canvas. Points facing left.
* white crescent shape in middle of canvas. Points facing left.
*
*/
p5.prototype.bezierVertex = function(x2, y2, x3, y3, x4, y4) {
if (vertices.length === 0) {
throw 'vertex() must be used once before calling bezierVertex()';
} else {
isBezier = true;
var vert = [];
for (var i = 0; i < arguments.length; i++) {
vert[i] = arguments[i];
}
vert.isVert = false;
if (isContour) {
contourVertices.push(vert);
} else {
vertices.push(vert);
}
}
return this;
};
/**
* Specifies vertex coordinates for curves. This function may only
* be used between beginShape() and endShape() and only when there
* is no MODE parameter specified to beginShape().
* <br><br>
* 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
* <div>
* <code>
* noFill();
* beginShape();
* curveVertex(84, 91);
* curveVertex(84, 91);
* curveVertex(68, 19);
* curveVertex(21, 17);
* curveVertex(32, 100);
* curveVertex(32, 100);
* endShape();
* </code>
* </div>
*
* @alt
* Upside-down u-shape line, mid canvas. left point extends beyond canvas view.
*
*/
p5.prototype.curveVertex = function(x,y) {
isCurve = true;
this.vertex(x, y);
return this;
};
/**
* Use the beginContour() and endContour() functions to create negative
* shapes within shapes such as the center of the letter 'O'. beginContour()
* begins recording vertices for the shape and endContour() stops recording.
* The vertices that define a negative shape must "wind" in the opposite
* direction from the exterior shape. First draw vertices for the exterior
* clockwise order, then for internal shapes, draw vertices
* shape in counter-clockwise.
* <br><br>
* These functions can only be used within a beginShape()/endShape() pair and
* transformations such as translate(), rotate(), and scale() do not work
* within a beginContour()/endContour() pair. It is also not possible to use
* other shapes, such as ellipse() or rect() within.
*
* @method endContour
* @chainable
* @example
* <div>
* <code>
* translate(50, 50);
* stroke(255, 0, 0);
* beginShape();
* // Exterior part of shape, clockwise winding
* vertex(-40, -40);
* vertex(40, -40);
* vertex(40, 40);
* vertex(-40, 40);
* // Interior part of shape, counter-clockwise winding
* beginContour();
* vertex(-20, -20);
* vertex(-20, 20);
* vertex(20, 20);
* vertex(20, -20);
* endContour();
* endShape(CLOSE);
* </code>
* </div>
*
* @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
* <div>
* <code>
* noFill();
*
* beginShape();
* vertex(20, 20);
* vertex(45, 20);
* vertex(45, 80);
* endShape(CLOSE);
*
* beginShape();
* vertex(50, 20);
* vertex(75, 20);
* vertex(75, 80);
* endShape();
* </code>
* </div>
*
* @alt
* Triangle line shape with smallest interior angle on bottom and upside-down L.
*
*/
p5.prototype.endShape = function(mode) {
if(this._renderer.isP3D){
this._renderer.endShape(mode, isCurve, isBezier,
isQuadratic, isContour, shapeKind);
}else{
if (vertices.length === 0) { return this; }
if (!this._renderer._doStroke && !this._renderer._doFill) { return this; }
var closeShape = mode === constants.CLOSE;
// if the shape is closed, the first element is also the last element
if (closeShape && !isContour) {
vertices.push(vertices[0]);
}
this._renderer.endShape(mode, vertices, isCurve, isBezier,
isQuadratic, isContour, shapeKind);
// Reset some settings
isCurve = false;
isBezier = false;
isQuadratic = false;
isContour = false;
isFirstContour = true;
// If the shape is closed, the first element was added as last element.
// We must remove it again to prevent the list of vertices from growing
// over successive calls to endShape(CLOSE)
if (closeShape) {
vertices.pop();
}
}
return this;
};
/**
* Specifies vertex coordinates for quadratic Bezier curves. Each call to
* quadraticVertex() defines the position of one control points and one
* anchor point of a Bezier curve, adding a new segment to a line or shape.
* The first time quadraticVertex() is used within a beginShape() call, it
* must be prefaced with a call to vertex() to set the first anchor point.
* This function must be used between beginShape() and endShape() and only
* when there is no MODE parameter specified to beginShape().
*
* @method quadraticVertex
* @param {Number} cx x-coordinate for the control point
* @param {Number} cy y-coordinate for the control point
* @param {Number} x3 x-coordinate for the anchor point
* @param {Number} y3 y-coordinate for the anchor point
* @chainable
* @example
* <div>
* <code>
* noFill();
* strokeWeight(4);
* beginShape();
* vertex(20, 20);
* quadraticVertex(80, 20, 50, 50);
* endShape();
* </code>
* </div>
*
* <div>
* <code>
* noFill();
* strokeWeight(4);
* beginShape();
* vertex(20, 20);
* quadraticVertex(80, 20, 50, 50);
* quadraticVertex(20, 80, 80, 80);
* vertex(80, 60);
* endShape();
* </code>
* </div>
*
* @alt
* arched-shaped black line with 4 pixel thick stroke weight.
* backwards s-shaped black line with 4 pixel thick stroke weight.
*
*/
p5.prototype.quadraticVertex = function(cx, cy, x3, y3) {
//if we're drawing a contour, put the points into an
// array for inside drawing
if(this._contourInited) {
var pt = {};
pt.x = cx;
pt.y = cy;
pt.x3 = x3;
pt.y3 = y3;
pt.type = constants.QUADRATIC;
this._contourVertices.push(pt);
return this;
}
if (vertices.length > 0) {
isQuadratic = true;
var vert = [];
for (var i = 0; i < arguments.length; i++) {
vert[i] = arguments[i];
}
vert.isVert = false;
if (isContour) {
contourVertices.push(vert);
} else {
vertices.push(vert);
}
} else {
throw 'vertex() must be used once before calling quadraticVertex()';
}
return this;
};
/**
* All shapes are constructed by connecting a series of vertices. vertex()
* is used to specify the vertex coordinates for points, lines, triangles,
* quads, and polygons. It is used exclusively within the beginShape() and
* endShape() functions.
*
* @method vertex
* @param {Number} x x-coordinate of the vertex
* @param {Number} y y-coordinate of the vertex
* @param {Number|Boolean} [z] z-coordinate of the vertex
* @chainable
* @example
* <div>
* <code>
* beginShape(POINTS);
* vertex(30, 20);
* vertex(85, 20);
* vertex(85, 75);
* vertex(30, 75);
* endShape();
* </code>
* </div>
*
* @alt
* 4 black points in a square shape in middle-right of canvas.
*
*/
p5.prototype.vertex = function(x, y, moveTo) {
if(this._renderer.isP3D){
this._renderer.vertex(x, y, moveTo);
}else{
var vert = [];
vert.isVert = true;
vert[0] = x;
vert[1] = y;
vert[2] = 0;
vert[3] = 0;
vert[4] = 0;
vert[5] = this._renderer._getFill();
vert[6] = this._renderer._getStroke();
if (moveTo) {
vert.moveTo = moveTo;
}
if (isContour) {
if (contourVertices.length === 0) {
vert.moveTo = true;
}
contourVertices.push(vert);
} else {
vertices.push(vert);
}
}
return this;
};
module.exports = p5;
},{"./constants":8,"./core":9}],23:[function(_dereq_,module,exports){
/*global ImageData:false */
/**
* This module defines the filters for use with image buffers.
*
* This module is basically a collection of functions stored in an object
* as opposed to modules. The functions are destructive, modifying
* the passed in canvas rather than creating a copy.
*
* Generally speaking users of this module will use the Filters.apply method
* on a canvas to create an effect.
*
* A number of functions are borrowed/adapted from
* http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
* or the java processing implementation.
*/
'use strict';
var Filters = {};
/*
* Helper functions
*/
/**
* Returns the pixel buffer for a canvas
*
* @private
*
* @param {Canvas|ImageData} canvas the canvas to get pixels from
* @return {Uint8ClampedArray} a one-dimensional array containing
* the data in thc RGBA order, with integer
* values between 0 and 255
*/
Filters._toPixels = function (canvas) {
if (canvas instanceof ImageData) {
return canvas.data;
} else {
return canvas.getContext('2d').getImageData(
0,
0,
canvas.width,
canvas.height
).data;
}
};
/**
* Returns a 32 bit number containing ARGB data at ith pixel in the
* 1D array containing pixels data.
*
* @private
*
* @param {Uint8ClampedArray} data array returned by _toPixels()
* @param {Integer} i index of a 1D Image Array
* @return {Integer} 32 bit integer value representing
* ARGB value.
*/
Filters._getARGB = function (data, i) {
var offset = i * 4;
return (data[offset+3] << 24) & 0xff000000 |
(data[offset] << 16) & 0x00ff0000 |
(data[offset+1] << 8) & 0x0000ff00 |
data[offset+2] & 0x000000ff;
};
/**
* Modifies pixels RGBA values to values contained in the data object.
*
* @private
*
* @param {Uint8ClampedArray} pixels array returned by _toPixels()
* @param {Int32Array} data source 1D array where each value
* represents ARGB values
*/
Filters._setPixels = function (pixels, data) {
var offset = 0;
for( var i = 0, al = pixels.length; i < al; i++) {
offset = i*4;
pixels[offset + 0] = (data[i] & 0x00ff0000)>>>16;
pixels[offset + 1] = (data[i] & 0x0000ff00)>>>8;
pixels[offset + 2] = (data[i] & 0x000000ff);
pixels[offset + 3] = (data[i] & 0xff000000)>>>24;
}
};
/**
* Returns the ImageData object for a canvas
* https://developer.mozilla.org/en-US/docs/Web/API/ImageData
*
* @private
*
* @param {Canvas|ImageData} canvas canvas to get image data from
* @return {ImageData} Holder of pixel data (and width and
* height) for a canvas
*/
Filters._toImageData = function (canvas) {
if (canvas instanceof ImageData) {
return canvas;
} else {
return canvas.getContext('2d').getImageData(
0,
0,
canvas.width,
canvas.height
);
}
};
/**
* Returns a blank ImageData object.
*
* @private
*
* @param {Integer} width
* @param {Integer} height
* @return {ImageData}
*/
Filters._createImageData = function (width, height) {
Filters._tmpCanvas = document.createElement('canvas');
Filters._tmpCtx = Filters._tmpCanvas.getContext('2d');
return this._tmpCtx.createImageData(width, height);
};
/**
* Applys a filter function to a canvas.
*
* The difference between this and the actual filter functions defined below
* is that the filter functions generally modify the pixel buffer but do
* not actually put that data back to the canvas (where it would actually
* update what is visible). By contrast this method does make the changes
* actually visible in the canvas.
*
* The apply method is the method that callers of this module would generally
* use. It has been separated from the actual filters to support an advanced
* use case of creating a filter chain that executes without actually updating
* the canvas in between everystep.
*
* @param {HTMLCanvasElement} canvas [description]
* @param {function(ImageData,Object)} func [description]
* @param {Object} filterParam [description]
*/
Filters.apply = function (canvas, func, filterParam) {
var ctx = canvas.getContext('2d');
var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
//Filters can either return a new ImageData object, or just modify
//the one they received.
var newImageData = func(imageData, filterParam);
if (newImageData instanceof ImageData) {
ctx.putImageData(newImageData, 0, 0, 0, 0, canvas.width, canvas.height);
} else {
ctx.putImageData(imageData, 0, 0, 0, 0, canvas.width, canvas.height);
}
};
/*
* Filters
*/
/**
* Converts the image to black and white pixels depending if they are above or
* below the threshold defined by the level parameter. The parameter must be
* between 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.
*
* Borrowed from http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
*
* @param {Canvas} canvas
* @param {Float} level
*/
Filters.threshold = function (canvas, level) {
var pixels = Filters._toPixels(canvas);
if (level === undefined) {
level = 0.5;
}
var thresh = Math.floor(level * 255);
for (var i = 0; i < pixels.length; i += 4) {
var r = pixels[i];
var g = pixels[i + 1];
var b = pixels[i + 2];
var gray = (0.2126 * r + 0.7152 * g + 0.0722 * b);
var val;
if (gray >= thresh) {
val = 255;
} else {
val = 0;
}
pixels[i] = pixels[i + 1] = pixels[i + 2] = val;
}
};
/**
* Converts any colors in the image to grayscale equivalents.
* No parameter is used.
*
* Borrowed from http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
*
* @param {Canvas} canvas
*/
Filters.gray = function (canvas) {
var pixels = Filters._toPixels(canvas);
for (var i = 0; i < pixels.length; i += 4) {
var r = pixels[i];
var g = pixels[i + 1];
var b = pixels[i + 2];
// CIE luminance for RGB
var gray = (0.2126 * r + 0.7152 * g + 0.0722 * b);
pixels[i] = pixels[i + 1] = pixels[i + 2] = gray;
}
};
/**
* Sets the alpha channel to entirely opaque. No parameter is used.
*
* @param {Canvas} canvas
*/
Filters.opaque = function (canvas) {
var pixels = Filters._toPixels(canvas);
for (var i = 0; i < pixels.length; i += 4) {
pixels[i + 3] = 255;
}
return pixels;
};
/**
* Sets each pixel to its inverse value. No parameter is used.
* @param {Canvas} canvas
*/
Filters.invert = function (canvas) {
var pixels = Filters._toPixels(canvas);
for (var i = 0; i < pixels.length; i += 4) {
pixels[i] = 255 - pixels[i];
pixels[i + 1] = 255 - pixels[i + 1];
pixels[i + 2] = 255 - pixels[i + 2];
}
};
/**
* Limits each channel of the image to the number of colors specified as
* the parameter. The parameter can be set to values between 2 and 255, but
* results are most noticeable in the lower ranges.
*
* Adapted from java based processing implementation
*
* @param {Canvas} canvas
* @param {Integer} level
*/
Filters.posterize = function (canvas, level) {
var pixels = Filters._toPixels(canvas);
if ((level < 2) || (level > 255)) {
throw new Error(
'Level must be greater than 2 and less than 255 for posterize'
);
}
var levels1 = level - 1;
for (var i = 0; i < pixels.length; i+=4) {
var rlevel = pixels[i];
var glevel = pixels[i + 1];
var blevel = pixels[i + 2];
pixels[i] = (((rlevel * level) >> 8) * 255) / levels1;
pixels[i + 1] = (((glevel * level) >> 8) * 255) / levels1;
pixels[i + 2] = (((blevel * level) >> 8) * 255) / levels1;
}
};
/**
* reduces the bright areas in an image
* @param {Canvas} canvas
*
*/
Filters.dilate = function (canvas) {
var pixels = Filters._toPixels(canvas);
var currIdx = 0;
var maxIdx = pixels.length ? pixels.length/4 : 0;
var out = new Int32Array(maxIdx);
var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
var idxRight, idxLeft, idxUp, idxDown,
colRight, colLeft, colUp, colDown,
lumRight, lumLeft, lumUp, lumDown;
while(currIdx < maxIdx) {
currRowIdx = currIdx;
maxRowIdx = currIdx + canvas.width;
while (currIdx < maxRowIdx) {
colOrig = colOut = Filters._getARGB(pixels, currIdx);
idxLeft = currIdx - 1;
idxRight = currIdx + 1;
idxUp = currIdx - canvas.width;
idxDown = currIdx + canvas.width;
if (idxLeft < currRowIdx) {
idxLeft = currIdx;
}
if (idxRight >= maxRowIdx) {
idxRight = currIdx;
}
if (idxUp < 0){
idxUp = 0;
}
if (idxDown >= maxIdx) {
idxDown = currIdx;
}
colUp = Filters._getARGB(pixels, idxUp);
colLeft = Filters._getARGB(pixels, idxLeft);
colDown = Filters._getARGB(pixels, idxDown);
colRight = Filters._getARGB(pixels, idxRight);
//compute luminance
currLum = 77*(colOrig>>16&0xff) +
151*(colOrig>>8&0xff) +
28*(colOrig&0xff);
lumLeft = 77*(colLeft>>16&0xff) +
151*(colLeft>>8&0xff) +
28*(colLeft&0xff);
lumRight = 77*(colRight>>16&0xff) +
151*(colRight>>8&0xff) +
28*(colRight&0xff);
lumUp = 77*(colUp>>16&0xff) +
151*(colUp>>8&0xff) +
28*(colUp&0xff);
lumDown = 77*(colDown>>16&0xff) +
151*(colDown>>8&0xff) +
28*(colDown&0xff);
if (lumLeft > currLum) {
colOut = colLeft;
currLum = lumLeft;
}
if (lumRight > currLum) {
colOut = colRight;
currLum = lumRight;
}
if (lumUp > currLum) {
colOut = colUp;
currLum = lumUp;
}
if (lumDown > currLum) {
colOut = colDown;
currLum = lumDown;
}
out[currIdx++]=colOut;
}
}
Filters._setPixels(pixels, out);
};
/**
* increases the bright areas in an image
* @param {Canvas} canvas
*
*/
Filters.erode = function(canvas) {
var pixels = Filters._toPixels(canvas);
var currIdx = 0;
var maxIdx = pixels.length ? pixels.length/4 : 0;
var out = new Int32Array(maxIdx);
var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
var idxRight, idxLeft, idxUp, idxDown,
colRight, colLeft, colUp, colDown,
lumRight, lumLeft, lumUp, lumDown;
while(currIdx < maxIdx) {
currRowIdx = currIdx;
maxRowIdx = currIdx + canvas.width;
while (currIdx < maxRowIdx) {
colOrig = colOut = Filters._getARGB(pixels, currIdx);
idxLeft = currIdx - 1;
idxRight = currIdx + 1;
idxUp = currIdx - canvas.width;
idxDown = currIdx + canvas.width;
if (idxLeft < currRowIdx) {
idxLeft = currIdx;
}
if (idxRight >= maxRowIdx) {
idxRight = currIdx;
}
if (idxUp < 0) {
idxUp = 0;
}
if (idxDown >= maxIdx) {
idxDown = currIdx;
}
colUp = Filters._getARGB(pixels, idxUp);
colLeft = Filters._getARGB(pixels, idxLeft);
colDown = Filters._getARGB(pixels, idxDown);
colRight = Filters._getARGB(pixels, idxRight);
//compute luminance
currLum = 77*(colOrig>>16&0xff) +
151*(colOrig>>8&0xff) +
28*(colOrig&0xff);
lumLeft = 77*(colLeft>>16&0xff) +
151*(colLeft>>8&0xff) +
28*(colLeft&0xff);
lumRight = 77*(colRight>>16&0xff) +
151*(colRight>>8&0xff) +
28*(colRight&0xff);
lumUp = 77*(colUp>>16&0xff) +
151*(colUp>>8&0xff) +
28*(colUp&0xff);
lumDown = 77*(colDown>>16&0xff) +
151*(colDown>>8&0xff) +
28*(colDown&0xff);
if (lumLeft < currLum) {
colOut = colLeft;
currLum = lumLeft;
}
if (lumRight < currLum) {
colOut = colRight;
currLum = lumRight;
}
if (lumUp < currLum) {
colOut = colUp;
currLum = lumUp;
}
if (lumDown < currLum) {
colOut = colDown;
currLum = lumDown;
}
out[currIdx++]=colOut;
}
}
Filters._setPixels(pixels, out);
};
// BLUR
// internal kernel stuff for the gaussian blur filter
var blurRadius;
var blurKernelSize;
var blurKernel;
var blurMult;
/*
* Port of https://github.com/processing/processing/blob/
* master/core/src/processing/core/PImage.java#L1250
*
* Optimized code for building the blur kernel.
* further optimized blur code (approx. 15% for radius=20)
* bigger speed gains for larger radii (~30%)
* added support for various image types (ALPHA, RGB, ARGB)
* [toxi 050728]
*/
function buildBlurKernel(r) {
var radius = (r * 3.5)|0;
radius = (radius < 1) ? 1 : ((radius < 248) ? radius : 248);
if (blurRadius !== radius) {
blurRadius = radius;
blurKernelSize = 1 + blurRadius<<1;
blurKernel = new Int32Array(blurKernelSize);
blurMult = new Array(blurKernelSize);
for(var l = 0; l < blurKernelSize; l++){
blurMult[l] = new Int32Array(256);
}
var bk,bki;
var bm,bmi;
for (var i = 1, radiusi = radius - 1; i < radius; i++) {
blurKernel[radius+i] = blurKernel[radiusi] = bki = radiusi * radiusi;
bm = blurMult[radius+i];
bmi = blurMult[radiusi--];
for (var j = 0; j < 256; j++){
bm[j] = bmi[j] = bki * j;
}
}
bk = blurKernel[radius] = radius * radius;
bm = blurMult[radius];
for (var k = 0; k < 256; k++){
bm[k] = bk * k;
}
}
}
// Port of https://github.com/processing/processing/blob/
// master/core/src/processing/core/PImage.java#L1433
function blurARGB(canvas, radius) {
var pixels = Filters._toPixels(canvas);
var width = canvas.width;
var height = canvas.height;
var numPackedPixels = width * height;
var argb = new Int32Array(numPackedPixels);
for (var j = 0; j < numPackedPixels; j++) {
argb[j] = Filters._getARGB(pixels, j);
}
var sum, cr, cg, cb, ca;
var read, ri, ym, ymi, bk0;
var a2 = new Int32Array(numPackedPixels);
var r2 = new Int32Array(numPackedPixels);
var g2 = new Int32Array(numPackedPixels);
var b2 = new Int32Array(numPackedPixels);
var yi = 0;
buildBlurKernel(radius);
var x, y, i;
var bm;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
cb = cg = cr = ca = sum = 0;
read = x - blurRadius;
if (read < 0) {
bk0 = -read;
read = 0;
} else {
if (read >= width) {
break;
}
bk0 = 0;
}
for (i = bk0; i < blurKernelSize; i++) {
if (read >= width) {
break;
}
var c = argb[read + yi];
bm = blurMult[i];
ca += bm[(c & -16777216) >>> 24];
cr += bm[(c & 16711680) >> 16];
cg += bm[(c & 65280) >> 8];
cb += bm[c & 255];
sum += blurKernel[i];
read++;
}
ri = yi + x;
a2[ri] = ca / sum;
r2[ri] = cr / sum;
g2[ri] = cg / sum;
b2[ri] = cb / sum;
}
yi += width;
}
yi = 0;
ym = -blurRadius;
ymi = ym * width;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
cb = cg = cr = ca = sum = 0;
if (ym < 0) {
bk0 = ri = -ym;
read = x;
} else {
if (ym >= height) {
break;
}
bk0 = 0;
ri = ym;
read = x + ymi;
}
for (i = bk0; i < blurKernelSize; i++) {
if (ri >= height) {
break;
}
bm = blurMult[i];
ca += bm[a2[read]];
cr += bm[r2[read]];
cg += bm[g2[read]];
cb += bm[b2[read]];
sum += blurKernel[i];
ri++;
read += width;
}
argb[x + yi] = (ca/sum)<<24 | (cr/sum)<<16 | (cg/sum)<<8 | (cb/sum);
}
yi += width;
ymi += width;
ym++;
}
Filters._setPixels(pixels, argb);
}
Filters.blur = function(canvas, radius){
blurARGB(canvas, radius);
};
module.exports = Filters;
},{}],24:[function(_dereq_,module,exports){
/**
* @module IO
* @submodule Input
* @for p5
* @requires core
*/
/* globals Request: false */
/* globals Headers: false */
'use strict';
var p5 = _dereq_('../core/core');
_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 or Array.
* This method is asynchronous, meaning it may not finish before the next
* line in your sketch is executed. JSONP is supported via a polyfill and you
* can pass in as the second argument an object with definitions of the json
* callback following the syntax specified <a href="https://github.com/camsong/
* fetch-jsonp">here</a>.
*
* @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
*
* <p>Calling loadJSON() inside preload() guarantees to complete the
* operation before setup() and draw() are called.</p>
*
* <div><code>
* // Examples use USGS Earthquake API:
* // https://earthquake.usgs.gov/fdsnws/event/1/#methods
* var earthquakes;
* function preload() {
* // Get the most recent earthquake in the database
* var url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?' +
* 'format=geojson&limit=1&orderby=time';
* earthquakes = loadJSON(url);
* }
*
* function setup() {
* noLoop();
* }
*
* function draw() {
* background(200);
* // Get the magnitude and name of the earthquake out of the loaded JSON
* var earthquakeMag = earthquakes.features[0].properties.mag;
* var earthquakeName = earthquakes.features[0].properties.place;
* ellipse(width/2, height/2, earthquakeMag * 10, earthquakeMag * 10);
* textAlign(CENTER);
* text(earthquakeName, 0, height - 30, width, 30);
* }
* </code></div>
*
*
* <p>Outside of preload(), you may supply a callback function to handle the
* object:</p>
* <div><code>
* function setup() {
* noLoop();
* var url = 'https://earthquake.usgs.gov/fdsnws/event/1/query?' +
* 'format=geojson&limit=1&orderby=time';
* loadJSON(url, drawEarthquake);
* }
*
* function draw() {
* background(200);
* }
*
* function drawEarthquake(earthquakes) {
* // Get the magnitude and name of the earthquake out of the loaded JSON
* var earthquakeMag = earthquakes.features[0].properties.mag;
* var earthquakeName = earthquakes.features[0].properties.place;
* ellipse(width/2, height/2, earthquakeMag * 10, earthquakeMag * 10);
* textAlign(CENTER);
* text(earthquakeName, 0, height - 30, width, 30);
* }
* </code></div>
*
* @alt
* 50x50 ellipse that changes from black to white depending on the current humidity
* 50x50 ellipse that changes from black to white depending on the current humidity
*
*/
p5.prototype.loadJSON = function () {
var path = arguments[0];
var callback;
var errorCallback;
var options;
var ret = {}; // object needed for preload
var t = 'json';
// check for explicit data type argument
for (var i = 1; i < arguments.length; i++) {
var arg = arguments[i];
if (typeof arg === 'string') {
if (arg === 'jsonp' || arg === 'json') {
t = arg;
}
} else if (typeof arg === 'function') {
if(!callback){
callback = arg;
}else{
errorCallback = arg;
}
} else if (typeof arg === 'object' && arg.hasOwnProperty('jsonpCallback')){
t = 'jsonp';
options = arg;
}
}
var self = this;
p5.prototype.httpDo(path, 'GET', options, t, function(resp){
for (var k in resp) {
ret[k] = resp[k];
}
if (typeof callback !== 'undefined') {
callback(resp);
}
self._decrementPreload();
}, errorCallback);
return ret;
};
/**
* Reads the contents of a file and creates a String array of its individual
* lines. If the name of the file is used as the parameter, as in the above
* example, the file must be located in the sketch directory/folder.
* <br><br>
* 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.
* <br><br>
* This method is asynchronous, meaning it may not finish before the next
* line in your sketch is executed.
*
* @method loadStrings
* @param {String} filename name of the file or url to load
* @param {function} [callback] function to be executed after loadStrings()
* completes, Array is passed in as first
* argument
* @param {function} [errorCallback] function to be executed if
* there is an error, response is passed
* in as first argument
* @return {String[]} Array of Strings
* @example
*
* <p>Calling loadStrings() inside preload() guarantees to complete the
* operation before setup() and draw() are called.</p>
*
* <div><code>
* var result;
* function preload() {
* result = loadStrings('assets/test.txt');
* }
* function setup() {
* background(200);
* var ind = floor(random(result.length));
* text(result[ind], 10, 10, 80, 80);
* }
* </code></div>
*
* <p>Outside of preload(), you may supply a callback function to handle the
* object:</p>
*
* <div><code>
* function setup() {
* loadStrings('assets/test.txt', pickString);
* }
*
* function pickString(result) {
* background(200);
* var ind = floor(random(result.length));
* text(result[ind], 10, 10, 80, 80);
* }
* </code></div>
*
* @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 () {
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){
var arr = data.match(/[^\r\n]+/g);
for (var k in arr) {
ret[k] = arr[k];
}
if (typeof callback !== 'undefined') {
callback(ret);
}
self._decrementPreload();
}, errorCallback);
return ret;
};
/**
* <p>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.</p>
*
* <p>Possible options include:
* <ul>
* <li>csv - parse the table as comma-separated values</li>
* <li>tsv - parse the table as tab-separated values</li>
* <li>header - this table has a header (title) row</li>
* </ul>
* </p>
*
* <p>When passing in multiple options, pass them in as separate parameters,
* seperated by commas. For example:
* <br><br>
* <code>
* loadTable("my_csv_file.csv", "csv", "header")
* </code>
* </p>
*
* <p> All files loaded and saved use UTF-8 encoding.</p>
*
* <p>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.
* <p>Outside of preload(), you may supply a callback function to handle the
* object:</p>
* </p>
*
* @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
* <div class="norender">
* <code>
* // Given the following CSV file called "mammals.csv"
* // located in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* //the file can be remote
* //table = loadTable("http://p5js.org/reference/assets/mammals.csv",
* // "csv", "header");
* }
*
* function setup() {
* //count the columns
* print(table.getRowCount() + " total rows in table");
* print(table.getColumnCount() + " total columns in table");
*
* print(table.getColumn("name"));
* //["Goat", "Leopard", "Zebra"]
*
* //cycle through the table
* for (var r = 0; r < table.getRowCount(); r++)
* for (var c = 0; c < table.getColumnCount(); c++) {
* print(table.getString(r, c));
* }
* }
* </code>
* </div>
*
* @alt
* randomly generated text from a file, for example "i smell like butter"
* randomly generated text from a file, for example "i have three feet"
*
*/
p5.prototype.loadTable = function (path) {
var callback;
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;
p5.prototype.httpDo(path, 'GET', 'text', function(resp){
var state = {};
// define constants
var PRE_TOKEN = 0,
MID_TOKEN = 1,
POST_TOKEN = 2,
POST_RECORD = 4;
var QUOTE = '\"',
CR = '\r',
LF = '\n';
var records = [];
var offset = 0;
var currentRecord = null;
var currentChar;
var tokenBegin = function () {
state.currentState = PRE_TOKEN;
state.token = '';
};
var tokenEnd = function () {
currentRecord.push(state.token);
tokenBegin();
};
var recordBegin = function () {
state.escaped = false;
currentRecord = [];
tokenBegin();
};
var recordEnd = function () {
state.currentState = POST_RECORD;
records.push(currentRecord);
currentRecord = null;
};
while (true) {
currentChar = resp[offset++];
// EOF
if (currentChar == null) {
if (state.escaped) {
throw new Error('Unclosed quote in file.');
}
if (currentRecord) {
tokenEnd();
recordEnd();
break;
}
}
if (currentRecord === null) {
recordBegin();
}
// Handle opening quote
if (state.currentState === PRE_TOKEN) {
if (currentChar === QUOTE) {
state.escaped = true;
state.currentState = MID_TOKEN;
continue;
}
state.currentState = MID_TOKEN;
}
// mid-token and escaped, look for sequences and end quote
if (state.currentState === MID_TOKEN && state.escaped) {
if (currentChar === QUOTE) {
if (resp[offset] === QUOTE) {
state.token += QUOTE;
offset++;
} else {
state.escaped = false;
state.currentState = POST_TOKEN;
}
} else {
state.token += currentChar;
}
continue;
}
// fall-through: mid-token or post-token, not escaped
if (currentChar === CR) {
if (resp[offset] === LF) {
offset++;
}
tokenEnd();
recordEnd();
} else if (currentChar === LF) {
tokenEnd();
recordEnd();
} else if (currentChar === sep) {
tokenEnd();
} else if (state.currentState === MID_TOKEN) {
state.token += currentChar;
}
}
// set up column names
if (header) {
t.columns = records.shift();
} else {
for (i = 0; i < records[0].length; i++) {
t.columns[i] = 'null';
}
}
var row;
for (i = 0; i < records.length; i++) {
//Handles row of 'undefined' at end of some CSVs
if (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{
throw 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;
}
/*global parseXML */
p5.prototype.parseXML = function (two) {
var one = new p5.XML();
var i;
if (two.children.length) {
for ( i = 0; i < two.children.length; i++ ) {
var node = parseXML(two.children[i]);
one.addChild(node);
}
one.setName(two.nodeName);
one._setCont(two.textContent);
one._setAttributes(two);
for (var j = 0; j < one.children.length; j++) {
one.children[j].parent = one;
}
return one;
}
else {
one.setName(two.nodeName);
one._setCont(two.textContent);
one._setAttributes(two);
return one;
}
};
/**
* Reads the contents of a file and creates an XML object with its values.
* If the name of the file is used as the parameter, as in the above example,
* the file must be located in the sketch directory/folder.
*
* Alternatively, the file maybe be loaded from anywhere on the local
* computer using an absolute path (something that starts with / on Unix and
* Linux, or a drive letter on Windows), or the filename parameter can be a
* URL for a file found on a network.
*
* This method is asynchronous, meaning it may not finish before the next
* line in your sketch is executed. Calling loadXML() inside preload()
* guarantees to complete the operation before setup() and draw() are called.
*
* Outside of preload(), you may supply a callback function to handle the
* object.
*
* @method loadXML
* @param {String} filename name of the file or URL to load
* @param {function} [callback] function to be executed after loadXML()
* completes, XML object is passed in as
* first argument
* @param {function} [errorCallback] function to be executed if
* there is an error, response is passed
* in as first argument
* @return {Object} XML object containing data
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var children = xml.getChildren("animal");
*
* for (var i = 0; i < children.length; i++) {
* var id = children[i].getNum("id");
* var coloring = children[i].getString("species");
* var name = children[i].getContent();
* print(id + ", " + coloring + ", " + name);
* }
* }
*
* // Sketch prints:
* // 0, Capra hircus, Goat
* // 1, Panthera pardus, Leopard
* // 2, Equus zebra, Zebra
* </code></div>
*
* @alt
* no image displayed
*
*/
p5.prototype.loadXML = function() {
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(arguments[0], 'GET', 'xml', function(xml){
for(var key in xml) {
ret[key] = xml[key];
}
if (typeof callback !== 'undefined') {
callback(ret);
}
self._decrementPreload();
}, errorCallback);
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 <code>httpDo(path, 'GET')</code>.
*
* @method httpGet
* @param {String} path name of the file or url to load
* @param {String} [datatype] "json", "jsonp", "xml", or "text"
* @param {Object} [data] param data passed sent with request
* @param {function} [callback] function to be executed after
* httpGet() completes, data is passed in
* as first argument
* @param {function} [errorCallback] function to be executed if
* there is an error, response is passed
* in as first argument
* @example
* <div class='norender'><code>
* // Examples use USGS Earthquake API:
* // https://earthquake.usgs.gov/fdsnws/event/1/#methods
* var earthquakes;
* function preload() {
* // Get the most recent earthquake in the database
* var 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
* var earthquakeMag = earthquakes.features[0].properties.mag;
* var 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();
* }
* </code></div>
*/
p5.prototype.httpGet = function () {
var args = Array.prototype.slice.call(arguments);
args.splice(1, 0, 'GET');
p5.prototype.httpDo.apply(this, args);
};
/**
* Method for executing an HTTP POST request. If data type is not specified,
* p5 will try to guess based on the URL, defaulting to text. This is equivalent to
* calling <code>httpDo(path, 'POST')</code>.
*
* @method httpPost
* @param {String} path name of the file or url to load
* @param {String} [datatype] "json", "jsonp", "xml", or "text"
* @param {Object} [data] param data passed sent with request
* @param {function} [callback] function to be executed after
* httpGet() completes, data is passed in
* as first argument
* @param {function} [errorCallback] function to be executed if
* there is an error, response is passed
* in as first argument
*/
p5.prototype.httpPost = function () {
var args = Array.prototype.slice.call(arguments);
args.splice(1, 0, 'POST');
p5.prototype.httpDo.apply(this, args);
};
/**
* Method for executing an HTTP request. If data type is not specified,
* p5 will try to guess based on the URL, defaulting to text.<br><br>
* For more advanced use, you may also pass in the path as the first argument
* and a object as the second argument, the signature follows the one specified
* in the Fetch API specification.
*
* @method httpDo
* @param {String} path name of the file or url to load
* @param {String} [method] either "GET", "POST", or "PUT",
* defaults to "GET"
* @param {String} [datatype] "json", "jsonp", "xml", or "text"
* @param {Object} [data] param data passed sent with request
* @param {function} [callback] function to be executed after
* httpGet() completes, data is passed in
* as first argument
* @param {function} [errorCallback] function to be executed if
* there is an error, response is passed
* in as first argument
*/
/**
* @method httpDo
* @param {String} path
* @param {Object} options Request object options as documented in the
* "fetch" API
* <a href="https://developer.mozilla.org/en/docs/Web/API/Fetch_API">reference</a>
* @param {function} [callback]
* @param {function} [errorCallback]
*/
p5.prototype.httpDo = function () {
var type = '';
var callback;
var errorCallback;
var request;
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;
if(argsCount === 2 &&
typeof arguments[0] === 'string' &&
typeof arguments[1] === 'object'){
// Intended for more advanced use, pass in Request parameters directly
request = new Request(arguments[0], arguments[1]);
callback = arguments[2];
errorCallback = arguments[3];
// do some sort of smart type checking
if (type === '') {
if (request.url.indexOf('json') !== -1) {
type = 'json';
} else if (request.url.indexOf('xml') !== -1) {
type = 'xml';
} else {
type = 'text';
}
}
} else {
// Provided with arguments
var path = arguments[0];
var method = 'GET';
var data;
for (var j = 1; j < arguments.length; j++) {
var a = arguments[j];
if (typeof a === 'string') {
if (a === 'GET' || a === 'POST' || a === 'PUT' || a === 'DELETE') {
method = a;
} else if(a === 'json' || a === 'jsonp' || a === 'xml' || a === 'text') {
type = a;
} else {
data = a;
}
} else if (typeof a === 'number') {
data = a.toString();
} else if (typeof a === 'object') {
if(a.hasOwnProperty('jsonpCallback')){
for (var attr in a) {
jsonpOptions[attr] = a[attr];
}
}else{
data = JSON.stringify(a);
contentType = 'application/json';
}
} else if (typeof a === 'function') {
if (!callback) {
callback = a;
} else {
errorCallback = a;
}
}
}
// do some sort of smart type checking
if (type === '') {
if (path.indexOf('json') !== -1) {
type = 'json';
} else if (path.indexOf('xml') !== -1) {
type = 'xml';
} else {
type = 'text';
}
}
request = new Request(path, {
method: method,
mode: 'cors',
body: data,
headers: new Headers({
'Content-Type': contentType
})
});
}
if(type === 'jsonp'){
fetchJsonp(arguments[0], jsonpOptions)
.then(function(res){
if(res.ok){
return res.json();
}
throw res;
}).then(function(resp){
callback(resp);
}).catch(function(err){
if (errorCallback) {
errorCallback(err);
} else {
throw err;
}
});
}else{
fetch(request)
.then(function(res){
if(res.ok){
if(type === 'json'){
return res.json();
}else{
return res.text();
}
}
throw res;
})
.then(function(resp){
if (type === 'xml'){
var parser = new DOMParser();
resp = parser.parseFromString(resp, 'text/xml');
resp = parseXML(resp.documentElement);
}
callback(resp);
}).catch(function(err, msg){
if (errorCallback) {
errorCallback(err);
} else {
throw err;
}
});
}
};
/**
* @module IO
* @submodule Output
* @for p5
*/
window.URL = window.URL || window.webkitURL;
// private array of p5.PrintWriter objects
p5.prototype._pWriters = [];
p5.prototype.createWriter = function (name, extension) {
var newPW;
// check that it doesn't already exist
for (var i in p5.prototype._pWriters) {
if (p5.prototype._pWriters[i].name === name) {
// if a p5.PrintWriter w/ this name already exists...
// return p5.prototype._pWriters[i]; // return it w/ contents intact.
// or, could return a new, empty one with a unique name:
newPW = new p5.PrintWriter(name + window.millis(), extension);
p5.prototype._pWriters.push(newPW);
return newPW;
}
}
newPW = new p5.PrintWriter(name, extension);
p5.prototype._pWriters.push(newPW);
return newPW;
};
p5.PrintWriter = function (filename, extension) {
var self = this;
this.name = filename;
this.content = '';
//Changed to write because it was being overloaded by function below.
this.write = function (data) {
this.content += data;
};
this.print = function (data) {
this.content += data + '\n';
};
this.flush = function () {
this.content = '';
};
this.close = function () {
// convert String to Array for the writeFile Blob
var arr = [];
arr.push(this.content);
p5.prototype.writeFile(arr, filename, extension);
// remove from _pWriters array and delete self
for (var i in p5.prototype._pWriters) {
if (p5.prototype._pWriters[i].name === this.name) {
// remove from _pWriters array
p5.prototype._pWriters.splice(i, 1);
}
}
self.flush();
self = {};
};
};
// object, filename, options --> saveJSON, saveStrings,
// filename, [extension] [canvas] --> saveImage
/**
* <p>Save an image, text, json, csv, wav, or html. Prompts download to
* the client's computer. <b>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.</b></p>
* <p>The default behavior is to save the canvas as an image. You can
* optionally specify a filename.
* For example:</p>
* <pre class='language-javascript'><code>
* save();
* save('myCanvas.jpg'); // save a specific canvas with a filename
* </code></pre>
*
* <p>Alternately, the first parameter can be a pointer to a canvas
* p5.Element, an Array of Strings,
* an Array of JSON, a JSON object, a p5.Table, a p5.Image, or a
* p5.SoundFile (requires p5.sound). The second parameter is a filename
* (including extension). The third parameter is for options specific
* to this type of object. This method will save a file that fits the
* given paramaters. For example:</p>
*
* <pre class='language-javascript'><code>
*
* save('myCanvas.jpg'); // Saves canvas as an image
*
* var cnv = createCanvas(100, 100);
* save(cnv, 'myCanvas.jpg'); // Saves canvas as an image
*
* var gb = createGraphics(100, 100);
* save(gb, 'myGraphics.jpg'); // Saves p5.Renderer object as an image
*
* save(myTable, 'myTable.html'); // Saves table as html file
* save(myTable, 'myTable.csv',); // Comma Separated Values
* save(myTable, 'myTable.tsv'); // Tab Separated Values
*
* save(myJSON, 'my.json'); // Saves pretty JSON
* save(myJSON, 'my.json', true); // Optimizes JSON filesize
*
* save(img, 'my.png'); // Saves pImage as a png image
*
* save(arrayOfStrings, 'my.txt'); // Saves strings to a text file with line
* // breaks after each item in the array
* </code></pre>
*
* @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,
* <code>true</code> indicates that the
* output will be optimized for filesize,
* rather than readability.
*/
p5.prototype.save = function (object, _filename, _options) {
// parse the arguments and figure out which things we are saving
var args = arguments;
// =================================================
// OPTION 1: saveCanvas...
// if no arguments are provided, save canvas
var cnv = this._curElement.elt;
if (args.length === 0) {
p5.prototype.saveCanvas(cnv);
return;
}
// otherwise, parse the arguments
// if first param is a p5Graphics, then saveCanvas
else if (args[0] instanceof p5.Renderer ||
args[0] instanceof p5.Graphics) {
p5.prototype.saveCanvas(args[0].elt, args[1], args[2]);
return;
}
// if 1st param is String and only one arg, assume it is canvas filename
else if (args.length === 1 && typeof (args[0]) === 'string') {
p5.prototype.saveCanvas(cnv, args[0]);
}
// =================================================
// OPTION 2: extension clarifies saveStrings vs. saveJSON
else {
var extension = _checkFileExtension(args[1], args[2])[1];
switch (extension) {
case 'json':
p5.prototype.saveJSON(args[0], args[1], args[2]);
return;
case 'txt':
p5.prototype.saveStrings(args[0], args[1], args[2]);
return;
// =================================================
// OPTION 3: decide based on object...
default:
if (args[0] instanceof Array) {
p5.prototype.saveStrings(args[0], args[1], args[2]);
} else if (args[0] instanceof p5.Table) {
p5.prototype.saveTable(args[0], args[1], args[2], args[3]);
} else if (args[0] instanceof p5.Image) {
p5.prototype.saveCanvas(args[0].canvas, args[1]);
} else if (args[0] instanceof p5.SoundFile) {
p5.prototype.saveSound(args[0], args[1], args[2], args[3]);
}
}
}
};
/**
* Writes the contents of an Array or a JSON object to a .json file.
* The file saving process and location of the saved file will
* vary between web browsers.
*
* @method saveJSON
* @param {Array|Object} json
* @param {String} filename
* @param {Boolean} [optimize] If true, removes line breaks
* and spaces from the output
* file to optimize filesize
* (but not readability).
* @example
* <div><code>
* var json;
*
* function setup() {
*
* json = {}; // new JSON Object
*
* json.id = 0;
* json.species = 'Panthera leo';
* json.name = 'Lion';
*
* // To save, un-comment the line below, then click 'run'
* // saveJSON(json, 'lion.json');
* }
*
* // Saves the following to a file called "lion.json":
* // {
* // "id": 0,
* // "species": "Panthera leo",
* // "name": "Lion"
* // }
* </div></code>
*
* @alt
* no image displayed
*
*/
p5.prototype.saveJSON = function (json, filename, opt) {
var stringify;
if (opt) {
stringify = JSON.stringify(json);
} else {
stringify = JSON.stringify(json, undefined, 2);
}
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 {Array} list string array to be written
* @param {String} filename filename for output
* @example
* <div><code>
* var words = 'apple bear cat dog';
*
* // .split() outputs an Array
* var list = split(words, ' ');
*
* // To save the file, un-comment next line and click 'run'
* // saveStrings(list, 'nouns.txt');
*
* // Saves the following to a file called 'nouns.txt':
* //
* // apple
* // bear
* // cat
* // dog
* </code></div>
*
* @alt
* no image displayed
*
*/
p5.prototype.saveStrings = function (list, filename, extension) {
var ext = extension || 'txt';
var pWriter = this.createWriter(filename, ext);
for (var i = 0; i < list.length; i++) {
if (i < list.length - 1) {
pWriter.print(list[i]);
} else {
pWriter.print(list[i]);
}
}
pWriter.close();
pWriter.flush();
};
// =======
// HELPERS
// =======
function escapeHelper(content) {
return content
.replace(/&/g, '&amp;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;')
.replace(/"/g, '&quot;')
.replace(/'/g, '&#039;');
}
/**
* 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
* <div><code>
* var table;
*
* function setup() {
* table = new p5.Table();
*
* table.addColumn('id');
* table.addColumn('species');
* table.addColumn('name');
*
* var newRow = table.addRow();
* newRow.setNum('id', table.getRowCount() - 1);
* newRow.setString('species', 'Panthera leo');
* newRow.setString('name', 'Lion');
*
* // To save, un-comment next line then click 'run'
* // saveTable(table, 'new.csv');
* }
*
* // Saves the following to a file called 'new.csv':
* // id,species,name
* // 0,Panthera leo,Lion
* </code></div>
*
* @alt
* no image displayed
*
*/
p5.prototype.saveTable = function (table, filename, options) {
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');
}
}
// otherwise, make HTML
else {
pWriter.print('<html>');
pWriter.print('<head>');
var str = ' <meta http-equiv=\"content-type\" content';
str += '=\"text/html;charset=utf-8\" />';
pWriter.print(str);
pWriter.print('</head>');
pWriter.print('<body>');
pWriter.print(' <table>');
// make header if it has values
if (header[0] !== '0') {
pWriter.print(' <tr>');
for (var k = 0; k < header.length; k++) {
var e = escapeHelper(header[k]);
pWriter.print(' <td>' + e);
pWriter.print(' </td>');
}
pWriter.print(' </tr>');
}
// make rows
for (var row = 0; row < table.rows.length; row++) {
pWriter.print(' <tr>');
for (var col = 0; col < table.columns.length; col++) {
var entry = table.rows[row].getString(col);
var htmlEntry = escapeHelper(entry);
pWriter.print(' <td>' + htmlEntry);
pWriter.print(' </td>');
}
pWriter.print(' </tr>');
}
pWriter.print(' </table>');
pWriter.print('</body>');
pWriter.print('</html>');
}
// close and flush the pWriter
pWriter.close();
pWriter.flush();
}; // end saveTable()
/**
* Generate a blob of file data as a url to prepare for download.
* Accepts an array of data, a filename, and an extension (optional).
* This is a private function because it does not do any formatting,
* but it is used by saveStrings, saveJSON, saveTable etc.
*
* @param {Array} dataToDownload
* @param {String} filename
* @param {[String]} extension
* @private
*/
p5.prototype.writeFile = function (dataToDownload, filename, extension) {
var type = 'application\/octet-stream';
if (p5.prototype._isSafari()) {
type = 'text\/plain';
}
var blob = new Blob(dataToDownload, {
'type': type
});
var href = window.URL.createObjectURL(blob);
p5.prototype.downloadFile(href, filename, extension);
};
/**
* Forces download. Accepts a url to filedata/blob, a filename,
* and an extension (optional).
* This is a private function because it does not do any formatting,
* but it is used by saveStrings, saveJSON, saveTable etc.
*
* @param {String} href i.e. an href generated by createObjectURL
* @param {[String]} filename
* @param {[String]} extension
*/
p5.prototype.downloadFile = function (href, fName, extension) {
var fx = _checkFileExtension(fName, extension);
var filename = fx[0];
var ext = fx[1];
var a = document.createElement('a');
a.href = href;
a.download = filename;
// Firefox requires the link to be added to the DOM before click()
a.onclick = function(e) {
destroyClickedElement(e);
e.stopPropagation();
};
a.style.display = 'none';
document.body.appendChild(a);
// Safari will open this file in the same page as a confusing Blob.
if (p5.prototype._isSafari()) {
var aText = 'Hello, Safari user! To download this file...\n';
aText += '1. Go to File --> Save As.\n';
aText += '2. Choose "Page Source" as the Format.\n';
aText += '3. Name it with this extension: .\"' + ext + '\"';
alert(aText);
}
a.click();
href = null;
};
/**
* Returns a file extension, or another string
* if the provided parameter has no extension.
*
* @param {String} filename
* @return {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/core":9,"../core/error_helpers":12,"es6-promise":1,"fetch-jsonp":2,"whatwg-fetch":4}],25:[function(_dereq_,module,exports){
/**
* @module IO
* @submodule Table
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/core');
/**
* Table Options
* <p>Generic class for handling tabular data, typically from a
* CSV, TSV, or other sort of spreadsheet file.</p>
* <p>CSV files are
* <a href="http://en.wikipedia.org/wiki/Comma-separated_values">
* comma separated values</a>, often with the data in quotes. TSV
* files use tabs as separators, and usually don't bother with the
* quotes.</p>
* <p>File names should end with .csv if they're comma separated.</p>
* <p>A rough "spec" for CSV can be found
* <a href="http://tools.ietf.org/html/rfc4180">here</a>.</p>
* <p>To load files, use the loadTable method.</p>
* <p>To save tables to your computer, use the save method
* or the saveTable method.</p>
*
* Possible options include:
* <ul>
* <li>csv - parse the table as comma-separated values
* <li>tsv - parse the table as tab-separated values
* <li>header - this table has a header (title) row
* </ul>
*/
/**
* 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
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* //add a row
* var newRow = table.addRow();
* newRow.setString("id", table.getRowCount() - 1);
* newRow.setString("species", "Canis Lupus");
* newRow.setString("name", "Wolf");
*
* //print the results
* for (var r = 0; r < table.getRowCount(); r++)
* for (var c = 0; c < table.getColumnCount(); c++)
* print(table.getString(r, c));
* }
* </code>
* </div>
*
* @alt
* no image displayed
*
*/
p5.Table.prototype.addRow = function(row) {
// make sure it is a valid TableRow
var r = row || new p5.TableRow();
if (typeof(r.arr) === 'undefined' || typeof(r.obj) === 'undefined') {
//r = new p5.prototype.TableRow(r);
throw 'invalid TableRow: ' + r;
}
r.table = this;
this.rows.push(r);
return r;
};
/**
* Removes a row from the table object.
*
* @method removeRow
* @param {Number} id ID number of the row to remove
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* //remove the first row
* var r = table.removeRow(0);
*
* //print the results
* for (var r = 0; r < table.getRowCount(); r++)
* for (var c = 0; c < table.getColumnCount(); c++)
* print(table.getString(r, c));
* }
* </code>
* </div>
*
* @alt
* no image displayed
*
*/
p5.Table.prototype.removeRow = function(id) {
this.rows[id].table = null; // remove reference to table
var chunk = this.rows.splice(id+1, this.rows.length);
this.rows.pop();
this.rows = this.rows.concat(chunk);
};
/**
* Returns a reference to the specified p5.TableRow. The reference
* can then be used to get and set values of the selected row.
*
* @method getRow
* @param {Number} rowID ID number of the row to get
* @return {p5.TableRow} p5.TableRow object
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* var row = table.getRow(1);
* //print it column by column
* //note: a row is an object, not an array
* for (var c = 0; c < table.getColumnCount(); c++)
* print(row.getString(c));
* }
* </code>
* </div>
*
*@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
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* var rows = table.getRows();
*
* //warning: rows is an array of objects
* for (var r = 0; r < rows.length; r++)
* rows[r].set("name", "Unicorn");
*
* //print the results
* for (var r = 0; r < table.getRowCount(); r++)
* for (var c = 0; c < table.getColumnCount(); c++)
* print(table.getString(r, c));
* }
* </code>
* </div>
*
* @alt
* no image displayed
*
*/
p5.Table.prototype.getRows = function() {
return this.rows;
};
/**
* Finds the first row in the Table that contains the value
* provided, and returns a reference to that row. Even if
* multiple rows are possible matches, only the first matching
* row is returned. The column to search may be specified by
* either its ID or title.
*
* @method findRow
* @param {String} value The value to match
* @param {Number|String} column ID number or title of the
* column to search
* @return {p5.TableRow}
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* //find the animal named zebra
* var row = table.findRow("Zebra", "name");
* //find the corresponding species
* print(row.getString("species"));
* }
* </code>
* </div>
*
* @alt
* no image displayed
*
*/
p5.Table.prototype.findRow = function(value, column) {
// try the Object
if (typeof(column) === 'string') {
for (var i = 0; i < this.rows.length; i++){
if (this.rows[i].obj[column] === value) {
return this.rows[i];
}
}
}
// try the Array
else {
for (var j = 0; j < this.rows.length; j++){
if (this.rows[j].arr[column] === value) {
return this.rows[j];
}
}
}
// otherwise...
return null;
};
/**
* Finds the rows in the Table that contain the value
* provided, and returns references to those rows. Returns an
* Array, so for must be used to iterate through all the rows,
* as shown in the example above. The column to search may be
* specified by either its ID or title.
*
* @method findRows
* @param {String} value The value to match
* @param {Number|String} column ID number or title of the
* column to search
* @return {p5.TableRow[]} An Array of TableRow objects
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* //add another goat
* var newRow = table.addRow();
* newRow.setString("id", table.getRowCount() - 1);
* newRow.setString("species", "Scape Goat");
* newRow.setString("name", "Goat");
*
* //find the rows containing animals named Goat
* var rows = table.findRows("Goat", "name");
* print(rows.length + " Goats found");
* }
* </code>
* </div>
*
*@alt
* no image displayed
*
*/
p5.Table.prototype.findRows = function(value, column) {
var ret = [];
if (typeof(column) === 'string') {
for (var i = 0; i < this.rows.length; i++){
if (this.rows[i].obj[column] === value) {
ret.push( this.rows[i] );
}
}
}
// try the Array
else {
for (var j = 0; j < this.rows.length; j++){
if (this.rows[j].arr[column] === value) {
ret.push( this.rows[j] );
}
}
}
return ret;
};
/**
* Finds the first row in the Table that matches the regular
* expression provided, and returns a reference to that row.
* Even if multiple rows are possible matches, only the first
* matching row is returned. The column to search may be
* specified by either its ID or title.
*
* @method matchRow
* @param {String} regexp The regular expression to match
* @param {String|Number} column The column ID (number) or
* title (string)
* @return {p5.TableRow} TableRow object
*/
p5.Table.prototype.matchRow = function(regexp, column) {
if (typeof(column) === 'number') {
for (var j = 0; j < this.rows.length; j++) {
if ( this.rows[j].arr[column].match(regexp) ) {
return this.rows[j];
}
}
}
else {
for (var i = 0; i < this.rows.length; i++) {
if ( this.rows[i].obj[column].match(regexp) ) {
return this.rows[i];
}
}
}
return null;
};
/**
* Finds the rows in the Table that match the regular expression provided,
* and returns references to those rows. Returns an array, so for must be
* used to iterate through all the rows, as shown in the example. The
* column to search may be specified by either its ID or title.
*
* @method matchRows
* @param {String} regexp The regular expression to match
* @param {String|Number} [column] The column ID (number) or
* title (string)
* @return {p5.TableRow[]} An Array of TableRow objects
* @example
* var table;
*
* function setup() {
*
* table = new p5.Table();
*
* table.addColumn('name');
* table.addColumn('type');
*
* var newRow = table.addRow();
* newRow.setString('name', 'Lion');
* newRow.setString('type', 'Mammal');
*
* newRow = table.addRow();
* newRow.setString('name', 'Snake');
* newRow.setString('type', 'Reptile');
*
* newRow = table.addRow();
* newRow.setString('name', 'Mosquito');
* newRow.setString('type', 'Insect');
*
* newRow = table.addRow();
* newRow.setString('name', 'Lizard');
* newRow.setString('type', 'Reptile');
*
* var rows = table.matchRows('R.*', 'type');
* for (var i = 0; i < rows.length; i++) {
* print(rows[i].getString('name') + ': ' + rows[i].getString('type'));
* }
* }
* // Sketch prints:
* // Snake: Reptile
* // Lizard: Reptile
*/
p5.Table.prototype.matchRows = function(regexp, column) {
var ret = [];
if (typeof(column) === 'number') {
for (var j = 0; j < this.rows.length; j++) {
if ( this.rows[j].arr[column].match(regexp) ) {
ret.push( this.rows[j] );
}
}
}
else {
for (var i = 0; i < this.rows.length; i++) {
if ( this.rows[i].obj[column].match(regexp) ) {
ret.push( this.rows[i] );
}
}
}
return ret;
};
/**
* Retrieves all values in the specified column, and returns them
* as an array. The column may be specified by either its ID or title.
*
* @method getColumn
* @param {String|Number} column String or Number of the column to return
* @return {Array} Array of column values
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* //getColumn returns an array that can be printed directly
* print(table.getColumn("species"));
* //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]
* }
* </code>
* </div>
*
*@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
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* table.clearRows();
* print(table.getRowCount() + " total rows in table");
* print(table.getColumnCount() + " total columns in table");
* }
* </code>
* </div>
*
*@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
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* table.addColumn("carnivore");
* table.set(0, "carnivore", "no");
* table.set(1, "carnivore", "yes");
* table.set(2, "carnivore", "no");
*
* //print the results
* for (var r = 0; r < table.getRowCount(); r++)
* for (var c = 0; c < table.getColumnCount(); c++)
* print(table.getString(r, c));
* }
* </code>
* </div>
*
*@alt
* no image displayed
*
*/
p5.Table.prototype.addColumn = function(title) {
var t = title || null;
this.columns.push(t);
};
/**
* Returns the total number of columns in a Table.
*
* @return {Number} Number of columns in this table
*/
p5.Table.prototype.getColumnCount = function() {
return this.columns.length;
};
/**
* Returns the total number of rows in a Table.
*
* @method getRowCount
* @return {Number} Number of rows in this table
*/
p5.Table.prototype.getRowCount = function() {
return this.rows.length;
};
/**
* <p>Removes any of the specified characters (or "tokens").</p>
*
* <p>If no column is specified, then the values in all columns and
* rows are processed. A specific column may be referenced by
* either its ID or title.</p>
*
* @method removeTokens
* @param {String} chars String listing characters to be removed
* @param {String|Number} [column] Column ID (number)
* or name (string)
*/
p5.Table.prototype.removeTokens = function(chars, column) {
var escape= function(s) {
return s.replace(/[-\/\\^$*+?.()|[\]{}]/g, '\\$&');
};
var charArray = [];
for (var i = 0; i < chars.length; i++) {
charArray.push( escape( chars.charAt(i) ) );
}
var regex = new RegExp(charArray.join('|'), 'g');
if (typeof(column) === 'undefined'){
for (var c = 0; c < this.columns.length; c++) {
for (var d = 0; d < this.rows.length; d++) {
var s = this.rows[d].arr[c];
s = s.replace(regex, '');
this.rows[d].arr[c] = s;
this.rows[d].obj[this.columns[c]] = s;
}
}
}
else if (typeof(column) === 'string'){
for (var j = 0; j < this.rows.length; j++) {
var val = this.rows[j].obj[column];
val = val.replace(regex, '');
this.rows[j].obj[column] = val;
var pos = this.columns.indexOf(column);
this.rows[j].arr[pos] = val;
}
}
else {
for (var k = 0; k < this.rows.length; k++) {
var str = this.rows[k].arr[column];
str = str.replace(regex, '');
this.rows[k].arr[column] = str;
this.rows[k].obj[this.columns[column]] = str;
}
}
};
/**
* Trims leading and trailing whitespace, such as spaces and tabs,
* from String table values. If no column is specified, then the
* values in all columns and rows are trimmed. A specific column
* may be referenced by either its ID or title.
*
* @method trim
* @param {String|Number} column Column ID (number)
* or name (string)
*/
p5.Table.prototype.trim = function(column) {
var regex = new RegExp( (' '), 'g');
if (typeof(column) === 'undefined'){
for (var c = 0; c < this.columns.length; c++) {
for (var d = 0; d < this.rows.length; d++) {
var s = this.rows[d].arr[c];
s = s.replace(regex, '');
this.rows[d].arr[c] = s;
this.rows[d].obj[this.columns[c]] = s;
}
}
}
else if (typeof(column) === 'string'){
for (var j = 0; j < this.rows.length; j++) {
var val = this.rows[j].obj[column];
val = val.replace(regex, '');
this.rows[j].obj[column] = val;
var pos = this.columns.indexOf(column);
this.rows[j].arr[pos] = val;
}
}
else {
for (var k = 0; k < this.rows.length; k++) {
var str = this.rows[k].arr[column];
str = str.replace(regex, '');
this.rows[k].arr[column] = str;
this.rows[k].obj[this.columns[column]] = str;
}
}
};
/**
* Use removeColumn() to remove an existing column from a Table
* object. The column to be removed may be identified by either
* its title (a String) or its index value (an int).
* removeColumn(0) would remove the first column, removeColumn(1)
* would remove the second column, and so on.
*
* @method removeColumn
* @param {String|Number} column columnName (string) or ID (number)
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* table.removeColumn("id");
* print(table.getColumnCount());
* }
* </code>
* </div>
*
*@alt
* no image displayed
*
*/
p5.Table.prototype.removeColumn = function(c) {
var cString;
var cNumber;
if (typeof(c) === 'string') {
// find the position of c in the columns
cString = c;
cNumber = this.columns.indexOf(c);
console.log('string');
}
else{
cNumber = c;
cString = this.columns[c];
}
var chunk = this.columns.splice(cNumber+1, this.columns.length);
this.columns.pop();
this.columns = this.columns.concat(chunk);
for (var i = 0; i < this.rows.length; i++){
var tempR = this.rows[i].arr;
var chip = tempR.splice(cNumber+1, tempR.length);
tempR.pop();
this.rows[i].arr = tempR.concat(chip);
delete this.rows[i].obj[cString];
}
};
/**
* Stores a value in the Table's specified row and column.
* The row is specified by its ID, while the column may be specified
* by either its ID or title.
*
* @method set
* @param {String|Number} column column ID (Number)
* or title (String)
* @param {String|Number} value value to assign
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* table.set(0, "species", "Canis Lupus");
* table.set(0, "name", "Wolf");
*
* //print the results
* for (var r = 0; r < table.getRowCount(); r++)
* for (var c = 0; c < table.getColumnCount(); c++)
* print(table.getString(r, c));
* }
* </code>
* </div>
*
*@alt
* no image displayed
*
*/
p5.Table.prototype.set = function(row, column, value) {
this.rows[row].set(column, value);
};
/**
* Stores a Float value in the Table's specified row and column.
* The row is specified by its ID, while the column may be specified
* by either its ID or title.
*
* @method setNum
* @param {Number} row row ID
* @param {String|Number} column column ID (Number)
* or title (String)
* @param {Number} value value to assign
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* table.setNum(1, "id", 1);
*
* print(table.getColumn(0));
* //["0", 1, "2"]
* }
* </code>
* </div>
*
*@alt
* no image displayed
*/
p5.Table.prototype.setNum = function(row, column, value){
this.rows[row].setNum(column, value);
};
/**
* Stores a String value in the Table's specified row and column.
* The row is specified by its ID, while the column may be specified
* by either its ID or title.
*
* @method setString
* @param {Number} row row ID
* @param {String|Number} column column ID (Number)
* or title (String)
* @param {String} value value to assign
*/
p5.Table.prototype.setString = function(row, column, value){
this.rows[row].setString(column, value);
};
/**
* Retrieves a value from the Table's specified row and column.
* The row is specified by its ID, while the column may be specified by
* either its ID or title.
*
* @method get
* @param {Number} row row ID
* @param {String|Number} column columnName (string) or
* ID (number)
* @return {String|Number}
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* print(table.get(0, 1));
* //Capra hircus
* print(table.get(0, "species"));
* //Capra hircus
* }
* </code>
* </div>
*
*@alt
* no image displayed
*
*/
p5.Table.prototype.get = function(row, column) {
return this.rows[row].get(column);
};
/**
* Retrieves a Float value from the Table's specified row and column.
* The row is specified by its ID, while the column may be specified by
* either its ID or title.
*
* @method getNum
* @param {Number} row row ID
* @param {String|Number} column columnName (string) or
* ID (number)
* @return {Number}
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* print(table.getNum(1, 0) + 100);
* //id 1 + 100 = 101
* }
* </code>
* </div>
*
*@alt
* no image displayed
*
*/
p5.Table.prototype.getNum = function(row, column) {
return this.rows[row].getNum(column);
};
/**
* Retrieves a String value from the Table's specified row and column.
* The row is specified by its ID, while the column may be specified by
* either its ID or title.
*
* @method getString
* @param {Number} row row ID
* @param {String|Number} column columnName (string) or
* ID (number)
* @return {String}
*
* @example
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* var tableArray = table.getArray();
*
* //output each row as array
* for (var i = 0; i < tableArray.length; i++)
* print(tableArray[i]);
* }
* </code>
* </div>
*
*@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
* <div class="norender">
* <code>
* // Given the CSV file "mammals.csv"
* // in the project's "assets" folder:
* //
* // id,species,name
* // 0,Capra hircus,Goat
* // 1,Panthera pardus,Leopard
* // 2,Equus zebra,Zebra
*
* var table;
*
* function preload() {
* //my table is comma separated value "csv"
* //and has a header specifying the columns labels
* table = loadTable("assets/mammals.csv", "csv", "header");
* }
*
* function setup() {
* var tableObject = table.getObject();
*
* print(tableObject);
* //outputs an object
* }
* </code>
* </div>
*
*@alt
* no image displayed
*
*/
p5.Table.prototype.getObject = function (headerColumn) {
var tableObject = {};
var obj, cPos, index;
for(var i = 0; i < this.rows.length; i++) {
obj = this.rows[i].obj;
if (typeof(headerColumn) === 'string'){
cPos = this.columns.indexOf(headerColumn); // index of columnID
if (cPos >= 0) {
index = obj[headerColumn];
tableObject[index] = obj;
} else {
throw 'This table has no column named "' + headerColumn +'"';
}
} else {
tableObject[i] = this.rows[i].obj;
}
}
return tableObject;
};
/**
* Retrieves all table data and returns it as a multidimensional array.
*
* @method getArray
* @return {Array}
*/
p5.Table.prototype.getArray = function () {
var tableArray = [];
for(var i = 0; i < this.rows.length; i++) {
tableArray.push(this.rows[i].arr);
}
return tableArray;
};
module.exports = p5;
},{"../core/core":9}],26:[function(_dereq_,module,exports){
/**
* @module IO
* @submodule Table
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/core');
/**
* A TableRow object represents a single row of data values,
* stored in columns, from a table.
*
* A Table Row contains both an ordered array, and an unordered
* JSON object.
*
* @class p5.TableRow
* @constructor
* @param {String} [str] optional: populate the row with a
* string of values, separated by the
* separator
* @param {String} [separator] comma separated values (csv) by default
*/
p5.TableRow = function (str, separator) {
var arr = [];
var obj = {};
if (str){
separator = separator || ',';
arr = str.split(separator);
}
for (var i = 0; i < arr.length; i++){
var key = i;
var val = arr[i];
obj[key] = val;
}
this.arr = arr;
this.obj = obj;
this.table = null;
};
/**
* Stores a value in the TableRow's specified column.
* The column may be specified by either its ID or title.
*
* @method set
* @param {String|Number} column Column ID (Number)
* or Title (String)
* @param {String|Number} value The value to be stored
*/
p5.TableRow.prototype.set = function(column, value) {
// if typeof column is string, use .obj
if (typeof(column) === 'string'){
var cPos = this.table.columns.indexOf(column); // index of columnID
if (cPos >= 0) {
this.obj[column] = value;
this.arr[cPos] = value;
}
else {
throw 'This table has no column named "' + column +'"';
}
}
// if typeof column is number, use .arr
else {
if (column < this.table.columns.length) {
this.arr[column] = value;
var cTitle = this.table.columns[column];
this.obj[cTitle] = value;
}
else {
throw 'Column #' + column + ' is out of the range of this table';
}
}
};
/**
* Stores a Float value in the TableRow's specified column.
* The column may be specified by either its ID or title.
*
* @method setNum
* @param {String|Number} column Column ID (Number)
* or Title (String)
* @param {Number} value The value to be stored
* as a Float
*/
p5.TableRow.prototype.setNum = function(column, value){
var floatVal = parseFloat(value);
this.set(column, floatVal);
};
/**
* Stores a String value in the TableRow's specified column.
* The column may be specified by either its ID or title.
*
* @method setString
* @param {String|Number} column Column ID (Number)
* or Title (String)
* @param {String} value The value to be stored
* as a String
*/
p5.TableRow.prototype.setString = function(column, value){
var stringVal = value.toString();
this.set(column, stringVal);
};
/**
* Retrieves a value from the TableRow's specified column.
* The column may be specified by either its ID or title.
*
* @method get
* @param {String|Number} column columnName (string) or
* ID (number)
* @return {String|Number}
*/
p5.TableRow.prototype.get = function(column) {
if (typeof(column) === 'string'){
return this.obj[column];
} else {
return this.arr[column];
}
};
/**
* Retrieves a Float value from the TableRow's specified
* column. The column may be specified by either its ID or
* title.
*
* @method getNum
* @param {String|Number} column columnName (string) or
* ID (number)
* @return {Number} Float Floating point number
*/
p5.TableRow.prototype.getNum = function(column) {
var ret;
if (typeof(column) === 'string'){
ret = parseFloat(this.obj[column]);
} 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|Number} column columnName (string) or
* ID (number)
* @return {String} String
*/
p5.TableRow.prototype.getString = function(column) {
if (typeof(column) === 'string'){
return this.obj[column].toString();
} else {
return this.arr[column].toString();
}
};
module.exports = p5;
},{"../core/core":9}],27:[function(_dereq_,module,exports){
/**
* @module IO
* @submodule XML
* @requires core
*/
'use strict';
var p5 = _dereq_('../core/core');
/**
* XML is a representation of an XML object, able to parse XML code. Use
* loadXML() to load external XML files and create XML objects.
*
* @class p5.XML
* @constructor
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var children = xml.getChildren("animal");
*
* for (var i = 0; i < children.length; i++) {
* var id = children[i].getNum("id");
* var coloring = children[i].getString("species");
* var name = children[i].getContent();
* print(id + ", " + coloring + ", " + name);
* }
* }
*
* // Sketch prints:
* // 0, Capra hircus, Goat
* // 1, Panthera pardus, Leopard
* // 2, Equus zebra, Zebra
* </code></div>
*
* @alt
* no image displayed
*
*/
p5.XML = function () {
this.name = null; //done
this.attributes = {}; //done
this.children = [];
this.parent = null;
this.content = null; //done
};
/**
* Gets a copy of the element's parent. Returns the parent as another
* p5.XML object.
*
* @method getParent
* @return {p5.XML} element parent
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var children = xml.getChildren("animal");
* var parent = children[1].getParent();
* print(parent.getName());
* }
*
* // Sketch prints:
* // mammals
* </code></div>
*/
p5.XML.prototype.getParent = function() {
return this.parent;
};
/**
* Gets the element's full name, which is returned as a String.
*
* @method getName
* @return {String} the name of the node
* @example&lt;animal
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* print(xml.getName());
* }
*
* // Sketch prints:
* // mammals
* </code></div>
*/
p5.XML.prototype.getName = function() {
return this.name;
};
/**
* Sets the element's name, which is specified as a String.
*
* @method setName
* @param {String} the new name of the node
* @example&lt;animal
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* print(xml.getName());
* xml.setName("fish");
* print(xml.getName());
* }
*
* // Sketch prints:
* // mammals
* // fish
* </code></div>
*/
p5.XML.prototype.setName = function(name) {
this.name = name;
};
/**
* Checks whether or not the element has any children, and returns the result
* as a boolean.
*
* @method hasChildren
* @return {boolean}
* @example&lt;animal
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* print(xml.hasChildren());
* }
*
* // Sketch prints:
* // true
* </code></div>
*/
p5.XML.prototype.hasChildren = function() {
return this.children.length > 0;
};
/**
* Get the names of all of the element's children, and returns the names as an
* array of Strings. This is the same as looping through and calling getName()
* on each child element individually.
*
* @method listChildren
* @return {String[]} names of the children of the element
* @example&lt;animal
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* print(xml.listChildren());
* }
*
* // Sketch prints:
* // ["animal", "animal", "animal"]
* </code></div>
*/
p5.XML.prototype.listChildren = function() {
return this.children.map(function(c) { return c.name; });
};
/**
* Returns all of the element's children as an array of p5.XML objects. When
* the name parameter is specified, then it will return all children that match
* that name.
*
* @method getChildren
* @param {String} [name] element name
* @return {p5.XML[]} children of the element
* @example&lt;animal
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var animals = xml.getChildren("animal");
*
* for (var i = 0; i < animals.length; i++) {
* print(animals[i].getContent());
* }
* }
*
* // Sketch prints:
* // "Goat"
* // "Leopard"
* // "Zebra"
* </code></div>
*/
p5.XML.prototype.getChildren = function(param) {
if (param) {
return this.children.filter(function(c) { return c.name === param; });
}
else {
return this.children;
}
};
/**
* Returns the first of the element's children that matches the name parameter
* or the child of the given index.It returns undefined if no matching
* child is found.
*
* @method getChild
* @param {String|Number} name element name or index
* @return {p5.XML}
* @example&lt;animal
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.getContent());
* }
*
* // Sketch prints:
* // "Goat"
* </code></div>
* <div class='norender'><code>
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var secondChild = xml.getChild(1);
* print(secondChild.getContent());
* }
*
* // Sketch prints:
* // "Leopard"
* </code></div>
*/
p5.XML.prototype.getChild = function(param) {
if(typeof param === 'string') {
return this.children.find(function(c) {
return c.name === param;
});
}
else {
return this.children[param];
}
};
/**
* Appends a new child to the element. The child can be specified with
* either a String, which will be used as the new tag's name, or as a
* reference to an existing p5.XML object.
* A reference to the newly created child is returned as an p5.XML object.
*
* @method addChild
* @param {p5.XML} a p5.XML Object which will be the child to be added
*/
p5.XML.prototype.addChild = function(node) {
if (node instanceof p5.XML) {
this.children.push(node);
} else {
// PEND
}
};
/**
* Removes the element specified by name or index.
*
* @method removeChild
* @param {String|Number} name element name or index
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* xml.removeChild("animal");
* var children = xml.getChildren();
* for (var i=0; i<children.length; i++) {
* print(children[i].getContent());
* }
* }
*
* // Sketch prints:
* // "Leopard"
* // "Zebra"
* </code></div>
* <div class='norender'><code>
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* xml.removeChild(1);
* var children = xml.getChildren();
* for (var i=0; i<children.length; i++) {
* print(children[i].getContent());
* }
* }
*
* // Sketch prints:
* // "Goat"
* // "Zebra"
* </code></div>
*/
p5.XML.prototype.removeChild = function(param) {
var ind = -1;
if(typeof param === 'string') {
for (var i=0; i<this.children.length; i++) {
if (this.children[i].name === param) {
ind = i;
break;
}
}
} else {
ind = param;
}
if (ind !== -1) {
this.children.splice(ind, 1);
}
};
/**
* Counts the specified element's number of attributes, returned as an Number.
*
* @method getAttributeCount
* @return {Number}
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.getAttributeCount());
* }
*
* // Sketch prints:
* // 2
* </code></div>
*/
p5.XML.prototype.getAttributeCount = function() {
return Object.keys(this.attributes).length;
};
/**
* Gets all of the specified element's attributes, and returns them as an
* array of Strings.
*
* @method listAttributes
* @return {String[]} an array of strings containing the names of attributes
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.listAttributes());
* }
*
* // Sketch prints:
* // ["id", "species"]
* </code></div>
*/
p5.XML.prototype.listAttributes = function() {
return Object.keys(this.attributes);
};
/**
* Checks whether or not an element has the specified attribute.
*
* @method hasAttribute
* @param {String} the attribute to be checked
* @return {boolean} true if attribute found else false
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.hasAttribute("species"));
* print(firstChild.hasAttribute("color"));
* }
*
* // Sketch prints:
* // true
* // false
* </code></div>
*/
p5.XML.prototype.hasAttribute = function(name) {
return this.attributes[name] ? true : false;
};
/**
* Returns an attribute value of the element as an Number. If the defaultValue
* parameter is specified and the attribute doesn't exist, then defaultValue
* is returned. If no defaultValue is specified and the attribute doesn't
* exist, the value 0 is returned.
*
* @method getNum
* @param {String} name the non-null full name of the attribute
* @param {Number} [defaultValue] the default value of the attribute
* @return {Number}
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.getNum("id"));
* }
*
* // Sketch prints:
* // 0
* </code></div>
*/
p5.XML.prototype.getNum = function(name, defaultValue) {
return Number(this.attributes[name]) || defaultValue || 0;
};
/**
* Returns an attribute value of the element as an String. If the defaultValue
* parameter is specified and the attribute doesn't exist, then defaultValue
* is returned. If no defaultValue is specified and the attribute doesn't
* exist, null is returned.
*
* @method getString
* @param {String} name the non-null full name of the attribute
* @param {Number} [defaultValue] the default value of the attribute
* @return {Number}
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.getString("species"));
* }
*
* // Sketch prints:
* // "Capra hircus"
* </code></div>
*/
p5.XML.prototype.getString = function(name, defaultValue) {
return String(this.attributes[name]) || defaultValue || null;
};
/**
* Sets the content of an element's attribute. The first parameter specifies
* the attribute name, while the second specifies the new content.
*
* @method setAttribute
* @param {String} name the full name of the attribute
* @param {Number} value the value of the attribute
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.getString("species"));
* firstChild.setAttribute("species", "Jamides zebra");
* print(firstChild.getString("species"));
* }
*
* // Sketch prints:
* // "Capra hircus"
* // "Jamides zebra"
* </code></div>
*/
p5.XML.prototype.setAttribute = function(name, value) {
if (this.attributes[name]) {
this.attributes[name] = value;
}
};
/**
* Returns the content of an element. If there is no such content,
* defaultValue is returned if specified, otherwise null is returned.
*
* @method getContent
* @param {String} [defaultValue] value returned if no content is found
* @return {String}
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.getContent());
* }
*
* // Sketch prints:
* // "Goat"
* </code></div>
*/
p5.XML.prototype.getContent = function(defaultValue) {
return this.content || defaultValue || null;
};
/**
* Sets the element's content.
*
* @method setContent
* @param {String} text the new content
* @example
* <div class='norender'><code>
* // The following short XML file called "mammals.xml" is parsed
* // in the code below.
* //
* // <?xml version="1.0"?>
* // &lt;mammals&gt;
* // &lt;animal id="0" species="Capra hircus">Goat&lt;/animal&gt;
* // &lt;animal id="1" species="Panthera pardus">Leopard&lt;/animal&gt;
* // &lt;animal id="2" species="Equus zebra">Zebra&lt;/animal&gt;
* // &lt;/mammals&gt;
*
* var xml;
*
* function preload() {
* xml = loadXML("assets/mammals.xml");
* }
*
* function setup() {
* var firstChild = xml.getChild("animal");
* print(firstChild.getContent());
* firstChild.setContent("Mountain Goat");
* print(firstChild.getContent());
* }
*
* // Sketch prints:
* // "Goat"
* // "Mountain Goat"
* </code></div>
*/
p5.XML.prototype.setContent = function( content ) {
if(!this.children.length) {
this.content = content;
}
};
/* HELPERS */
/**
* This method is called while the parsing of XML (when loadXML() is
* called). The difference between this method and the setContent()
* method defined later is that this one is used to set the content
* when the node in question has more nodes under it and so on and
* not directly text content. While in the other one is used when
* the node in question directly has text inside it.
*
*/
p5.XML.prototype._setCont = function(content) {
var str;
str = content;
str = str.replace(/\s\s+/g, ',');
//str = str.split(',');
this.content = str;
};
/**
* This method is called while the parsing of XML (when loadXML() is
* called). The XML node is passed and its attributes are stored in the
* p5.XML's attribute Object.
*
*/
p5.XML.prototype._setAttributes = function(node) {
var i, att = {};
for( i = 0; i < node.attributes.length; i++) {
att[node.attributes[i].nodeName] = node.attributes[i].nodeValue;
}
this.attributes = att;
};
module.exports = p5;
},{"../core/core":9}],28:[function(_dereq_,module,exports){
module.exports = {
degreesToRadians: function(x) {
return 2 * Math.PI * x / 360;
},
radiansToDegrees: function(x) {
return 360 * x / (2 * Math.PI);
}
};
},{}],29:[function(_dereq_,module,exports){
/**
* @requires constants
* @todo see methods below needing further implementation.
* future consideration: implement SIMD optimizations
* when browser compatibility becomes available
* https://developer.mozilla.org/en-US/docs/Web/JavaScript/
* Reference/Global_Objects/SIMD
*/
'use strict';
var p5 = _dereq_('../core/core');
var polarGeometry = _dereq_('../math/polargeometry');
var constants = _dereq_('../core/constants');
var GLMAT_ARRAY_TYPE = (
typeof Float32Array !== 'undefined') ?
Float32Array : Array;
/**
* A class to describe a 4x4 matrix
* for model and view matrix manipulation in the p5js webgl renderer.
* class p5.Matrix
* @constructor
* @param {Array} [mat4] array literal of our 4x4 matrix
*/
p5.Matrix = function() {
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
// This is default behavior when object
// instantiated using createMatrix()
// @todo implement createMatrix() in core/math.js
if(args[0] instanceof p5) {
// save reference to p5 if passed in
this.p5 = args[0];
if(args[1] === 'mat3'){
this.mat3 = args[2] || new GLMAT_ARRAY_TYPE([
1, 0, 0,
0, 1, 0,
0, 0, 1
]);
}
else {
this.mat4 = args[1] || new GLMAT_ARRAY_TYPE([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
}
// default behavior when object
// instantiated using new p5.Matrix()
} else {
if(args[0] === 'mat3'){
this.mat3 = args[1] || new GLMAT_ARRAY_TYPE([
1, 0, 0,
0, 1, 0,
0, 0, 1
]);
}
else {
this.mat4 = args[0] || new GLMAT_ARRAY_TYPE([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
]);
}
}
return this;
};
/**
* Sets the x, y, and z component of the vector using two or three separate
* variables, the data from a p5.Matrix, or the values from a float array.
*
* @param {p5.Matrix|Float32Array|Array} [inMatrix] the input p5.Matrix or
* an Array of length 16
* @chainable
*/
p5.Matrix.prototype.set = function (inMatrix) {
if (inMatrix instanceof p5.Matrix) {
this.mat4 = inMatrix.mat4;
return this;
}
else if (inMatrix instanceof GLMAT_ARRAY_TYPE) {
this.mat4 = inMatrix;
return this;
}
return this;
};
/**
* Gets a copy of the vector, returns a p5.Matrix object.
*
* @return {p5.Matrix} the copy of the p5.Matrix object
*/
p5.Matrix.prototype.get = function () {
return new p5.Matrix(this.mat4);
};
/**
* return a copy of a matrix
* @return {p5.Matrix} the result matrix
*/
p5.Matrix.prototype.copy = function(){
var copied = new p5.Matrix();
copied.mat4[0] = this.mat4[0];
copied.mat4[1] = this.mat4[1];
copied.mat4[2] = this.mat4[2];
copied.mat4[3] = this.mat4[3];
copied.mat4[4] = this.mat4[4];
copied.mat4[5] = this.mat4[5];
copied.mat4[6] = this.mat4[6];
copied.mat4[7] = this.mat4[7];
copied.mat4[8] = this.mat4[8];
copied.mat4[9] = this.mat4[9];
copied.mat4[10] = this.mat4[10];
copied.mat4[11] = this.mat4[11];
copied.mat4[12] = this.mat4[12];
copied.mat4[13] = this.mat4[13];
copied.mat4[14] = this.mat4[14];
copied.mat4[15] = this.mat4[15];
return copied;
};
/**
* return an identity matrix
* @return {p5.Matrix} the result matrix
*/
p5.Matrix.identity = function(){
return new p5.Matrix();
};
/**
* transpose according to a given matrix
* @param {p5.Matrix|Float32Array|Array} 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(a instanceof GLMAT_ARRAY_TYPE){
a01 = a[1];
a02 = a[2];
a03 = a[3];
a12 = a[6];
a13 = a[7];
a23 = a[11];
this.mat4[0] = a[0];
this.mat4[1] = a[4];
this.mat4[2] = a[8];
this.mat4[3] = a[12];
this.mat4[4] = a01;
this.mat4[5] = a[5];
this.mat4[6] = a[9];
this.mat4[7] = a[13];
this.mat4[8] = a02;
this.mat4[9] = a12;
this.mat4[10] = a[10];
this.mat4[11] = a[14];
this.mat4[12] = a03;
this.mat4[13] = a13;
this.mat4[14] = a23;
this.mat4[15] = a[15];
}
return this;
};
/**
* invert matrix according to a give matrix
* @param {p5.Matrix|Float32Array|Array} 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,
a20, a21, a22, a23, a30, a31, a32, a33;
if(a instanceof p5.Matrix){
a00 = a.mat4[0];
a01 = a.mat4[1];
a02 = a.mat4[2];
a03 = a.mat4[3];
a10 = a.mat4[4];
a11 = a.mat4[5];
a12 = a.mat4[6];
a13 = a.mat4[7];
a20 = a.mat4[8];
a21 = a.mat4[9];
a22 = a.mat4[10];
a23 = a.mat4[11];
a30 = a.mat4[12];
a31 = a.mat4[13];
a32 = a.mat4[14];
a33 = a.mat4[15];
}else if(a instanceof GLMAT_ARRAY_TYPE){
a00 = a[0];
a01 = a[1];
a02 = a[2];
a03 = a[3];
a10 = a[4];
a11 = a[5];
a12 = a[6];
a13 = a[7];
a20 = a[8];
a21 = a[9];
a22 = a[10];
a23 = a[11];
a30 = a[12];
a31 = a[13];
a32 = a[14];
a33 = a[15];
}
var b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
// Calculate the determinant
det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 -
b04 * b07 + b05 * b06;
if (!det) {
return null;
}
det = 1.0 / det;
this.mat4[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
this.mat4[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
this.mat4[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
this.mat4[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
this.mat4[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
this.mat4[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
this.mat4[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
this.mat4[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
this.mat4[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
this.mat4[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
this.mat4[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
this.mat4[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
this.mat4[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
this.mat4[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
this.mat4[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
this.mat4[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
return this;
};
/**
* Inverts a 3x3 matrix
* @chainable
*/
p5.Matrix.prototype.invert3x3 = function (){
var a00 = this.mat3[0],
a01 = this.mat3[1],
a02 = this.mat3[2],
a10 = this.mat3[3],
a11 = this.mat3[4],
a12 = this.mat3[5],
a20 = this.mat3[6],
a21 = this.mat3[7],
a22 = this.mat3[8],
b01 = a22 * a11 - a12 * a21,
b11 = -a22 * a10 + a12 * a20,
b21 = a21 * a10 - a11 * a20,
// Calculate the determinant
det = a00 * b01 + a01 * b11 + a02 * b21;
if (!det) {
return null;
}
det = 1.0 / det;
this.mat3[0] = b01 * det;
this.mat3[1] = (-a22 * a01 + a02 * a21) * det;
this.mat3[2] = (a12 * a01 - a02 * a11) * det;
this.mat3[3] = b11 * det;
this.mat3[4] = (a22 * a00 - a02 * a20) * det;
this.mat3[5] = (-a12 * a00 + a02 * a10) * det;
this.mat3[6] = b21 * det;
this.mat3[7] = (-a21 * a00 + a01 * a20) * det;
this.mat3[8] = (a11 * a00 - a01 * a10) * det;
return this;
};
/**
* transposes a 3x3 p5.Matrix by a mat3
* @param {[Number]} mat3 1-dimensional array
* @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 tranform
* commonly used in MVMatrix to NMatrix conversions.
* @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];
}
this.invert3x3().transpose3x3(this.mat3);
return this;
};
/**
* inspired by Toji's mat4 determinant
* @return {Number} Determinant of our 4x4 matrix
*/
p5.Matrix.prototype.determinant = function(){
var d00 = (this.mat4[0] * this.mat4[5]) - (this.mat4[1] * this.mat4[4]),
d01 = (this.mat4[0] * this.mat4[6]) - (this.mat4[2] * this.mat4[4]),
d02 = (this.mat4[0] * this.mat4[7]) - (this.mat4[3] * this.mat4[4]),
d03 = (this.mat4[1] * this.mat4[6]) - (this.mat4[2] * this.mat4[5]),
d04 = (this.mat4[1] * this.mat4[7]) - (this.mat4[3] * this.mat4[5]),
d05 = (this.mat4[2] * this.mat4[7]) - (this.mat4[3] * this.mat4[6]),
d06 = (this.mat4[8] * this.mat4[13]) - (this.mat4[9] * this.mat4[12]),
d07 = (this.mat4[8] * this.mat4[14]) - (this.mat4[10] * this.mat4[12]),
d08 = (this.mat4[8] * this.mat4[15]) - (this.mat4[11] * this.mat4[12]),
d09 = (this.mat4[9] * this.mat4[14]) - (this.mat4[10] * this.mat4[13]),
d10 = (this.mat4[9] * this.mat4[15]) - (this.mat4[11] * this.mat4[13]),
d11 = (this.mat4[10] * this.mat4[15]) - (this.mat4[11] * this.mat4[14]);
// Calculate the determinant
return d00 * d11 - d01 * d10 + d02 * d09 +
d03 * d08 - d04 * d07 + d05 * d06;
};
/**
* multiply two mat4s
* @param {p5.Matrix|Float32Array|Array} multMatrix The matrix
* we want to multiply by
* @chainable
*/
p5.Matrix.prototype.mult = function(multMatrix){
var _dest = new GLMAT_ARRAY_TYPE(16);
var _src = new GLMAT_ARRAY_TYPE(16);
if(multMatrix instanceof p5.Matrix) {
_src = multMatrix.mat4;
}
else if(multMatrix instanceof GLMAT_ARRAY_TYPE){
_src = multMatrix;
}
// each row is used for the multiplier
var b0 = this.mat4[0], b1 = this.mat4[1],
b2 = this.mat4[2], b3 = this.mat4[3];
_dest[0] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
_dest[1] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
_dest[2] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
_dest[3] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
b0 = this.mat4[4];
b1 = this.mat4[5];
b2 = this.mat4[6];
b3 = this.mat4[7];
_dest[4] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
_dest[5] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
_dest[6] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
_dest[7] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
b0 = this.mat4[8];
b1 = this.mat4[9];
b2 = this.mat4[10];
b3 = this.mat4[11];
_dest[8] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
_dest[9] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
_dest[10] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
_dest[11] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
b0 = this.mat4[12];
b1 = this.mat4[13];
b2 = this.mat4[14];
b3 = this.mat4[15];
_dest[12] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
_dest[13] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
_dest[14] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
_dest[15] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
this.mat4 = _dest;
return this;
};
/**
* scales a p5.Matrix by scalars or a vector
* @param {p5.Vector|Float32Array|Array} s vector to scale by
* @chainable
*/
p5.Matrix.prototype.scale = function() {
var x,y,z;
var args = new Array(arguments.length);
for (var i = 0; i < args.length; ++i) {
args[i] = arguments[i];
}
//if our 1st arg is a type p5.Vector
if (args[0] instanceof p5.Vector){
x = args[0].x;
y = args[0].y;
z = args[0].z;
}
//otherwise if it's an array
else if (args[0] instanceof Array){
x = args[0][0];
y = args[0][1];
z = args[0][2];
}
var _dest = new GLMAT_ARRAY_TYPE(16);
_dest[0] = this.mat4[0] * x;
_dest[1] = this.mat4[1] * x;
_dest[2] = this.mat4[2] * x;
_dest[3] = this.mat4[3] * x;
_dest[4] = this.mat4[4] * y;
_dest[5] = this.mat4[5] * y;
_dest[6] = this.mat4[6] * y;
_dest[7] = this.mat4[7] * y;
_dest[8] = this.mat4[8] * z;
_dest[9] = this.mat4[9] * z;
_dest[10] = this.mat4[10] * z;
_dest[11] = this.mat4[11] * z;
_dest[12] = this.mat4[12];
_dest[13] = this.mat4[13];
_dest[14] = this.mat4[14];
_dest[15] = this.mat4[15];
this.mat4 = _dest;
return this;
};
/**
* rotate our Matrix around an axis by the given angle.
* @param {Number} a The angle of rotation in radians
* @param {p5.Vector|Array} axis the axis(es) to rotate around
* @chainable
* inspired by Toji's gl-matrix lib, mat4 rotation
*/
p5.Matrix.prototype.rotate = function(a, axis){
var x, y, z, _a, len;
if (this.p5) {
if (this.p5._angleMode === constants.DEGREES) {
_a = polarGeometry.degreesToRadians(a);
}
}
else {
_a = a;
}
if (axis instanceof p5.Vector) {
x = axis.x;
y = axis.y;
z = axis.z;
}
else if (axis instanceof Array) {
x = axis[0];
y = axis[1];
z = axis[2];
}
len = Math.sqrt(x * x + y * y + z * z);
x *= (1/len);
y *= (1/len);
z *= (1/len);
var a00 = this.mat4[0];
var a01 = this.mat4[1];
var a02 = this.mat4[2];
var a03 = this.mat4[3];
var a10 = this.mat4[4];
var a11 = this.mat4[5];
var a12 = this.mat4[6];
var a13 = this.mat4[7];
var a20 = this.mat4[8];
var a21 = this.mat4[9];
var a22 = this.mat4[10];
var a23 = this.mat4[11];
//sin,cos, and tan of respective angle
var sA = Math.sin(_a);
var cA = Math.cos(_a);
var tA = 1 - cA;
// Construct the elements of the rotation matrix
var b00 = x * x * tA + cA;
var b01 = y * x * tA + z * sA;
var b02 = z * x * tA - y * sA;
var b10 = x * y * tA - z * sA;
var b11 = y * y * tA + cA;
var b12 = z * y * tA + x * sA;
var b20 = x * z * tA + y * sA;
var b21 = y * z * tA - x * sA;
var b22 = z * z * tA + cA;
// rotation-specific matrix multiplication
this.mat4[0] = a00 * b00 + a10 * b01 + a20 * b02;
this.mat4[1] = a01 * b00 + a11 * b01 + a21 * b02;
this.mat4[2] = a02 * b00 + a12 * b01 + a22 * b02;
this.mat4[3] = a03 * b00 + a13 * b01 + a23 * b02;
this.mat4[4] = a00 * b10 + a10 * b11 + a20 * b12;
this.mat4[5] = a01 * b10 + a11 * b11 + a21 * b12;
this.mat4[6] = a02 * b10 + a12 * b11 + a22 * b12;
this.mat4[7] = a03 * b10 + a13 * b11 + a23 * b12;
this.mat4[8] = a00 * b20 + a10 * b21 + a20 * b22;
this.mat4[9] = a01 * b20 + a11 * b21 + a21 * b22;
this.mat4[10] = a02 * b20 + a12 * b21 + a22 * b22;
this.mat4[11] = a03 * b20 + a13 * b21 + a23 * b22;
return this;
};
/**
* @todo finish implementing this method!
* translates
* @param {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[12];
this.mat4[13] =
this.mat4[1] * x +this.mat4[5] * y +this.mat4[9] * z +this.mat4[13];
this.mat4[14] =
this.mat4[2] * x +this.mat4[6] * y +this.mat4[10] * z +this.mat4[14];
this.mat4[15] =
this.mat4[3] * x +this.mat4[7] * y +this.mat4[11] * z +this.mat4[15];
};
p5.Matrix.prototype.rotateX = function(a){
this.rotate(a, [1,0,0]);
};
p5.Matrix.prototype.rotateY = function(a){
this.rotate(a, [0,1,0]);
};
p5.Matrix.prototype.rotateZ = function(a){
this.rotate(a, [0,0,1]);
};
/**
* sets the perspective matrix
* @param {Number} fovy [description]
* @param {Number} aspect [description]
* @param {Number} near near clipping plane
* @param {Number} far far clipping plane
* @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
* @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/constants":8,"../core/core":9,"../math/polargeometry":28}],30:[function(_dereq_,module,exports){
'use strict';
var p5 = _dereq_('../core/core');
var shader = _dereq_('./shader');
_dereq_('../core/p5.Renderer');
_dereq_('./p5.Matrix');
var uMVMatrixStack = [];
//@TODO should implement public method
//to override these attributes
var attributes = {
alpha: true,
depth: true,
stencil: true,
antialias: false,
premultipliedAlpha: false,
preserveDrawingBuffer: false
};
/**
* 3D graphics class
* @class p5.RendererGL
* @constructor
* @extends p5.Renderer
* @todo extend class to include public method for offscreen
* rendering (FBO).
*
*/
p5.RendererGL = function(elt, pInst, isMainCanvas) {
p5.Renderer.call(this, elt, pInst, isMainCanvas);
this._initContext();
this.isP3D = true; //lets us know we're in 3d mode
this.GL = this.drawingContext;
//lights
this.ambientLightCount = 0;
this.directionalLightCount = 0;
this.pointLightCount = 0;
//camera
this._curCamera = null;
/**
* model view, projection, & normal
* matrices
*/
this.uMVMatrix = new p5.Matrix();
this.uPMatrix = new p5.Matrix();
this.uNMatrix = new p5.Matrix('mat3');
//Geometry & Material hashes
this.gHash = {};
this.mHash = {};
//Imediate Mode
//default drawing is done in Retained Mode
this.isImmediateDrawing = false;
this.immediateMode = {};
this.curFillColor = [0.5,0.5,0.5,1.0];
this.curStrokeColor = [0.5,0.5,0.5,1.0];
this.pointSize = 5.0;//default point/stroke
return this;
};
p5.RendererGL.prototype = Object.create(p5.Renderer.prototype);
//////////////////////////////////////////////
// Setting
//////////////////////////////////////////////
p5.RendererGL.prototype._initContext = function() {
try {
this.drawingContext = this.canvas.getContext('webgl', attributes) ||
this.canvas.getContext('experimental-webgl', attributes);
if (this.drawingContext === null) {
throw new Error('Error creating webgl context');
} else {
console.log('p5.RendererGL: enabled webgl context');
var gl = this.drawingContext;
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
}
} catch (er) {
throw new Error(er);
}
};
//detect if user didn't set the camera
//then call this function below
p5.RendererGL.prototype._setDefaultCamera = function(){
if(this._curCamera === null){
var _w = this.width;
var _h = this.height;
this.uPMatrix = p5.Matrix.identity();
var cameraZ = (this.height / 2) / Math.tan(Math.PI * 30 / 180);
this.uPMatrix.perspective(60 / 180 * Math.PI, _w / _h,
cameraZ * 0.1, cameraZ * 10);
this._curCamera = 'default';
}
};
p5.RendererGL.prototype._update = function() {
this.uMVMatrix = p5.Matrix.identity();
this.translate(0, 0, -(this.height / 2) / Math.tan(Math.PI * 30 / 180));
this.ambientLightCount = 0;
this.directionalLightCount = 0;
this.pointLightCount = 0;
};
/**
* [background description]
*/
p5.RendererGL.prototype.background = function() {
var gl = this.GL;
var _col = this._pInst.color.apply(this._pInst, arguments);
var _r = (_col.levels[0]) / 255;
var _g = (_col.levels[1]) / 255;
var _b = (_col.levels[2]) / 255;
var _a = (_col.levels[3]) / 255;
gl.clearColor(_r, _g, _b, _a);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
};
//@TODO implement this
// p5.RendererGL.prototype.clear = function() {
//@TODO
// };
//////////////////////////////////////////////
// SHADER
//////////////////////////////////////////////
/**
* [_initShaders description]
* @param {string} vertId [description]
* @param {string} fragId [description]
* @return {Object} the shader program
*/
p5.RendererGL.prototype._initShaders =
function(vertId, fragId, isImmediateMode) {
var gl = this.GL;
//set up our default shaders by:
// 1. create the shader,
// 2. load the shader source,
// 3. compile the shader
var _vertShader = gl.createShader(gl.VERTEX_SHADER);
//load in our default vertex shader
gl.shaderSource(_vertShader, shader[vertId]);
gl.compileShader(_vertShader);
// if our vertex shader failed compilation?
if (!gl.getShaderParameter(_vertShader, gl.COMPILE_STATUS)) {
alert('Yikes! An error occurred compiling the shaders:' +
gl.getShaderInfoLog(_vertShader));
return null;
}
var _fragShader = gl.createShader(gl.FRAGMENT_SHADER);
//load in our material frag shader
gl.shaderSource(_fragShader, shader[fragId]);
gl.compileShader(_fragShader);
// if our frag shader failed compilation?
if (!gl.getShaderParameter(_fragShader, gl.COMPILE_STATUS)) {
alert('Darn! An error occurred compiling the shaders:' +
gl.getShaderInfoLog(_fragShader));
return null;
}
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, _vertShader);
gl.attachShader(shaderProgram, _fragShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert('Snap! Error linking shader program');
}
//END SHADERS SETUP
this._getLocation(shaderProgram, isImmediateMode);
return shaderProgram;
};
p5.RendererGL.prototype._getLocation =
function(shaderProgram, isImmediateMode) {
var gl = this.GL;
gl.useProgram(shaderProgram);
//projection Matrix uniform
shaderProgram.uPMatrixUniform =
gl.getUniformLocation(shaderProgram, 'uProjectionMatrix');
//model view Matrix uniform
shaderProgram.uMVMatrixUniform =
gl.getUniformLocation(shaderProgram, 'uModelViewMatrix');
//@TODO: figure out a better way instead of if statement
if(isImmediateMode === undefined){
//normal Matrix uniform
shaderProgram.uNMatrixUniform =
gl.getUniformLocation(shaderProgram, 'uNormalMatrix');
shaderProgram.samplerUniform =
gl.getUniformLocation(shaderProgram, 'uSampler');
}
};
/**
* Sets a shader uniform given a shaderProgram and uniform string
* @param {String} shaderKey key to material Hash.
* @param {String} uniform location in shader.
* @param {Number} data data to bind uniform. Float data type.
* @chainable
* @todo currently this function sets uniform1f data.
* Should generalize function to accept any uniform
* data type.
*/
p5.RendererGL.prototype._setUniform1f = function(shaderKey,uniform,data)
{
var gl = this.GL;
var shaderProgram = this.mHash[shaderKey];
gl.useProgram(shaderProgram);
shaderProgram[uniform] = gl.getUniformLocation(shaderProgram, uniform);
gl.uniform1f(shaderProgram[uniform], data);
return this;
};
p5.RendererGL.prototype._setMatrixUniforms = function(shaderKey) {
var gl = this.GL;
var shaderProgram = this.mHash[shaderKey];
gl.useProgram(shaderProgram);
gl.uniformMatrix4fv(
shaderProgram.uPMatrixUniform,
false, this.uPMatrix.mat4);
gl.uniformMatrix4fv(
shaderProgram.uMVMatrixUniform,
false, this.uMVMatrix.mat4);
this.uNMatrix.inverseTranspose(this.uMVMatrix);
gl.uniformMatrix3fv(
shaderProgram.uNMatrixUniform,
false, this.uNMatrix.mat3);
};
//////////////////////////////////////////////
// GET CURRENT | for shader and color
//////////////////////////////////////////////
p5.RendererGL.prototype._getShader = function(vertId, fragId, isImmediateMode) {
var mId = vertId + '|' + fragId;
//create it and put it into hashTable
if(!this.materialInHash(mId)){
var shaderProgram = this._initShaders(vertId, fragId, isImmediateMode);
this.mHash[mId] = shaderProgram;
}
this.curShaderId = mId;
return this.mHash[this.curShaderId];
};
p5.RendererGL.prototype._getCurShaderId = function(){
//if the shader ID is not yet defined
if(this.drawMode !== 'fill' && this.curShaderId === undefined){
//default shader: normalMaterial()
var mId = 'normalVert|normalFrag';
var shaderProgram = this._initShaders('normalVert', 'normalFrag');
this.mHash[mId] = shaderProgram;
this.curShaderId = mId;
} else if(this.isImmediateDrawing && this.drawMode === 'fill'){
// note that this._getShader will check if the shader already exists
// by looking up the shader id (composed of vertexShaderId|fragmentShaderId)
// in the material hash. If the material isn't found in the hash, it
// creates a new one using this._initShaders--however, we'd like
// use the cached version as often as possible, so we defer to this._getShader
// here instead of calling this._initShaders directly.
this._getShader('immediateVert', 'vertexColorFrag', true);
}
return this.curShaderId;
};
//////////////////////////////////////////////
// COLOR
//////////////////////////////////////////////
/**
* Basic fill material for geometry with a given color
* @method fill
* @param {Number|Array|String|p5.Color} v1 gray value,
* red or hue value (depending on the current color mode),
* or color Array, or CSS color string
* @param {Number} [v2] optional: green or saturation value
* @param {Number} [v3] optional: blue or brightness value
* @param {Number} [a] optional: opacity
* @chainable
* @example
* <div>
* <code>
* function setup(){
* createCanvas(100, 100, WEBGL);
* }
*
* function draw(){
* background(0);
* fill(250, 0, 0);
* rotateX(frameCount * 0.01);
* rotateY(frameCount * 0.01);
* rotateZ(frameCount * 0.01);
* box(200, 200, 200);
* }
* </code>
* </div>
*
* @alt
* red canvas
*
*/
p5.RendererGL.prototype.fill = function(v1, v2, v3, a) {
var gl = this.GL;
var shaderProgram;
//see material.js for more info on color blending in webgl
var colors = this._applyColorBlend.apply(this, arguments);
this.curFillColor = colors;
this.drawMode = 'fill';
if(this.isImmediateDrawing){
shaderProgram =
this._getShader('immediateVert','vertexColorFrag');
gl.useProgram(shaderProgram);
} else {
shaderProgram =
this._getShader('normalVert', 'basicFrag');
gl.useProgram(shaderProgram);
//RetainedMode uses a webgl uniform to pass color vals
//in ImmediateMode, we want access to each vertex so therefore
//we cannot use a uniform.
shaderProgram.uMaterialColor = gl.getUniformLocation(
shaderProgram, 'uMaterialColor' );
gl.uniform4f( shaderProgram.uMaterialColor,
colors[0],
colors[1],
colors[2],
colors[3]);
}
return this;
};
p5.RendererGL.prototype.stroke = function(r, g, b, a) {
var color = this._pInst.color.apply(this._pInst, arguments);
var colorNormalized = color._array;
this.curStrokeColor = colorNormalized;
this.drawMode = 'stroke';
return this;
};
//@TODO
p5.RendererGL.prototype._strokeCheck = function(){
if(this.drawMode === 'stroke'){
throw new Error(
'stroke for shapes in 3D not yet implemented, use fill for now :('
);
}
};
/**
* [strokeWeight description]
* @param {Number} pointSize stroke point size
* @chainable
* @todo strokeWeight currently works on points only.
* implement on all wireframes and strokes.
*/
p5.RendererGL.prototype.strokeWeight = function(pointSize) {
this.pointSize = pointSize;
return this;
};
//////////////////////////////////////////////
// HASH | for material and geometry
//////////////////////////////////////////////
p5.RendererGL.prototype.geometryInHash = function(gId){
return this.gHash[gId] !== undefined;
};
p5.RendererGL.prototype.materialInHash = function(mId){
return this.mHash[mId] !== undefined;
};
/**
* [resize description]
* @param {Number} w [description]
* @param {Number} h [description]
*/
p5.RendererGL.prototype.resize = function(w,h) {
var gl = this.GL;
p5.Renderer.prototype.resize.call(this, w, h);
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
// If we're using the default camera, update the aspect ratio
if(this._curCamera === 'default') {
this._curCamera = null;
this._setDefaultCamera();
}
};
/**
* clears color and depth buffers
* with r,g,b,a
* @param {Number} r normalized red val.
* @param {Number} g normalized green val.
* @param {Number} b normalized blue val.
* @param {Number} a normalized alpha val.
*/
p5.RendererGL.prototype.clear = function() {
var gl = this.GL;
gl.clearColor(arguments[0],
arguments[1],
arguments[2],
arguments[3]);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
};
/**
* [translate description]
* @param {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) {
this.uMVMatrix.translate([x,-y,z]);
return this;
};
/**
* Scales the Model View Matrix by a vector
* @param {Number | p5.Vector | Array} x [description]
* @param {Number} [y] y-axis scalar
* @param {Number} [z] z-axis scalar
* @chainable
*/
p5.RendererGL.prototype.scale = function(x,y,z) {
this.uMVMatrix.scale([x,y,z]);
return this;
};
p5.RendererGL.prototype.rotate = function(rad, axis){
this.uMVMatrix.rotate(rad, axis);
return this;
};
p5.RendererGL.prototype.rotateX = function(rad) {
this.rotate(rad, [1,0,0]);
return this;
};
p5.RendererGL.prototype.rotateY = function(rad) {
this.rotate(rad, [0,1,0]);
return this;
};
p5.RendererGL.prototype.rotateZ = function(rad) {
this.rotate(rad, [0,0,1]);
return this;
};
/**
* pushes a copy of the model view matrix onto the
* MV Matrix stack.
*/
p5.RendererGL.prototype.push = function() {
uMVMatrixStack.push(this.uMVMatrix.copy());
};
/**
* [pop description]
*/
p5.RendererGL.prototype.pop = function() {
if (uMVMatrixStack.length === 0) {
throw new Error('Invalid popMatrix!');
}
this.uMVMatrix = uMVMatrixStack.pop();
};
p5.RendererGL.prototype.resetMatrix = function() {
this.uMVMatrix = p5.Matrix.identity();
this.translate(0, 0, -800);
return this;
};
// Text/Typography
// @TODO:
p5.RendererGL.prototype._applyTextProperties = function() {
//@TODO finish implementation
console.error('text commands not yet implemented in webgl');
};
module.exports = p5.RendererGL;
},{"../core/core":9,"../core/p5.Renderer":16,"./p5.Matrix":29,"./shader":31}],31:[function(_dereq_,module,exports){
module.exports = {
immediateVert:
"attribute vec3 aPosition;\nattribute vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uResolution;\nuniform float uPointSize;\n\nvarying vec4 vColor;\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition * vec3(1.0, -1.0, 1.0), 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vColor = aVertexColor;\n gl_PointSize = uPointSize;\n}\n",
vertexColorVert:
"attribute vec3 aPosition;\nattribute vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\n\nvarying vec4 vColor;\n\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition * vec3(1.0, -1.0, 1.0), 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vColor = aVertexColor;\n}\n",
vertexColorFrag:
"precision mediump float;\nvarying vec4 vColor;\nvoid main(void) {\n gl_FragColor = vColor;\n}",
normalVert:
"attribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\n\nvarying vec3 vVertexNormal;\nvarying highp vec2 vVertTexCoord;\n\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition * vec3(1.0, -1.0, 1.0), 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vVertexNormal = vec3( uNormalMatrix * aNormal );\n vVertTexCoord = aTexCoord;\n}\n",
normalFrag:
"precision mediump float;\nvarying vec3 vVertexNormal;\nvoid main(void) {\n gl_FragColor = vec4(vVertexNormal, 1.0);\n}",
basicFrag:
"precision mediump float;\nvarying vec3 vVertexNormal;\nuniform vec4 uMaterialColor;\nvoid main(void) {\n gl_FragColor = uMaterialColor;\n}",
lightVert:
"attribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat3 uNormalMatrix;\nuniform int uAmbientLightCount;\nuniform int uDirectionalLightCount;\nuniform int uPointLightCount;\n\nuniform vec3 uAmbientColor[8];\nuniform vec3 uLightingDirection[8];\nuniform vec3 uDirectionalColor[8];\nuniform vec3 uPointLightLocation[8];\nuniform vec3 uPointLightColor[8];\nuniform bool uSpecular;\n\nvarying vec3 vVertexNormal;\nvarying vec2 vVertTexCoord;\nvarying vec3 vLightWeighting;\n\nvec3 ambientLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 directionalLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 pointLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 pointLightFactor2 = vec3(0.0, 0.0, 0.0);\n\nvoid main(void){\n\n vec4 positionVec4 = vec4(aPosition, 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n\n vec3 vertexNormal = vec3( uNormalMatrix * aNormal );\n vVertexNormal = vertexNormal;\n vVertTexCoord = aTexCoord;\n\n vec4 mvPosition = uModelViewMatrix * vec4(aPosition, 1.0);\n vec3 eyeDirection = normalize(-mvPosition.xyz);\n\n float shininess = 32.0;\n float specularFactor = 2.0;\n float diffuseFactor = 0.3;\n\n for(int i = 0; i < 8; i++){\n if(uAmbientLightCount == i) break;\n ambientLightFactor += uAmbientColor[i];\n }\n\n for(int j = 0; j < 8; j++){\n if(uDirectionalLightCount == j) break;\n vec3 dir = uLightingDirection[j];\n float directionalLightWeighting = max(dot(vertexNormal, dir), 0.0);\n directionalLightFactor += uDirectionalColor[j] * directionalLightWeighting;\n }\n\n for(int k = 0; k < 8; k++){\n if(uPointLightCount == k) break;\n vec3 loc = uPointLightLocation[k];\n vec3 lightDirection = normalize(loc - mvPosition.xyz);\n\n float directionalLightWeighting = max(dot(vertexNormal, lightDirection), 0.0);\n pointLightFactor += uPointLightColor[k] * directionalLightWeighting;\n\n //factor2 for specular\n vec3 reflectionDirection = reflect(-lightDirection, vertexNormal);\n float specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), shininess);\n\n pointLightFactor2 += uPointLightColor[k] * (specularFactor * specularLightWeighting\n + directionalLightWeighting * diffuseFactor);\n }\n\n if(!uSpecular){\n vLightWeighting = ambientLightFactor + directionalLightFactor + pointLightFactor;\n }else{\n vLightWeighting = ambientLightFactor + directionalLightFactor + pointLightFactor2;\n }\n\n}\n",
lightTextureFrag:
"precision mediump float;\n\nuniform vec4 uMaterialColor;\nuniform sampler2D uSampler;\nuniform bool isTexture;\n\nvarying vec3 vLightWeighting;\nvarying highp vec2 vVertTexCoord;\n\nvoid main(void) {\n if(!isTexture){\n gl_FragColor = vec4(vec3(uMaterialColor.rgb * vLightWeighting), uMaterialColor.a);\n }else{\n vec4 textureColor = texture2D(uSampler, vVertTexCoord);\n if(vLightWeighting == vec3(0., 0., 0.)){\n gl_FragColor = textureColor;\n }else{\n gl_FragColor = vec4(vec3(textureColor.rgb * vLightWeighting), textureColor.a);\n }\n }\n}"
};
},{}]},{},[9,14,15,17,26,25,27,8,11,24,18,5,6,10,22,20,21,13])(27)
});